Crita replied

529 weeks ago

Dark Knight Guide

Work in Progress

Role:

The Dark Knight is best played as the main tank. Here are the pros and cons of both roles.

As a Main Tank:
+ Reprisal
+ Delirium
+ Dark Mind
+ Able to use Blood Price & Blood Weapon*
+ High Enmity
+ Has Highest Damage
+ Grit gives 20% damage reduction
+ Lots of Defensive Buffs

- Cannot Block
- No Hollowed Ground
- No way to generate TP

As a Off-Tank
+ Delirium
+ High Damage
+ Durable
+ High Enmity

- Need to parry to use Reprisal
- Cannot Deal the Damage Warrior does (Single target & Aoe)
- Lack of Utilty skills
- No Way to generate TP

* - Blood Weapon can only be used when not using Grit. Their are times in fights where you are able to drop Grit and put out some high damage with the use of Blood Weapon. Just make sure that your Grit is back up before that "tank buster" comes out :D

A Dark Knight is only a little less durable than a Paladin becuase they cannot block. And the only way they can mimic a Hollowed Ground is waiting til the last few seconds of Walking Dead and have a White Mage use Benediction. The real reason to play a Dark Knight over a Paladin is because they can deal a lot more
damage.

Cross Class Skills

Provoke
Foresight
Convalescence
Bloodbath / Mercy Stroke
Awareness

Darkside

Darkside increases the damage you do by 15% at the cost of your MP slowly draining. As long as you don't hit 0 MP, it will stay up. NEVER HIT 0 MP.

The only time it is okay to take off Darkside is when there is downtime in a fight and you are not able to attack anything. Why have your MP drain when you're not attacking, am I right?

Dark Arts + MP Management

Dark Arts is the skill you use to empower certain skills. It has a high MP cost and you should always be aware of how much MP you have at all times. If you hit 0 MP, you lose Darkside, and that should never happen. You should also never have full MP.

So I'm sure that your asking yourself some questions, like; what skills can you use Dark Arts with? & Why should/shouldn't I use these skills?

Carve and Spit - Always use DA if you have the MP for this skill. It will take a 100 potency attack to a 450 potency attack. Oh and its off GCD. Never use this skill without Dark Arts!

Souleater - When your Carve and Spit is on cooldown, use your Dark Arts for this attack.

Power Slash - The only time I use this is at the beginning of each fight to grab a lot of hate.

Dark Passenger - Only time its okay to use DA for this attack is when there are a group of mobs. Otherwise, it is a waste.

Abyssal Drain - NOPE

Dark Dance - If you really need to evade an attack, I guess you can use it, but I wouldn't really recommend ever using this.

Dark Mind - About to take a large magical attack, use it.

Sole Survivor


This is a skill I never see other Dark Knights use. So far in Savage, their are adds that spawn in every turn. Toss Solo Survivor on them when they are about to die and get that easy 20% hp and mp.

Combos + Opener:

Dark Knight has four combos that they can use:

Hard Slash -> Spinning Slash -> Power Slash
Total Potency: 670

Hard Slash -> Syphon Strike -> DA Souleater
Total Potency: 800

Hard Slash -> Syphon Stirke -> Delirium
Total Potency: 650

Hard Slash -> Syphon Strike -> Souleater
Total Potency: 630

Now that you see the four combos that are available to you, we can now talk about when you should be using them.

You only want to use a Power Slash Combo when it is needed. Always start off a fight with a Power Slash combo. If you see that you need more enmity, use another Power Slash combo.

When you have the MP, use the DA Souleater combo. It is your highest damage combo. If you do not have the MP to use DA, use the Delirium combo over a normal souleater combo because it has 20 more potency.

MORE COMING SOON…


last edited 529 weeks ago by Crita
“I can’t hear you over the sound of my giant, throbbing erection!”
-Archer

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