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Knight PvP Guide

Discuss the Holy Warrior, Cleric, Breeder and their advanced classes here.

Re: Knight PvP Guide

Postby blueheaven67 » July 23rd, 2010, 6:13 pm

liteballad wrote:
blueheaven67 wrote:
minhtr1 wrote:Just WOW! I've seen a lot of "how to PvP videos" since the release of E4, and I must say that this is the most PWN combo of them all. Would like to see you test out this combo on a warrior class i.e. Knight, Soldier or Champion. Dare I say, this is best stun-lock, damage combo possible for the Knight.

I learn something new today -- that you can switch weapon in between cast time. Awesome!

No offense to the OP, but this is something that he should really learn before he say "his Knight's combo is the best possible damage".

The reason why your side-steping work against the WL's traps is the fact that their traps do not have a range comparable to that of archer's.
I noticed that Archer's trap now has a longer range than it was in E4.
Maybe you should try and see if it somehow work? I highly doubt it. The moment Shield Charge hit, you automatically freeze.

BTW...I Love Archer's Freeze Trap. :P


The 'side stepping' as you call it works just as well for Archer traps as Warlock trap. I can do it with pretty much a 100% success rate.


I got to see this. Can you show me in a video link?



Don't have any Archer duel vids atm. But I'll post if I happen to run into one in the near future (not a lot around these days at my level).
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Re: Knight PvP Guide

Postby solusze » July 23rd, 2010, 7:54 pm

Since archer traps don't use acc, you can test on any lvl archer. Again I found it was much more difficult than warlock, almost impossible with just shield charge. But I think soldier can do it reliably with their double knock back combo: Mighty Crash + Shield Charge.
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Re: Knight PvP Guide

Postby blueheaven67 » July 24th, 2010, 6:43 am

solusze wrote:Since archer traps don't use acc, you can test on any lvl archer. Again I found it was much more difficult than warlock, almost impossible with just shield charge. But I think soldier can do it reliably with their double knock back combo: Mighty Crash + Shield Charge.


If you are on Fenrir server give me a PM and I'll test it out.

Just from my own experience though, archers have been never a problem trap wise since I started sliding backwards to the side. The last one I dueled got a little pissed at me for 'sliding' around his traps, which is understandable since that is their biggest defense against melee classes.

If the archer is standing directly over the trap, then there is no way it's gonna go off unless I mess up the slide and don't slide at all.

Sometimes an archer or WL will try to position the trap at a different spot so I will slide back over it. But it is easy to spot where they laid the trap and then changed their position. I just slide a different direction to avoid it.

As always, practice makes consistency.
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Re: Shield Charge Slide vs Archer Traps

Postby blueheaven67 » July 24th, 2010, 9:23 am

Found a willing Archer to help me do some testing with the Shield Charge slide and record some video. For your viewing pleasure:

YouTube:
http://www.youtube.com/watch?v=vUF1YIWSbe4

You'll notice I put in two failures at the end. These happened because I simply messed up the slide. I'm gonna blame fraps :lol: but even I mess up a slide timing now and then I suppose. :cry:
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Re: Knight PvP Guide

Postby omgclayaiken » July 24th, 2010, 5:42 pm

mathiascronqvist wrote:Yep, and those 2 responses are what prompted my initial request. Yes, request. Now, I don't know why that got your panties in such a bunch that you had to get all flamey about it. But, either way, have fun with your enormous (sure, lol) penis. Reported.

If you don't want people to flame, then don't make it out to be more than what it is. Your initial "request" is nothing more than "Hey, look at me. I have 9k posts and my head is the size of a watermelon. Let me pretend to be a mod here and try to flame-bait people who discusses 'off topic'". BTW, good luck reporting me for my "flame".

Anyway,

Holysh1t, dude, you're very good! 8) This is the first time I've seen knight or soldier avoid freeze traps this way. And it looks like you got it down pretty well. Can I ask at what frame did you press another direction right after you select "Shield Charge"? The way you glide right after the skill hits, it looks like the animation of Shield Charge continues when you click on another direction.

Also, I learn something new today. After further testing with another Sin, it looks like Sin can avoid archer traps just as well. I wasn't able to frap (silly me), but it went like this:

1. Apparently, Sin's Headbreak (fear) skill can be cast without having to step into Icicle Snare's activation range. I thought he was lucky at first, but when we tested it many times later, he can do it consistently.
2. What he told me was that he used the "Spiracles" that surround the Archer to calculate where he should stand to avoid the activation range.

