Knight Class [Feedback]

  • Concerning the Knight/Warden


    The combination is very good in AOE, but as far as the single target is concerned it is rather weak (opinion after several rounds of orkham). Therefore, I propose that the skill "Frantic Smash" (ID 1490494" has its cooldown halved ( from 8 to 4 seconds). In addition, the agroo generated by this combination should be lowered slightly, as it is too high at the moment.

  • Hello,


    suggestion for knight/priest:


    Change Skill ID 490030 to increase stamina instead of precision

    or change Skill ID 491635 to increase stamina by 20% instead of healing :D


    Greetings

  • Hi,


    suggestion for knight/warrior


    The skill ID 490088 makes immune to fear and increase stamina/strength for that time. Maybe change it to let it increase the stamina and strength passively and increase the rate to 12% from 8.


    Second change: Increase the range of the skill ID 499930 to 100 from 50


    Greetings

  • Hi,


    please change "Traces of the Cross Sword", that lower shields can not overwrite bigger ones or just remove shield effect somehow from dps versions of knight


    Greetings

  • As a k/w main, i honestly feel like the knight in general is in a good spot right now. Though this might change with higher raids since i only ran up to rofl and idk as of now. The main issue i face is, while my gear already feels strong on this content and i can tank pretty much comfortably, the percentage dots feel unfair. Even just running into rofl, i randomly take a single dot and die from full hp even with pots if not by chance a healer saves me. Further into the raid either a strong healer needs to constantly heal me during some passages or i need to intentionally delete buffs for a little healer (which otherwise would be completely able to soloheal) to be able to keep me alive. It doesn't feel right that stronger gear actually requires stronger healers, just because the amount of % damage can't be reduced by any of my skills.


    my recommendation therefore is to either change the DoTs to a flat value or even better be affected by MDef, which sadly really doesn't play a noticeably role. Another approach would be changing existing ISS that reduce Magic damage (level 58, 100 and 104 ISS) to include DoT damage, though i'm not sure if that will affect % damage done by DoTs

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    As a k/w main, i honestly feel like the knight in general is in a good spot right now. Though this might change with higher raids since i only ran up to rofl and idk as of now. The main issue i face is, while my gear already feels strong on this content and i can tank pretty much comfortably, the percentage dots feel unfair. Even just running into rofl, i randomly take a single dot and die from full hp even with pots if not by chance a healer saves me. Further into the raid either a strong healer needs to constantly heal me during some passages or i need to intentionally delete buffs for a little healer (which otherwise would be completely able to soloheal) to be able to keep me alive. It doesn't feel right that stronger gear actually requires stronger healers, just because the amount of % damage can't be reduced by any of my skills.


    my recommendation therefore is to either change the DoTs to a flat value or even better be affected by MDef, which sadly really doesn't play a noticeably role. Another approach would be changing existing ISS that reduce Magic damage (level 58, 100 and 104 ISS) to include DoT damage, though i'm not sure if that will affect % damage done by DoTs

    Greetings,


    %-based damage over time abilities are a core factor in highlighting strengths and weaknesses of tanking and heal classes.

    While knights in general are the strongest tanking class, their lack of short cooldown stuns and high HP while lacking self healing means, that comparing to lower HP tanks (like Champions), they will take proportionately more damage from these abilities while simultaneously be stronger against flat DoTs.


    Knights in general pair well with healers which are strong in counteracting sustained, fixed damage (as it can't be reduced by threaten). This weakness is by design, not as coincidence and therefore %-based DoT simply can not be changed, as otherwise the spot of weakness shifts to the aforementioned Champion. In spots where you know that healing is going to be tight, you can alternatively try to negate the application of the negative effect entirely.


    Hooroo,

    Brontes

  • Since I've recently complained about the lack of changes to chain classes, I decided to give feedback (and my recommendations) on Knight/Warden and Knight/Warlock.


    Both of these classes are currently not able to keep up with other dps. Here are my ideas to change that.


