Difference between revisions of "Knight"

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===Tanking/Pure Defensive===
 
===Tanking/Pure Defensive===
All Knights once shared the same goal of obtaining over 80 [[DEF]]. While this is no longer as desirable for [[PvP and WoE | WoE/PvP]] with the addition of many defense-ignoring skills or items such as the [[Ice Pick]], it is still a successful set up for PvM. These armors reduce damage received, which is helpful for ''tanking'' [[MvP]]s or mobbing.  
+
All Knights once shared the same goal of obtaining over 80 [[Stats#DEF|DEF]]. While this is no longer as desirable for [[PvP and WoE | WoE/PvP]] with the addition of many defense-ignoring skills or items such as [[Dagger|Ice Pick]], it is still a successful setup for PvM. [[Stats#DEF|High defense armor]] reduces damage received and makes ''tanking'' [[MVP|MVPs]] or mobbing easier.
  
 
*Notes  
 
*Notes  
**In short, use armor with the highest base [[DEF]] and a '''high upgrade'''. +10 would reduce the most damage, but +7s can suffice. Also use equipment that provides considerable [[Perfect Dodge]].
+
**In short, use armor with the highest base [[Stats#DEF|DEX]] and a '''high upgrade'''. +10 reduces the most damage, but +7 is sufficient. Also, equipment that provides considerable [[Stats#Perfect Dodge|Perfect Dodge]] greatly assists mobbing.
**Using armor with high '''base''' [[DEF]] is important: a +6 Cap (4 base [[DEF]]) and a +4 Helm (6 base [[DEF]]) may appear to have the same overall armor [[DEF]] (10). However, each upgrade only adds +2/3 defense. The Cap, in truth, supplies 8 [[DEF]] while the Helm delivers 8.67
 
**Sometimes the highest base [[DEF]] gear is too limited to over-upgrade. Move onto the second best.
 
 
 
*Top headgear:
 
**{{item |id=2228 Helm}} (6 [[DEF]])
 
**{{item |id=5017 Bone Helm}} (7 [[DEF]])
 
 
 
*Middle headgear:
 
**{{item |id=5014 Fin Helm}} (2 [[DEF]])
 
 
 
**Lower headgear:
 
**{{item |id=2266 Iron Cain}} (1 [[DEF]])
 
 
 
*Body armor:
 
**{{item |id=2317 Full Plate (1)}} (10 [[DEF]])
 
**{{item |id=2315 Chainmail (1)}} (8 [[DEF]])
 
**Cards: MvPs usually break body armor; {{item |id=4061 Cornutus card}} prevent this and add 1 [[DEF]]. Select monsters use elemental skills that require elemental armor for resistance. Against {{monster |id=1272 Dark Lord}}, a {{item |id=4099 Pasana carded}} armor would reduce its painful [[Meteor Storm]] to 25% of the original damage. For general tanking, {{item |id=4031 Peco Peco}} and sometimes {{item |id=4042 Steel Chonchon}} cards are still employed.
 
 
 
*Garment:
 
**{{item |id=2506 Manteau (1)}} (4 [[DEF]])
 
**{{item |id=2514 Pauldron (1)}} (5 [[DEF]])
 
**Cards: {{item |id=4133 Raydric card}} reduces [[Neutral]] damage by 20%. Frequently the best garment card to choose for this purpose.
 
 
 
*Shield:
 
**{{item |id=2106 Shield (1)}} (6 [[DEF]])
 
**Cards: Racial cards (-30% damage from respective race). Some races lack this kind of card, such as [[Undead]]. In this case, size cards (-25% from respective size, i.e. {{item |id=4207 Mysteltainn}} -25% from small & 1 [[DEF]]) can be used. {{item |id=4126 Medusa carded}} shields are preferred against {{monster |id=4144 Osiris}}, to counter its [[Stone Curse]].
 
 
*Footgear:
 
**{{item |id=2406 Boots (1)}} (4 [[DEF]])
 
**{{item |id=2412 Greaves (1)}} (5 [[DEF]])
 
**Cards: Upgrade under +9 - {{item |id=4107 Verit}} (+8% [[HP]]/[[SP]]), {{item |id=4097 Matyr}} (+10% [[HP]], [[AGI]] +1). Upgrade +9 or more - {{item |id=4160 Firelock Soldier}} (+10% [[HP]]/[[SP]], [[STR]] +2).
 
