Knight
Knight ![]() |
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Unlocks from: Warrior |
Unlocks: Sentinel |
The Sturdy Defender
This class path leans heavily towards bulkiness, improving every aspect the Warrior had on this trait, and adding on top of it the ability to draw attention from enemies and make them target the Knight instead of their allies.
The Knight is a tier 2 class that is unlocked by leveling the Warrior class to level 25. As all T2 classes, it retains all of the previous class' skills. They usually wear heavy armor and are able to withstand a great deal of damage. Their main role is to draw the attention of enemies and protect their allies. One of their key abilities is the ability to stun a single target by bashing them with their shield. This can be a powerful tool in combat, as it allows the knight to disrupt the enemy's actions and create an opening for their allies to attack. They have in general the best defensive options to allow them to survive the longest of all Tier 2 classes. Overall, the knight is a formidable warrior who is able to take on the toughest enemies and emerge victorious.
Unlock
Knight is a tier 2 class that is unlocked by leveling the Warrior class to level 25.
Pros and Cons
Comparisons are made considering classes from the same tier
The Knight's core skill Provoke gives a taunt to the tank branch of the game. To compensate the taunt the knight comes equipped with extra passive defences Improved Fortitude, Endurance and Second Wind. The damage of the class comes from Shield Bash, unfortunately it requires to equip a shield, which will add even more tankiness at the expenses of P.ATK or MPREGENERATION. Retaliation slighty buffs the scaling of attacks, but the damage output remains low. Like similar classes, it doesn't have bonus HIT on skills or an HIT passive or buff, which is a major negative.
Stats
The Knight's damage scales from STR and accuracy from DEX.
Like every class, Knight also benefits from WIS for M.DEF, a bit of P.DEF and MP REGEN, but particularly from VIT for P.DEF, S.DEF, a bit of M.DEF and a lot of HP, as VIT improves a percentage of his already high HP scaling.
They need high HIT and S.ATK to apply their core skill with good consistency, and both stats are increased by DEX.
AGI ends up being the least useful stat for Knight, as they don't have any sinergy with Evasion, Crit or Speed.
Recommended Build
- For an all rounder Knight:
For every point in STR, 1 point in DEX and 1 point in VIT. A bit of WIS for MP REGEN and a bit of M.Def.
- For a tanky Knight:
For every point in STR, 1 point in DEX and 2 points in VIT. A bit of WIS for MP REGEN and a bit of M.Def.
- For a damage/stun Knight:
For every 2 points in STR, 2 points in DEX and 1 point in VIT. A bit of WIS for MP REGEN and a bit of M.Def.
Note:
A good reminder when creating your builds is taking a look at which Stat values provide an Attribute bonus. For example, every 10 STR provides an extra amount of P.Atk, so stopping at 20, 30, 40, etc. will provide a better cost effectiveness.
Gear
Shields are a must for Shield Bash, from tier 4 tower shields are preferable for P.DEF scaling.
Maces' STUN give much needed extra utility and the most damage.
S.Atk Daggers give extra chances on Provoke if needed.
Counterattack Swords are also usable for the counter and extra HIT.
Heavy Armor is the preferred option for P.DEF and high HP from Heavy Armor mastery, which combos nicely with Second Wind's Max HP healing.
One or two Light Armor pieces can provide M.Def against magical threats and their MP REGEN can help with 100% uptime on Provoke.
Medium Armor EVA can be used, but the Knight is not a particularly Evasive class.
Scripts
Default
{"script":[{"conditions":[{"key":"selfHpLowerThan","not":false,"number":25}],"action":{"key":"skillSecondWind","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfHpLowerThan","not":false,"number":25}],"action":{"key":"useItem","itemIds":[16020,18000,529]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfIfBuffActive","not":true,"number":null},{"key":"selfMpHigherThan","not":false,"number":50}],"action":{"key":"skillWarCry","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"foeNotReachable","not":null,"number":null}],"action":{"key":"stepForward","itemId":0},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null}],"action":{"key":"skillBash","itemId":0},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"true"}],"action":{"key":"attack","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":0}],"position":"frontline"}
Ideas and suggestions
These are all suggestions, you can't have 1 script which is perfect for every hunt and every gear
- Default script doesn't use Provoke. Targeting with this skill is not simple, try to prioritize only some enemies. The example below prioritizes Mages.
