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Thread: Unofficial KNOC guide

  1. #1

    Default Unofficial KNOC guide

    Following TJL's excellent template, I wrote this up and sent it to Velea for GI. Please add in comments of what I missed or needs to be changed.

    Contents:
    Part 1: Basics and Overview
    Part 2: Combat
    Part 3: Multiclassing
    Part 4: Equipment and Training Points
    Part 5: KNOC Bugs
    Hiko - Former Defender of Shadow
    100 Knight of Creation Hybrid
    -= Disciples =-
    BOYCOTTING THE SUMMONED SHIELD OF CREATION AS OF JULY 17TH, 2006

  2. #2

    Default Part 1

    PART 1: BASICS AND OVERVIEW


    What is a Knight of Creation?

    Knight of Creations (KNOCs) are the chosen few of the goddess Istara who have trained and sworn to be knights in defense against those who would infringe upon the peace of the lands. We simultaneously train in the ways of arcane magic and melee combat skills so that we may better serve these ends. KNOCs use their powers of summoning in order to fabricate a powerful sword and shield to use in battle.
    In order to become a KNOC, you must take up 160 summoning skill (20 levels of mage) and 200 base skill in one handed slash (20 levels of warrior).

    What Race is best for KNOC?
    Truly those from any race can become a KNOC, though each race gives different bonuses. As racial traits are to be addressed and changed at a later time, I shall not give much attention to the subject. Gnomes and Saris' may be amongst the most preferable due to their increased evasion and dexterity. However a fiend can make excellent use of their ability to reflect spells for a short duration, or an elf the ability to enhance our powerful melee attacks, or a dwarf who can bypass one extra attack that may not have been blocked.

    Why become a KNOC?
    To choose the path of the KNOC is to bypass the ways of the extreme two handed damage of a warrior or the massive nuking power of a mage in order to be able to throw your shield into an opponents face while swinging your one handed summoned sword. As a KNOC you will see many of your comrades do more damage than you. Indeed you may want to invest in a crafted two handed sword for grinding mobs. However when the big bosses come out, you are the one who will be standing there ready to take the hits (or more specifically, block them), while keeping your allies safe from danger.

    Important Skills and Statistics

    Combat statistics
    The typical KNOC will rely primarily on their sword and shield with little help from what spells learned as a mage. Therefore our greatest strengths is our one handed weapon, which will be generally be the most powerful one handed weapon available at any level, and our ability to block incoming attacks. If an incoming attack is blocked is governed by 3 things:
    1) you must be engaged with the monster
    2) A "roll" of your shield skill verses it's attack skill determines if a block event can occur
    3) Upon a successful roll of number 2, another "roll" against your blocking ability is made (standard +20 in addition to whatever bonuses you may have). If this is successful, the block occurs. Shield skill is increased mainly through increased dexterity, though strength plays a small factor as well.

    Each level, the KNOC gains the following statistics:
    Health: 20
    Strength: 9
    Dexterity: 7
    Shield: 10
    One Handed Slash: 10
    Two Handed Slash: 9
    Armor Use: 9
    Evasion: 9

    Spell casting skills
    Each level, the KNOC gains the following statistics:
    Power: 5
    Focus: 5
    Summoning: 7
    Magic Evasion: 8

    KNOCs only increase in their summoning abilities. The summoning tree itself is lacking in all versatility. In fact, the only two "spells" you will have at your disposal at higher tiers are the flame spear, and the ice hammer. Furthermore, because summoning skill increases by only 7, at higher tiers you will find that skill limits you to the previous tier of these two spells. In most cases, you will choose to ignore them all together. Although the spells can do great damage, the long casting time and short range prevents it from being an efficent opener when forced to use the previous tier.

    Noteworthy Abilities
    Level 1: Block*
    Our bread and butter right here

    Level 3: Parry*
    Though not as a dominant defense as blocking, parrying an enemy attack is still very viable. As you add one handed slash techniques to your equipment, you will see this occur even more.

    Level 18: Employ shield*
    For those desperate situations, employ shield is a very nice tool to help save your behind for 20 seconds until perhaps a teamate can heal your, or you can finish off the opponent.