 
 
*Accessories:
 
**{{item |id=2615 Safety Ring}} (3 [[DEF]], 3 [[MDEF]])
 
**{{item |id=4051 Yoyo carded}} ([[Perfect Dodge]] +5, [[AGI]] +1), preferably in {{item |id=2626 Slotted Rosaries}} (3 [[MDEF]], [[LUK]] +1)
 
 
*Weapons:
 
**Anything that adds [[Perfect Dodge]] or reduces damage.  
 
**{{item |id=1223 Fortune Sword}} ([[Perfect Dodge]] +20, [[LUK]] +5)
 
**{{item |id=1228 Combat Knife}} (-10% damage from [[Demi Human]]s)
 
  
 
=== Leveling/+Damage&EXP ===  
 
=== Leveling/+Damage&EXP ===  

Revision as of 14:58, 17 October 2022

Knight
Knight.png
Job Base: Swordman
Job Type: 2-1
Changes At: Prontera Chivalry
Number of Skills: 10
Total Skill Points: 76
Total Quest Skills: 1
Job Bonuses
STR AGI VIT INT DEX LUK
+8 +2 +10 +0 +6 +4


Overview

Knight.jpg


The Knight class is the primary second job for the Swordman class. Being a hack and slash type of character, Knights are granted access to a new mastery that will open a new type of weapon to wield aside from the Swordman's swords. They are also allowed to acquire powerful AoE skills like the famed Bowling Bash and the spear exclusive skill, Brandish Spear.

Jobchange Guide

See Knight Job Change Guide for detailed information.

Changing into a Knight from a Swordman requires the player to complete a number of tasks:

  • Item Collection
  • A Written Test
  • Battle Test
  • Word Association Quiz
  • A test of self control
  • Personality Quiz

After completing these tests, the player will be transformed into a Knight. All this takes place inside the Prontera Chivalry (Prontera xx, yy).

Builds

Hybrid

  • STR: 70-90
  • AGI: 60-90
  • VIT: 60-90
  • INT: 1
  • DEX: 40-50
  • LUK: 1

Weapon: Element endowed and/or carded spears or Two Handed Swords

These knights try to get the best of both worlds. With a solid mix of AGI and VIT, these Knighta gain survivability in some areas while losing it in others. Hybrids are denoted by which stat is the highest. AGI-VIT Knights usually stick with a setup similar to an AGI Knight. VIT-AGI Knights, likewise, generally stay with the setup of a VIT Knight.

Ranking by efficiency, players tend to use the AGI-VIT combination because the higher attack speed allows players to chain Pierce or get a better Twohand Quicken ASPD boost. This build was among the best during the pre-Transcendent Knight era.

AGI Two-Hand Sword

Weapons: Element endowed Two Handed Swords and/orcarded Two Handed Sword

AGI Knights believe that the best defense is avoiding damage. They have high ASPD and flee, but VIT, and by extension HP, are low compared to other Knights. However, using Two Handed Swords pushes their attack power higher than most VIT Knights. Their bread and butter is the skill Twohand Quicken, which increases ASPD by 30%. When faced with multiple foes, they break out Bowling Bash. Finally, Counter Attack allows for a higher critical chance against evasive or fortified foes.

VIT

Weapon: Element endowed and/or carded spears or One Handed Swords

VIT Knights are great tanks! They have one of the highest HP pools and defense rates, and unlike AGI Knights, they usually use shields for added defense. These Knights level mostly by mobbing, utilizing their tanking ability with high STR capacity.

SVD

Weapon: Element endowed and/or carded One or Two Handed Spears

SVD Knights (STR/VIT/DEX) may seem similar to VIT Knights, but they have more uses than just being meatshields. Their damage output is higher while maintaining decent VIT, allowing them to excel at killing MVPs or PvP in comparison.

The typical SVD knight will level primarily on Large sized monsters utilizing Pierce or they will make use of Bowling Bash or Brandish Spear for mobbing.

STR should be a minimum of 100, most strive to get around 120, which allows knights to 1-hit-KO some monsters. At later levels, these knights will typically go to Thor's volcano and use Pierce against Kasas.

INT is a variable stat, and general consensus seems to be that at least 12 points are necessary because of the Knight's abysmal SP pool. However, 1-hit-KOs using an Earth Deleter Card may obviate the need for INT.

AGI helps by increasing the speed Pierce may be used.

