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dual wielder knight info

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Post  Alnaphar Fri Dec 21, 2007 11:53 am

Azure Knights with dual weapons kills fast and hits hard. He breaks the opponents skills before he can even use them. The negative sides of a dual wielder are that they got a low survivability rate. They got high damage power moves and medium damage follow ups. The point of dual wielder knight is not to let enemy fight back and dual wielder knight is good at it.
Best Skills:
Dual Mastery-This skill affects every damage you make.
Spout Anger-Second highest damage a knight can make and it’s easily followed up by other skills.
Energetic Blade-Just a simple incorrupt or stun skill what makes a nice damage as well
Strengthen Health-Good in every build. With this skill you will be able to recover from hard hits fast.
Attack Acceleration-This skill adds more attack and power.
Alnaphar
Alnaphar
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Post  Corky Fri Dec 21, 2007 2:08 pm

My favorite kind of AK. before lvl 91 that is =D

Stat build:
Most people would recommend a Heal build, which is enough str and dex for weapons, and everything else into heal. A dual wielding knight should hit hard, so i don't understand why people go with heal builds(its probably why they complain that duals suck in PvP) What I did, was go more of a high str build. At lvl 70, my stats now are 173/55/130/2, and i do just fine in PvP. In fact, i win about 80% of my PvP's. Anyways, keep dex to a bare minimum for your weapons, and str and heal to your liking. If you feel that you are dieing too easily, pump more into heal. If you feel like you're weaker than other knights, pump more into str.

Weapons:
Axes. No swords, no maces, just Axes. They have the highest damage out of the three, and need the least dex. We all know that dex isn't useful for knights, except that you need it to equip your weapons. The dex just takes up precious points that you can use to put into str and heal.

Gems:
If you're putting in gems, i recommend rhombuses or + gems instead of % gems if you're below 58. When you're 58 or over, use 4% gems(3% if you're poor and got tons from nunvice) on one weapon and high rhombuses such as +33 on your other. Why? Having a weapon with % gems and a weapon with rhombuses optimizes your damage. For example, say you do 1000~1100 damage.

With 6x 33 rhombuses, you'll do
1000~1100 + 198~198 = 1198~1298
Average damage per hit: 1248

With 6x 3% gems you'll do
1.18(1000~1100) = 1180~1298
Average damage per hit: 1239

With 3x33 rhombuses, and 3x3% gems, you'll do
1.09(1000~1100 + 99~99) = 1197.91~1306.91
Average damage per hit: 1252.44

As you can see, a combination of both works the best, having the best average damage per hit. It is not much of a damage increase, but then at higher levels it will definitely show. However, stop using + gems when you hit well over 1800 damage without rhombuses. This is where rhombuses become rather useless, because then the amount of damage add from the % gems would be so high, that even the highest rhombus(+52) cannot add enough damage as the % gems will.

For example
With 6x52 rhombuses
1800~1900 + 312~312 = 2112~2212
Average damage per hit:2162

With 3x52 rhomubses and 3x4% gems
1.12(1800~1900 + 156~156) = 2190.72~2302.72
Average damage per hit: 2246.72

With 6x 4% gems
1.24(1800~1900) = 2232~2356
Average damage per hit: 2294

As you can see, % gems here dominate the rhombuses here. Also, 4% gems are way cheaper than 52 rhombuses. Oh yeah, by the time you do 1800 base damage, you'll probably be around level 80+. If you still are using 3% gems, something is wrong with you.

Armor:
Same as all AK's, except for S/S. That is no shield. Full socketed armor and helmets with medials will help tons, for you have barely any defense compared to the other AK builds. Resist gems are useless medials are better, although more expensive. If you're rich, legend boots/gloves/pants. Any magic/noble/divine boots or pants that add defense is good enough. For gloves, legends are the best. 3-4% noble/divine gloves are also good, but not as good as legends. DO NOT GET GLOVES WITH MAGIC DAMAGE. ALL AK's SHOULD KNOW MAGIC DAMAGE IS USELESS FOR THEM. Also, feel free to upgrade them if you have the money, for +4 and higher gloves adds critical %, which is nice.

Accessories

Mostly all just elemental rings here, for they add more damage. Ring of Soul from nunvice is good too, you can use this for a long time. It also gives a nice mp boost, since most AK's dont have spirit. If they do, they're a dumbass.