    Multistrike I-IV* (levels 24, 50, 74, 100)
    Critical Strike I-V* (levels 10, 26, 46, 66, 86)
    Cleave I-II* (levels 40, 80)
    Something of the "holy trinity" of melee attacks, these three are powerful tools to have at your disposal. As you level, their relative strength only increases.

    Level 38: Block bonus*
    This gives us a small boost to the +block bonus (which acts as a percentage). It is a tremendously valuable ability given also only to the spearman.

    Blessing of Istara I-IV (levels 34, 54, 74, 94)
    This is an amazing buff that adds to your total health, armor, shield and one handed slash ability. It is truly what being a KNOC is all about.

    Level 56: Banish Armor
    An amazing ability that allows you to remove all the armor from an opponent for a short duration. Save up all your special attacks, hit banish armor and watch the damage pile up! Keep in mind, as a level 20 mage you will have mastered perfect spell, and will want to use this to ensure that banish armor lands.

    Summon Sword of Creation:
    one of the best (and certainly the best looking) one handed swords in the game at each level. This is your primary form of damage and you won't want to go anywhere without it!

    Summon Shield of Creation
    Similar to the sword, each KNOC can summon their own shield. Each one grants +armor, +ethereal armor, and +15 block bonus.
    Due to the highly situational need for ethereal armor, at higher tiers it is much more beneficial to invest in a crafted shield with +block ability. As the tiers keep progressing, the benefit of the better techniques and armor crystals that can be used further make the summoned shield useless.



    * indicates that the ability is masterable, and can be used in other active schools.
    For a full list of KNOC abilities, see http://horizons.gamersinfo.net/schoo...iew=item&id=91
    Last edited by Hiko; July 18th, 2006 at 04:16 PM.
    Hiko - Former Defender of Shadow
    100 Knight of Creation Hybrid
    -= Disciples =-
    BOYCOTTING THE SUMMONED SHIELD OF CREATION AS OF JULY 17TH, 2006

  3. #3

    Default Part 2

    PART 2: COMBAT

    Solo Combat

    Beginner Soloing
    At beginner levels (20-35ish), you will still find your 20 levels of mage to be particularly useful. From this point in time, you can get your iron scale armor, equip sword and shield and use your unteched level 20 repeater bolts to do away with most things. If you are not planning on multiclassing, this is an excellent time to learn the limitations of the few mind spells you have. You should have numbing haze I, debase I, and warped perception I. Practice pulling a mob and using debase to get more shots on it before it reaches melee range, learning how long your numbing haze I will keep an add at bay. You may want to practice timing using the special abilities like multistrike, power strike etc to fall in between repeater spells. Using the mage spells is a viable way of getting through these lower levels until you get more melee oriented abilities.

    Mid-level Soloing
    By level 35, you notice that those level 20 repeaters really don't take stuff down much anymore. However you have your sword, a lot more abilities at your disposal. You have your first rank of Blessing of Istara (never fight without this), and you can still enchant your weapon with flame, ice or energy attack depending on mob vulnerabilities. However, the longer distance spells like energy strike may still be quite effective for pulling non-social mobs out of packs. You will also begin to notice how much you live on blocked attacks. The Blessing of Istara as well as the block bonus passive you will be receiving is a huge boon to this game style. Other than learning when to use your special abilities (saving critical strike and multistrike for "uh-oh" occasions), there is really not that much to game play. You will get to play around with things like power-style and melee flurry and see what fits your fancy. One last note, you will REALLY start to notice a big difference in upgrading your armor from iron plate to steel scale, and each half a tier after that. Those x1 levels start to sound really nice


    End-game Soloing
    This is where mobs start getting really tough. Keep in mind that a lot of the mobs will have more armor than you are used to seeing at level 60ish. This means that classes that don't excel in heavy damage dealing, such as KNOC, will take even longer to kill something - so be very careful of social mobs, as they can start to pile up in numbers very quickly. Luckily, your sword is still quite good, and your armor is thick! However there is still not much more to this style of game play than before. You will probably want to pull with a flame spear (longer range than ice hammer), and the follow up with ice hammer as the mob gets to you. Because the fights will last longer, you should probably be "Saving" spell melee attacks less, and use them to shorten the duration of fights because you know that it short timers like cleave and multi-strike will be coming up again in the next battle.