    Knight general changes:

    • Change Charge (ID: 490150) to deal 550% mainhand weapon physical light damage. Currently, this skill doesn't deal any damage due to not being percentage based.
    • Change Shock (ID: 490154) to deal 575% + 115% to 460% mainhand physical light damage based on the amount of Holy Sigils on the target. Currently the second part of the skill is not percentage based either. This way the skill would be more useful.

    Knight/Warden:

    This combination used to have good AoE burst in orkham. However, nowadays it is not able to compete with other AoE classes, especially when it comes to Grafu and future content - because of low patk. Its single target damage was always underperforming. I suggest the following changes:

    • Reduce Oak Walker's Blessing (ID: 1490498) cd from 90 seconds to 60 seconds. Currently the class struggles a lot with sustaining damage, this change would help with that, while also maintaining the importance of using your burst windows.
    • Increase Holy Strength (ID: 1490828) physical, light and earth damage increment from 21.9 to 25%.
    • Increase Devotion (ID: 1490822) earth and light damage increment 44.8% to 55%.
    • Reduce Frantic Smash (ID: 1490494) cd from 8 to 6 seconds. This would help a bit with single target damage.
    • Change Critical Matters (ID: 1490496) to additionally increase physical attack by 15%. This change helps with the extremly low patk of the class.

    Knight/Warlock:

    Although not as bad as K/Wd, this class also underperforms, especially compared to other classes. I suggest the following.

    • Increase Master of Darkness and Light (ID: 1490508) dark, light and physical damage from 24% to 30%.
    • Increase Holy Strength (ID: 1490836) physical, light and dark damage increment from 21.9 to 25%.
    • Add Truth Shield Bash to Psychic Sweep (ID: 1490505): deals 880% main hand dps physical light damage and 880% main hand dps physical dark damage, reduced cd from 60 seconds to 20 seconds. This would improve the atrocious single target damage of K/Wl a bit.
  • About the Latest Changes to the Knight Class:

    • Changed Holy Power Explosion to no longer provide mana generation passively and on heal.
    • Changed Charge damage to 550% main hand weapon DPS from flat damage, changed it to apply 4 stacks of Holy Seal instead of 2.
    • Changed Punishment to recover 8% MP for every sigil consumed, reduced its cooldown to 4s from 8.

    This means you will no longer be able to maintain full mana at all times. To restore your mana, you must use Charge + Punishment when your mana is low.


    Dear Developers,

    I would like to ask: Have you ever seen strong raids inside endgame instances before?

    As you already know, the Punishment skill triggers the global cooldown. Meanwhile, Charge is an essential ability for knight tanks—it is used to interrupt/stun enemies or reach a target faster, and it does not trigger the global cooldown. This skill is incredibly important for knights.

    However, even one second is crucial for generating aggro, and you are essentially asking us to sacrifice that one second by using Charge + Punishment just to regenerate mana. Are you aware of how much more difficult you have made things for knight tanks?

    I understand that you want healers to use their mana recovery skills more frequently, but even their mana recovery abilities may not be enough to support us in this situation.


    • Increased Holy Thunder Blade cooldown to 10s from 2, reduced aggro gain to 3% from 5%.

    Besides, i dont think this is a good idea either. This skill allowed us to generate our aggro faster on a target. Other tank classes have higher aggro than knight class. And with this change, knight tank lost its method to generate high aggro on single target.


    Please reconsider these changes.

  • Increased Holy Thunder Blade cooldown to 10s from 2, reduced aggro gain to 3% from 5%.

    Besides, i dont think this is a good idea either. This skill allowed us to generate our aggro faster on a target. Other tank classes have higher aggro than knight class. And with this change, knight tank lost its method to generate high aggro on single target.

    maybe you missunderstand that skill like many others.

    this skill is only a taunt. you cannot "generate aggro" with it, unless you are even not the #1 in aggro list. only if anyone else has way more aggro than you, this skill should be needed anyways, because the "5% aggro generation" was not your aggro multiplier on your character. it is instead like this: "your actual aggro on the mob will be increased by 5%". in other words, it was only suitable to use it as a taunt (which it is in fact) and not to "generate" aggro :O

  • maybe you missunderstand that skill like many others.