Skills

So heres the list of the good skills you must have and a little description
-Dual Mastery[Passive]: increases base damage by 30% when maxed
-Cyclone Slash: a quick 4 hit skill, bonus damage is rather low however.
-Energetic Blade: A ranged, powerful hit. adds more than 5k damage when maxed.
-Igen Dash: The powerful combo move where you get to fly =D. Also does lots of damage. Last hit is an AoE.
-Strength[Passive]: raises base hp by 15% when maxed
-Jumping Crash: Your first AoE, although its small. Nice skill, allows you to quickly use another skill after.
-Whirlwind: Your second AoE. Rather weak, but hey, its an AoE and you need it. Has a larger AoE range than Jumping Crash
-SoulKnight: Your third AoE. MUST HAVE. Cool animations, and rather high damage when maxed. Has a rather large AoE too.
-Wind Rush: Makes you move faster temporarily
-Attack Acceleration: Makes you hit harder and faster. Damage, attack speed, crit % all goes up for a short while.
-Dual Advance[Passive]: Increases your crit %.
-Spout Anger: 2nd highest damaging skill that AK's have. Also your last AoE skill. Has a bleeding effect too.

The Bad Skills:
-Cross Piercing: Two hit skill with terrible damage.
-Power Strike: I know it looks tempting to put points into when you're level 5, but then its a complete waste. 1 hit for 182 damage? worthless.

The So-So "If I have enough skill points" skills:
-Strengthen Health: Pot-saver. quickly recovers you hp over time for a rather low mp cost.
-Insensibility: If you're getting your skills interrupted too much, this comes in handy. Reduces the change that you get knocked back.
-Agility: Increases your blocking rate. Not really needed because most likely you'll be the one attacking, not defending.

So this is how your skills should look like:
At lvl 29
dual wielder knight info AK29

At lvl 51
dual wielder knight info AK51

At lvl 64
dual wielder knight info AK64

At lvl 80
dual wielder knight info AK80

At lvl 91
dual wielder knight info AK91

*Note* The extra skill points you see should be put into either Strengthen Health, Insensibility, or Agility. Depending on your liking.
Summary:
Pros:
- Fast. Very. Not only it has the best standard attack speed, but it's power moves have less recovery time than most other build's
- High Damage powermoves and quick medium/medium-low damage follow ups. Spout Anger has the second best damage potential of all Knight builds.
- One ranged move - Energetic Blade. Definetly can't be spammed to use the Knight as an archer (lol), but it's a good pre-emptive strike, and good to hault a runner or break a knock-back combo chain from a ranged class.

Cons:
- The "follow up" moves, though fast, don't do all that much damage.
- Low survivability... The best weapon of this build is it's speed, and it relies on it to hault enemy's attacks... But that doesn't always work... It has almost no defensive tactics whatsoever...

Description:
Definetly an offense-inclined build. Lives by the principle: "The best defence is a good offence". The strong point of this build is to be relentless in an attack, not giving the oponent any room to fight back.
Important skills:
- Dual Mastery - Obviously, since it affects the damage of almost every attack you have.
- Spout Anger - Your "tactical nuke". 7 hits followed up by a 3 second life drain. Second highest damage a Knight can deliver, and can be easily followed up by other moves.
- Energetic Blade - A ranged attack that can be used either as preemptive attack, "interruptor" against ranged classes, "stunner" against runners, or just overall nuissance in a war. Good damage to go with it too.
- Strenghten Health - Priceless for PvE. When your defence isn't all that good, beeing able to recover after a hard blow makes all the diference. For PvP, however, it's not all that good, as it's charge-up time will leave you open for a final blow.
- Attack Acceleration - Basicly put: Faster, Stronger, Better. This skill is nothing but essential for ANY Knight worthy of the name and allied to Dual Advance (for extra critical probability) and the already fast speed of Dual wielding, this makes the entire foundation of a dual knight's relentless attack. Mad Cool

Corky

Posts : 16
Join date : 2007-12-21

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dual wielder knight info Empty Nice.

Post  Alnaphar Fri Dec 21, 2007 2:12 pm

Thats great....but dont you think its a little too long?
Alnaphar
Alnaphar
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Posts : 83
Join date : 2007-12-20
Age : 28
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dual wielder knight info Empty Re: dual wielder knight info

Post  Corky Sat Dec 22, 2007 7:59 am

Alnaphar wrote:Thats great....but dont you think its a little too long?

na not really. took like 20 minutes to type up. fairly short in my opinion.

Corky

Posts : 16
Join date : 2007-12-21

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