    Group Combat
    KNOC group combat still does not differ much from solo play. Your primary focus is on keep the mob aggrod on you, and blocking everything thrown at you. However, this is where you need to pay more attention to what goes on around you. You will typically have mages and other damage dealing types around you, so my advice is to not use cleave/multistrike/critstrike except as a good way to pull aggro off of healers and squishy friends. This is also where you get to add abilities like "Defend other" onto your hot bar. It is a good idea to make sure you get the first 3 or 4 hits on a mob before your group starts nuking away.
    Hiko - Former Defender of Shadow
    100 Knight of Creation Hybrid
    -= Disciples =-
    BOYCOTTING THE SUMMONED SHIELD OF CREATION AS OF JULY 17TH, 2006

  4. #4

    Default Part 3

    PART 3: MULTICLASSING
    The KNOC on it's own is a pretty solid class. You can do decent damage, and be hard to kill by your average mob. However the true power of a KNOC comes in how well it multiclasses. A KNOC may choose to follow any of the following paths (as well as create your own!). Obviously, the path chosen affects what gear you focus upon obtaining, and where to spend training points:

    The Defensive Tank
    This is the way I chose to go. I have focused on 1 verses 1 fights, and being able to block everything thrown my way.
    100 KNOC
    100 Cleric (or healer)
    100 Mage
    88 BattleMage (for shimmer field II)
    60 Druid
    10 Monk
    The cleric or healer gives you excellent focus, buffs, and the ability to heal yourself a bit. For a KNOC, a little bit of health should go a LONG way. The battlemage to 88 gives you the powerful shimmer field II which will really help your blocking rate. Finally, druid to 60 gives you some melee resistance buffs, petrify, and forest mist to help evasion. The mage levels give you an alternative means to do damage, a huge boost in power, and most importantly, the mind spells. Warped Perception should be your best friends in any big challenging battle, as it increases your overall blocking ratio. I keep two ranks on my bar in case one misses. Furthermore, lessening the opponents focus will allow you to block more against spell casting mobs. Stinging cold also comes in quite handy. Monk to level 10 gains you foresight, which you will find great use for.

    The Spell Casting Hybrid
    Another very popular build, this multicasting strategy takes full advantage of the fact that a KNOC can use any mage spell if the skill requirements are met.
    100 KNOC
    100 Healer or Cleric
    100 Mage
    100 Conjurer
    100 Wizard
    100 Sorcerer
    80 battlemage
    This is a very spell intensive build. Obviously taking up all the advanced mage classes gives you a great number of benefits like multicast II, fusion burn, accelerate. Battlemage to 80 gives you energy sabre I which is a very useful aoe ability to go along with the 6 useful aoe spells in Ice/Flame/Energy Bomb IV and V. If you take cleric instead of healer, you will gain the dispirit foes ability which reduces the attack speed of all mobs around your target. You will find this build suitable to standing in the middle of a group of mobs and going away at the aoe damage while still maintaining a great amount of defense.

    The Melee Heavy Hitter
    This build focuses on utilizing the powerful sword that we KNOCs receive to full potential by maximizing the KNOCs 1h skill abilities.
    100 KNOC
    100 Healer
    100 Berserker
    100 Chaos Warrior
    14 druid
    This build quite obviously focuses on strength and damage. Chaos Warrior gives you unbridled energy, berserker gives you a great strength boost as well as some minor health benefits. Druid to 14 masters nature's fury which is an excellent once per minute damage boost. Healer gives you of course great focus and buffs. If you take this route, you may want to add in mage anyhow to give you more options for burst damage a la fusion burn multicast fiery strike.
    Last edited by Hiko; July 18th, 2006 at 04:17 PM.
    Hiko - Former Defender of Shadow
    100 Knight of Creation Hybrid
    -= Disciples =-
    BOYCOTTING THE SUMMONED SHIELD OF CREATION AS OF JULY 17TH, 2006