Good job on finding new strategies and methods everyone. I guess Archer is now no longer OP as I thought they were. But that's a good thing. Now PVP would be based more on player's skill instead of imbalanced classes' exploits.
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Re: Knight PvP Guide

Postby solusze » July 24th, 2010, 8:48 pm

Interesting, so it does work well with archer traps.
I must be failing because there's been no archers to duel since low r6 :oops:

minhtr1 wrote:Also, I learn something new today. After further testing with another Sin, it looks like Sin can avoid archer traps just as well. I wasn't able to frap (silly me), but it went like this:

1. Apparently, Sin's Headbreak (fear) skill can be cast without having to step into Icicle Snare's activation range. I thought he was lucky at first, but when we tested it many times later, he can do it consistently.
2. What he told me was that he used the "Spiracles" that surround the Archer to calculate where he should stand to avoid the activation range.

Good job on finding new strategies and methods everyone. I guess Archer is now no longer OP as I thought they were. But that's a good thing. Now PVP would be based more on player's skill instead of imbalanced classes' exploits.
Yea that's a good trick too. I learned about that over a year ago from what was at the time the best sin on the server. It actually works for any class if you approach carefully (F1 auto run at the target will always trigger it). The maximum attack range of all melee skills (probably basic attacks too) is actually longer range than the trap radius. But in practice it's hard enough to do it quickly and reliably enough that it won't likely change a fight (except for a sin because they have the time to do it).
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Re: Shield Charge Slide vs Archer Traps

Postby xxfallenmistxx » July 25th, 2010, 12:22 am

blueheaven67 wrote:Found a willing Archer to help me do some testing with the Shield Charge slide and record some video. For your viewing pleasure:

YouTube:
http://www.youtube.com/watch?v=vUF1YIWSbe4

You'll notice I put in two failures at the end. These happened because I simply messed up the slide. I'm gonna blame fraps :lol: but even I mess up a slide timing now and then I suppose. :cry:


Thanks, and WOW. Your a really good Knight ^_^. Might actually make one because of you. And also you Solusze, I love watching your Duel Videos.
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Re: Knight PvP Guide

Postby kritipat » July 27th, 2010, 8:26 pm

Youtube "emp90k"
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Re: Shield Charge Slide vs Archer Traps

Postby bufferage » July 29th, 2010, 4:57 am

blueheaven67 wrote:Found a willing Archer to help me do some testing with the Shield Charge slide and record some video. For your viewing pleasure:

YouTube:
http://www.youtube.com/watch?v=vUF1YIWSbe4

You'll notice I put in two failures at the end. These happened because I simply messed up the slide. I'm gonna blame fraps :lol: but even I mess up a slide timing now and then I suppose. :cry:


2bad i cant watch ur vid, but i did some testing myself some time ago... and here it is

http://www.youtube.com/watch?v=bBc2b0Xb3Ec

i know the 2nd slide was really not worth beein in the vid but im 2lazy to edit it...
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Re: Knight PvP Guide

Postby goodgravy21 » July 30th, 2010, 8:47 pm

I can't wait till epic 7....... (sarcasm)




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Re: Knight PvP Guide

Postby omgclayaiken » July 31st, 2010, 10:15 am

Epic 7 makes changes to Shield Charge?
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Re: Knight PvP Guide

Postby axaar » September 14th, 2010, 7:49 am

owlgod wrote:Intro
Why choose knight over soldier for pvp- my primary reason was Godly Protection which gives 60% damage reduction for 20 seconds (no card). Shield block is also useful when dueling any class which makes use of Patk. Soldiers do more damage than knights when using a 2h mace, but we can take more damage and generally survive longer in a duel.
A knight is best when equipped with a 1h mace and shield, although it is possible to use combos with a 2h mace as well. However the stunlock is currently bugged with certain stuns when used in a particular order and level, so I generally use 1h mace + shield.

Skill setup
Holy Warriors must burst out all their damage skills in the small timeframe of their stuns. This makes the knight one of the most difficult classes to use in pvp. You cannot click the skill buttons with the mouse (as this is too slow), but instead have to use the F-keys on your keyboard. Generally the skills with short cooldowns and instant cast are placed on the primary skill bar. My setup is as follows:

F1: Attack (the auto attack)
F2: Smite
F3: Offense Breaker
F4: Defense Breaker
F5: Mental Breaker
F6: Physical Breaker
F7: Soul Breaker
F8: Divine Smash
F9: Restrain
F10: Stun Mace
F11: Divine Cross
F12: Holy Cross

CTRL +
F1: Chip
F2: Divine Flare
F3: Heaven's Madness
F4: Judgment of Heaven
F5: Stun Mace Perfection
F6: Shield Strike
F7: Shield Blow
F8: Shield Smash
F9: Shield Charge
F10: Spell Intercept
F11: Holy Aura
F12: Godly Protection

Deflecting Shield and Shield of Revenge are in other skill bars where I can quickly access them when necessary. I also have different weapons and rings on skill bars to switch quickly during a duel.

