Thursday, 5 May 2016

Death Knight Hybrid Build V2

Alot of people question me about being a hybrid knight.
To allow everyone to contribute, this is the 2nd version of the oringal thread, re-written, re-composed.But, for those who are interested or just plain bored, Here you are. Discuss, learn, and mature.

Hope it helps you. If it does not, PM me (hyperyouth_firepower)

~=-Death Knight Hybrid Build.-=~

PAGE I
Table of contents:[
*General Introductions to Knight class [DK0001]
*Purpose of Death Knight[DK002]
*Stat Views and Descriptions [DK003A]
*General Physical Stat Varieties of a Death Knight[DK0003B]
-Agility tilted Physical Stat Variety[DK0003B-A]
-Vitality tilted Physical Stat Variety[DK0003B-V]
*Skill Trees and Descriptions [DK0004]
-Swordman Skills[DK0004-S]
-Knight Skills[DK0004-K]
-Lord Knight Skills[DK0004-LK]
*Skill Builds For a Death Knight[DK0005]
-Swordman level Skill Build[DK0005-1]
-Knight Level Skill Build[DK0005-2]











General introductions to a Knight[DK0001]
When the Knight class first came out since pre-comodo patch, it was known as one of the most versatile fighters that the RO community have ever known. During Yuno times, (Dreamsky patch) twRO players only resorted to play vit-str-lance-skills-only based Knights as in tanker class, and the trend has then set for many other RO, with exception of kRO where Lee Myong Jin and a few hardcore 2H Knight players aggresively promoted their 2H Knight build prowess. After the Einbroch (Metal City Patch) edition, many new cards and a few certain item sets were available for knights to use, and the Knight class was begining to shine again as a "all rounder versatile" fighter (but yet again overshadowed by its wronly overhyped "Spiral Pierce / Spear Dynamo", thus Str-Vit-Lance-Skills-Only LKs began to lose popularity. However, much unknowingly the 2H and hybrid variants had enjoyed a huge boost out of the new implementations, and with the implementation of Lighthalzen [War of AI patch] Knights are getting far more dangerous, subliminally, and their potentials have now out-done their old "generalized" past. With the upcoming patch 10.3, with some aid from the much awaited Soul Linkers and Taekwando Classes, The Knight Class have more roles than just being a tanker / cover fire specialist.





Purpose of Death Knight[DK002]
The purpose of a Death Knight is to dominate in virtually all areas, MvP, PvP, WoE, and leveling. And of course meatwalling *Cough* Erm, tanking. A great perk, is that this knight is also focused on omni mastery in skills. Whilst Lord Knights are often overshadowed by other classes when attempting to be specialized in either 1 / 4 available disciplines of RO, hybrid based Lord Knights are on completely different level when it comes to multi-tasking, and ability to give optimum gaming satisfaction from it, compared to any other classes.However, a Death Knight Hybrid Build shines the most in a cooperative based situations (WOE, PVP, group PVM and MVP) although basically it can still perform as a solo-ist.

*Stat Views and Descriptions [DK003A]
STR
- +1 base damage per point for melee weapons.
- A bonus of (Str/10)^2 total (ie, at 50 Str, 25 points total) for melee weapons where Str/10 is rounded down.
- +1 base damage per 5 points for missile weapons.
- +30 carrying capacity per point of Base Str.

AGI
- +1 flee per point.
- Increased attack speed per point, +0.something to be exact. (complicated but based on the atk speed of the weapon you are using in the class you are in).

VIT
- +1% to MaxHP per point.
- +0.8 weapon damage reduction (defensive) per point.
- Healing items effect increased by +2% per point.
- Every 5 full points of VIT increases HP Recovery Power by 1
- For monsters, there is a bonus to damage reduction of rnd(0,[VIT/20]^2-1).
- For players, there is a bonus to damage reduction of [VIT X 0.5] + rnd([VIT X 0.3], max([VIT X 0.3],[VIT^2/150]-1)).
- There is a hidden bonus of +1 Int style MDEF per 2 points.
- Increasing VIT also decreases the chance of being afflicted by the negative status affects of Poison, Silence and Stun.

INT
- +1 Base MAtk per point.
- +1% to MaxSP per point.
- SP Recovery items effect increased by +2% per point.
- Every 6 full points of INT increases SP Recovery Power by 1 and past 120 INT, every 2 INT gives a bonus to SP Recovery Power of 1.
- A bonus to MinMAtk of (Int/7)^2 total where (Int/7) is rounded down.
- A bonus to MaxMatk of (Int/5)^2 total where (Int/5) is rounded down.
- +1 spell damage reduction (defensive) per point.
- Increasing INT also decreases the chance of being afflicted by the negative status affects of Blind, Sleep and Stone Curse.

DEX
- +1 to hit per point.
- Increased attack speed per point (complicated, but based on the atk speed of the weapon you are using in the class you are in and worth 1/4 of Agi).
- +1 base damage per point for missile weapons.
- Bonus of (Dex/10)^2 total (ie, at 50 Dex, 25 points total) for missile weapons where dex/10 is rounded down.
- +1 base damage per 5 points for melee weapons.
- +1 minimum damage per point for melee weapons. If Dex exceeds the Atk
value of the melee weapon, use the Atk of the melee weapon for the min value
(ie. max and min values become the same).
- Reduces spell casting time by a percentage calculated as Dex/1.5 (ie. 30
Dex = 20% casting time reduction).

LUK
- +1 crit chance per 3 points of Luk.
- +1 base damage per 5 points of Luk for missile and melee weapons.
- +1 "lucky" dodge chance per 10 points of Luk.
- Increasing LUK also decreases the chance of being afflicted by any
negative status affect like Poison and Curse (but not as much as the effect of VIT and INT in most
cases).

General Physical Stat Varieties of a Death Knight[DK0003B]

There are a few to many variations of this build, and as we list them out, we'll slowly move to those "tuned perks" in which whether they start off as for all rounder or to mainly just to be attuned to either 1 of the 4 disciplines of RO experience. For a basic cookie cutter all rounder start, we'll have:

- Starting Stats -
9 STR
9 DEX
9 AGI
- End Stats -


Agility tilted Physical Stat Variation[DK0003B-A]

Agi Based.
92+8 Strength
77+3 Agility
30+10 Vitality
54+6 Dex
1+0 Intelligence
1+4 Luck

In this variation, at level 99 you should have around 10k hp, deal alot of damage, and deal it at an incredible pace. With 2H quicken, and berzerk potion it should do wonders just by watching the DPS (damage per second) flying. The other thing that Agility tilted hybrids should notice that one may be extremely heavily reliant on Accessory+Weapon combo to get the best effect desired. This does not includes the usage of cards to boost up stats for the Agi tilted DKHB build.