  5. #5

    Default Part 4

    PART 4: Equipment & Training Points
    Clearly, depending on which multiclass (or single class) you choose to spec into, the armor you need will differ. I shall first address what techs you'll have to choose from for each piece, and then give a suggestion of what to pick for each piece in the individual build schemes. Following the equipment list, I will give a suggested way to spend your training points to go along with the themes the equipment provided. Of course, these are only my suggestions, you will want to choose your own path depending on your personal preferences, and what components you can get your hands on!

    Helm: Socketing, Strength, Focus, Armor, Adventure Magic Skills
    Mask: Armor, Adventure melee skills, Wards/Resists, Power, Focus

    Shoulder
    : Armor, Health, Adventure Melee Skills, Adventure Magic Skills

    Chest
    : Armor, Strength, Dexterity, Focus, Power, Health, Wards/Resists, Adventure Magic Skills

    Armguard
    : Armor, Adventure Melee Skills, Adventure Magic Skills, Dexterity

    Bracer
    : Armor, Dexterity, Focus, Power, Strength, Adventure Melee Skills

    Gloves
    : Armor, Adventure Melee Skills, Adventure Magic Skills
    Belt: Armor, Adventure Melee Skills, Power, Strength

    Greaves
    : Armor, Wards/Resists, Strength, Dexterity, Focus, Power, Health, Adventure Magic Skill

    Boots
    : Armor, Dexterity, Health, Speed

    Shield
    : Armor, Block, Dexterity, Focus, Health, Power, Strength, Wards/Resists, Adventure Magic Skill, Adventure Melee Skill, Socket

    Weapon
    : Parry, Dexterity, Focus, Health, Power, Strength, Socket, Adventure Magic Skill, Adventure Melee Skill, Socket

    Earrings:
    Ward/Resist, Armor, Power, Strength {depending on type of jewelry}

    Necklace:
    Socket, Armor, Focus, Health, Power, Strength

    Bracelets:
    Ward/Resist, Armor, Focus, Health, Dexterity{depending on type of jewelry}

    Rings:
    Ward/Resist, Adventure Melee Skill, Adventure Magic Skill, Armor

    Cape:
    Strength, Focus, Armor, Resist/Ward, Adventure Magic Skill

    Build 1: Stand Alone KNOC
    This type of KNOC will want to focus on balancing their defensive tanking abilities with their melee output damage. Thus a healthy mix of dexterity, strength, armor and health is in order.
    Helm:
    Tier III, IV: Socket, Strength
    Tier V:Socket, Strength, Armor
    Mask:
    Tier III, IV: Armor, One Handed Slash
    Tier V: Armor, One Handed Slash, resistance of choice
    Shoulder:
    Tier III, IV: Health, One Handed Slash
    Tier V: Health, One Handed Slash, Armor
    Chest:
    Tier III, IV: Health, Dexterity
    Tier V: Health, Dexterity, Strength
    Armguard:
    Tier III, IV: One Handed Slash, Dexterity
    Tier V: Handed Slash, Dexterity, Armor
    Bracer:
    Tier III, IV: Dexterity, One Handed Slash
    Tier V: Dexterity, One Handed Slash, Armor
    Gloves:
    Tier III, IV: Armor, One Handed Slash
    Tier V: Armor, One Handed Slash summoning
    Belt:
    Tier III, IV: Armor, One Handed Slash
    Tier V: Armor, One Handed Slash, Strength
    Greaves:
    Tier III, IV: Dexterity, Health
    Tier V: Health, Dexterity, Strength
    Boots:
    Tier III, IV: Speed, Health
    Tier V: Armor, Dexterity, Health
    Shield:
    Tier III, IV: Use summoned Shield
    Tier V: Socket, Blocking, Dexterity
    Weapon: Use Summoned Weapon
    Earrings:
    Tier III, IV: Health with Armor and Strength
    Tier V: Health With Armor, Strength and a resist
    Bracelets:
    Tier III, IV: Health with Armor and Dexterity
    Tier V: Health with Armor, Dexterity and a resist
    Rings:
    Tier III, IV: Health with One handed Slash, Armor
    Tier V: Health with One handed Slash, Armor, and a resistance
    Necklace:
    Tier III, IV: Health with Strength, Armor
    Tier V: Health with Socket, Armor, Strength
    Cape:
    Tier III, IV: Strength, Armor
    Tier V: Strength, Armor, resistance