- Add Shield Bash. Fallback to Bash if you are playing without shield.
- Use Step Forward on not reachable foes at the end for script simplicity.
- Change mp checks on attack to have at least 12 MP for casting Provoke.
- Add foe conditions on damage skills based on hp, pdef, ... (This is not used in the script below)
- Change consumables as needed.
{"script":[{"conditions":[{"key":"selfHpLowerThan","not":false,"number":25}],"action":{"key":"skillSecondWind","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfHpLowerThan","not":false,"number":25}],"action":{"key":"useItem","itemIds":[16020,18000,529]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"foeHighestMatk","not":null,"number":null},{"key":"foeStatusProvoked","not":true,"number":null}],"action":{"key":"skillProvoke","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"selfIfBuffActive","not":true,"number":null},{"key":"selfMpHigherThan","not":false,"number":50}],"action":{"key":"skillWarCry","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null},{"key":"selfMpHigherThan","not":false,"number":50}],"action":{"key":"skillShielBash","itemId":0},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null},{"key":"selfMpHigherThan","not":false,"number":50}],"action":{"key":"skillBash","itemId":0},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"true"}],"action":{"key":"attack","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":0},{"conditions":[{"key":"foeNotReachable","not":null,"number":null}],"action":{"key":"stepForward","itemId":0},"target":{"key":"self"},"cooldown":0}],"position":"frontline"}
Skills
Shield Bash
A strong shield attack that requires a shield equipped to be used. Has a chance to Stun the target for 1 round. Stun chance depends on S.Atk. Enhanced by Bash, adding 0~30% P.Atk and extra shield damage on top. Damage ranges from 130% to 180% P.Atk, increased by both skills levels, plus 5x Equipped Shield's P.Def and 10~20 bonus S.Atk.
Range: 1 | Element: Neutral | AoE: No
Skill level | Damage | MP Cost | Other Effects/durations |
---|---|---|---|
Level 0 | +0% P.ATK + 5x Shield P.Def | 5 MP | Chance to apply the Stun status on the target for 1 round, +10 S.Atk |
Level 10 | +3.75% P.ATK + 5x Shield P.Def | 6.25 MP | Chance to apply the Stun status on the target for 1 round, +11.25 S.Atk |
Level 20 | +7.5% P.ATK + 5x Shield P.Def | 7.5 MP | Chance to apply the Stun status on the target for 1 round, +12.5 S.Atk |
Level 30 | +11.25% P.ATK + 5x Shield P.Def | 8.75 MP | Chance to apply the Stun status on the target for 1 round, +13.75 S.Atk |
Level 40 | +15% P.ATK + 5x Shield P.Def | 10 MP | Chance to apply the Stun status on the target for 1 round, +15 S.Atk |
Level 50 | +18.75% P.ATK + 5x Shield P.Def | 11.25 MP | Chance to apply the Stun status on the target for 1 round, +16.25 S.Atk |
Level 60 | +22.5% P.ATK + 5x Shield P.Def | 12.5 MP | Chance to apply the Stun status on the target for 1 round, +17.5 S.Atk |
Level 70 | +26.25% P.ATK + 5x Shield P.Def | 13.75 MP | Chance to apply the Stun status on the target for 1 round, +18.75 S.Atk |
Level 80 | +30% P.ATK + 5x Shield P.Def | 15 MP | Chance to apply the Stun status on the target for 1 round, +20 S.Atk |
Improved Fortitude
passive
Further increases Max HP by +10 per level. Increases healing effects from items by 0.375% per level. Maximum 800HP and 30% Healing increase. Has no effect on items that restore flat percent of HP. Skill levels up by consuming healing items and recovering HP.
