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General discussion Topics related to various aspects of Champions of Regnum |
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11-29-2009, 08:56 AM | #29 |
Marquis
Join Date: Jul 2007
Location: The Netherlands
Posts: 2,076
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My current setup(link):
(I only list the spells I use) Slashing level 13: Charge(1) For a little extra, cheap damage Disable Limb(3) Very useful to keep your targets with you since knights lack speed and range. Devastate(1) I cast this spell in places in forts where hunters might be hiding in camouflage so that if there are hunters I'll be noticed after a while when the damage turns up in my log. Blunt level 15: Rib's Breaker(1) Always useful to prevent enemies from moving for some time. Mind Squasher(4) Very good spell, you can disspell enemy buffs with this, so you can remove the auras or defensive buffs, screwing up one person quite a lot. Iron Skin(4) Piercing damage is common in Regnum, so passive resistance against it is always useful. Piercing level 7 Balestra(1) Useful to catch runners, since this spell can be used from range 2.4 I don't use it often now Feint also has this ability. Tactics level 15 Feint(4) Knock downs are very useful, the target can't run away, buff or attack you. You can also cancel spells with it. Spring(3) To catch people running away from me. Caution(4) Knights have a lot of armor points, so increase by % does increase it a lot. Works good against archers and low damage. Kick(4) Same as Feint but on top of that, this spell bypasses Divine Intervention. Vanguard level 19 Challenge(1) To knock people off horses and cancel the casting of camouflage(Challenge is range 25) Taunt(1) Good to be able to kill a hunter's pet faster Stone Temple(5) More health and knock down/stun resistance is always useful for a knight, especially when passive. Troll's Skin(1) Not good enough to put points in, but no reason to not get myself 150 'free' hp for some time. Heroic Presence(1) Not enough points to get this nice spell on a higher level, but it's like group-caution in area 10. Can really help your realmmates. Army of One(5) Almost mandatory for knights these days. Good to take damage from a large group and survive. Do not expect to come far with it alone, since it does nothing against crowd control spells. Shields level 19 Precise Block(5) Every single blocked spell or hit is useful and although it isn't as much as it used to be, blocking can still save you. Shield bash(4) Dizzy with quite nice damage, meaning it will ignore Divine Intervention. Deflect Projectiles(4) Same as Iron Skin Steadiness(5) A knocked knight is a dead knight. Passive knock down resistance is just really nice.
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Dky Sven, level 54 knight (Ra) Valhalla Dky the Goat, level 35 conjurer(Ra) Dky Sven, level 51 knight(Horus) Something |
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