    Training Points:
    Health:
    600 Points
    One Handed Slash: 300 Points
    Shield: 300 Points
    These training points will improve your defenses by giving more blocking opportunities, while simultaneously improving your melee output by reducing missed swings at higher levels.

    Build 2: Defensive Tank
    This character is designed to do one thing: take the hits. Therefore all the gear revolves around improving blocking skill (75% dexterity, 25% strength), parrying (based off one handed slash skill), and increasing the total hit points.
    Helm:
    Tier III, IV: Socket, Armor
    Tier V:Socket, Strength, Armor
    Mask:
    Tier III, IV: Armor, One Handed Slash
    Tier V: Armor, One Handed Slash, resistance of choice
    Shoulder:
    Tier III, IV: Health, One Handed Slash
    Tier V: Health, One Handed Slash, Armor
    Chest:
    Tier III, IV: Health, Armor
    Tier V: Health, Dexterity, Armor
    Armguard:
    Tier III, IV: One Handed Slash, Dexterity
    Tier V: Handed Slash, Dexterity, Armor
    Bracer:
    Tier III, IV: Dexterity, Armor
    Tier V: Dexterity, One Handed Slash, Armor
    Gloves:
    Tier III, IV: Armor, One Handed Slash
    Tier V: Armor, One Handed Slash, summoning
    Belt:
    Tier III, IV: Armor, One Handed Slash
    Tier V: Armor, One Handed Slash, Strength
    Greaves:
    Tier III, IV: Armor, Health
    Tier V: Dexterity, Armor, Health
    Boots:
    Tier III, IV: Speed, Health
    Tier V: Armor, Dexterity, Health
    Shield:
    Tier III, IV: Use Summoned Shield
    Tier V: Socket, Blocking, Dexterity
    Weapon:
    Tier III, IV: Use Summoned Weapon
    Tier V: Socket, Parry, One Handed Slash
    Earrings:
    Tier III, IV: Health with Armor and Strength
    Tier V: Health with Armor, Strength and a resistance
    Bracelets:
    Tier III, IV: Health with Armor and Dexterity
    Tier V: Health with Armor, Dexterity and a resistance
    Rings:
    Tier III, IV: Health with One handed Slash, Armor
    Tier V: Health with One handed Slash, Armor, and a resistance
    Necklace:
    Tier III, IV: Health with Strength, Armor
    Tier V: Health with Socket, Armor, Strength
    Cape:
    Tier III, IV: Strength, Armor
    Tier V: Strength, Armor, resistance

    Training Points:
    Health:
    600 Points
    Shield: 600 Points

    These training points follow along with the primary goal of blocking a high percentage of incoming attacks, and being able to withstand attacks that are no blocked. Therefore no training points were invested into offensive minded skills.

