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Wiki » Lord Knight
Lord KnightLord Knight
The Lord Knight is the 2-1 Transcendent variant of the Knight class. With Lord Knights come new skills and bonuses, and 20 more skill points to spend at your leisure. The Lord Knight is a mostly Physical class, focusing more on Spears and Swords. New SkillsAura Blade Max Level:5 This is an active mastery skill that increases all damage dealt by 100 (applied before percentage modifiers). Spiral Pierce is not affected by this skill. Note that the description is incorrect, it does NOT raise your atk by (20*SkillLvl), but rather, it raises your damage by (20*SkillLvl). This skill cancels upon changing a weapon. An example of Aura Blade's effect: -Player with over 60 dex attacks target with a +0 quad racial pike for 500 damage. -Player casts aura blade. -Player attacks target with a +0 quad racial pike for 680 damage. It has a hefty SP cost of 10 + (SkillLvl*8), and with the Knight Class' low SP, it may be a bad idea to burn your SP when in certain situations. It's been recommended that this skill stay at 0, or maxed. Spiral Pierce Max Level:5 This skill hits 5 times, is used with a spear, and depends more on the weight of the spear more than the attack of it. This skill bypasses defence. The enemy cannot move for one second after being hit. At level 5, the skill has a one second cast rate, and a 2 second delay. Frenzy Max Level:1 When activated, has many positive, and negative effects. ASPD: Adds +30% ASPD. ATK: Attack is doubled (200%). Defense: All defense (DEF, VIT, MDEF, INT) is set to 0. HP: Upon activation, Max HP is tripled (300%) and fully regained Max HP is reduced by 5% every 15 seconds. Flee: Subtracts 50% flee, cutting it in half. Movement: Increased walking speed. Unlimited Endure effect. SP: Natural SP regeneration is disabled for 5 minutes. SP is set to 0. Does not allow: Change equipment. Chatting. Usage of items. User to be healed, except by Geographers created using Summon Flora. Parry Max Level:10 Allows a chance to completely block a physical attack (Including certain skills). The chance is determined by the skill level of Parry by the formula of 5%*Skill Level. If the block is successful, the user of Parry will be paralyzed for a short moment, unable to attack. This skill is comparable to Crusader's Guard, however Guard renders the caster unable to attack and move. Relax Max Level:1 Makes the HP recovery rate 3 times faster, and affects both natural, and the HP Recovery Skill. If the user is overweight, it will go as fast as natural healing. This skill forces you to sit, and cancels when you stand or change equipment. Concentration Max Level:5 Gives the endure effect as well as raising your attack power and accuracy. It also lowers the defense of the user. This skill does not add damage to Spiral Pierce. The endure effect does not work in WoE. This also cancels when your gear is changed, or divested. This means every gear, not just your weapon. Traumatic Blow Max Level:5 An attack the increases damage and has a change to inflict the Bleeding status on an enemy. Vital Strike Max Level:10 Adds attack damage, and has a change to inflict a random status affect on the target. Can only be used with a spear. Vital Strike's Random Effects: Ankle Break: 1/2 Movement speed. Knee Break: Lose 10% ASPD and 30% movement speed. Neck Break: Weakens them so Vital Strike caused 2x attack, inflicts bleeding status. Should Break: Lose 50% VIT defense. Waist Break: Lose 25% VIT defense and 25% ATK. Wrist Break: Lose 25% ASPD ~Stats~ Strength (STR) - Very useful for any physical melee class. It increases Min/Max damage, extra weight limit for carrying items ( +30 weight limit per pt of strength). Keep it in multiples of 10, as there is an attack bonus of [str/10]^2 for every 10 strength; [] indicates rounding down. For 2HS Lks, high strength/high agi is recommend to increase DPS (damage per second). Vitality (VIT) - LKs have the highest HP modifier in Ragnarok, and as such, placing points into vit has a great increase on MHP in comparison to other classes. Every PvP/WoE LK must have some vit. Vit also decreases physical damage taken by the amount of vit you have, and decreases the effects of stun, curse, and silence. A lesser known effect is that it decreases damage from magical attacks by (vit/2). Agility (AGI) - This stat raises your ability to dodge attacks from enemies, while increasing your attack speed (ASPD). 