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[[Image:Warrior-armoured-crop.jpg|thumb|250px|A fully armoured and armed knight.]]Knights are Regnum Online's tanks. When choosing this subclass, [[warrior]]s gain access to hard metal shields and the heaviest armors of the game. Only by equipping this, they can stand much more punishment that any other class. But they also have a long list of defensive buffs that makes them even tougher. A prepared knight can easly resist 10 enemies spamming spells and strikes at him. Not only that, they also gain a defensive trait that none else has. Besides their evasion and resist chances, they also get a block chance. Blocking means completely absorbing a hit with the shield, taking no damage at all. Knights have the same problem all warriors share, they lack range attack. Not only that, but their damage output is much lower than the [[barbarian]]'s. However, they can help win wars without the need of hitting hard. Knights have very good defensive auras, including resistance to spells and ranged strikes, wich is great for holding ground. They also can activate their defenses to a full and rush to the core of the enemy formation, confusing and making foes waste their mana trying to stop them. Not to mention their single target dizzy and knock down skills, going straight to the back and incapacitating the conjurers is devastating. Knights are for those who like to take their time and find the right moment to act.
[[File:Ritter.png|right]]
'''Knights''' are one of Regnum Online's defensive subclasses, focusing on melee combat. [[Warrior|Warriors]] that choose to follow the knight subclass gain access to heavier armor, as well as 2 unique disciplines, [[#Vanguard|Vanguard]] and [[#Shields|Shields]]. Their armor grants them the highest base protection of all classes, which together with their powers can make them tougher to take down. Knights also specialize in using shields, and as a result they also have a chance to block attacks.


==Advantages & Disadvantages of a Knight==
Along with keeping themselves alive, knights can also be powerful as a supportive class, making use of defensive auras, damage resistances, and other buffs for allies which can be helpful for holding ground in a battle. Their strong defense also makes them ideal for leading attacks into the heart of the enemy, keeping foes busy and their allies protected. To further devastate the enemy, they can run into the back of enemy lines and use single target [[crowd control]] and debuff skills. In short, knights are for those who prefer to take their time and find the right moments to strike.
====Advantages====
*Can block enemy attacks
*Very high health point total
*Provide defense for allies with good auras
*In a small fight they can survive for a long time


====Disadvantages====
== Advantages & Disadvantages ==
*Lower damage than barbs
==== Advantages ====
*Almost exclusively melee range
* High base armor points
*Leveling relatively slow compared to other classes
* Utilize the blocking mechanic
*Block is completly random, you have luck during the whole fight or non at all
* Can have very high constitution and health values
* Provide excellent defense for allies
* Can survive for long periods of time


==Disciplines==
==== Disadvantages ====
The Knight subclass has 2 subclass specific disciplines:
* Generally low damage output
*Vanguard: allows the knight to soak damage or increase his health.
* With the exception of some debuff powers, almost exclusively melee ranged
*Shields: allows the knight to use spells involving shields such as increasing block chance, protecting allies or hitting the enemy to dizzy them.
* No self-targeting speed boosts present


==Skills==
== Powers ==
As with all classes, each discipline of the Knight contains 10 skills. The skills for each discipline in order of lowest to highest level required are:
Along with the [[warrior]] disciplines, a knight has 2 subclass-specific disciplines:
*[[#Vanguard|Vanguard]]: allows the knight to soak in damage or increase health and resistances.
*[[#Shields|Shields]]: allows the knight to use powers involving shields such as increasing block chance, protecting allies or hitting the enemy to dizzy them.


====Vanguard====
=== Vanguard ===
*Challenge: reduces an enemy's hit chance.
[[File:Vanguard Discipline Icon.png|left]] ''Movements, abilities and techniques for damage soaking in combat.''
*Taunt: makes that the hunter's pet lose armour and lose their control.
*Provoking Blow: reduces an enemy's concentration and dexterity.
*Stone Temple: passively increases the knight's constitution.
*Rigorous Preparation: reduces the target's chance to hit or deal a critical hit to the knight.[bugged]
*Awareness: opponents hitting the knight have an increased chance to miss.[bugged]
*Troll's Skin: temporarily increases the knight's health.
*Arcane Constitution: the knight has passively increased magical defense.
*Stars Shield: an aura protects allies from magical damage (caster don't affected).
*Army of One: significantly increases the knight's physical and magical resistance.


====Shields====
{{Vanguard Powers}}
*Precise Block: increases the chance for a knight to block attacks.
*Shield Bash: deals blunt damage and dizzies an opponent.
*Deflect Projectiles: increases the knight's piercing resistance.
*Block: passively increases the knight's block chance.
*Protector: the knight cannot attack or cast spells, but has significantly increased block chance.
*Shield Wall: an aura partially protects nearby allies from blunt damage.
*Ethereal Mantle: the knight increases one ally's magical defense.
*Run Over: the knight reduces his chance of getting knocked down.[bugged]
*Deflecting Barrier: an aura gives allies near the knight a chance to block ranged attacks.
*Heroic Presence: aura that drastically increases the knight and surrounding ally's armour points.