Equipment

Most Knights have different sets of gear for special purposes, regardless of what their build is. Items from these sets are interchangeable, while some are very situational. For example, a Combat Knife may prove to be more useful than a Fortune Sword in a map rich with Demi Human monsters, but not against any other race of monsters. These are merely suggestions and examples; the reader should know what exactly best fits them. It also focuses on armor equipment, not just weapons. Note: this guide is outdated in some areas as a lot of ingame content has changed, it's a year old, don't quote Rav on it. The guide was also intended for Knights not yet transcended to Lord Knights, hence the lack of Valkyrie Armor and some other weapons. The role of a Knight in WoE used to be more supportive, few ever Provokes (or have in the history of Ragnarok Online) and it wouldn't make much of a difference now anyway (aside from everyone having Evil Druid carded armor). Armor switching is also becoming increasing useless. Ultimately, most Knights and Lord Knights brute force their way through PvP/WoE, and it is unlikely there will be a complete detailed guide about either class: so play however. Just don't be stupid and miss out on Spear Stab.


Tanking/Pure Defensive

All Knights once shared the same goal of obtaining over 80 DEF. While this is no longer as desirable for WoE/PvP with the addition of many defense-ignoring skills or items such as Ice Pick, it is still a successful setup for PvM. High defense armor reduces damage received and makes tanking MVPs or mobbing easier.

  • Notes
    • In short, use armor with the highest base DEX and a high upgrade. +10 reduces the most damage, but +7 is sufficient. Also, equipment that provides considerable Perfect Dodge greatly assists mobbing.

Leveling/+Damage&EXP

Leveling equipment is the most diverse – nearly anything can be worn. All defensive gear can be replaced with low DEF stat-increasing gear to level faster at the cost of becoming exceptionally vulnerable to monster attacks. Conversely, a financially lacking player might not do so, to reduce Potion consumption. These are some ideas for gear that will contribute to damage output or increased EXP gain if used properly. They will not enable its user to level faster if they die more than it is worth, or are not able to "take on" as many monsters.

  • Body armor:
    • Elemental cards previously mentioned take priority if an elemental attack is too powerful. Otherwise, cards: Picky (ATK +10, STR +1), Thief Bug (AGI +1), Pupa (HP +700)
  • Shield:
    • If handling one, racial/size cards. Two handed weapons generally have more ATK, but shields are a nice way of compensating for lack of DEF.

MvP (Killing)

Killing MvPs with intent to be the MvPer is different from tanking them, although a lot of the same gear can be carried over. Receiving damage from MvPs rewards tank damage points, so taking as much damage as possible may be ideal. If this is too risky, do not substitute any defense gear for damage gear, besides Safety Rings for Muscle Rings or 2644. Remember to always use Immortal/correct elemental armor when needed.

The weapons used should be very specific to what is being killed. Putting aside Abysmal Knight cards, the best carded weapons are achieved by combing race, element, and size cards. Race and element cards add +20% damage to a specific race, while size cards add +15% damage to a specific sized monster and +5 ATK. If MvPing with Pierce, use a +10 four slotted "2:1:1" Pike. The numbers in "2:1:1" indicate it either has:


  • two race cards, one element card, one size card
  • or two element cards, one race card, one size card


If a race card is unavailable, use 3 element cards and 1 size card or 2 element cards and 2 size cards (3:1 or 2:2). Likewise if an element card is unavailable. If both race and element do not exist, a quadruple size weapon can be considered. The same method can be used with Katanas, if MvPing with Bowling Bash, although they require high STR to out damage two slotted Two Handed Swords. Sabers only have three slots max, so a 2:1 or 1:1:1 must be made.


  • 2:1 - 2x element & 1x race or 2x race & 1x element
  • 1:1:1 - 1x element 1x race 1x size


Other weapons to consider: Ice Pick, Tridents, Brocca

PvP

PvP demands excessive armor switching to combat statuses and elements. Defensive gear is useful against most Enchant Deadly Poison Sonic Blows, and Double Strafing, but otherwise reduction gear prevails. A moderate amount of MDEF is good, but it is often overrated: 80 MDEF makes Knights susceptible to too much, and isn't needed when little damage is taken with half the MDEF and elemental armors.

