Skyforge

Knight's Guide - Solo/Farming

Author

George Wong

Date, Revisions

Created on 31 August, 2015

Abstract

This is a class guide for the Knight in Skyforge. Knights are best used as main tanks in group content, but can also be tweaked for front line damage and PVP. The Knight relies on mitigation and crowd control as opposed to the Paladin which relies on Shielding. Knights in my opinion are better than Paladins for tanking in a variety of group based situations.

This is a guide for soloing and farming squad adventures. For group dungeons I'll be writing a separate document soon.

Document Status, Version

Version 1.0

Prerequisites

Skyforge (Required)

Access to the knight class




Skyforge


Abstract

This is a class guide for the Knight in Skyforge. Knights are best used as main tanks in group content, but can also be tweaked for front line damage and PVP. The Knight relies on mitigation and crowd control as opposed to the Paladin which relies on Shielding. Knights in my opinion are better than Paladins for tanking in a variety of group based situations.

This is a guide for soloing and farming squad adventures. For group dungeons I'll be writing a separate article.

As Skyforge US is in Open Beta, the effects of skills and talents are likely to change and the build documented below are valid at the time of publication. I may update the guide should any future changes significantly alter the viability of the build.


How To Get The Knight

There are two ways to get access to the Knight. Buy the Wardens Collector's Edition or grind sparks of insight on the ascension atlas. It'll take roughly three to four weeks depending on your sparks limit if you work your way towards the Knight without going on any tangents to unlock other classes or talents. You will have access to the ascension atlas once you've reached the "Path of Cryomancer/Paladin/Lightbinder" node in the class atlas.


The Knight is to the north of the Berserker, but you'll need to navigate north of the Divine Form to the Kinetic and work your way through the upper path as you can't go through the shortcut from the Berserker with the pink nodes in the way.



Primary Attributes

There are six primary attributes in Skyforge. These include Might, Strength, Valor, Spirit, Luck and Stamina. Each have corresponding damage types. Pick two primary damage attributes and stick with it.

For my Knight I use Strength and Spirit, therefore raising maximum base and impulse damage. Alternatively you could pick Luck and Spirit if you prefer critical damage. Don't pick one of everything and distribute your stats across all four primary attributes. It's the best way to building a terrible Knight.


Primary Attribute Effect Comments
Strength Increases base damage Important, raises weapon damage.
Valor Increases bonus chance Ignore attribute.
Luck Increases critical damage Ignore attribute unless you choose to go Luck/Spirit instead of Strength/Spirit.
Spirit Increases impulse damage Important, raises skill damage.
Might Increases minimum base damage Avoid raising this if possible, you will inevitably raise it on the Ascension Atlas but because it's not scaling properly (circa August 2015), this attribute is underpowering your character whilst increasing the difficulty of the game. It also increases your gear proficiency. If you have a choice between upgrading Might, Strength, Spirit and Stamina, pick Spirit first and take Might last.
Stamina Increases your health points Important, your Resolute Rebuff and Shields depend on your health pool!

Secondary Attributes

These are secondary attributes which you can pick up on your Rings and Order (Chapels). There are a bunch of them so I'll only list the vital ones to consider for the Knight.


Secondary Attribute Effect Comments
Discharge Recovery Increases the recharge rate of Impulse Charge Caps at -40%. Drops the Impulse Charge recovery from 10 seconds to 6 seconds at maximum cap. Very important as the more Impulse Charges you have, the more frequent you can proc your passive talents like Impulse Barrier and Painful Spasms. Impulse charges are also the main way you'll be doing damage for a Spirit Knight.
Dash Activiation Reduces the time to recover Dash. Mitigation tanks are clever and avoid damage instead of taking it in the face. The more dashes you have, the higher chance you'll survive an encounter. You also need dashes to proc passive talents like Clever Maneuvre and Inertia.
Crushing Blow Chance to double your damage on all skills and attacks Useful for DPS build.
Accuracy Raises minimum damage by a percentage, closer to the Maximum base damage Useful for DPS build.
Health Bonus Increases your health points by a percentage Important for tank build.
Adaptation Incoming damage is reduced temporarily if you take consistent hits. Only works if your shield isn't up. It's pretty effective at absorbing hard hits from mobs.
Shield Power Raises shield buffs. Not very useful on the knight. This is only for the Paladin.
Endurance Chance to mitigate damage if it exceeds 10% of your total Health Pool. Not worth it as the chance is super low.
Regeneration Regenrate a small amount of your health if you don't take damage for four seconds. Not worth it as the chance is super low and you're going to take damage all the time.