Vitality tilted Physical Stat Variation[DK0003B-V]


Vit Based.
92+8 Strength
37+3 Agility
70+10 Vitality
54+6 Dex
1+0 Intelligence
1+4 Luck

Almost the same as the Agi Variation, only in this build, you will have around 14K-15KHP (*as pointed in by Roffe Varg, thanks on this), Take in plentiful amounts of low damage (lesserif you have high def eqs), dodge from time to time, but your attack speed will suffer... However, your character will also develop a slight resistance to status attacks (yes, the duration of status ailments is directly affected by the amount of VIT points(and also LUK), the more, the faster it ends(for luk is the chance for a status attack to be inflicted / received) So it is recommended to use 2hQ variant for the Knights as it allows faster "power leveling". Cards are often used for damage modifiers / status modifiers. The Vit variant loses out to the Agi variant in terms of versatility (Knight level)





Skill Trees and Descriptions [DK0004]
This section is specially dedicated to input all SKill Tree and their descriptions for the Knight. To some it may be unnecessary, to some it'll be some use. Regardless of the debates / controvesy that arises from this, I shall post it for the benefit of the Knights for everyone. To share is to care, so they say. If there is anything wrong with the descriptions / formulas posted please do not hesistate to PM / made corrections. TQ Grammar Nazi, Skills Nazi, Ro Nazis are more than welcomed to inform about updates

Skill Tree View can be gotten from HERE (Complete Skill Tree Map View)

Swordman Skills[DK0004-S]

Swordman Auto Berserk
Auto Berserk
Max level: 1
Type: Passive with activation
Target: Self
SP Cost: 5SP per 10 sec (continous draining)
Cast Time: 0
Cool Down: 0
Duration: see below
Effect: When your HP goes below 25%, you gain the effect of Provoke Lvl 10 on yourself. That means +32% ATK and -60% VIT DEF. The effect lasts until the character returns to more than 25% HP. The skill can be set to activate or not. The skill will even function after it has drained all of your SP.
#

Swordman Bash
Bash
Required For: Magnum Break (L5), Bowling Bash (L10, Knight), Aura Blade (L5 Lord Knight).
Max level: 10
Type: Offensive, Level Selectable
SP Cost: Level 1-5: 8, Level 6-10: 15.
Target: 1 Enemy
Range: 1 cell
Cast Time: 0
Cool Down: ATKSPD
Duration: instant
Effect: A melee attack with ATK equal to 100% + 30%*Skill Level. There is a hit bonus of +10 at levels 1-5 and +20 at level 6-10. If the character has the Fatal Blow as well, levels 6-10 will add a chance to Stun of 5%*(Bash Skill Level - 5).
[LV 1] ATK 130%
[LV 2] ATK 160%
[LV 3] ATK 190%
[LV 4] ATK 220%
[LV 5] ATK 250%
[LV 6] ATK 280%
[LV 7] ATK 310%
[LV 8] ATK 340%
[LV 9] ATK 370%
[LV 10] ATK 400%
Personal Opinion:
This skill is by far a Knight/L.Knight's best friend, not only because of its 400%ATK dmg but also because its usable in almost any situation, and its a by far a no brainer which can turn the tides of battles, and ensures that you win / escape safely.


Swordman_ENDURE#
Endure
Required For: Peco Peco Riding (L1 Knight/Crusader), Relax (L3 Lord Knight), Sacrifice (L5 Paladin), Gloria Domini (L5 Paladin).
Max level: 10
Type: Active
SP Cost: 10
Target: Self
Cast Time: 0
Cool Down: none, see below
Duration: 7 + (3*Skill Level) sec
Effect: Makes character skip "flinch" animation when hit, thus preventing "stun lock". You still take full damage from hits, but you keep on doing whatever you were doing without pause.
A sitting character does not stand up when hit while affected by Endure.
The effect cancels out after 7 monster hits. However there is NO maximum for Players hitting the caster. Provides a +1*Skill LV bonus to MDEF.
After the first cast you have to wait 10 seconds to cast this skill again.
Doesn't work on WoE (you only get bonus to MDEF).
[LV 1] Lasts for 10secs
[LV 2] Lasts for 13secs
[LV 3] Lasts for 16secs
[LV 4] Lasts for 19secs
[LV 5] Lasts for 22secs
[LV 6] Lasts for 25secs
[LV 7] Lasts for 28secs
[LV 8] Lasts for 31secs
[LV 9] Lasts for 34secs
[LV 10] Lasts for 37secs
#Personal Opinion:
Extremely useful in tanking situations. Skill not usable in WOE but char gains the MDEF bonus, especially if added with precast breaking gears


Swordman_RECOVERY#
Increased HP Recovery
Required For: Concentration (L1 Lord Knight), Relax (L10 Lord Knight)
Max level: 10
Type: Passive
Effect: Heals ((5*Skill Level) + (MaxHP*0.002*Skill Level)) hp per 10 full seconds spent standing on one cell. Increases the effect of healing items by 10%*Skill Level (cumulative with the increase from VIT).
[LV 1] Every 10 secs/HP +5
[LV 2] Every 10 secs/HP +10
[LV 3] Every 10 secs/HP +15
[LV 4] Every 10 secs/HP +20
[LV 5] Every 10 secs/HP +25
[LV 6] Every 10 secs/HP +30
[LV 7] Every 10 secs/HP +35
[LV 8] Every 10 secs/HP +40
[LV 9] Every 10 secs/HP +45
[LV 10] Every 10 secs/HP +50
KRO Name: Increase Recuperative Power
#Personal Opinion:
One can never remove this skill, nor challenge its usefulness. Not only it helps HP regen, it also increases the HP regained from HP-regen items.