  • Notes
    • STR gear can be used. The extra damage taken from slapping on STR gear is as overrated as 80 MDEF is.
    • Don't forget to bring items like Green Potions to cure the silence status, or Holy Water to cure curse.
    • Endow Scrolls and Cursed Water are also accommodating.
  • Middle headgear:
    • Cards: Willow (SP +80), {{item |id=4127 Nightmare (AGI +1 but also grants immunity to the Sleep status which can be devastating), Marduk (grants immunity to the Silence status – only to be switched on if Green Potion supply is being threatened)

WoE

Most of the PvP gear can be transferred to WoE. Skills and ranged attacks don’t do as much damage however, so not as much gear is mandatory. The most vital are:

  • Unfrozen Armor
  • Cranial Shield
  • Status Weapons

As a normal Knight, do not focus primarily on killing people - STR gear is not needed. Spamming Provoke on enemy wizards or stat using people to aid guild members or allies is more beneficial.

Against the Emperium, Ice Picks are the best weapon available, coupled with Cursed Water. Evil Druid armor is helpful at the Emperium to negate Aspersio from enemy Priests, although another Cursed Water can simply be consumed or weapon switched to remove the Holy property.


Class Data

Skills

See Swordman Skills for first class skills.

Skill Description Levels Type
Bowling Bash.png Bowling Bash
Knock targets backward, causing up to 500% damage in a 3x3 cell area that hits twice. 10 Offensive
Brandish Spear.png Brandish Spear
Attacks an area of ememies around the caster. Damage for each enemy increases the closer they are to the caster. 10 Offensive
Cavalier Mastery.png Cavalier Mastery
At maximum level removes the 50% ASPD penalty when riding a PecoPeco. 5 Passive
Counter Attack.png Counter Attack
Block an enemy's attack and automatically perform one critical attack on them, ending the Counter Attack stance. 5 Active
Peco Peco Ride.png Peco Peco Ride
Enables Knights or Crusaders to ride a Peco Peco. 1 Passive
Pierce.png Pierce
Strikes a single target for an amount of hits based on target's size. Requires a Spear class weapon. 10 Offensive
Spear Boomerang.png Spear Boomerang
Must be wielding a Spear weapon. Throws the equipped spear at a single target (the spear does not require retrieval). 5 Offensive
Spear Mastery.png Spear Mastery
Adds +4 ATK per skill level to Spear weapons. If the player is riding a PecoPeco, an additional +1 ATK per skill level is added. 10 Passive
Spear Stab.png Spear Stab
Strikes a target enemy and all enemies in a line between the player and the target. Requires a Spear. All struck enemies are knocked back 6 cells. 10 Offensive
Twohand Quicken.png Twohand Quicken
Temporarily increase Attack Speed when a Two Handed Sword weapon is equipped for the skill's duration. 10 Supportive

Quest Skills

Skill Description Levels Type Job Level
Requirement
Quest
Charge Attack.png Charge Attack
Ranged attack: Rush a target, dealing more damage depending on how far away you are from it. 1 Offensive 40 Charge Attack Quest

Soul Link

Knight Spirit enables use of

Skill Description Levels Type
One-Hand Quicken.png One-Hand Quicken
Temporarily increase ASPD by 30% when wielding One-Handed Swords. 1 Supportive

Job Bonuses

The Levels in which one receives a certain bonus

Stat\Amount +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
STR 4 10 15 21 27 33 46 47    
AGI 13 38                
VIT 1 3 8 12 17 18 23 29 36 43
INT                    
DEX 5 20 31 40 48 49        
LUK 5 20 28 37            

ASPD

Knight & Lord Knight
2nd Class
Skills
Bowling Bash • Brandish Spear • Cavalier Mastery • Charge Attack • Counter Attack • One-Hand Quicken • Peco Peco Ride • Pierce • Spear Boomerang • Spear Mastery • Spear Stab • Twohand Quicken
Transcendent
Skills
Aura Blade • Spiral Pierce • Berserk • Parrying • Tension Relax • Concentration • Head Crush • Joint Beat
Quests Knight Job Change Guide • Knight Skill Quest • Rebirth Walkthrough
Weapons One Handed Swords • Spears • Two-Handed Swords
Classes of Ragnarok Online
Novice Class Novice • High Novice • Super Novice
First Class Acolyte • Archer • High First Class • Magician • Merchant • Swordman • Thief
Second Class Priest • Monk • Hunter • Bard • Dancer • Wizard • Sage • Blacksmith • Alchemist • Knight • Crusader • Assassin • Rogue
Transcendent Second Class High Priest • Champion • Sniper • Minstrel • Gypsy • High Wizard • Scholar • Mastersmith • Biochemist • Lord Knight • Paladin • Assassin Cross • Stalker
Expanded Class Gunslinger • Ninja • TaeKwon Kid • TaeKwon Master • Soul Linker
Transcendent Expanded Class Night Watch