Symbols

You start off with three symbols by default. Then you gain two for every class mastered.


The Knight should consider using the following symbols. This is not listed in any order of importance. Pick whatever you fancy and run with it as it'll depend on the state or progression of your ascension atlas. Currently I'm using Ultimate Strength, Impulse Intensity, Impulse Barrier, Painful Spasms, Shroud of Light, Bloodiness, Double Discharge, Clever Maneuver, and Inertia. I'll be getting Balance and Invincible Will next (31 August 2015).

Generally I don't reset my symbols when i change builds so I'll list both Solo and Tanking symbols here. Eventually you'll get (13 * 2) + 3 = 29 symbols.

Symbol Method/Comment
Master the Paladin. This is overpowered. Take it because it is vital for every class/role. Pray they don't nerf it. Can get this early.
Master the Lightbinder. Great for opening a fight with a shield already on you.
Master the Berserker. Gives you a temporary damage boost. Procs more often when you're on low health.
Master the Monk. Gives you a 20% damage boost to stunned targets. Everytime you use Earthquake or Battering Ram, that's 20% extra damage!
Master the Alchemist. Gives you a 15% damage boost when you use a combat skill. This procs very frequently since all your rotations will have a chance to trigger it.
Master the Knight. For tanking.
Master the Gunner. For tanking.
Master the Kinetic. If you're a Spirit Knight, you'll want this as you'll be using Impulse Charges all the time.
Master the Archer. A slight damage boost on targets over the health threshold.
Master the Witch/Warlock. A DOT is applied to your target.
Master the Cryomancer. Immobilises a target near you. This doesn't stun/interrupt the target though, it just immobilises the target for a short duration.
Impulse Barrier is very important for both damage and tanking builds. You can get two symbols at the moment.
Important for Strength/Spirit builds. You can get up to six symbols at the moment. Two initially before God Form.
More Impulse Charges. Take it.
Everyone uses it. Take it. You'll get it as your first Symbol anyway.
Another CC for tanking. It's hidden behind a pink node.
Great for kiting mobs before bashing them with Battering Ram or Earthquake.
For tanking.
If you're a spirit knight, take it.
Everytime you make contact with something and activate an impulse charge, it places a DOT on all the targets affected by the value of your Spirit. So if you have 10,000 Spirit then the DOT will be 3333 x 3 ticks. It is AWESOME.
For tanking.
For tanking.
Great hex but it's deep on the ascension atlas behind some pink nodes.
5% permanent damage boost. You may want to remove it if tanking.



Guide For Farming Squad Adventures or Soloing

I mainly alternate between two builds for the Knight. One is for soloing or squad adventures. The other is for tanking 5-man dungeons. I seldom go into PVP because it is as boring as watching paint dry. Inevitably you'll need to deal damage in order to farm squad adventures and grind rewards in Skyforge. The Knight is good at dishing damage but it's not going to be as high as dedicated DPS classes. The advantage of the knight is that you can switch to your Barrier stance if the situation requires it. You also have crowd control which will help with packs that hurt a lot.


Skills

Solo/Squad Adventure Knight Skill Calculator

Knight Skill Effect Comments
Resolute Strike II Series of strikes that inflict 0.95x base damage to the opponent and make them more vulnerable to the Knight's attacks for 10 seconds. If the ability is used for 50 points of Willpower. it inflicts 3.33x base damage. For single targets
Resolute Rebuff Absorbs all incoming damage as long as the Knight stands still while using it (up to 3 seconds). When it ends, it inflicts damage to all nearby enemies in the amount equal to the damage absorbed but no more than 25% of the Knight's maximum health. Monsters are forced to attack the Knight for the duration of the attack and 4 seconds after it ends. For group encounters to reflect massive amounts of damage back at your opponents. Good for countering boss special attacks.
Tantrum Restores 100 points of Willpower, increases damage dealt by 40% and weapon range by 50%. Lasts 15 seconds. Your main utility to recharge will power. Use as required.
Stray Attack II Inflicts 1.38x base damage to enemies around the Knight and creates a shield that absorbs damage equal to 2% of the Knight's maximum health. Chance of activation depends on the number of affected enemies. Activates Impulse Charge. I only use this when facing three or more monsters and when I don't have an impulse charge. I reserve Impulse Charges for Battering Ram or Crushing Blow.
Earthquake Deals 1.13x base damage to enemies in a large area around the Knight, knocking them down and pulling them toward the Knight. After landing, their movement speed is reduced by 75% for 3 seconds. For Crowd Control and your knockdown. Can alternate between Battering Ram to chain stun groups of monsters.
Stunning Blow The Knight leaps towards the enemy and stuns them for 3.5 seconds. When they land, the Knight inflicts 0.94x base damage to nearby targets. Don't use this. It's a waste of willpower.
Whiplash Restores 50% of the Knight's maximum health and deals X-Y damage to nearby enemies. I think it restores 100% of your health. This is your ultimate which is pretty rad as you can activate it after you've been killed.

