[Knight] Path of Conquest
Posted: Sat Aug 13, 2016 12:34 pm
Out of all three Order tanks, I think that Knights lose the most and gain the least from going 2H. While Arcing Swing is a really nice ability, I reckon Conquest could really use some love.
To start this topic, I propose the following changes:
1. Myrmidia's Fury - as it is, it's a really terrible ability, low damage and worst of all it cancels autoattacks.
- increase the damage,
- add a secondary effect, like an armour debuff during the channel.
- or make it a regular ability, usable only with 2H, not a channel and adjust accordingly. Knights could use some form of a "burst" attack.
2. Efficient Swings - I don't think it's worth it, if built right we rarely have AP problems.
- Change it to Greatsword Training instead (Chance to parry increased by 5% and damage by 10%).
- Or a slightly different version with 10% parry and 5% damage increase.
3. All Out Assault! - only good for padding numbers in a scenario, but otherwise virtually useless.
- Make it armour debuff aura (probably too powerful),
- Or perhaps an aura which adds armour penetration,
To start this topic, I propose the following changes:
1. Myrmidia's Fury - as it is, it's a really terrible ability, low damage and worst of all it cancels autoattacks.
- increase the damage,
- add a secondary effect, like an armour debuff during the channel.
- or make it a regular ability, usable only with 2H, not a channel and adjust accordingly. Knights could use some form of a "burst" attack.
2. Efficient Swings - I don't think it's worth it, if built right we rarely have AP problems.
- Change it to Greatsword Training instead (Chance to parry increased by 5% and damage by 10%).
- Or a slightly different version with 10% parry and 5% damage increase.
3. All Out Assault! - only good for padding numbers in a scenario, but otherwise virtually useless.
- Make it armour debuff aura (probably too powerful),
- Or perhaps an aura which adds armour penetration,