Swordman_MAGNUM#
Magnum Break
Required For: Bowling Bash (L3 Knight), Aura Blade (L5 Lord Knight)
Max level: 10
Type: Offensive
SP Cost: 30
Target: Self
Range: Splash Range
Cast Time: 0
Cool Down: none, 2 sec for the next Magnum Break
Duration: instant
Effect: 5x5 cells, Fire property splash attack with ATK of 100%+20%*Skill Level and a +10*SkillLvl bonus to Hit. Enemies hit by the attack are pushed back 2 cells. Drains 15 HP per use, but cannot kill character.
After usage, it adds a 30% Fire-elemental bonus to ATK that lasts for 10 seconds. After the cast the attack sequence is not interrupted.
[LV 1] ATK 120%, +10% Hit
[LV 2] ATK 140%, +20% Hit
[LV 3] ATK 160%, +30% Hit
[LV 4] ATK 180%, +40% Hit
[LV 5] ATK 200%, +50% Hit
[LV 6] ATK 220%, +60% Hit
[LV 7] ATK 240%, +70% Hit
[LV 8] ATK 260%, +80% Hit
[LV 9] ATK 280%, +90% Hit
[LV 10] ATK 300%, +100% Hit
#Personal Opinion:
A fiercely debated skill, my only advise is use this if you know what you're up to. Even though it seems useless, in its uselessness there is a usefulness. Features explained in WOE and PVM section.


Swordman_PROVOKE#
Provoke
Required For: Endure (L5), Parrying (L5 Lord Knight), Relax (L5 Lord Knight).
Max level: 10
Type: Active, Level Selectable
SP Cost: 3 + LV
Target: 1 Enemy
Range: 9 cells
Cast Time: 0
Cool Down: 0
Duration:30 seconds
Effect: Lowers a Monsters DEF and VIT DEF by 6%*Skill Level and increases the Monsters ATK by 2%*Skill Level. Undead and Boss monsters are not affected. Against a player, it lowers VIT DEF
by 5% + 5%*Skill Level and increases Base and Weapon ATK by 2% +3%*Skill Level. ^000000
[LV 1] 53% Success, Target Attack +2%, Defense -6%
[LV 2] 56% Success, Target Attack +4%, Defense -12%
[LV 3] 59% Success, Target Attack +6%, Defense -18%
[LV 4] 62% Success, Target Attack +8%, Defense -24%
[LV 5] 65% Success, Target Attack +10%, Defense -30%
[LV 6] 68% Success, Target Attack +12%, Defense -36%
[LV 7] 71% Success, Target Attack +14%, Defense -42%
[LV 8] 74% Success, Target Attack +16%, Defense -48%
[LV 9] 77% Success, Target Attack +18%, Defense -54%
[LV 10] 80% Success, Target Attack +20%, Defense -60%
#Personal Opinion:
This is a skill that any Knights must have a lvl 10 tag to it. Not because of its 80% chance to make an enemy drops its defense by 60%, but this is by far a Knight's most effective spell breaker / disrupter (apart from Spear Boomerang, but still this skill is extremely useful). Therefore its usage as a "buffer control skill" (skills that breaks buffing / interrupts buffing)


Swordman_SWORD#
Sword Mastery
Required For: Two-Handed Sword Mastery (L1 Swordman)
Max level: 10
Type: Passive
Effect: Increases damage with Daggers and Swords (1-handed only) by 4*Skill Level. This damage ignores modification from Armor and VIT Defense, but not from Elemental and Card modifiers and applies to all hits for multi hit attacks.
[LV 1] ATK +4
[LV 2] ATK +8
[LV 3] ATK +12
[LV 4] ATK +16
[LV 5] ATK +20
[LV 6] ATK +24
[LV 7] ATK +28
[LV 8] ATK +32
[LV 9] ATK +36
[LV 10] ATK +40
#

Swordman_TWOHAND#
Two-Handed Sword Mastery
Required For: Counter Attack (L1 Knight), Bowling Bash (L5 Knight), Two Hand Quicken (L1 Knight), Parrying (L10 Lord Knight), Aura Blade (L5 Lord Knight).
Max level: 10
Type: Passive
Effect: Increases damage with Two-Handed Swords by 4*Skill Level. This damage ignores modification from Armor and VIT Defense, but not from Elemental and Card modifiers and applies to all hits for multi hit attacks.
[LV 1] ATK +4
[LV 2] ATK +8
[LV 3] ATK +12
[LV 4] ATK +16
[LV 5] ATK +20
[LV 6] ATK +24
[LV 7] ATK +28
[LV 8] ATK +32
[LV 9] ATK +36
[LV 10] ATK +40
#
adds only +30 atk per lvl 10 for eRO, kRO, twRO

Swordman_FATALBLOW#
Fatal Blow
Max level: 1
Type: Passive
Effect: Adds chance of causing stun on target when using Bash level 6 or above. Base Stun Chance is 5%*(Bash Skill Level - 5) with a further modifier from character Base LV and a minimum chance of 0%.
[Bash LV 6] 5% Stun Chance
[Bash LV 7] 10% Stun Chance
[Bash LV 8] 15% Stun Chance
[Bash LV 9] 20% Stun Chance
[Bash LV 10] 25% Stun Chance
#Personal Opinion:
A must get skill (learnt by quest)


Swordman_MOVINGRECOVERY#
HP Recovery While Moving
Max level: 1
Type: Passive
Effect: Character regenerates HP while walking. Rate is 50% of standing recovery, and not affected by Increased HP Recovery skill.
#Personal Opinion:
An another must get skill (learnt by quest)




Knight Skills[DK0004-K]


Knight_AUTOCOUNTER#
Counter Attack
Required For: Bowling Bash (L5).
Max level: 5
Type: Active
SP Cost: 3
Target: Self
Cast Time: 0
Cool Down: ASPD
Duration: 0.4*Skill LV sec
Effect: Puts character into the counter stance until duration expires. If attacked from the front while in counter stance, character will block the attack and counterattack. While in the counter stance, the character cannot move.
The counterattack doubles critical hit rate but that doesn`t mean the user can hit the target without failure.
[LV 1] 0.4 Seconds
[LV 2] 0.8 Seconds
[LV 3] 1.2 Seconds
[LV 4] 1.6 Seconds
[LV 5] 2.0 Seconds
#[i]Personal Opinion:
In ERO, cRO and twRO, the rate has been adjusted to a sure hit critical attack. It works like *dilemma*(monk skill), with exception that it does not trap the user but counters their hit.