Stunlock combo
Start off with Shield Charge (I keep on lvl 5 to avoid bug), followed by Stun Mace Perfection. Spam all skills on primary bar before stun ends, and then use Shield Strike, Shield Blow, Shield Smash and Judgment of Heaven (JoH). While JoH is a stun skill, it is very unreliable and is used as a damage skill. Heaven’s Madness should be used after JoH when dealing with classes that have low hp or if you are using INT. Finally use Divine Flare which is a ranged skill and may land at the point where your opponent is free of stuns and is running.

Combo Breaker
Sometimes you need to stop your opponent’s stunlock combo. You generally have a very small period of time to do this so you want instant skills. Deflecting Shield and Shield Strike are good for this purpose. You can also try using Godly Protection, but note that this has a cast time and can be stopped.

General Hints
• When you have your opponent selected, you can see the buffs they have on them at any time. This indicates when you can attack, or should defend etc.
• Get your cards to at least +2 as this will increase damage and some skill effects/ durations.
• Upgrading your weapon and cards is better than upgrading armor.
• Shield Charge is an instant cast skill, but not an instant hit, so it can be stopped even after you use it.
• When using a bow and restrain, do not load arrows into the bow since this can force you to use a basic attack.

1. Warriors
Knights have the advantage vs. other warrior classes because of the shield block. With a high shield block rate, you stand a good chance of reducing damage significantly. Therefore, knights can generally outlast other warriors in a duel.

a. Assassin
Armor: Warrior
Rings: Vit/Vit
Belt: Yeti

This is probably the weakest opponent for a knight. Assassins use many quick attacks to do damage, rather than few strong attacks. Shield block assists a lot when faced with a sin.
In most cases they start off the duel cloaked, so you just have to wait until they attack. They normally start with stuns and a fear skill, a lock which can do a lot of damage.
If you are free of the lock but under the effect of shallow wound, use Godly Protection and the 3 Holy Warrior Breakers only, since at this point they will be depending on evasion to survive. You do not want to miss with your heavy damage skills as you will waste mana.
Start the stunlock combo when free of the Pacc debuff (omit Heaven’s Madness in this case).
If the assassin cloaks, you can sit and regenerate hp and mana. Note that if he stuns you while sitting, your character will appear to be standing, but you are actually still sitting and so will be unable to attack even after stun wears off!

b. Soldier
Armor: Warrior
Rings: Vit/Vit or Vit/Int
Belt: Yeti

Soldiers are very similar to knights since they are derived from the Holy Warrior class, but are more focused on 2h weapons. Therefore, they are more offensive and it is critical that you use your defensive skills at the right time.
Some soldiers start off a duel with Judgment Buster (their ranged stun), and spam you with all their skills. Although you are unlikely to die from a single stunlock, the damage can leave you close to defeat. You can tank this strategy by activating Godly Protection immediately so he will either waste his mana and damage skills, or run. If he runs, use shield charge and spam him with skills, but do not use stuns when Godly Protection is on. In the same way a Soldier won’t kill you in a stunlock, you won’t kill a Soldier that easily (of the same level range).
Make good use of Godly Protection, and attempt to get the soldier to attack you while it is on, without wasting your stuns. Soldiers may use Light Speed to run when Godly Protection is on, so you should try to shield charge him, or use restrain. Note that while Godly Protection is on you can switch to a bow and use restrain- when an opponent sees that the knight no longer has his shield equipped, they usually move in to do as much damage as possible.
Some soldiers start off a duel with a shield so that they can shield charge you, getting the first stun. In the case that they do stun you first, you can use deflecting shield to attempt to break their stunlock combo (instant cast), or spam offense and physical breaker to reduce their damage.
Do not underestimate a soldier that uses a 2h sword or spear instead of a 2h mace. They can focus on nuking you making it difficult to determine when to use Godly Protection.
If using pure vit, you may find that your mana is depleted and the soldier is still alive. You can hit with smite and the Holy Warrior breakers with your mana regen in this case. If you use int, you will be able to spam a bit more by sacrificing some hp from vit. Generally, I avoid using Heaven’s Madness against soldiers, unless I use int.

