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Knight v/s Champ, why should I play him?


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#1 KTFlash

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Posted 12 July 2013 - 10:23 PM

Hi.

There is something that is annoying me. It concerns about the absorptive skill in the one hand skill tree. At level 5:

Type: Damage Absorbption

Target: Hostile Character

Skill Power:120% + 50

Cast cost: mp 12

Cooldown: 8.0 s

Absorbption: HP 20% (of damage dealt)+ 121.

 

Absorb enemy's HP with a distant attack.

 

 

First thing: It's not ranged.

Second: The skill power is too low.

Third and most important: Why place a strategic, offensive scaling skill on the advanced class that less builds offensive stats? 

 

Don't get me wrong: I like the skill. But... I was testing in on TG and the avergae damage was 350. 20% = 70, plus 121 = 191. Round it to 200. That was no buffs. And it can miss.

 

Now... I heal myself almost 300 hp per second, sitting, and 45 standing still. I think that, in the middle of the battle, I can sit for a second and recover more hp than doing that skill.
 

Why are we placing an offensive-scaling skill on a class that by definiton and concept, is not meant to build damage. You should be building defense, hp, tankiness overall. Knight is a tank (and his defense is low atm), a character who is desgined to defend and protect others by tanking and disabling the enemy, making them not a threat. But what does the knight, aside from the damage they gave to him - and nobody who plays the class agrees with - right now?

 

Sword:

An attack power down by 5% + 60.

A movement speed down by 5% + 72

An AOE taunt 50% chance that doens't work as should be doing now.

A damage based skill to drain life (read the description).(wont count it as disable/debuff)

 

Crossbow:

 

Movement Speed down 5%

Poison 50 damage per second

A burn 30 damage per second

 

Shield:

Dispell 1 buff on 3.5 second.

A 30% chance stun on 7 second cooldown

A 100% chance stun on 30 sec cooldown.

A dodge down 5%

A movement speed down by 5%

 

 

Btw, you can't get all the shield and sword skills due to the high amount of skill points needed for passives, and the high amount of skills for shield, sword. Not sure about the crossbow ones.

 

So, a disabler class averages 3 to 5 debuffs if sword, or 1-4 to if crossbow.

 

Now look at champ

Sword:

Defense down 5% 

Dodge Down 5% AOE

Dodge Down 5%

Mute (8 seconds)

 

Spear:

 

Dodge down 5% AOE

Movement speed down 5% AOE

Defense Down 5% AOE

Attack Power down 5%

 

Axe

 

Movement Speed down 5%

Dodge down 5%

A stun 100% on 30 sec cooldown

Slow attack speed 5%

 

 

So they can get 4 debuffs as well Not counting the AOE's debuffs they have. more damage, less skill points used on learning active skills, less skills points used on learning passive skills, not much less defense than a knight right now, not much hp less than a knight right now.

 

Why should I play knight then? It's like in the live server now, champ can almost do anything than knight specialize, but knight can't nearly do what champ is specialized to do. 

 

 

 

I don't feel like playing a tank, defensive, protective class now. I feel like playing a weaker version of champ.

 

Thoughts? Critics?

 

 


Edited by KTFlash, 12 July 2013 - 10:29 PM.

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#2 Leonis

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Posted 16 July 2013 - 01:49 PM

Absorptive Assault
Let's say you're at 900 Attack Power.
I'm taking these off a high STR Knight (461+35) with 100 Charm

Skill Power is: 120% + 50
Absorption: 20% (of damage done) +176 restored as HP.

Final Skill Power : 1,130
Let's assume a 10% damage reduction, so damage dealt is : 1,017
20% of that is: 203 + 176 (379) HP Restored, per use (average)

Every 8 Seconds, I can cast this skill. Making it recover 47HP a second, on top of the existing HP Recovery you have.
Now, I didn't exactly gear up for this for this example but I'm sure a build could be figured out to cater to it.
You could focus more on your damage output, which would increase the damage absorbed. Additionally, let's not forget that you are also causing damage, while increasing your own sustainability by just that much more.

At level 200, I was able to get the following:
 

Common Tab

  • Defense Training (5)
  • Physical Training (5)
  • Strength Training (5)
  • Rally Shout (5)
  • Battle Alertness (1)
  • Taunt (5)

1-Hand

  • One-Hand Weapon Training (5)
  • One-Hand Weapon Accuracy (5)
  • Double Attack (5)
  • Fatal Thrust (5)
  • Sweeping Strike (5)
  • Absorptive Assault (5)
  • Shield Mastery (5)
  • Block Training (5)
  • Guard (5)
  • Shield Jab (5)
  • Shield Stun (5)
  • Shield Slam (5)

Knight

  • Advanced One-Hand Mastery
  • Crushing Impact (5)
  • Swords of Divinity (5)
  • Advanced Defense Training (5)
  • Advanced Shield Block (5)
  • Shield Lunge (5)
  • Shield Bash (5)
  • HP Passive (5)
  • Defensive Training (5)

That's just one choice of build, one I chose for myself based on my style of play and my thought to importance in making a bit of a balance, but more defensive style Knight.
I have two shield stun skills to choose from. One skill that weakens my opponent, which should in turn make me last longer as a guard. Taunt to pull attention of monsters with, should I lose their attention.

A major AoE and a Minor AoE to help with damage if I take a group.

 

My block rate with an Aurum Plate Shield is 43.5%, unrefined, I block 434 Physical and 242 Magical Damage, with the skills above.

Fatal Thrust helps me out with an Attack Power Down of 5% +82, which feeds in to the skill mechanics, since it is now also % based as well.

Let's look at an example:

Someone with 1000 Attack, loses 5% + 82, they now are at 868 Attack Power.

Suddenly, their skill of 250% that was doing 2500 attack power is now doing 2,170 (-330)

The amount of defenses I have, probably reducing the skill down at least by 50%, (1,085 damage now)

And I have a decent chance to block, so 1,085 - 434, to which I now take 651 damage.

Now I use Absorptive Assault and recovery the roughly 379HP.

Effectively I just only took 272 damage.

Sure that's not exactly how it plays out, but that's the kind of process we're looking at towards the long terms of combat.

 

I know it may not look very impressive by itself, but with the many factors to what makes a Knight a Knight, it is about all the little things that build up to a sturdy tank, not one thing.

 

Champions don't get the benefit of the shield, extra defense and HP passives Knights do. Having the increased defenses and ability to block incoming damage, can really add up to the sustainability of a tank, from a champion. The absorption skill helps further that potential sustainability, by assisting with their HP recovery rate, through class designed means. If combined with additional methods, potions and food, it just furthers the sustainability of a good tank.

 

I would argue the absorption could stand to be increased on how much it absorbs at the mastered level, so here's me arguing to myself that it should be 100% when mastered and starts at 20%. :blaugh:

Think he'll do it? :waddle:


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#3 KTFlash

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Posted 16 July 2013 - 02:54 PM

Even with that, I still feel inferior to champs in terms in overall help to a team, though thi can be biased due to the lack of Game Arena Instances to prove it. I got your point anyways, so I think I'll do some changes accordingly and see what happens.

 

 

 

I would argue the absorption could stand to be increased on how much it absorbs at the mastered level, so here's me arguing to myself that it should be 100% when mastered and starts at 20%. :blaugh:

Think he'll do it? :waddle:

 

You can do it and see how it works, though it can be a bit overpowered for 1v1 pvp. 


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#4 Leonis

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Posted 16 July 2013 - 04:01 PM

Maybe, but I would say it might depend on the 1 on 1 challenge ;)


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