Knight _BOWLINGBASH#
Bowling Bash
Max level: 10
Type: Offensive
SP Cost: 12 + Skill Level
Target: 1 Enemy
Range: 2 cells
Cast Time: 0.7 sec (uninterruptible)
Cool Down: 1 sec
Duration: instant
Effect: Hits one enemy with an ATK of 100% + 40%*Skill Level. The enemy is knocked back up to 5 cells. If that enemy hits any other enemies, then the hit becomes a 3x3 cell melee splash attack at that point with additional damage to these secondary targets. During the Cast Time character's DEF is reduced to 2/3.
[LV 1] 140% Damage, Knock back 1 cell
[LV 2] 180% Damage, Knock back 1 cell
[LV 3] 220% Damage, Knock back 2 cell
[LV 4] 260% Damage, Knock back 2 cell
[LV 5] 300% Damage, Knock back 3 cell
[LV 6] 340% Damage, Knock back 3 cell
[LV 7] 380% Damage, Knock back 4 cell
[LV 8] 420% Damage, Knock back 4 cell
[LV 9] 460% Damage, Knock back 5 cell
[LV 10] 500% Damage, Knock back 5 cell
#Personal Opinion:
Get a weapon that ignores DEF, and you'll see the true damage that this weapon deals. It works better than Spiral Pierce (Clashing Spiral) for an all rounder situations.
In ERO, twRO and cRO, the new update was it was upgraded to 600%dmg, with 2 hit with knockback. Still does has the splash effect on first strike, but only intended target will get "bowled" and "bowled' target can 'bowl bash" other targets. Gives a 2x strike. Very useful on corners and WOE.


Knight _BRANDISHSPEAR#
Brandish Spear
Required For: Berserk (L5 Lord Knight)
Max level: 10
Type: Offensive
SP Cost: 12
Target: 1 Enemy
Range: 2 cells
Splash range: see below
ATK Type: Weapon property, Melee, Area, Physical Attack
Cast Time: 1 sec (uninterruptible)
Cool Down: 0.7 sec
Duration: instant
Effect: An area attack with an ATK of 100% +20%*Skill Level. Can only be used while mounted and wielding a Spear class weapon. During the Cast Time, character DEF is reduced to 2/3. The affected area varies with level as follows:
L1-3: Area 1
L4-6: Area 1+2
L7-9: Area 1+2+3
L10: Area 1+2+3+4.
the following diagram shows the areas:
.444.
33333
22222
11111
11X11
where X marks the knight.
[LV 1] 120% ATK 1 cell Splash range
[LV 2] 140% ATK 1 cell Splash range
[LV 3] 160% ATK 1 cell Splash range
[LV 4] 180% ATK 2 cell Splash range
[LV 5] 200% ATK 2 cell Splash range
[LV 6] 220% ATK 2 cell Splash range
[LV 7] 240% ATK 3 cell Splash range
[LV 8] 260% ATK 3 cell Splash range
[LV 9] 280% ATK 3 cell Splash range
[LV 10] 300% ATK 4 cell Splash range
#

Knight _CAVALIERMASTERY#
Cavalier Mastery
Max level: 5
Type: Passive
Effect: Helps return weapon swinging speed to normal while riding a Peco Peco. The swinging speed while riding a Peco Peco is 50% + 10%*Skill Level based on unmounted attack speed. This can be incorporated into ASPD as Weapon Delay*(2 - 0.2*Skill Level)*(250 - AGI - [DEX/4])/250.
[LV 1] 60% Attack Speed
[LV 2] 70% Attack Speed
[LV 3] 80% Attack Speed
[LV 4] 90% Attack Speed
[LV 5] Normal Attack Speed
#Personal Opinion:
A must get if one gets Riding.


KN_PIERCE#
Pierce
Required For: Spear Boomerang (L3), Spear Stab (L5).
Max level: 10
Type: Offensive
SP Cost: 9
Target: 1 Enemy
Range: 2 cells
Cast Time: 0
Cool Down: ATKSpeed
Duration: instant
Effect: Hits for an ATK of 100% + 10%*Skill Level. Number of hits depends on the size of the target. Small = 1, Medium = 2, Large = 3. Players are considered to be medium. Can only be used with spears.
[Small] 1 Hit
[Medium] 2 Hits
[Big] 3Hits
[LV 1] 110% ATK, HIT +5
[LV 2] 120% ATK, HIT +10
[LV 3] 130% ATK, HIT +15
[LV 4] 140% ATK, HIT +20
[LV 5] 150% ATK, HIT +25
[LV 6] 160% ATK, HIT +30
[LV 7] 170% ATK, HIT +35
[LV 8] 180% ATK, HIT +40
[LV 9] 190% ATK, HIT +45
[LV 10] 200% ATK, HIT +50
#[i]Personal Opinion:
Back pre-Eibroch (Metal City) patch, this was far by the one and only arsenal that proves its usefulness, together with spear brandish. However, this skill since have been overshadowed by the updates of Bowling Bash.

KN_SPEARBOOMERANG#
Spear Boomerang
Required For: Frenzy (L5 Lord Knight)
Max level: 5
Type: Offensive
SP Cost: 10
Target: 1 Enemy
Range: 1 + 2*Skill Level cells
Cast Time: 0
Cool Down: 1 sec
Duration: instant
Effect: A ranged attack with an ATK of 100%+50%*Skill Level. This skill can only be used with Spear class weapons.
[LV 1] 150% ATK, 3 cell Range
[LV 2] 200% ATK, 5 cell Range
[LV 3] 250% ATK, 7 cell Range
[LV 4] 300% ATK, 9 cell Range
[LV 5] 350% ATK, 11 cell Range
#

KN_SPEARMASTERY#
Spear Mastery
Required For: Pierce (L1), Spear Quicken (L10 Crusader), Concentration (L5 Lord Knight), Frenzy (L7 Lord Knight), Spiral Pierce (L10 Lord Knight), Traumatic Blow (L9 Lord Knight)
Max level: 10
Type: Passive
Effect: Increases damage with all Spears by +4*Skill Level. If riding a Peco Peco, then the damage improvement is +5*Skill Level. This damage ignores modification from Armor and VIT Defense, but not from Elemental and Card modifiers and applies to all hits for multi hit attacks.
[LV 1] ATK +4/+5
[LV 2] ATK +8/+10
[LV 3] ATK +12/+15
[LV 4] ATK +16/+20
[LV 5] ATK +20/+25
[LV 6] ATK +24/+30
[LV 7] ATK +28/+35
[LV 8] ATK +32/+40
[LV 9] ATK +36/+45
[LV 10] ATK +40/+50
#

