Knight Class Rebalance

  • Multiple threads already topic, specially for tanks, it doesn't feel satisfying to pimp a tank class further then necessary. While all DDs and heal gain additional strength in form of stronger buffs or just plain damage, the tank class is fairly simple. Either you build enough aggro and survive the pulls, or you don't. Beyond the point where you satisfy these conditions, you gain almost no benefit of increasing your gear further, specially since the requirements for tanks (appart from grafu endboss) really aren't set that high compared to other classes. Additionally there are just a few class combinations that can assist the group beyond just taking the damage, since the armor reduction skill that is part of the main kit, is completely overwritten by the priest debuff and therefore only usefull in really rare cases. I think only knight/warrior and the weaker uptime of knight/champion can actually buff raid damage not taking this debuff into consideration.


    For starters i would love to see a change of armor reduction debuff to be seperated from priest debuff. Additionally change the stacks from multiple uses of the skill to be applied by using the holy sigils on the target. That gives one another choice (shield; damage reduce, burst of damage or new: armor reduction). Since a new armor debuff would have a mayor impact onto class balance, one would have to adjust the strength of priest debuff or simply change the debuff nature to a general (or physical) damage increase onto the mob afflicted.


    On the same page i would recommend to give the judgement skill a higher aggro modifier. As of now, only the knight/warrior would ever use it to apply the damage increase debuff.

    The impact of these changes would give tanks the opportunity to quickly build up aggro, or if they have enough aggro (prolonged fight or strong enough gear to quickly build enough aggro), to assist their groups damage output.


    Expanding on this, i'd love to have some more uniqueness for the different class combinations. I want to list their identity aswell as good changes to their current kit. I want to list some ideas for the most played combinations of mine. I bet one could easily expand this to the other combinations, though i don't have enough experience to give good suggestions for those.


    Knight/Warrior - The best choice for mellee heavy groups - Strong protection for other close combat fighters. This holds already true, though limiting the level 60 elite skill to the group and not raid, makes group building a little harder then necessary. Just expand this to the whole raid and all is fine.

    Knight/Mage - Best AoE Aggro (and maybe best aggro in general) - While this might not be a good callout for myself, since it's my most played tank class - The tankiness for this level of aggro generation is insane. While i like the retaliation damage of manashield, holy field already acts as your aoe aggro tool. It kind of feels like this class combination should be alot less tanky for what it's able to do.


    Knight/Champion - Strong AoE crowd control and interrupts - While single target aggro overall seems a little low and short time protection skills make you less tanky then other combinations, the combination of level 50 eliteskill to pull mobs around you to your position and constant aoe interupts make this class combination perfect whenever one needs to interupt multiple enemies. My main point of critic is the level 70 elite skill. 30s cooldown for a 10s buff that increases damage taken by 2-8% seems really underwhelming. While it can actually be usefull for the final boss in ice dwarf kingdom, i'd say either increase the buff duration or lower the cooldown. On top of this, i'd change the nature of this skill to be a small aoe to perfectly pair it with your already normal rota of pulling enemies towards you and interupting them. To really go big into this role, you should think about making the effect of armor reduction debuff into an aoe for this class combination only.


    Knight/Priest - Support Tank - Specially in Origin this class combination shows it's strength. While taking over priest buffs on top of an armor/mres buff and having a battle rezz at his disposal one can really help out in the raid. On Stamina skaling aoe heals already give this combination a really nice identity and i wouldn't change anything apart those general changes.


    Knight/Druid - Support Shield Tank and AoE roots - This class seemed to be the go-to tank class combination for many. Specially during DC times. While i appreciate the shields, heals and additional Stamina of this class, it's aggro generation and rooting abilities seemed to be weak in my eyes. I guess the main issue for me was the to low range of Light chains (range of 50). This should definetly be increased to atleast 80 or 100 to match the range of crosssword. if you decide to go for a range of 100, you should also match the level 45 elite skill which is the combo skill. Also 10s cooldown seems to be a little long, though this might be the effect of raids being strong enough to kill groups fairly quickly. Lastly is the effect of level 60 elite skill. while it is nice to have a 5% patk/matk buff, it feels strange. I'd much rather change the nature of this to be a armor/mres reduce on targets affected by the level 45 elite skill on top of light chains.


    Might add further class combinations later, if you want.

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    Approved the thread.