    Build 3: Spell Casting Hybrid
    The assumption in the spell casting build is that the primary form of damage is through spells, with a sword only be used for the special attacks such as multistrike, critical strike etc. Furthermore, the armor and shield of a KNOC is not emphasized due to the strong backup defense of the arcane crowd controls and roots.
    Helm:
    Tier III, IV: Socket, Flame or Energy
    Tier V:Socket, Flame or Energy, Focus
    Mask:
    Tier III, IV: Power, Focus
    Tier V: Power, One Handed Slash, Focus
    Shoulder:
    Tier III, IV: Health, Power
    Tier V: Health, One Handed Slash, Power
    Chest:
    Tier III, IV: Health, Power
    Tier V: Health, Focus, Power
    Armguard:
    Tier III, IV: One Handed Slash, Armor
    Tier V: Handed Slash, Flame or Energy, Armor
    Bracer:
    Tier III, IV: Power, One Handed Slash
    Tier V: Focus, Power, One Handed Slash
    Gloves:
    Tier III, IV: Armor, One Handed Slash
    Tier V: Armor, One Handed Slash, Flame or Energy
    Belt:
    Tier III, IV: Power, One Handed Slash
    Tier V: Strength, One Handed Slash, Power
    Greaves:
    Tier III, IV: Health, Power
    Tier V: Health, Power, Strength
    Boots:
    Tier III, IV: Speed, Health
    Tier V: Armor, Dexterity, Health
    Shield:
    Tier III, IV: Blocking, Power
    Tier V: Blocking, Power, Focus
    Weapon: Use Summoned Weapon
    Earrings:
    Tier III, IV: Health with Power and Strength
    Tier V: Health With Armor, Strength and Power
    Bracelets:
    Tier III, IV: Power with Health and Dexterity
    Tier V: Power with Health, Focus and Dexterity
    Rings:
    Tier III, IV: Power with One handed Slash, Flame or Energy
    Tier V: Power with One handed Slash, Flame and Energy
    Necklace:
    Tier III, IV: Power with Health, One Handed Slash
    Tier V: Power with Socket, Health, One Handed Slash
    Cape:
    Tier III, IV: Strength, Focus
    Tier V: Strength, Armor, Focus

    Training Points:
    Power:
    600 Points
    Strength: 120 Points
    Focus: 200 Points
    Flame: 90 Points
    Ice: 90

    This setup will boost your magical power by a great deal, as well as a minor boost to your melee output which will be primarily special moves which generate the "Big" numbers. The points in focus improve your chance to hit with all spells while the points into Flame and Ice allow you to put better techniques on your higher level spells

    Build 4: Melee Heavy Hitter
    With the entire focus being on pumping as high of numbers of the melee damage as possible, the most focus in this equipment is on improving the one handed slash skill, which is 75% dexterity and 25% strength based.
    Helm:
    Tier III, IV: Socket, Strength
    Tier V:Socket, Strength, Armor
    Mask:
    Tier III, IV: Armor, One Handed Slash
    Tier V: Armor, One Handed Slash, resistance of choice
    Shoulder:
    Tier III, IV: Health, One Handed Slash
    Tier V: Health, One Handed Slash, Armor
    Chest:
    Tier III, IV: Health, Dexterity
    Tier V: Health, Dexterity, Strength
    Armguard:
    Tier III, IV: One Handed Slash, Dexterity
    Tier V: One Handed Slash, Dexterity, Armor
    Bracer:
    Tier III, IV: Dexterity, One Handed Slash
    Tier V: Dexterity, One Handed Slash, Strength
    Gloves:
    Tier III, IV: Armor, One Handed Slash
    Tier V: Armor, One Handed Slash, summoning
    Belt:
    Tier III, IV: Strength, One Handed Slash
    Tier V: Armor, One Handed Slash, Strength
    Greaves:
    Tier III, IV: Strength, Health
    Tier V: Health, Dexterity, Strength
    Boots:
    Tier III, IV: Speed, Health
    Tier V: Armor, Dexterity, Health
    Shield:
    Tier III, IV: Use Summoned Shield
    Tier V: Socket, Blocking, Strength
    Weapon: Use Summoned Weapon
    Earrings:
    Tier III, IV: Health with Armor and Strength
    Tier V: Health With Armor, Strength and a resist
    Bracelets:
    Tier III, IV: Strength with Health and Dexterity
    Tier V: Health with Armor, Health and Dexterity
    Rings:
    Tier III, IV: Dexterity with One handed Slash, Armor
    Tier V: Dexterity with One handed Slash, Armor, and Summoning
    Necklace:
    Tier III, IV: Health with Strength, Dexterity
    Tier V: Health with Socket, Strength, Dexterity
    Cape:
    Tier III, IV: Strength, Armor
    Tier V: Strength, Armor, resistance

    Training Points:
    Health:
    300 Points
    One Handed Slash: 600 Points
    Dexterity: 300 Points

