Knight Class [Feedback]

  • I will share my latest observations on knight tank class :


    Even though i used Phirius Deposit-Injector(ID:1244820), I lose half of my mana after 30 seconds in combat as knight/druid. However, if i have a mana regenerating class in party such as druid/priest or druid/scout, i never have any mana problem (as it is supposed to be).

    Classes like kinght/mage and knight/rogue will not have mana problem because of their mana recovering elite skills.

    But at the moment playing knight/druid is really difficult.

    My suggestion is that bring back mana recovery to Holy Power Explosion. Just remove mana recovery when receiving heal. It should recover 5% mana in 5 seconds as it was before.

  • Hi,


    as an only tank player, I cannot agree. Calcuating you use Tsunami ISS and Traces of the Cross Sword both on CD, you cannot loose half mana, maximum 49% - 15% -> 34% (on using 4 times tsunami and 5 times Traces, which is not meant to just spam).


    In between, if you have combat end and playing music or running or whatever, you even have base mana regen, which reduces the need even more. Using more than 1 tsunami in 1 pull is also not a good idea anyway.


    I also played non /mage and non /rouge and tested it with injector. in normal paced groups, I was always over 80% mana. Only on speed running you drop low, but then you can use Dwarven Ale, which gives you 100% mana for 30 seconds and only has 90 seconds cooldown in between.


    And for what reason ever, if that doesn't help, you can use Holy Sigil + Punishment to restore 32% mana.


    Greetings

  • I am just telling what i saw. In my latest tanking, i was using Traces of the Cross Sword once in every 10 seconds. And sometimes was using Tsunami. I saw i lost 50% mana. In big pulls i must use tsunami. I was playing with 40%-50% mana all the time.

  • i saw all the Knight changes and i still have to tell when u run in GC HM is not rly worth going for knight the group benifits still a lot more from a warden tank, we do often 5-6 ppl runs and with knight is almost impossible because to less over all support in HP, defence, interupt and so on support

  • Hello,


    I realized that the title ID 532122 is now in the category "Quest" in the ancillary title frame.

    before it was in "System".


    For tanks/heals now, you don't have a defensive option in the "System" category anymore. Therefore I suggest to move it back to the category "Quest"


    Greetings

  • Hi,


    anyone tried knight (except knight/champ) in grove?

    Feels very bad for me, because you can't interrupt mobs yourself and rely on party to interrupt and not die, if you want to do bigger pulls.

    Knight/champ is an exception, because you can fast pull all mobs together and interrupt most of them with shock strike (not all every time, but most xD)


    Greetings

  • Can only speak for way up to boss 2. tried knight/warrior//champ//priest//mage up to boss 1, warrior definitely feels weak since the additional damage reduction isn't enough to survive those heavy ant spells. champ works since constant interrupts and pulling the packs together works pretty good on the way to boss 1, but as pretty much always mage seems to be the best choice. one rarely needs to pull more then 1 ant, which you can easily handle with your 4 interrupt skills.

    b1 definetly got alot easier with priest. additional battlerezz and selfheal helped when casulties piled up in the last phase of the bossfight. mage is pretty problematic here since the high range aoe can kill those soldiers quickly.

    between b1 and b2 the main thread are those phoenix enemies that can reduce your entire group to ash in the blink of an eye (or atleast were able to do that the first time. last round, they turned out pretty chill; not sure if bugfixed or whatever the reason was). anyways field of light made the way really easy since temporary blindness from ravens and accidental pulls just get drawn towards you.