    this skill is only a taunt. you cannot "generate aggro" with it, unless you are even not the #1 in aggro list. only if anyone else has way more aggro than you, this skill should be needed anyways, because the "5% aggro generation" was not your aggro multiplier on your character. it is instead like this: "your actual aggro on the mob will be increased by 5%". in other words, it was only suitable to use it as a taunt (which it is in fact) and not to "generate" aggro :O

    I know what you are talking about. When i said generating aggro, i am not talking about having 50m aggro on target. I mean you cant just have 800m aggro by spamming whirlwind shield. First you need to use your skills such as truth shield bash, whirlwind shield and others. After some point you need to use that skill to reach very high aggro on your target. And yes, we still need it even as a taunt. As you know knight class has lower aggro than others. Having a taunt with 2 second cooldown would be great to take your aggro back on boss fight.

  • maybe you missunderstand that skill like many others.

    this skill is only a taunt. you cannot "generate aggro" with it, unless you are even not the #1 in aggro list. only if anyone else has way more aggro than you, this skill should be needed anyways, because the "5% aggro generation" was not your aggro multiplier on your character. it is instead like this: "your actual aggro on the mob will be increased by 5%". in other words, it was only suitable to use it as a taunt (which it is in fact) and not to "generate" aggro :O

    I know what you are talking about. When i said generating aggro, i am not talking about having 50m aggro on target. I mean you cant just have 800m aggro by spamming whirlwind shield. First you need to use your skills such as truth shield bash, whirlwind shield and others. After some point you need to use that skill to reach very high aggro on your target. And yes, we still need it even as a taunt. As you know knight class has lower aggro than others. Having a taunt with 2 second cooldown would be great to take your aggro back on boss fight.

    I totally disaggree.

    first of all, if you have 800m aggro, you can go afk until the boss is dead.

    And second: a taunt every 2 seconds is literally to OP. Personally I never used it except on this random fix aggro of b1 orkham (but there you only need it every 30 seconds anyway)

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    Greetings,


    Thank you for your feedback.


    I want to make clear of the intentions we had with the changes:


    1) Taunting every two seconds was an issue. It made aggro as a vector of power for knights impossible to balance, disallowing for us to make room for knights to get more power in areas they needed. Knights are - except in Grafu, due to the need of AoE stuns - already by far the best tanks in terms of group protection. We have seen raids without wardens be just as effective, showing once more that there's many ways to conquer challanges already.

    The mix of consistent damage reduction and long time stuns allowed for knights to effectively disable most of the enemies damage in other instances. This is a trend that got broken once, but will very likely continue with following releases.


    2) In the same vein, mana generation and mana as a resource was a non-issue for knights. It was way so powerful in fact that we might as well have removed mana and made every spell have no cost instead. This took up too much of the power budget, no matter how comfortable it may seem.


    3) Charge now having four holy sigils means that you may now much more effectively open up fights by using powerful abilities at max capacity right from the get-go, instead of having to wait and manage sigils. We also made it hit much, much harder than before, increasing initial aggro by quite a bit.


    4) For that matter, we also added damage and mana gain to Punishment to make sigil management in later stages of fights, where all your debuffs are applied and you sit on an abundance of sigils, more engaging. It also streamlined mana recovery for DPS-Knights, which is a neat side effect.


    As stated, the goal was to remove some passive power and move it into active gameplay to make more room for all the other buffs knights recieved.


    Hooroo,

    Brontes

  • I totally disaggree.

    first of all, if you have 800m aggro, you can go afk until the boss is dead.

    And second: a taunt every 2 seconds is literally to OP. Personally I never used it except on this random fix aggro of b1 orkham (but there you only need it every 30 seconds anyway)

    Yes true, having a taunt skill with 2 second cooldown is really good feature. But knight tank has lower aggro than other tanks. At least we should be able to take our aggro back easily. Now if you lose aggro on boss fight, it will not be easy to take it back as before.

  • Well, i understand this. Having a taunt with only 2 seconds makes it powerful. You can increase cooldown of taunt skill.

    Quote from Brontes

    2) In the same vein, mana generation and mana as a resource was a non-issue for knights. It was way so powerful in fact that we might as well have removed mana and made every spell have no cost instead. This took up too much of the power budget, no matter how comfortable it may seem.

