Difference between revisions of "Dark Knight"
(→Overview) |
|||
Line 33: | Line 33: | ||
Lastly, the Shadow Summon tree uses the Control stat to power up their summons, and create an army to fight for them.<br> |
Lastly, the Shadow Summon tree uses the Control stat to power up their summons, and create an army to fight for them.<br> |
||
<br> |
<br> |
||
− | There are |
+ | There are 4 normal shadows, and 6 shadow lords. You may have any combination of 4 normal shadows, and only one lord may be active at a time.<br> |
<br> |
<br> |
||
Using the skill Promotion on a shadow will change it into a stronger version of the summon and reset the summon timer. The upgraded versions use higher level skills to improve their chances at status ailments, and increase their damage significantly. |
Using the skill Promotion on a shadow will change it into a stronger version of the summon and reset the summon timer. The upgraded versions use higher level skills to improve their chances at status ailments, and increase their damage significantly. |
Revision as of 17:38, 4 May 2023
Contents
Overview
Dark Knight is the first custom class introduced on Trifecta RO. It's based on Ragnarok DS, Ragnarok Tactics(PSP), other various forms of media unrelated to RO, and my own ideas spun into the mix.
The class is meant to be a bit more technical compared to other classes.
It currently has three different skill branches; magical, physical and shadow summoning.
Magical builds offer a mostly simple play style, which can be hard to master. It requires you to know how to utilize your buffs properly in order to deal high damage.
Physical builds are toolbox based. Basically, you use what you need at the time. Each physical skill has some sort of buff attached to it, which will buff the next skill used.
Shadow summoning builds offer three unique play styles in the same branch. A pure summoner, which does exactly what it says. A sort of "channeler" type of build, and a hybrid of both.
Dark Knights are not able to regenerate SP. This is because of the way their kit works. They essentially use their SP bar like a special meter, akin to fighting games. Where most of their main skills do not cost any SP, but buffs and summons do. So to maintain high damage, you need to use your SP regenerating skills to stay topped up.
The main mechanics of dark knight revolve around triggering statuses on the user, and maintaining your personal buffs with Chaos.
In each skill description, it tells you what status each skill will trigger. For example, if you check Punishment, it grants the user a buff which increases damage dealt against targets with less than 30% remaining HP.
This status is extremely important, because it has a secondary effect, which can be seen at the bottom of the skill description.
This is the Chaos effect. In order to trigger the Chaos effect, you must:
1. have the buff active
2. use chaos while it is active
When using the Chaos skill, it shifts your buff into Chaos mode, cancels the old buff, and puts up a new buff.
Using Punishment as an example again, your buff gets changed to:
When your HP is lower than 30%, increase damage dealt by 100%
The key to mastering this class is to learn when to use which buff for maximum effectiveness.
These effects work on all skill trees, so mixing and matching is usually optimal.
Magic is handled a little bit differently, however. Magic will still gain the effect of buffs gained from skills, however, they either get additional effects, or change their behaviour based on if the Chaos status is active. The Chaos status is when you use Chaos without any normal buffs active (Punishment for example). By itself, it does nothing. So make sure to read the descriptions carefully to find out what each spell does.
Lastly, the Shadow Summon tree uses the Control stat to power up their summons, and create an army to fight for them.
There are 4 normal shadows, and 6 shadow lords. You may have any combination of 4 normal shadows, and only one lord may be active at a time.
Using the skill Promotion on a shadow will change it into a stronger version of the summon and reset the summon timer. The upgraded versions use higher level skills to improve their chances at status ailments, and increase their damage significantly.
Shadow veil is used in both the summon and channeler build. In shadow summoner builds, it allows you to double the amount of normal summons you can have out. While the channeler build gains increased damage on their skills.
Physical Dark Knight
Magical Dark Knight
Shadow Summoner Dark Knight
Summons:
Familiar - Uses stone curse to impede your enemies. Shadow Soldier - Uses bleeding and blind. Shadow Marksman - High damage long range attacker. Uses critical wound. Shadow Arcanist - Deals AOE damage, as well as dispel and silence.
Shadow Lords:
Lich Lord - Deals mixed single target and AOE damage, it also buffs the user, which allows them to heal when dealing damage. Knight - Deals mostly single target damage, but they also have a debuff that they can apply to enemies, which allows the user to have a reduced cooldown on Creeping shadow Gorgon - Deals AOE damage, and deals more damage to enemies under the stone curse status. It has a buff which will take damage in place of the user. Witch - AOE damage and HEAVY status ailment usage. Deals more damage to enemies who have any kind of status. Dark Dragon - Heavy AOE damage, that deals neutral elemental damage, that deals more damage to earth enemies, and less damage to water enemies. Dainn - Gigantic AOEs, and enables an auto-attack build with it's Sword of the King buff.