http://www.youtube.com/watch?v=569fvIez ... annel_page

c. Champion
Armor: Warrior
Rings: Vit/Vit
Belt: Yeti

Champions can use dual wield axes, 2h axe, or a combination of both. In the case of duel wield, their overall damage is relatively low. Having a high enchanted shield can help a lot, since you will need to block a few hits from a 2h axe to survive.
The primary limitation of a Champion is their mana- it is drained extremely fast as they use skills. However, the skills do very high damage, and can drop most classes quickly. If the Champ uses vit, you won’t be able to kill him with one stunlock and similarly to soldiers, your mana may be depleted before he dies. Unlike with the soldier, I do not recommend using int, since this leaves you vulnerable to the high damage skills.
If the Champ starts off with a bow, he will try to get the first stun. You will see the limitation of shield charge here, since its range is short and it is in fact not an instant stun. It really is not that important if they get the first stun, since even your perfect stunlock won’t kill them and you will get hit from them anyway.
Champs have more stuns than knights, so should attempt to break their stunlock combo using shield strike, or a defensive skill like deflecting shield or Godly Protection. It is important to debuff their Patk whenever possible, as this would reduce their overall damage.
If possible, avoid their mental concentration skill, since this gives them a much larger chance to land critical hits. Also, never attack them when they have essence of invulnerability on- this is their damage reduction skill and will cause you to waste mana.

http://www.youtube.com/watch?v=9wV88YeC ... annel_page

d. Knight
Armor: Warrior
Rings: Vit/Vit or Vit/Int
Belt: Yeti

When battling a knight, the duel can easily go either way. Depending on the amount of shield blocks, the favor can fall to either knight.
Both knights will attempt to start off with shield charge for the first stun. If you hit them first then use the stunlock combo; if you are stunned first then try to break their combo.
Pay close attention to when they use their damage reduction skills and do not attack them if they do. Use shield charge to stun and knock back, and then run until the skills wear off.
Note that if your Patk is debuffed, then your skill spam will do less damage. This is why you generally would benefit from the first stun, but it is not essential.
Using one int ring can be beneficial since this gives you the ability to spam more. Two pure vit knights will both be standing even after their mana is depleted.

http://www.youtube.com/watch?v=VLt4vrQB ... annel_page

2. Hunters
The hunter classes use range to their advantage. The fastest way to catch up to them is via shield charge. Since they use Patk, your shield block comes in quite handy.

a. Shadow Hunter
Armor: Warrior
Rings: Vit/Vit
Belt: Yeti

Based on the strider class as the Assassin, Shadow Hunters are similar but specialize in the crossbow. Their main advantage over a knight is their high movement speed and somewhat high evasion. However, they generally cannot sustain a lot of damage.
Start off the duel close to the SH, within the range of shield charge. As the duel begins, attempt to get the first stun and use the stunlock combo. Shield Charge is not instant though, so the SH may actually stun you first, and begin bombarding you with attacks. Expect a fear skill and a few stuns, so you will be locked in the beginning.
When the lock ends, use shield charge and the full stunlock combo. If they are not dead at the end of the combo, you can just shield charge again and spam more skills- it is not a major problem since they can’t heal.
Note that shield charge sometimes misses because of their evasion. You can use Godly Protection while waiting on it to cooldown, but do not let the SH get too far, since you want to charge as soon as it is available.

b. Archer
Armor: Warrior
Rings: Vit/Vit
Belt: Yeti

Archers are a bit more difficult than Shadow Hunters for one main reason- their freeze trap. Similarly to the traps of Warlocks, you can see an animation when they set the trap, but it is invisible. The archer will set a freeze trap and stand on it, making shield charge almost useless. If you charge an archer that is on a trap, he will get stunned, but you will get frozen in place, and the freeze duration is longer than your stun.
Their basic strategy is to launch their nukes from a distance, and when you get close enough, freeze you so they can run to regain their ranged advantage. Their long bows have the highest Patk of all weapons, so their nuke damage is quite high.
Initially, they will hold you at a distance for as long as they can while bombarding you, so use Godly Protection to minimize damage. It is important that you do not use auto attack as this will lead you straight onto the trap. Instead move your character to the ground next to the archer. Observe that he will readjust himself to draw you onto the trap. At this point use the cross skills- even if you get frozen, the entire cross skill activates.
If the trap freezes you, you basically have to wait until it wears off. However, the trap sometimes fails, and this is when you use shield charge and the stunlock combo. Note that you can use shield charge to break out of the freeze trap if the archer is close enough.
Eventually their nuke-freeze-run-repeat strategy will drain all their mana, and you should still be alive given sufficient shield blocks and appropriate use of defensive skills. Pay close attention to whether a trap is set or not, as this is an indication of their mana level and when you can assault them directly.