    Once again, these points serve to maximize the one handed slash skill of the character, as well as give a good health boost to compensate for the lesser defensive capabilities (though the shield skill will still benefit a great deal from the focus in dexterity).
    Hiko - Former Defender of Shadow
    100 Knight of Creation Hybrid
    -= Disciples =-
    BOYCOTTING THE SUMMONED SHIELD OF CREATION AS OF JULY 17TH, 2006

  6. #6

    Default Part 5

    PART 5: KNOC Bugs

    Thankfully, there are really no major bugs that you will have to worry about playing a KNOC. Only a few minor annoyances will pop up here and there, but nothing that will alter your game play. There are indeed only a few design flaws that will hopefully get changed down the road as the adventure classes get reviewed.

    • In the equipment window, the icons for the summoned sword and shield frequently bug out and display a grey blur
    • The KNOC receives 9 two handed slash per level, a skill which seems to be primarily wasted. While some would suggest that we be able to summon a two handed weapon, I would argue that it would remove the justification for our one handed weapon being generally better by removing our one handed limitation. It is probably good for the overall game balance that we be limited to single handed slash. Perhaps instead of these 9 points, it was suggested in the past that KNOCs receive 8 or 9 points in summoning instead so that we may make better use of that line of spell casting and be more of a mage/warrior prestige class instead of a warrior prestige with mage requirements
    • The summoned shield, which is one of the major class defining abilities, is exceeded in function drastically at Tier V in which crafted and teched shield can receive a better block bonus (+11 block more), as well a number of possible stat games, and an armor socket which can hold other boons which becomes increasingly better as more interesting loot tables are added to the game.
      • While the fact that our summoned weapons cannot hold sockets has been known and acknowledged for some time, the main focus on that discussion was on the sword, at the time in which the rare dead lands crystals came out. It was generally agreed that the lack of a socket on the weapon was made up for by the much better damage range we receive (though I caution any to compare summoned equipment to crafted be sure to look at our level 91 summoned gear – which is designed to compare with the highest level of crafted equipment).
      • Several suggestions had been purposed, most specifically by Stranyr on the now closed Tazoon.com forums that gave ways to correct this. As best I can recall, they were along the lines of:
        • Performing a series of quests to upgrade our weaponry with what would be equivalent to techniques.
        • For the sword, a KNOC would choose from a number of different "paths" of training to follow, which would give a reward of the ability to summon a weapon more advanced than our current one, with boons to stats like one handed slash, dexterity, parrying, decreased delay or a chance for a proc of some sort. Note that each sword would have to have possibly multiple bonuses applied at higher levels to match the multiple techniques that are available.
        • · For the shield, it was suggested that developers make use of the amazing graphics we have for our shields and first implement three new abilities at level 100 which would of course have to be quested for. They grant us the ability to summon shields "off fiery defense" "of icey defense" and "of physical immovability" (names subject to change =D). These would grant us a shield that has instead of ethereal armor, an equivalent amount of ice, fire or slash/pierce/crush resistance. Perhaps a KNOC will only be allowed to quest for one of them.
          • Furthermore, the block bonus must be increased as the level scales. The blocking bonus is the most important part of a shield. The amount of armor it provides is trivial in terms of percentage of overall damage mitigation. The fact that a teched crafted shield can receive +26 block at tier V blows our shields out of the water. It should be a general rule that we able to keep at least an equivalent amount of +block on our shields when compared to a crafted and technique shield. At higher tiers, there should also be quests available to add stat gains to our main shield. One quest line could give us a health and dexterity stat gain on the shield, another could give us a power and focus stat gain on the shield, a third could give us a dexterity and one handed slash boost. Once again the KNOC would have to choose.
    Hiko - Former Defender of Shadow
    100 Knight of Creation Hybrid
    -= Disciples =-
    BOYCOTTING THE SUMMONED SHIELD OF CREATION AS OF JULY 17TH, 2006

  7. #7

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    Wonderful and in-depth work! *applaud*

    I would like to point out, however, that the plural of "Knight of Creation" is "Knights of Creation" not "Knight of Creations".

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