Skills
Buffs | |||
---|---|---|---|
Skill Name | Normal Effect | Chaos Effect | |
Life Taker | Heal a percentage of your MaxHP when auto-attacking. When using a skill, heal a percentage of the damage dealt instead. Will be canceled upon using a damage skill or spell. | HP will drain over time, but increases damage dealt by 50% | |
Blood Crush | Heal a percentage of your MaxSP when auto-attacking. When using a skill, heal a percentage of the damage dealt instead. Will be canceled upon using a damage skill or spell. | SP will drain over time, but increases damage dealt by 30% | |
Chaos | Changes buffs into Chaos mode | 10% Max SP |
Magical Spells | |||
---|---|---|---|
Skill Name | Effect | Chaos Effect | Cost |
Dark Bolt | Deals magic damage, and applies the scourge debuff to a target. Restores 5% of the user's SP when hitting a target. | Deals increased damage | 5% current HP |
Blackout | Deals AOE magic damage, and applies the scourge debuff to all targets hit. Restores 5% of the user's SP when hitting a target. | Deals increased damage(slightly more than dark bolt) | 5% current HP |
Massacre | Deals magic damage to a target. Restores 5% of the user's SP when hitting a target. If the target has the chaos debuff, triggers dark surge. | Auto cast dark surge, and immediately end shadow veil | 5% current HP |
Death Embrace | Pulls the target towards the user, then deals moderate AOE shadow element magic damage. | None | 10% current HP |
Curse Spike | Deals low, shadow element magic damage, and reduces the target's DEF and MDEF to 0. | Significantly increases the damage dealt | 20% current HP |
Drain | Deals moderate, AOE shadow element magic damage to enemies in an area around the target. Then heals the user for 150% of the damage dealt. | None | None |
Minus Strike | Deals damage depending on how low your HP is. Will deal very low damage if your HP is above 3. Restores 5% of the user's max SP | User will always deal maximum damage, regardless of current HP, and deal increased damage. | None |
Darkness Wave | Physical skill, that is based on physical stats and the user's INT stat, that will deal magical damage (calculates damage based on MDEF instead of DEF) in a line AOE. Can critically strike. | None | None |
Dark Surge | This skill is not available to level. Deals massive, neutral property, AOE magic damage to a target, and targets near by. | Increases damage dealt | None |
Dark Nebula | Deals damage to a target and enemies around it. The base damage increases depending on the combined levels of all dark knight spells learned. (Magic attacks) | None | None |
Physical Skills | ||||
---|---|---|---|---|
Skill Name | Effect | Shadow Veil Effect | Chaos Effect | Cost |
Blood Crush | Deals damage to a target, and applies the Scourge debuff. Restores 10% of the user's SP. | Deals increased damage | None | None |
Punishment | Deals damage to a target. Deals more damage if the user's HP is below 50%. Restores 5% of the user's SP. | Deals increased damage. | Increases the base damage of the skill, then cancels the Chaos debuff | None |
Death Blade | Hits a target 3 times, and inflicts the Darkness debuff on the target. | Deals increased damage. | Grants three additional hits to Death Blade, then cancels the Chaos debuff | 5% current HP |
Guillotine | This skill will always critically strike. | Deals increased damage. | Grants three additional hits to guillotine, then cancels the Chaos debuff | 30% max SP |
Hell Impact | Deals AOE damage to a target, and enemies around it. Inflicts the Scourge debuff on all targets hit. | Deals increased damage | Grants two additional hits to Hell Impact | None |
Chaos | Deals moderate damage to a target. | None | Jumps to the target | None |
Life Taker | Deals damage to a target, then heals a portion of the damage dealt as HP. Restores 10% SP. | Increases the base damage of the skill | None | None |
Shadow Summons | |||
---|---|---|---|
Skill Name | Effect | Shadow Veil Effect | Cost |
Summon Familiar | Summons a familiar to fight for you. This summon's damage is influenced by the player's STR stat. Familiar's skill will inflict the "Sanguine" debuff, which makes the target hit by it to take more damage from Dark Knight Summons for a few seconds. | None | 10% max HP |
Shadow Soldier | Summons a Shadow Soldier to fight for you. STR type summon. This summon's damage is influenced by the player's STR stat. You may only have one Shadow Soldier out at a time. | Increases the summon cap to two. | 20% max HP |
Shadow Marksman | Summons a Shadow Marksman to fight for you. DEX type summon. This summon's damage is influenced by the player's DEX stat. You may only have up to two Shadow Marksman out at a time. | Increases the summon cap to four. | 20% max HP |
Shadow Arcanist | Summons a Shadow Arcanist to fight for you. INT type summon. This summon's damage is influenced by the player's INT stat. You may only have one Shadow Arcanist out at a time. | Increases the summon cap to two. | 20% max HP |
Shadow Lord | Summons a powerful, shadow element monster to fight for you. Each skill level will summon a different monster. You may summon multiple Shadow Lords at once if your cooldown is reduced. Each Shadow Lord gives different effects to different summon types. STR types will make STR type summons to deal more damage, INT types will make INT types stronger, etc. | None | 20% Max HP |
Nightmare | Deals low AOE magic damage around the target. All enemies hit will take increased damage from summon's skills for a few seconds. | None | 10% max SP |
Shadow Step | The caster back steps, and drops all monster agro. If the player is the only target in range, or is still the closest target, mobs may target the player again. | None | 20% max SP |
Soul Siphon | Deals magic damage to a target. The user will heal for (skill level)% HP and SP. There is a 30 second delay before you're able to heal off of the same target again. | None | None |
Catastrophe | Deals low magic damage to a target, and enemies around it. If the target has the "Sanguine" debuff, the damage is significantly increased. Any summon hit with this skill while in battle, will immediately die. | None | 20% max SP |