KN_SPEARSTAB#
Spear Stab
Required For Brandish Spear (L3), Spiral Pierce (L5 Lord Knight).
Max level: 10
Type: Offensive
SP Cost: 9
Target: 1 Enemy
Range: 4 cells
ATK Type: Weapon property, Melee, Area, Physical Attack
Cast Time: 0
Cool Down: 1 sec
Duration: instant
Effect: One Cell splash (yes, only 1x1) meele attack with an ATK of 100% +20%*Skill Level. Targets are knocked back 6 cells. This skill can only be used with Spear class weapons.
[LV 1] 120% ATK
[LV 2] 140% ATK
[LV 3] 160% ATK
[LV 4] 180% ATK
[LV 5] 200% ATK
[LV 6] 220% ATK
[LV 7] 240% ATK
[LV 8] 260% ATK
[LV 9] 280% ATK
[LV 10] 300% ATK
#

KN_TWOHANDQUICKEN#
Two Hand Quicken
Required For: Bowling Bash (L10), Parrying (L3 Lord Knight)
Max level: 10
Type: Active
SP Cost: 10 + 4*Skill LV
Target: Self
Cast Time: 0
Cool Down: 1 sec
Duration: 30*Skill LV
Effect: Decreases weapon swing delay with two-handed swords by 30%. This skill only works with Two-Hand Sword class weapons and the effect cancels when switching to any other type.
[LV 1] Lasts 30secs
[LV 2] Lasts 60Secs
[LV 3] Lasts 90Secs
[LV 4] Lasts 120Secs
[LV 5] Lasts 150Secs
[LV 6] Lasts 180Secs
[LV 7] Lasts 210Secs
[LV 8] Lasts 240Secs
[LV 9] Lasts 270Secss
[LV 10] Lasts 300Secs
#

KN_RIDING#
Peco Peco Riding
Required For: Brandish Spear, Cavalier Mastery, Concentration (Lord Knight), Frenzy (Lord Knight), Traumatic Blow (Lord Knight)
Max level: 1
Type: Passive
Effect: This skill allows the character to ride a Peco Peco. Mounted characters gain an additional 25% walking speed (cumulative with AGI UP) and the maximum weight limit a character can carry is increased by 1000.
Mounted characters also attack at half the normal speed, but this penalty can be reduced or offset by levels in Cavalier Mastery. While mounted, the size modifier of spear vs. medium size is 100% instead of 75%. The
Peco Peco must be hired from Peco Peco Breeder in Prontera (55/350) at a cost of 2500z. If the character dismounts (by clicking on the "OFF" button in the equipment window), then the Peco Peco disappears and a new one must be hired.
KRO Name: Riding^
#




Lord Knight Skills[DK0004-LK]



LK_AURABLADE#
Aura Blade
Max Level: 5
Type: Supportive
SP Cost: 10+8*SkillLV
Target: Self
Cast Time: 0
Cool Down: 0
Duration: 20+20*SkillLV sec
Effect: Creates a special aura around the weapon that increases damage and ignores the targets DEF, but not his FLEE.
[LV 1] ATK +20, 40 Sec Duration
[LV 2] ATK +40, 60 Sec Duration
[LV 3] ATK +60, 80 Sec Duration
[LV 4] ATK +80, 100 Sec Duration
[LV 5] ATK +100, 120 Sec Duration
#

LK_BERSERK#
Berserk
Max Level: 1
Type: Active
SP Cost: 100
Target: Self
Cast Time: 0
Cool Down: 0 (plus special delay, see below)
Duration: 300 sec or untill 100 HP reached
Effect: Requires you to have a JobLevel of at least 50. It tripples your HP and replenishes them (to the now trippled maximum), doubles your Damage, increases your ASPD by 30,
increases your movement speed (does not stack with other increase except Peco Peco), gives the endure effect at no further cost but halves your flee rate and sets ALL DEF AND MDEF to 0 for the skills duration.
It also drains 5% of your current HP every 15 seconds. You cannot chat (chat mute), change equips, use any healing items or receive any heals while this skill is in effect. You do not regain HP and SP naturally for 5 minutes after the skill ends
(you can be healed or use items though). The Skill cancels out if your HP drops to 100 or below. Can be used during Guild Siege.
IRO Name: Frenzy
#

LK_CONCENTRATION#
Concentration
Max Level: 5
Type: Supportive
SP Cost: 10+4*SkillLV
Target: Self
Cast Time: 0
Cool Down: 0
Duration: 20+5*SkillLV sec
Effect: If you use this skill, your HIT rate and damage will receive a huge increase, but all your defense based upon equipment and stats will decrease.
This skill also gives the Endure effect upon cast without further SP cost and will reset the 7-Hit counter if the Endure effect was already active. Also, the
10 sec recast Endure timer will be reset, but only if the original effect came from the Swordman Endure Skill (yes, basically you can recast Endure within
the 10 sec with this, but only ONCE, since Concentration-Endure does NOT reset its own Endure timer). Contrary to the IRO name, it can be used with every weapon.
[LV 1] Hit +10%, ATK +5%, DEF -5%, 25 Sec
[LV 2] Hit +20%, ATK +10%, DEF -10%, 30 Sec
[LV 3] Hit +30%, ATK +15%, DEF -15%, 35 Sec
[LV 4] Hit +40%, ATK +20%, DEF -20%, 40 Sec
[LV 5] Hit +50%, ATK +25%, DEF -25%, 45 Sec
IRO Name: Spear Dynamo
#

LK_HEADCRUSH#
Headcrush
Required For: Joint Beat (L3)
Max level: 5
Type: Offensive
SP Cost: 23
Target: Enemy
Range: Weapon Range
Cast Time: 0
Cool Down: 0.5 sec
Duration: 90 sec
Effect: Strong hit against a single enemy that causes bleeding with a chance of 50%. Those that are hit will lose HP rapidly, the duration of this effect depends on the enemies VIT and LUK.
Does not work on Undead and Demon-race creatures. Can be used with any weapon. Damage is 100%+40*SkillLV% ATK.
[LV 1] 140% ATK
[LV 2] 180% ATK
[LV 3] 220% ATK
[LV 4] 260% ATK
[LV 5] 300% ATK
IRO Name: Traumatic Blow
#

