Knights, like all classes, have a selection of elite skills dependant upon their secondary class. Most of these increase their ability to mete out Light damage or focus on enhancing their shield and ability to tank.
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Knight / Mage
The Knight / Mage combination focuses on passive damage and protection, giving them a Light-damaging aura (Holy Light Field), a slowing component to Whirlwind Shield (Lightning Shield), reflective armor (Lightning Armor), the power to take damage to mana instead of health (Mana Shield), and a powerful buff to Mana Return (Enhanced Mana Return).
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Knight / Priest
The Knight / Priest combination focuses on their ability to deal light damage and protect group members, giving them a damage over time effect (Holy Light's Fury), a powerful strike usable when the DoT is on the target (Holy Smite), a tool to reduce aggro generation (Holy Protection), the ability to prevent mobility hampering effects on any target (Free Will), and a powerful buff to Shield of Valor (Firm Courage).
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Knight / Rogue
The Knight / Rogue combination emphasizes the ability to crit, increasing Holy Strike's chance to crit (God's Sword), a strike only usable after critical hits (Smash), an increase to Blind Stab's duration (Blind Stab Mastery), a consistent buff increasing the ability to crit (Crazy Blades), and a powerful weapon-based area of effect skill (Dance of Two Blades).
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Knight / Scout
The Knight / Scout combination focuses on the knight's tanking skills, giving them a ranged taunt (Arrow of Vengeance), a buff to Holy Strike (Enhanced Holy Strike), a monster type specific root (Holy Chains), a ranged area of effect taunt (Heavenly Arrow), and an additional chance to reduce damage dealt when using Heavenly Arrow (Weaken Weapon Strength).
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Knight / Warrior
The Knight / Warrior combination focuses more on area of effect and damage skills, giving them an increase in Whirlwind Shield damage (Whirlwind Shield Mastery), the ability to equip two-handed axes at increased effect (Weapon Master), a buff to Whirlwind (Deadly Whirlwind), a cooldown increasing parry chance and critical hit rate (Quick Reflexes), and a cooldown granting temporary immunity to fear (Fearless).







































