[Knight of the Blazing Sun] Tactics, Builds, Strategies
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Re: [Knight of the Blazing Sun] Tactics, Builds, Strategies
i like the idea of focused offense only for 2h and more dmg increase. basically 2h misses an individual mastery tree.
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)
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Re: [Knight of the Blazing Sun] Tactics, Builds, Strategies
Yeah it would work great for some tanks, however others like the BO already get a nice tactic to boost crit damage as well so IDK, it may be too much for them....Tiggo wrote:i like the idea of focused offense only for 2h and more dmg increase. basically 2h misses an individual mastery tree.
I think overall, 2H needs to add some sort of group utility. This probably isnt the thread for this though. My "dream class" or "playstyle" has always been a 2H tank. Not FULLY tanky, but still reasonably tanky and able to dish some good damage.
Seems that class doesnt appear in this game. The closest thing I can see is maybe an "SM" that deals good damage and is "ok" on the tankiness.
If someone wants to play a 2H Order tank, SM is probably the best choice.
If you are playing Knight, please just roll SnB and use shield rush for the 10% more block chance. Itll GREATLY help your team.
Ive since been playing a BW for fun and the perspective gained is HUGE. BWs can deal SO much damage, I LOVE seeing a full tank hit the front lines because that means free casting for me.
So for those Knights who think: "Well my damage can be pretty good, noone ever goes for me, blah blah, added utility of damage" just know your actually taking AWAY from damage because you not going full tank means your probably not really pressing the front line which means your casters are having to move more often which means your ranged DPS is missing out on some good damage.
Even if you can allow your BW to stand still for another 2-3 more seconds... thats potentially another 1400+ crit that could go off on a target..
Sulfuras - Knight
Viskag - Chosen
Ashkandi - Swordmaster
Syzzle - Bright Wizard
Curz - Marauder
Andrithil - Blackguard
Viskag - Chosen
Ashkandi - Swordmaster
Syzzle - Bright Wizard
Curz - Marauder
Andrithil - Blackguard
Re: [Knight of the Blazing Sun] Tactics, Builds, Strategies
No properly healed anything will be pushed by a full tank. A tank out of guard range only kills his own team :<
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-
Re: [Knight of the Blazing Sun] Tactics, Builds, Strategies
This makes any knight useful instead a burden for the group.
I didn't read the full thread, but why people think the knockdown is unimportant will always be a mystery to me.
If you have to decide between stagger and knockdown: always take the knockdown. Against any superiour enemy the stagger will delay the wipe of your group for 3 seconds (if some random AOE doesn't brake it earlier...) and just gives them free immunities.
If you are competitive to your enemy, the knockdown will make it much easier for your DDs to kill a target. Additionally they can spec for something else instead (e.g. incoming healdebuff) on lower levels and/or don't loose DPS because they have to knockdown someone.
The tank is the primary source for CC (same for snares btw).
About the outgoing healdebuff: while the tank is running around in the enemies backline, he debuffs all outgoing healing by 25% in 30 feet around him. This stacks with the DDs incoming HD to 62.5% and lowers the "healwall" the DDs have to overcome to kill a target significantly. If the healers want to get rid of that debuff, they will have to move away from the knight and it's generaly good when casters are forced to move (particularly doks).
Most of that won't be visible in the scenario stats though (just as proper guarding, punting etc.) and while the DDs in puglandia will think that they saved the day again with all their incredibru damage, you know it better.
About full conquest spec: i don't even...
The knight is one of the classes with the easiest gameplay and a very flat learning curve/low skillcap; it's very easy to succeed and very hard to fail.
But i guess with with a strong will and the proper build anything is possible...
I didn't read the full thread, but why people think the knockdown is unimportant will always be a mystery to me.
If you have to decide between stagger and knockdown: always take the knockdown. Against any superiour enemy the stagger will delay the wipe of your group for 3 seconds (if some random AOE doesn't brake it earlier...) and just gives them free immunities.
If you are competitive to your enemy, the knockdown will make it much easier for your DDs to kill a target. Additionally they can spec for something else instead (e.g. incoming healdebuff) on lower levels and/or don't loose DPS because they have to knockdown someone.
The tank is the primary source for CC (same for snares btw).
About the outgoing healdebuff: while the tank is running around in the enemies backline, he debuffs all outgoing healing by 25% in 30 feet around him. This stacks with the DDs incoming HD to 62.5% and lowers the "healwall" the DDs have to overcome to kill a target significantly. If the healers want to get rid of that debuff, they will have to move away from the knight and it's generaly good when casters are forced to move (particularly doks).
Most of that won't be visible in the scenario stats though (just as proper guarding, punting etc.) and while the DDs in puglandia will think that they saved the day again with all their incredibru damage, you know it better.
About full conquest spec: i don't even...
The knight is one of the classes with the easiest gameplay and a very flat learning curve/low skillcap; it's very easy to succeed and very hard to fail.
But i guess with with a strong will and the proper build anything is possible...
Re: [Knight of the Blazing Sun] Tactics, Builds, Strategies
this is the problemLuth wrote:[url=http://waronlinebuilder.org/#career=kot ... 2:;0:0:0:0:]
Most of that won't be visible in the scenario stats though (just as proper guarding, punting etc.) and while the DDs in puglandia will think that they saved the day again with all their incredibru damage, you know it better.
.
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)
- Smooshie (Destro)
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