3. Mages
Mage classes have high Matk and are basically damage dealing classes. Knights generally have a low Mdef and the high damage of their skills in Epic 5 means that you want to put them down as quickly as possible. Mages are seen as being unable to deal with excessive punishment, and so you want to kill them in one stunlock.

a. Chaos Magician
Armor: Hunter
Rings: Vit/Vit
Belt: Yeti

I use pure vit when dealing with CM’s simply to survive their nukes. Using Wis increases your mdef and mres, but it will unlikely save you from a full Wis build CM.
The most powerful skill of a CM is Meteor Shower. While the damage is minimal, it gives 20 seconds of fear. During this time you will be bombarded with high damage skills such as Dark Spiral.
If a CM is going to start off a duel with Meteor Shower he will cast Haste of the Conjurer just before the duel timer counts down- this allows him to cast his skill instantly. If you see this haste skill then immediately use Godly Protection. The damage reduction would be enough to survive the entire duration of fear. Use the stunlock combo when you are free and the CM will drop even before it is complete.
If the CM does not use Meteor Shower at all (some don’t like dueling with it), then it is much easier to win. They will normally start with a stun, and attempt to cast Dark Spiral on you. To counter this you can either use Deflecting Shield immediately or Shield Charge (which will stop the skill), or both. Note the range limitations of Shield Charge.

http://www.youtube.com/watch?v=cFrUMyKD ... annel_page

b. Warlock
Armor: Hunter
Rings: Vit/Vit or Wis/Wis
Belt: Yeti
Earring: Use a Mres ring if having trouble with traps

Warlocks are similar to Chaos Magicians but do not have the same heavy nuke skills. Instead, they have traps which are invisible to you and have effects such as stun and fear.
Look carefully at the warlock and you will see an animation when they set a trap (the trap itself it not visible). They will set a trap before the duel starts and attempt to draw you onto it. Some warlocks set a trap and move away from you so that you will step on it when chasing them. Do not use auto attack when dueling a warlock, as this will cause your character to run directly at the opponent and gives them the ability to guide you onto the trap. Instead, run around to an angle where you can avoid the trap, and start with shield charge. Note that shield charge from the wrong angle will cause you to step on the trap.
If they stand on the trap then it is not possible to get a perfect start since shield charging will stun them as well as set off the trap. You cannot wait until they walk off the trap since they have greater range than you and can cast nightmare (sleep).
In this case you can either use pure wis and hope to resist the trap (immediately follow up with stunlock combo if you do so), or use a long bow and cast restrain. The long bow gives you more range than the warlock but you can only use one skill- restrain (divine flare can also be cast but does not use the bow’s full range).

c. Bishop
Armor: Hunter
Rings: Str/Str
Belt: Orc (or anything that gives Patk boost)

What makes Bishops difficult to defeat is their ability to heal. You must concentrate your damage within the stunlock so that they are unable to heal themselves. Their heals cost relatively little mana, so if they are not dead at the end of your stunlock, they will heal to full hp- at this point you will not be able to kill them as your mana will be insufficient (and necessary skills on cooldown).
When starting a duel observe whether the Bishop is using a 2h staff or a 1h staff and shield. If they are using a shield, then be prepared for their divine shield skill (damage reduction). Observe the buffs on your opponent and do not attack if you see divine shield active. You must also ensure that your stunlock has no gaps, or they can break your combo with divine shield.
If they are using a 2h staff, then they will try to restrain your character with numerous spells which stun, hold etc. With Hunter armor, you can move faster than a Bishop, and can keep a distance until you are ready for attack.
The key to beating a healer class is timing and patience. Given you are close enough, you can always get the first stun with shield charge, but you should not always do so. As said before, do not attack if they activate divine shield. It is also important to pay attention to their restoration skill. Most Bishops will cast restoration on themselves before a duel begins, healing themselves over time.
Do not attack when they have restoration on- now is when you need to be patient. Run around a bit and keep looking at the timer on the restoration skill- when it is almost out (around ¾ way done) rush in with shield charge. Note that they will be hitting, stunning you etc since you need to be close enough to charge in, so use Godly Protection to minimize damage.
In some cases they repeatedly cast restoration on themselves. Keep beyond the reach of their attacks when they do this. They will normally start off with a high level restoration, but this requires considerable mana and so they cannot keep it up. Even if they keep restoring themselves repeatedly, they will eventually start using lower levels of the skill to conserve mana, and this is when you attack.
If they are still alive at the end of your combo, you can use: 1. the cross skills if they have cooled down (and you suspect they are very close to death), 2. Spell Intercept to silence them and stop any heals or stuns etc, 3. Restrain to prevent them from running or 4. Shield Charge.
Note that you need both Stun Mace Perfection and Shield Strike to stun in order to have the best chance of victory. If one fails the Bishop may heal and any spamming of your skills would just waste mana. It is better to run and wait on the cooldown of your stuns and try the stunlock again (provided you have enough mana).

