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Old 02-08-2011, 02:18 PM   #91
bois
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Originally Posted by doppelapfel View Post
I agree with everything you wrote beside feint on lower lvls. Later its useful on lvl 3-5 but on 1 or 2 it doesnt give you enought time to attack to be really helpful, id spend the mana on charge/forceful blow/gutting.
I accept your position simply because it depends on realm and situation.

I levelled my knight in the good old nightmarish days and in Ignis. I also levelled solo 49.5 levels. Solo grind is my thing. Level 2 feint is cheap mana wise and buys 5 seconds of no damage at all. Knight can still grind while mana recovers.
This is the situation inside Ignis and why I liked feint even on lvl 1 or 2. There are many low level mobs with some nasty powers that feint overcomes. You got those hyenas that knock 10 CONST off (rabies) and tomb guards/mummies that suck a heck of a lot of health (120 sometimes). Ancient mummies do beetle swarm 2 (big damage on a low player) and the tol tars love to imob for up to 8 seconds. Panther has rake (2) at 30 per tick. This will cramp up any solo grinder. Tol tar is the most irritating of the lot because you gotta stand around after the mob is dead till the spell ends. This is why feint is a good option. I have no idea what the other realms have but I would suspect a player would want to avoid these at all costs.

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Art

Last edited by bois; 02-08-2011 at 03:17 PM.
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Old 02-08-2011, 04:37 PM   #92
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Quote:
Originally Posted by bois View Post
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Good point. I didnt have any great issues with mobspells so i simply forgot them, maybe the mobs in alsius are easier to grind on.
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Old 02-12-2011, 05:56 AM   #93
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My build is:

BLUNT 7

lethal anatomy 1

PIERCE 13

agile maneuvers 3
versatility 1

SLASH 6
nothing in the tree

TACTICS 19

feint 3

caution 5 - no good against barbs really, but on 5 i found it's nice against archers and even knight damage.

def support 5 - dropped high steadiness passive for a lv 5 defsupport
65% to everything i think is better than 55% on my old lv 4 plus 25% if that fails. Def and steadiness do not stack and I found steadiness alone, i get knocked almost everytime.

kick 3
disabling 4
martial reflex 3 - this one is new to me, but i figured since i have no attacks, might as well let my crit rate be 33.2% in a fight to compensate for some damage.

VANGUARD 19

stone temple 5
heroic presence 4 - traded deflecting barrier 5 for heroic presence 4.
ao1 5

SHIELDS 19

shield bash 1
protect ally 5
precise block 5
defensive stance 5
ethereal mantle 1 - i just don't feel the same without it lol
shield wall 5
steadiness 1 - just for the hell of it, 1 / 20 will not be knocked:P
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Old 02-12-2011, 09:37 AM   #94
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Lvl 45

Shields 19:
Protect Ally 5
Precise Block 4
Defensive Stance 5
Shield Wall 5
Deflecting Barrier 5

Vanguard 17
Intimidate 1
Stone Temple 1
Heroic Presence 4

Tactics 15
Feint 3
Caution 3
Kick 3

Blunt 15
Forceful 4
Brutal 4
MS 4

Slashing 7
Disable Limb 2


Lower level knights have been crippled a lot by the new points system imo

Still I think I have enough here to not have to run to the trainer every 5 minutes. Good enough for grinding, supportive enough for war.
I need caution, forceful and brutal for grinding alone. DB and HP for when I find a grind party that will let me spam aura's (which is almost never).
I also have a similar setup with Slashing 15 (sc 4, disable limb 3, accurate 4) for when I feel like it.

At level 50 it seems silly to have brutal impacts or accurate swings though, since you switch weapons too much and lose the bonus anyway?
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Old 02-12-2011, 12:22 PM   #95
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setups i usually play
sword
hammer
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Old 02-12-2011, 09:05 PM   #96
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Xav's setup!! ;D

Slashing lvl 19
-Acurate swings 5
-Disable limb 5 LOL!! runners -.-
-South Cross 5
-Typhooon 5

Tactics lvl 15
-Feint 4
-Caution 4
-Defensive support 4
-Kick 4

Vanguard lvl 19
-Challange 1 For the horsers
-Intimidate 2
-Stone temple 5
-Heroic pensence 3
-Army of One 4

Shield lvl 17
-Precine block 2
-Defensive stance 3
-Shield wall 3
-Steadiness 3
-Stars shield 3

Thats it

Mabye a bit knarb but I need to hit to :P

Regard,

Xav
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Old 02-13-2011, 11:12 AM   #97
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Mabye a bit knarb but I need to hit to :P
Abit? The way you play? Trollololololol.
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Old 02-13-2011, 01:49 PM   #98
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heavy Knarb. Just admit it. One of those defensive areas will eventually give way to offensive stance. Just a matter of time .........

But, as long as you are enjoying yourself its all good.
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Old 02-13-2011, 02:54 PM   #99
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U know how I play..
I think most people hate me in war , Than its good right? :P
And I pvp with that setup to
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Old 02-13-2011, 04:54 PM   #100
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This is my Knight's setup since about six months:
Slashing 11
Disable limb 3

Piercing 15
Bendable 4

Tactics 17
Feint 4
Caution 4
Defensive support 4
Onslaught 4
Disabling 1

Vanguard 19
Stone temple 4
Arcane constitution 4
Heroic presence 5
Army of one 1

Shields 19
Protect ally 5
Block 4
Defensive stance 4
Shield wall 5
Steadiness 4
Deflecting barrier 5

This build has alot of perculuarities that some Knights will find bizare. First of all, there is absolutely no damaging powers, so it is possible to stay in Defensive stance all of the time, which combines with my Constitution and protection buffs to make me into a living tank, able to run straight into enemy lines full-force to support allied Barbarians. Conversely, it also makes me high vulnerable to Confuse. Also notable is that I always put support spells for allies at a higher priority than defensive spells for myself, as my defense is already very high. So spells that affect allies generally get 4 or 5 points and spells that help myself only get 3 or 4 points.

My advice to other Knights, and generally players of any class is this: Don't underestimate the value of lower level spells (e.g Army of one being 40% resist on level 1 for only 220 mana), or the ability to use combinations of spells to make up for it for less power points and mana cost. It may feel tempting to always have that flashy level 5 spell show up in your opponents log, but in reality they are rarely needed, and I generally reserve them for chance spells (which must be maxed!), or powerful damage spells on damage classes.
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