LK_JOINTBEAT#
Joint Beat
Max level: 5
Type: Offensive
SP Cost: see effect
Target: Enemy
Cast Time: 0 sec
Cool Down: 0.8 sec till SkillLV 5, 1 sec thereafter
Duration: instant
Effect: You can only use this skill with a Spear-type weapon. You will strike at the joints of the enemy's body, causing various harmful status ailments as well as
damage. Higher level increases the damage and chance to cause status ailment to the enemy. As always VIT DEF protects against the status alignments.
Possible ailments:
1. Ankle Break: MoveSpeed reduced by 50%.
2. Wrist Break: ASPD reduced by 25%.
3. Knee Break: MoveSpeed reduced by 30%, ASPD reduced by 10%.
4. Shoulder Break: DEF reduced by 50%.
5. Waist Break: DEF reduced by 25%, ATK reduced by 25%.
6. Neck Break: Increase your damage by 2x, CRIT effect, and 30 second forced 'bleeding' status ailment

[LV 1] 60% ATK, inflict status 10%, 12 SP
[LV 2] 70% ATK, inflict status 15%, 12 SP
[LV 3] 80% ATK, status 20%, 14 SP
[LV 4] 90% ATK, status 25%, 14 SP
[LV 5] 100% ATK, inflict status 30%, 16 SP
[LV 6] 110% ATK, inflict status 35%, 16 SP
[LV 7] 120% ATK, inflict status 40%, 18 SP
[LV 8] 130% ATK, inflict status 45%, 18 SP
[LV 9] 140% ATK, chance to inflict status 50%, 20 SP
[LV 10] 150% ATK, chance to inflict status 55%, 20 SP
IRO Name: Vital Strike
#

LK_PARRYING#
Parrying
Max Level: 10
Type: Active
SP Cost: 50
Target: Self
Cast Time: 0
Cool Down: 0
Duration: 10+5*SkillLV sec
Effect: You automatically block attacks with a success chance of 5*SkillLV%. This allows you to auto-guard melee and ranged attacks with your two-handed sword. This Skill also enabels you
to parry the following skills: Bash, Bowling Bash, Pierce, Spiral Pierce, Brandish Spear, Spear Boomerang, Shield Boomerang, Grand Cross, Asura Strike, Falcon Assault, Soul Breaker, Double Strafe,
Arrow Shower and Occult Impact. When you block you cannot attack (but unlike Auto Guard, there is no delay). Use this when you get mobbed. Two Hand sword needed
[LV 1] Block Chance 5%, 15 Sec
[LV 2] Block Chance 10%, 20 Sec
[LV 3] Block Chance 15%, 25 Sec
[LV 4] Block Chance 20%, 30 Sec
[LV 5] Block Chance 25%, 35 Sec
[LV 6] Block Chance 30%, 40 Sec
[LV 7] Block Chance 35%, 45 Sec
[LV 8] Block Chance 40%, 50 Sec
[LV 9] Block Chance 45%, 55 Sec
[LV 10] Block Chance 50%, 60 Sec
#

LK_SPIRALPIERCE#
Spiral Pierce
Max level: 5
Type: Offensive
Target: Enemy
SP Cost: 15+3*SkillLV
Cast Time: 0.1+0.2*SkillLV sec
Cool Down: 1+0.2*SkillLV sec
Duration: instant
Effect: Extend your spear, and spin it in a spiral fashion to increase overall damage and ability to pierce. A more powerful version of Pierce which ignores DEF and VIT DEF
and also stun-locks your opponent for 3 sec. Damage is 100%+50*SkillLV% ATK. The attack is 5 hits with the damage divided evenly between the hits. However you can increase damage
further by increasing the weight of your weapon (upgrades count too! Lvl1 weapons +10/upgrade, Lvl2 weapons +15/upgrade, Lvl3 weapons +25/upgrade). Although damage will increase
with better skill level, so will the Cast Time / Cool Down. Aura Blade does not add damage to this skill. Recent tests revealed the following (rather complex) formula:
[(80% of weapons weight times (100%+level*50%) + (round.down(STR/10^2) + Upgrade Damage) * size modifier (small 125%, medium 100%, large 75%)) * card factors (+20% and such) * element factors ]* 5 hits
[LV 1] 150% ATK per attack
[LV 2] 200% ATK per attack
[LV 3] 250% ATK per attack
[LV 4] 300% ATK per attack
[LV 5] 350% ATK per attack
IRO NAme: Clashing Spiral
#

LK_TENSIONRELAX#
Relax
Max level: 1
Type: Supportive
SP Cost: 15
Target: Self
Cast Time: 0
Cool Down: 0
Duration: 180 sec or untill fully healed
Effect: Triples your HP recovery speed when sitting. This skill cancels out immediately if you stand up, use items, change equip or are hit by somebody else..
KRO Name: Tension Relax









Swordman level Skill Build[DK0005-1]
-=~~=-Skills!-=~~=-

Generally, for most knights the skill build for any swordsmen are often not touched on, mainly because of a "preconception" that a provided build (see below) is the one generally applied to most Knights regardless of their builds (Pure SVD, SVA, SAD, SAL or DAL), that certain skills for a swordsman are a "MUST TAKE". Here it goes. To avoid repetition of skills, please refer them to the skill descriptions posted above.
~-=(Swordman)=-~
10 Hp Recovery, <---A general "must" for all swordsman. Not only does it increases passive recovery rate, it also increases the amount of HP recoverable by using HP recovery items.

1 1H Mastery,<--- A skill that knights who know what they are up to; but DKHB does not encourage this skill, unless you're using really good weapons. (As in LVL 4 Forged Unique Weapons or anything equivalent).

10 2h Mastery, <---Important for those 2H wielders, for damage output.

10 Bash <---Remember to get the Strike Vital Point skill as a swordsman. Very important. Neutral element but can be changed with other elements depending on weapons / enchantments. Current skill review dictatest that this skill is extremely efficient in many situations with HIGH STR value. However, Enemy with high VIT,INT and LUK (total 3 combined) will have resistance to the stun effect.