http://www.youtube.com/watch?v=CWXf3dXg ... annel_page

d. Priest
Armor: Hunter
Rings: Str/Str
Belt: Orc (or anything that gives Patk boost)

The strategy for Priests is the same as for Bishops. Priests have fewer skills for crowd control than a Bishop (stuns, holds etc) and so are generally easier to defeat. What they can do is use 2 heal-over-time skills at the same time, but this is a strain on their mana so just avoid them until the time is right (same tactic as when dealing with Bishops- see above).

e. Druid
Armor: Warrior/ Hunter
Rings: Vit/Vit or Str/Str
Belt: Yeti or Orc

Druids are sometimes underestimated in their pvp ability because it is believed that their low Pdef armor makes them vulnerable. This is not true since they can take punishment, as well as deliver it given the nature of their build.
The approach for dealing with Druids is similar to that with healers. Pay close attention to their use of the Restoring Purified Water skill (RPW) - this is their equivalent of the cleric restoration skill (heal-over-time). So simply avoid the Druid when they have RPW on them, and move in for a stunlock when the skill has almost timed out. Another skill to look out for is Reckless of Earth- this is a damage reduction buff so avoid attacking them when it is active.
The Druid will use a 2h axe, 2h staff or a combination of both. In the case of a 2h staff, your opponent will likely have an Int/Wis build to maximize their Matk damage. They will use a number of skills to hold you in position, including stuns. Some skills root you in place, but still allow you to activate skills and this is when you use Godly Protection as a combo breaker. Tank the damage they deal out and start your combo as soon as you are free. To put their power into perspective, I battled a Druid who used this tactic, and even with Godly Protection on I lost around half my HP before I was free of his lock.
Like the other Gaia classes, when using a 2h axe it is important to look out for their mental concentration (increases their critical rate). Use Godly Protection or Deflecting Shield as soon as they activate this buff since they will stun and spam you with skills.
A Vit build is useful when you need to absorb large amounts of damage and you are unable to kill your opponent in one stunlock (If they are using Vit- normally with the 2h axe). Str build can be used if the Druid is using Int/Wis, making it possible to kill them with your combo (normally when they use a 2h staff). Their high damage skills and healing use large quantities of mana- you will notice their mana drain when they start using skills to hold you (trying to finish you off with damage-over-time skills) or basic attacks.
If you use all your mana and they are still alive (this can occur when they are able to heal), you may need to use an int ring. You should try to keep your max HP above 10k (at r5+) when dealing with Druids.
You should note that Druids have a self buff for movement speed, and as a result, will outrun you. Therefore shield charge is essential to catch up to your opponent.


f. Battle Kahuna
Armor: Warrior
Rings: Vit/Vit or Str/Str
Belt: Yeti or Orc

Battle Kahunas focus more on their Recklessness buff skills, and so will use 2h axes. Despite their name it seems that Druids are better for pvp than Battle Kahunas. The same strategy applies as when dealing with a Druid (above).


4. Summoners (Pet Classes)
Rappelz is actually highly focused on pets, and so the pet classes are often called overpowered in pvp. This can be true to an extent depending on the pets they use, and the opponent they face. Also, the ability to have 2 pets summoned at the same time makes them a challenge.
That being said, when dueling any pet class it can work in one of two ways: 1 vs. 2 (where it is you vs. the pet class + 1 pet) or 2 vs. 3 (you + 1 pet vs. pet class with 2 pets summoned). The approach you take to defeat a summoner depends on what pets are used.

• Blue Pixie & Angel
Armor: Warrior/ Hunter
Rings: Str/Str or Str/ Int
Belt: Orc (or anything that gives Patk boost)
Summoned Pet: Any pet which has a Patk toggle

These are the healing pets and when buffed by a pet class they can be extremely difficult to kill. You cannot win a duel if these pets are left alive so they must be killed first.
Other classes may attempt to restrain these pets in some way (sleep, fear etc) and then attack the summoner, but knights have only stuns which do not last long enough. Therefore you must attack the pet using your full stunlock combo and be sure it is dead before attacking the summoner.
Note that if the pets are buffed with vit they will take require a lot of damage to be killed. Even Blue Pixies will be hard to kill this way (Especially Evo 3) but it must be done since your damage cannot overpower their heals (should you attack the summoner when healing pet is alive).
An Angel is even harder to kill than a Blue Pixie and although it has only 1 heal it cannot be left alive.
If the healing pet is secondary and not the primary pet, you can wait until the dual summon times out, and then rush in with a stun. Use spell intercept whenever they try to re-summon, or a stun if available. Sufficient skill spamming should also interrupt the summon.