=== Shields ===
[[File:Shields Discipline Icon.png|left]] ''Movements, abilities and techniques for shields.''
{{Shields Powers}}
===Warmaster===
[[File:Warmaster Discipline Icon.png|left]] ''Techniques and special abilities that allow leading your allies into battle''[[File:Full_armed_warmaster_knight.png|250px|right|Full armed warmaster knight]]
{{Warmaster Knight Powers}}
[[Category:Subclasses]]
[[Category:Subclasses]]

Latest revision as of 12:57, 17 November 2020

Knights are one of Regnum Online's defensive subclasses, focusing on melee combat. Warriors that choose to follow the knight subclass gain access to heavier armor, as well as 2 unique disciplines, Vanguard and Shields. Their armor grants them the highest base protection of all classes, which together with their powers can make them tougher to take down. Knights also specialize in using shields, and as a result they also have a chance to block attacks.

Along with keeping themselves alive, knights can also be powerful as a supportive class, making use of defensive auras, damage resistances, and other buffs for allies which can be helpful for holding ground in a battle. Their strong defense also makes them ideal for leading attacks into the heart of the enemy, keeping foes busy and their allies protected. To further devastate the enemy, they can run into the back of enemy lines and use single target crowd control and debuff skills. In short, knights are for those who prefer to take their time and find the right moments to strike.

Advantages & Disadvantages[edit | edit source]

Advantages[edit | edit source]

  • High base armor points
  • Utilize the blocking mechanic
  • Can have very high constitution and health values
  • Provide excellent defense for allies
  • Can survive for long periods of time

Disadvantages[edit | edit source]

  • Generally low damage output
  • With the exception of some debuff powers, almost exclusively melee ranged
  • No self-targeting speed boosts present

Powers[edit | edit source]

Along with the warrior disciplines, a knight has 2 subclass-specific disciplines:

  • Vanguard: allows the knight to soak in damage or increase health and resistances.
  • Shields: allows the knight to use powers involving shields such as increasing block chance, protecting allies or hitting the enemy to dizzy them.

Vanguard[edit | edit source]

Movements, abilities and techniques for damage soaking in combat.

edit this table
  Name Pos. Type Casting Cooldown Duration Range Area
Challenge 1 Constant 1 15 20,25,30,35,40 25
Reduces an enemy's hit chance.
Taunt 2 Constant 0.5 20 25
Makes that the hunter's pet lose armour and lose their control(it is being questioned of the latter works correctly).
Feint 3 Constant 0 35 2,3,4,5,6 0
Knocks an enemy down.
Protector Temple 4 Passive
Passively increases the knight's constitution.
Offensive Stance 5 Activable 0.5 10
Increases damage at the cost of evasion and protection.
Defensive Support 6 Constant 1.5 30
Increases protection to crowd control effect, reduces warrior's movement speed.
Troll's Skin 7 Constant 1 270 240
Temporarily increases the knight's health.
Knight's Haste 8 Constant 0 100 4
Temporarily boosts Knight's speed.
Heroic Presence 9 Aura 1.5 90 60 6
Aura that drastically increases surrounding allies' armour points.
Army of One 10 Constant 0.5 50 20
Significantly increases the knight's physical and magical resistance.

Shields[edit | edit source]

Movements, abilities and techniques for shields.

edit this table
  Name Pos. Type Casting Cooldown Duration Range Area
Block 1 Constant 0 50 12,15,18,21,25
Increases the knight's block chance
Shield Bash 2 Constant 0 45 3,4,5,6,7 2
Deals blunt damage and dizzies an opponent.
Protect Ally 3 Direct Instant 20 2
Dispels Crowd Control on an ally.
Precise Block 4 Constant 0 45 2,3,4,5,6
The knight blocks everything for a short period of time.
Defensive Stance 5 Activable 0.5 10
Increased defense at the expensive of lower damage.
Ethereal Mantle 6 Constant 0.5 120 60 2.5
The knight increases one ally's magical defense.
Shield Wall 7 Constant 0 30 10 6
The knight shields the allies in the rear against physical damage.
Steadiness 8 Passive
The knight reduces his chance of getting knocked down.
Stars Shield 9 Constant 0 30 10 6
The knight gives a protection aura against magical damage to allies in the rear.
Deflecting Barrier 10 Aura 1 180 120 6
Decreases received ranged damaged for nearby allies.

Warmaster[edit | edit source]

Techniques and special abilities that allow leading your allies into battle

Full armed warmaster knight
Full armed warmaster knight
edit this table
  Name Pos. Type Casting Cooldown Duration Range Area
War Council 1 Passive
War chat
Paladin's Aid 4 Constant Instant 40 8 8
Heals an ally.
Warmaster's Might 6 Passive
Constitution +15%
Blessed 8 Direct 1 90
Heals self.
Warmaster Blood 5 Passive
Health +350