5 Provoke, <-----(Required For: Endure (L5), Parrying (L5 Lord Knight), Relax (L5 Lord Knight).. Useful in woe for disrupting wizards while they cast their powerful spells, for PVM you can use it to kill a weaker mob faster, as it takes more DPS which benefits you). Can use on virtually any element except undeads and demon class to lure them to you. I' ve known quite a few knights who have successfully used this with the terrain advantage to farm for EXP.

10 Endure. (This is up to you. This however is needed for "peco peco riding" and "relax". Skills review as above.

3 Magnum Break (5 for those who needs aura BLADE)(good uses for certain weapons, which helps in tight situations where you need to control mob. This skill is neutral element but status effects can be added on to it It only adds fire attack AFTER the magnum Break (review skill as per post above). Can also be effectively used in WOE too for launching status attacks, if equipped with a mail / sword breaker will enable mass weapon / armour breaking spree. There's no way to defend a magnum break attack (for the armour / weapon breaking) unless the target is coated (alchemist skill). The downside is of the 2 sec delay for the next magnum, but the way to override it is hit, magnum, hit, magnum, hit, magnum, hit, magnum.(rinse and repeat) Magnum Break is generally almost useless in MVP and PVM situations, so for those who enjoy making a knight to play for all situations, go for magnum break lvl 3 only(or 5 if in need of Aura Blade later)



Note from author: I generally upped Magnum Break to LVL 10, because of its 360* attack, which is good for breaking the melee classes at the precast, WITH a MAIL BREAKER.(whether defending or attacking). To be honest, whether you put 5 points into Provoke, 10 into endure, or switch (vice versa) is still OKAY, as it depends heavily on how / what skill builds you are used to. From my experience and understanding of my own knight, I was able to tank precast with a 80vit build (pumping white pots) easily with not much of problems(without endure actually), used Provoke, Spear Boomerang and Bowling Bash to wipe out the defending wizzards, and break the precast. Though generally, Endure lvl 10 gives 10 MDEF (which if coupled with Ragamuffin Manteau, silk robe & Drooping (Head) gives an impressive 10+10+10+15=45 mdef which is very good to break a room full of wizzies (but you'll need serious upgrades for your EQs to withstand the oncoming melee classes) But then, with my lvl10 Magnum Break, it was just a matter of time before i get near enough to the defending wizzies. But I didn't had Endure lvl 10. Maybe I should get one *chuckles*




Knight Level Skill Build[DK0005-2]

The Knight will have a few sets of skills for you to choose from. You can mix and match the builds and skill set until your heart is content. I'm making this as a reference based on Goliath's skill sets. Will update more as I get more feedbacks *Thumbs up* Unlike popular opinion to have the skills based heavily on WOE, i've decided to maintain that the skills should be as ALL ROUNDED as possible.So yes, this is NOT meant for 100% WOE attributed Skill build.

=-~(Knight Skills 1)~-=
1 Peco Ride
5 Cavalier Mastery
10 Spear Mastery
10 2 Hand Quicken (Recommended for leveling in both Variants)
3 Pierce
5 Spear Boomerang (Crucial in WoE or PVP when enemies attempt to escape, also good for PVM when you really need some long range damage attack, basically good for harrassing.)
5 Counter Attack (not exactly useful outside PVM but will do, if you insist, you need to have a good timing though. only works with physical attacks)
10 Bowling Bash (Very useful in every situations, including PVM, the only downfall is you need to intelligently master it with precision and timing. In WOE its considered a Knight's deadliest skill as it deals 2 times damage [thanks to the no bowling effect])


Now, the reason why I list the skills above is merely for levelling purposes. I don't want to emphasize on WOE / PVP yet, since any transcendent class can actually outdo you, unless you really want to get heads on with precast breaking only. So what you need to do is to really level up fast enough (I did it with only less than 20 STR) so you'll have to decide how to level up, and how fast do you want to.

Since we're done with the debriefing, lets continue to the Novice To Knight section. Shall we?



~ GEAR ~

Gasp, that is correct. So here it is

~As a novice~
Armor-
This part doesnt have much of a selection. But it should help.
Hat/Cap/Sakkat (If you have past characters)
Sunglasses- Filling in space
Clown Nose- :B
Adventurers suit
Sandals
Envenom Novice Bracelet
Detoxification Novice Bracelet
~~
Weapons-
+7-+10 Sword, try to + until you can use a blade
+7 Blade

~As a swordsman~
Armor-
-For people who average 100k a day(Leveling and picking up loot can get you 100k a day. Believe me )
Helm/Sakkat
Fin Helm(Higher Levels)/Sunglasses/Masquerade- Something to fill in space, add defense.
Flu Mask/Cain/R. Flower/Leaf/Clown Nose? - Why the heck not? XD
FullPlate/Chain Mail/Padded-Mostly whatever armor you can use at your level. I reccomend Chain mail for those under level 40. If you can't afford it, go with the padded armor.
Sandals/Boots/Shoes- Whatever you can budget or need. (Card table coming soon.)
Gaurd/Buckler/Shield- Good for both variants defensive wise.
Accessories - Anything that adds strength or dexterity. Double Forced Belt/clip, Rings,Gloves. This is essential.
~~
Weapons-
Agi/Vit
Blade-Buckler Combo - Nuff said.
Tsuguri-Buckler/Shield Combo - Same, little more expensive.
Cards-
The most all around card for weapons as a swordsman is the andre card. A double hurricane tsuguri is excellent in leveling.
~As a knight~
Armor
+4-7 Helm - Defense needed
Fin Helm -Defense
Cain - Defense
+4-+7 Full plate - Yet more defense...
+4-+7 Boots - Defense~~ Preferrably Verit or Martyr card inside ;3
+4-+7 Manteau - Its either A. You have a slotted one, and buy a reydric card. B. Put a whisper card in it. Otherwise try your hardest to get a +7 mant, because 2 defense can save your life.
2 Rings or Double Forced Clips - Extra strength = Extra damage.
If you can get anything past +7, i salute you. Getting +10 of everything seems impossible, but for you EXTREMELY rich (50m+ zeny) I say, go for it

Weapons-
Agi
+5- +7 Claymore- Base weapon ;3
(Switch element (If you have) Depending on monster.)
+5 - +7 Lance (Elements also, change them depending on monster.)
+5 - +7 Insectide Saber/Cranial Shield
Vit
Same as agi.