• Siren
Armor: Warrior
Rings: Dex/Dex
Belt: Siren

The problem when dealing with sirens is their ability to debuff your Pacc. Their painful noise skill reduces your accuracy meaning that your skills can easily miss and be wasted. To counter this you need to increase your total dex and hence Pacc. Ignore the siren and focus on attacking the summoner. You may want to hold back from using high damage nuke skills (Judgment of Heaven and Heaven’s Madness) since they use a lot of mana which will be wasted if they miss.
Any other pet should be ignored as you directly attack the summoner. Note that they are able to pass some of the damage they receive to their pets, so you may need to use int (if they use vit) if they don’t fall in the stunlock.

• Red Pixie
Armor: Hunter
Rings: Vit/Vit or Vit/Int
Belt: Yeti

Red Pixies are heavy nuke pets and can deal out a lot of damage. Don’t be tempted to attack one under control of a pet class though, as they will be near impossible to kill. Instead ignore the pixie and focus all your attacks on the summoner. Use damage reduction skills like Godly Protection to tank the nukes while you continually attack the summoner.
Some pet classes run around the pixie and since it is ranged it can continuously attack you even while you move. You need to stop them from running by using stuns- make good use of the short cooldown for shield charge.

• Melee Pets (or any based on Patk)
Armor: Warrior
Rings: Vit/ Vit or Vit/Int
Belt: Yeti

This category includes pets such as Orcs, Hawkmen, Kentas etc. They basically use close ranged melee hits for combat, similarly to warrior classes. It makes no sense attempting to kill one of these pets on a summoner class, so just ignore them and attack directly.
Just as you would with the Red Pixie, use Godly Protection to minimize damage and keep hitting the summoner until he drops.
If they have dual summoned melee pets, you can use any pet of your choice. A melee pet of your own would help do some damage and can act as a decoy (where your opponent focuses on killing your pet before attacking you). A blue pixie can also be useful- just keep it out of range and have it move around when targeted by your opponent. Have it cast a few heals when you need them or heal itself to act as a decoy tank. In any case whether they kill your pet or not you still benefit- if it dies you are spared some damage, and if it lives you do more damage and/or get heals.

a. Soul Breeder

These are the deva summoners and will either use a mace or staff (most likely 2h). Generally their active skills are not a real threat to you, and your strategy mostly depends on their pets.
When using a 2h mace and melee pets, the Breeder will use Acid Spray on you, which lowers your pdef. At this time you can either run from his pets, or use Godly Protection to reduce damage.
A staff Breeder will use spells like energy beat, but again these are not of much concern.
Since your opponent will have pass damage active, you may need an int ring to have sufficient mana to finish him.
Breeders, being a deva class, have a minor healing spell which they use to recover hp. You can cancel his casting by using spell intercept. If your opponent’s dual summon times out and he is re-summoning, you can also use spell intercept in this case to stop it.
They can also use Celestial Offering to sacrifice their pet in order to regain their own hp and mana. This means they will take even longer to die, but without their pet they are much weaker.
An important skill to note when they have a healing pet is their Eternal Lifeguard. When they cast this on their pet, it will immediately resurrect upon death with some hp. It is essential that you continue spamming his healing pet after its resurrection and do not allow it to heal.
Soul Breeders have the best pet heals of all the pet classes, which can pose a problem when attempting to kill a healing pet. Follow the stunlock combo which should kill the pet, and use a 2h mace for more damage if it doesn’t.

b. Evoker

This pet class is actually quite a formidable opponent since they are often viewed as tanks. This means they can take considerable damage before defeat.
Their disadvantage, and your advantage, is in their dual summon. The lasting time of their self buff for the dual summon (ds) is longer than the other pet classes’ ds time, but when it wears off they cannot immediately re-summon. This means that if 2 pets pose a problem, you can wait until his dual summon wears off before attacking.
Like the other Gaia classes, you need to pay attention to their mental concentration self buff- when they activate this, use your Godly Protection immediately. They also have a skill which increases their attack speed- Paragon of Anger- and this is also an indicator of when they are ready to attack.
In most duels, the evoker would have his vitality buff active, giving more hp and pdef to both himself and his pet. This combined with pass damage, similarly to the Soul Breeder, may require that you use an int ring.
Evokers have a ranged instant stun skill (beast shockwave) which they normally use to start off a duel. This means that they are likely to get the first stun. They are the only pet class that will stun you, and can follow up their initial stun with a second- Blasting Rock Cut.
If they are using a healing pet, you can either wait out the dual summon (if it is secondary pet), or kill it with a stunlock. The Evoker has a weak pet heal, meaning killing the pet should not be too troublesome but you must beware of his stuns. If he stuns you during your stunlock his pet will heal, so you want him to waste his stuns before you attempt to kill his pet.