Talents

Synergies between your skills and talents make up the build. Equipment then raises the effectiveness of your skills.

Knight Talent Effect Comments
Stab Wounds Piercing Strike and Lunge have a 50% chance to apply an effect to the target that deals 0.18x base damage per second for 5 seconds. The effect is renewed if the enemy moves. Resolute Strike has a 100% chance to apply this effect if Willpower was spent on it. Adds a DOT on your target if you use it with Willpower. Awesome!
Rampage of Strength Increases impulse damage by 20% and restores 10 points of Willpower when Impulse Charge is activated. This is why you're a spirit based Knight.
Heavy Tread Havoc II immobilizes player characters and stuns monsters for 2 seconds. It can be used only once every 4 seconds. Makes Earthquake into a CC.
Mother Earth Havoc and Earthquake deal 25% more damage if they hit three enemies. This damage is increased by additional 5% for every subsequent enemy (up to 25%). Extra damage for your Earthquake.
Collision Battering Ram stuns enemies for 2 seconds and inflicts 120% more damage when Impulse Charge is activated. Turns Battering Ram into another CC.
Triumph Killing an enemy immediately restores an Impulse Charge. If the charge was already ready, the Knight gains an additional Impulse Charge. The Knight can gain up to two additional charges at a time. More Impulse Charges.
Knightly Daring Reduces the cooldown of Rebuff and Stronghold for 5 seconds. So you can use your Rebuff more often. I usually use this as a reference for when the boss will do his special again. Boss special attacks are normally between 10-15 seconds apart.
Fighting Spirit Using Mighty Swing reduces the cooldown of Tantrum by 30 seconds. Executions reduce the cooldown of your utility. Fairly useful.

Weapons

For main weapon you want one with extra damage to Crushing Blow when you use an Impulse Charge. You may want to keep the Falcon one for Group Dungeons/Tanking. You should replace the collector edition weapon around 25k Prestige as the additional might (around 1000ish) will deal more damage than the +42% impulse damage bonus from Crushing Blow.


For the Offhand you want the one that reduces the willpower required for Earthquake. You should never use white quality offhands as you need the Trauma Damage Reduction. You should consider replacing the Legendary Collector items by around 15k as the secondary effect will lose its impact because you will need the additional stamina to survive.


Amulets

Ideally you want 4x Amulets with Resolute Strike and Earthquake. I keep the a set of 4x falcon/earthquake for tanking.


Rings

Ideally you want 4x Rings with Strength, Spirit, Discharge Recovery and Health Bonus. This will be used by both DPS and Tanking builds unless you prefer Spirit/Luck, where you may want Discharge Recovery and Accuracy/Critical Chance instead. Drops are random and can take a while to collect desirable attributes.


Rotations For Single Target / Bosses

Resolute Strike, Resolute Strike, Crushing Blow, Tantrum, Resolute Strike, Resolute Strike, Crushing Blow, etc. Use Resolute Rebuff if necessary to counter boss attacks.


Rotations For Groups

Basically you use your CC's until you've got all the monsters around you, then pop Rebuff. Then CC again until Rebuff is ready and repeat. When you run out of willpower, pop Tantrum and repeat CCs until the monsters are low enough for execution / single target burn.

Example: Earthquake, Wait 2.5 seconds, Battering Ram, Wait 2.5 seconds, Resolute Rebuff, Earthquake, Wait 2.5 seconds, Battering Ram, Wait 2.5 seconds, Earthquake, Wait 2.5 seconds, Battering Ram, Tantrum, Earthquake, Wait 2.5 seconds, Battering Ram, Wait 2.5 seconds, Earthquake, Wait 2.5 seconds, Battering Ram. Repeat till they're dead or you can finish the remaining off with Mighty Swing or Single Target rotations.

Important note: Slow down your rotations. If you pop them too quickly you can't keep monsters stunned and you'll take so much damage that you die. Remember both your Impulse Charges and Rebuff have cooldowns and you're limited by willpower.

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