2HS LK may want to invest here a little to boost attack speed and abuse the 2HQ skill, + parrying. However, if you just want to reach aspd to 190, it is possible to reach that even with 1 agi. Note that frenzy + 2HQ + berserk potion will grant you 190 aspd. Dexterity (DEX) - Another stat for LK. This is great when spamming skills like SP, BB and BS. Most SP LKs may want to invest around 100 here to reduce the casting time of SP and to lessen the chance of being stripped. Luck (LUK) - Max damage (every 5), Critical Rate (every 3), perfect dodge rate (every 10) You have the option of adding 2+3 luk in most builds. (Investing 2 stat pts for +1 atk.) Intelligence (INT) - Decreases damage from magical attacks by the value of your int. Recommended in multiples of 6, for regeneration. Guidelines to common builds: Hybrid PvP Lord Knight: Str - 100- 120, 120 Agi - 70-80 Vit - 50 - 70 Dex - 50 - 60 Int - 1 Luk 4-5 Note that having 1 int requires hefty use of sp items. Spiral Pierce 1-trick pony/tank variant: Str - 50 to 70 Agi - 1 Vit - 70+ Dex 100 - 120 Int 30+ Luk 1 Most viable for leveling with solely spiral pierce and a poll axe, or attacking with only spiral pierce in PvP. Int is added for economy; Str for some damage infliction and ability to carry pots. ~Spoon fed built~ SP lord Knight w/ Poleaxe Str 82 dex 92 vit 67 rest to int PX, 2 nimble glove. others can be customized str 83 dex 93 vit 62 rest in int...waste 2 points put in agi or luk...agi will make exact 149 aspd, besides aspd for SP Lk? nah.. 2 nimble glove, others can be customized SP cast delay = 0.26 sec, difference in HP noted. 2HS LK (Hybrid)/ExE STR 95 Agi 73 Vit 62 int 1 dex 31 luk 1 equip EXE, Firelock boots(+9) 2HS LK (Hybrid, cheap) STR 99 AGI 75 Dex 31 Vit 54 no waste points equips +10 2x hydra 2x skel worker katana 2HS LK (Crit built) Str 73+17 agi 83+11 vit 52+8 int 1+2 dex 31+9 luk 51+3 equips 2BoC,matyr boots ~Equipment~ Weapons SP LK Many people thinks that double bloody double boned pike is the best spear. That is true when you are dealing physical, non-ignore def damage (and str at 120 or 130). For a SP LK, the ultimate waepon is an over-upgraded poleaxe. If you get lucky to have 2 poleaxe, get a Bloody one and a Golem Compounded. In that way you won't be running away from Whitesmiths. Stalkers are still a problem, so when you see one... do stun/silence/freeze/sleep them and spam SP as much as you can, or just unequip your weapon and stun bash him until he get stunned.. Anyway, if you don't have a poleaxe, a +10 Pike will still do. I won't suggest 2 Bloody Halberd, but if you want to be more offensive but don't have PX, then it's up to you. I still suggest +10 Pike[4] with 3 HYDRA and 1 Skel Worker. The damage is higher IF you would SP. 3x Hydra 1 SW is better than 2hydra 2 SW if the skill ignores def. With around 100 dex, spamming SP w/ +10pike3hydra1sw is still deadly. 2HS LK Usually, 2HS LKs are berserkers (i think there's no reason not to get it...even my SP has berserk, to make it flexible.). W/120(130w/bless) str Lk, +10 2hydra2sw Katana is the best weapon. if you think you crit most of the time, around 60%, do get 3hydra1sw. If you want to crit and be a show-off... Muramasa would fit you. Just bring some Holy waters or Royal Jelly to eat. A +10 Bastard Sword w/ 3 SS cards would be good if you hate being cursed by muramasa. |
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