~Card Table~
Here I will list the essential and neccessary cards for the Death Knight. These cards can mean the difference of life and death in PvP or WoE. So listen closely. There will be normal cards and there will be god cards.
---Helms
If you happen to have some type of S. Headgear (Be it a hat to a helm, they are neccessary.)
Norm
A devruichi card = Adurate | Adurate adds +1 Strength. Enough said. Resistance to blind is good in the fact that being blind reduces dex and flee.
God
An Orc Hero Card = ??? | +3 Vit and never be stunned. This is by far the best card in the game in my opinion, since being able to never be stunned will give you the utmost defense versus blacksmiths or characters that possess stun weapons. (However, with VIT 100, its the same so we L.Ks don't have to go chasing one of these. Save your cash for something else)
---Weapons
Here will be a rather long list. Some will be categorized.
Racial Cards
Norm
Hydra Card = 20% More Damage v Demi-Human | Essential in pvp inside a triple bloody saber. The increase in damage will be INSANE when you hit. This is also useful vs orcs, such as High Orcs when you attain 92+8 Strength. These are quite expensive however.
Element Racial Cards = 20% Vs W/E | These I do not reccommmend. However, if you can not afford an element weapon, these are the way to go. Vadon cards, = more vs fire monsters and so on. This could work on high orcs as well, but it will not do as much damage as the hydra cards.
Mummy Cards = +20 Hit | This gives a hit bonus, giving more of a chance to hit those pesky High-Flee characters (Assasins/ Hunters) But a Very Strong weapon + Stun Bash can over come the need for this.
God

Doppelganger Card - Near impossible to obtain, however getting this gives you the max attack speed alotted by your agility. 77+3 agility would equal 190 attack speed. 37+3 Agility would equal 175 ( Vit variant ) Still insane attack speed.Not to mention if you're a Lord Knight with Berzerk, but we'll have to wait, since we're talking about knights here.
Phreeoni Card - +100 Hit. It nearly eliminates the need for dex. But dex is always important. This is good for hitting agility characters, since it equals 5 Mummy cards. But once again, a VS weapon + Bash overcomes the need for this.

--Armor (Plate)
Normal
Marc Card = 5% Resistance to water, never be frozen | The ENTIRE worth of this card comes from not being frozen.
Evil Druid Card = Enchant Armor With undead property | This means you wont be frozen. Down fall? Being healed will get you killed :x
Peco Peco Card = More hp. Enough said.
These two are the most important. But it's more reccommended to put it into a +7 or +8 chainmail for the reason that it is lighter, and more affordable.
Cards That give extra defense is reccommended for those who can get their hands on a slotted chainmail or anyother slotted armor is most reccommended. Especially if it has a high +.

God
Angelring/Ghostring armor = Need I say more? (PVM not implemented, only in PVP)

Armor (Robe)
Immune Manteau\Muffler = (Vit/Agi variant) Though most useful in leveling for the vitality variant, its very useful to the agility variant in PvP or WoE. Since most hunters will be able to hit you, nullifying the damage would be that of a smarter choice.
Mocking Manteau\Muffler = (Agi variant) Useful for dodging tougher monsters, and adding flee. Only used for leveling. In PvP its reccommended to use the immune manteau above.
Marse Manteau\muffler = (any variant) Extremely good when paired with marc armour, used for charging into precasts.
Wanderman Manteau\Muffler =(high aspd variant) anyone who uses this for WOE defensive purposes is indeed applaudeable. The "intimidate" lvl 1 skill teleports you and your enemies away~! best used in emp rooms when you can't take down that pesky GR+GTB+Deviling triple combo user.
God
N/a

Armor(Boots)
Martyr Card = Gives you more HP, and +1 agility which is crucial to get that extra point for 77+3 agility or 37+3 agility.
Antique Firelock = Gives you 10% mHP & mSP, adds +2 str if the card was slotted into a +9 shoe class equipment.

Armor ( Accessories )
N/A. Safety rings shall fill these.
Violy card = Frost Joker effect per hit. You won't wanna mess with these when you're in WOE sieges. Yes, you're already spamming lvl 1 frost joke with these (very good for those with high aspd)










-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=
Updates
Whenever : Added lots of stuff that I forgot to document. Changed alot of text and added the Money Making section. Muahahaha, this is finally becoming a guide.
-originally written by Cyrus aka Goliath239 of ROE. Maintained by "DJoker 'Razgriz' Beouwolf" of mro.com.my-





This guide was originally written by Goliath239 of ROEmpire.com, however since his last dissapearence from iRO scenes we've not been able to contact each another. However, I do have his permission to reproduce the article and continue developments of this build (or any subtle variants hereafter) and also to lead the "Caucuses of the Lord Knights"(a splinter group who have NBTD but study more about Knights, Swordsmen and Lord Knights)Whilst i can't promise updates, but core elements like the 50 job point jokes have been removed to pave way for more serious discussion.


I hope this gets pinned up as a guide. Will also throw in all descriptives about Swordsmen class, Knight Class, and Lord Knight Class.

Tuesday 14th March 2006:
-Re-evaluated the skill sets, and inserted arguments, re-edit Cryus's logs on DKHB.
-Deleted the "legendary" 50 skill points joke,
-Updated the gears section as of Lighthalzen. recommended gears / cards updated as for WOE purposes only.
-Complete makeover in process, but levelling guides to be remain untouched, needs more updated research.
[Total Estimated Progress = 9.37%]



Sunday 26th March 2006:
-Managed to reformat and review the skill list by the KRO Translation team. Credits to them for their hardwork. Some changes made.
-Added in a few commentaries on the variants of a Swordsman Skill Build
-Reorganized and added in Skill Descriptions and Anatomy of a Stat



9th April 2006:

-Lost parts restored, and realigned with concurrent updates.

29th July 2006:
-Some parts which were lost were restored. Further progress will remain on schedule.
-Decided not to input a levelling guide, as many types of power levelling methods are available. Contributions are noteworthy and welcomed.


Credits: Skilll Descriptions and Formulas are by reference from Poki#3, midas, Haplo, iKKe, mrmagoo, Manipulator of KRO English Translation Project. Though NOT all skill descriptions are up to date, the bulk of the info gotten by their research (which also includes other classes and jobs) are invaluable. TQ.


This is the begining of V2.

No comments:

Post a Comment