    But with these changes knight class will have a lot of mana problems. We will have to use punishment so often to restore our mana.


    Quote from Brontes

    3) Charge now having four holy sigils means that you may now much more effectively open up fights by using powerful abilities at max capacity right from the get-go, instead of having to wait and manage sigils. We also made it hit much, much harder than before, increasing initial aggro by quite a bit.

    Yes, thank you for these changes. Now we will be able to use Truth Shield Bash and Shock way more effectively. Charge and Shock will generate more aggro because of these changes.

    Quote from Brontes

    4) For that matter, we also added damage and mana gain to Punishment to make sigil management in later stages of fights, where all your debuffs are applied and you sit on an abundance of sigils, more engaging. It also streamlined mana recovery for DPS-Knights, which is a neat side effect.

    I am afraid this might have a negative impact on knight tanks. Maybe on boss fights we can restore our mana. But dont forget that mobs dont stay alive long enough to generate aggro first and then use punishment.

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    Quote from Brontes

    4) For that matter, we also added damage and mana gain to Punishment to make sigil management in later stages of fights, where all your debuffs are applied and you sit on an abundance of sigils, more engaging. It also streamlined mana recovery for DPS-Knights, which is a neat side effect.

    I am afraid this might have a negative impact on knight tanks. Maybe on boss fights we can restore our mana. But dont forget that mobs dont stay alive long enough to generate aggro first and then use punishment.

    Should these fears remain true after your own playtesting, please feel free to write additional feedback.


    Hooroo,

    Brontes.

  • Hello,


    I tested knight/priest yesterday which has no additional mana reg elite skill.

    All I can say is, that I played without any mana issues and without aggro loss, as long as I used bufffood for my mana.

    Using additional buffood now shouldn't be an issue imho.


    My conclusion after some testing in orkham was: great knight patch, that more knight classes are now completely viable to play.


    I will also check it in grafu (where dmg is higher on tanks) and if the result is different, I will tell here.


    But for now: great tank (at least for knight, bcs champs seems a bit buggy) patch :thumbup:

    If the champ tanks will work correct in the future, I guess you have the agony of choice AS a tank 😄


    Greetings

  • Hey,

    i would like to suggest a change to the orkham ring used by tanks (ID: 1220167) - add physical critical damage to the dynamic attributes like you did for the DPS versions to allow Knight/Warlocks that use plate gear to deal some more additional damage.

  • I would like to know what you wanted to achieve with the latest changes to the knight/priest? The fact that you added a heal to him is very good, but it is too small. I would also like you to reconsider the bonus from using the glove, since 4000 damage for a tank knight is useless.

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    I would like to know what you wanted to achieve with the latest changes to the knight/priest? The fact that you added a heal to him is very good, but it is too small.

    Greetings,


    The point of the heal has multiple facets, namely

    - the class was lacking realiable aoe

    - application of the raid-defense buff was too clunky to be sufficiently powerful and healing is the most reliable way to apply this buff

    - increased damage from shield defense means an easier time holding aggro


    We've been adding small, supplementary heals to many classes to take the pressure off on healing classes in the wake of the healing rework. It's a safety net.

    I would also like you to reconsider the bonus from using the glove, since 4000 damage for a tank knight is useless.

    Orkham-Gloves provide roughly 36% more aggro when activated for their duration and will not be changed.


    Hooroo,

    Brontes

  • So in the case of gloves, it's a translation error? Or what do you mean by 36% agro?

  • 4000 raw physical damage is in reality more, because all modifiers like pdmg-food will boost the 4000.

    That means, you should look into your actual physical damage when you are buffed and use the gloves. The damage will increase more than by 4000 which will result in reality an aggro boost by anything around his 36%


    (the 36% is not accurate, because it depends on multiple factors like which buffs you have, which tier is your weapon and so on)


    But in reality from the highend perspective the gloves are not needed, because you literally have aggro without it and so it's kind of a waste "click" or "useful" buff. But I guess if your gear/aggro isn't that high, it could help

  • I think the gloves could provide a more useful buff.