Skill level | Effects |
---|---|
Level 0 | +0 HP, +0% healing effectiveness |
Level 10 | +100 HP, +3.75% healing effectiveness |
Level 20 | +200 HP, +7.5% healing effectiveness |
Level 30 | +300 HP, +11.25% healing effectiveness |
Level 40 | +400 HP, +15% healing effectiveness |
Level 50 | +500 HP, +18.75% healing effectiveness |
Level 60 | +600 HP, +22.5% healing effectiveness |
Level 70 | +700 HP, +26.25% healing effectiveness |
Level 80 | +800 HP, +30% healing effectiveness |
Provoke
Provokes multiple enemies to focus on the Knight. Forces the target enemies to attack the user, with chance depending on S.Atk. 30~70 bonus S.Atk, 1~3 enemies increasing on levels 20 and 60, chance to taunt for 4~9 rounds, increased with level.
Range: 2 | Element: Neutral | AoE: No (Multi-target)
Skill level | MP Cost | Other Effects/durations |
---|---|---|
Level 0 | 4 MP | Chance to apply the Provoked status on target(s) for 4 rounds, +30 S.Atk, affects 1 enemy |
Level 10 | 5 MP | Chance to apply the Provoked status on target(s) for 4 rounds, +35 S.Atk, affects 1 enemy |
Level 20 | 6 MP | Chance to apply the Provoked status on target(s) for 5 rounds, +40 S.Atk, affects 2 enemies |
Level 30 | 7 MP | Chance to apply the Provoked status on target(s) for 5 rounds, +45 S.Atk, affects 2 enemies |
Level 40 | 8 MP | Chance to apply the Provoked status on target(s) for 6 rounds, +50 S.Atk, affects 2 enemies |
Level 50 | 9 MP | Chance to apply the Provoked status on target(s) for 7 rounds, +55 S.Atk, affects 2 enemies |
Level 60 | 10 MP | Chance to apply the Provoked status on target(s) for 7 rounds, +60 S.Atk, affects 3 enemies |
Level 70 | 11 MP | Chance to apply the Provoked status on target(s) for 8 rounds, +65 S.Atk, affects 3 enemies |
Level 80 | 12 MP | Chance to apply the Provoked status on target(s) for 9 rounds, +70 S.Atk, affects 3 enemies |
Endurance
passive
Increases P.DEF by +0.1 per level, for a total max of 8 P.Def. Levels up by receiving damage.
Skill level | Effects |
---|---|
Level 0 | +0 P.DEF |
Level 10 | +1 P.DEF |
Level 20 | +2 P.DEF |
Level 30 | +3 P.DEF |
Level 40 | +4 P.DEF |
Level 50 | +5 P.DEF |
Level 60 | +6 P.DEF |
Level 70 | +7 P.DEF |
Level 80 | +8 P.DEF |
Retaliation
passive
Every hit taken by the Knight empowers them, giving them 1 stack of the Retaliation buff. When attacking with an auto attack, consumes all stacks to deal an extra 1~5% P.Atk per stack, increased with skill level. Maximum of 5~10 stacks.
Skill level | Damage | Other Effects/durations |
---|---|---|
Level 0 | +1% P.ATK per stack | Maximum 5 stacks |
Level 10 | +1.5% P.ATK per stack | Maximum 5 stacks |
Level 20 | +2% P.ATK per stack | Maximum 6 stacks |
Level 30 | +2.5% P.ATK per stack | Maximum 6 stacks |
Level 40 | +3% P.ATK per stack | Maximum 7 stacks |
Level 50 | +3.5% P.ATK per stack | Maximum 8 stacks |
Level 60 | +4% P.ATK per stack | Maximum 8 stacks |
Level 70 | +4.5% P.ATK per stack | Maximum 9 stacks |
Level 80 | +5% P.ATK per stack | Maximum 10 stacks |