c. Battle Summoner

Battle Summoners are the asura summoner class, and either use a dirk or 2h staff. One using a dirk is extremely weak against a knight and will depend mostly on pets to do damage. However a battle summoner using a staff can do much more damage primarily via fire arrow.
Most battle summoners will have their aura of halisha active, which gives their pets a significant stat boost. As with the other pet classes, the primary strategy is to focus on the summoner unless they use a healing pet.
When dealing with a healing pet, you try to kill it as usual, within a stunlock. The pet heal of a battle summoner is not quite as good as that of the Soul Breeder since they must sacrifice their own hp to do so. What you must pay attention to is their nightmare skill. This can stop your combo, so you must let your opponent use it before you attempt to kill their healing pet. This gives you 15 seconds (nightmare has 30 seconds cooldown and 15 seconds duration) to unleash your damage on the pet. If you are playing 3 vs. 2, he may want to nightmare you to kill your pet, so that is your opportunity.
Use Godly Protection to survive when being nuked, but beware their nightmare- they can use this to stop you when your protection is active. If you need to kill a healing pet, activating Godly Protection may be a way to bait your opponent into using his nightmare.
Like the Soul Breeder, the battle summoner can immediately summon a pet after the summon period has expired, so spell intercept is useful at this point.
Pay attention to when they use their deep evasion skill. This increases their evasion for 20 seconds, so it may be necessary to slow down skill spam at this point (avoid use of nukes).
Note that they can heal themselves by extracting hp from their pets, so again int is advisable. They can also sacrifice their pet to regain health, increasing the time necessary to defeat them. Do not skill spam when they have the blood of the underworld buff active (after pet sacrifice) as this reduces damage.


Pking & Sieges
It is important to note that you are not bound by the rules of the arena when pking or during a siege. That means you are free to use items, chip and use a pet.

It is useful to have food items (purchased from the grocery merchant) which can regenerate your mana and hp over time. You can also use potions which instantly boost mana or hp, or give bonuses such as increased movement speed. I keep these items on a skill bar, where I can quickly access them when needed. I primarily use these items during pve, but you can also utilize them for no-rules pvp.

Chipping gives you a distinct advantage in pvp, since you can deal out more damage during your combo. You may use either force or luna chips (lunas preferred in sieges to help mages, or if there are pets that use matk) which can be placed on the F1 slot of the skill bar (this facilitates fast chipping).

When pking you want to surprise the opponent, so approach from behind and quickly use shield charge- note that if you chip before shield charging, you opponent will become aware of your presence before you are within range to launch your attack. Chip while your opponent is stunned (from you charge) and then start combo. When you use Shield Strike, chip again; so within your total combo, you should only need to chip twice. Most opponents would not survive the increased damage from chipping, and should fall faster. Remember the rules that pertain to each class, as you may be required to kill a healing pet first.

The pet you choose depends on your own preference. I use a blue pixie which is able to support me with heals. If you are being chipped and attacked, your hp will drain faster as well, so the extra heals are quite helpful. You should keep any pixies out of range of your opponents (use shift + click to move your pet) so that it doesn’t follow you around and become noticed.

Attack pets are also useful, especially when dealing with classes that cannot sustain much damage. Remember to use your pet’s toggle, and its attack skills (you can set these to auto by right clicking on the skill). If you use an attack pet, then make use of the ‘attack with pet’ command, which makes both you and your pet follow and attack the target.

If you can get buffs from any other players, then do so. A knight is hard to kill as is, but a buffed one is even more so. Cleric buffs are the most useful, followed by kahuna buffs; dark magician buffs are the least useful for a Holy Warrior, but can still be helpful in some cases.

If your stuns fail you may not get the opportunity to retreat, so it might be better to continue spamming skills and rely on the increased damage from chips to drop your opponent. Use Godly Protection and Deflecting Shield to survive the high damage from nukes, while you continue your onslaught. With mana regeneration items, you will be able to continue bursting out skills for a longer time than in the arena, so it is possible to take down multiple opponents.

Use Judgment of Heaven and Heaven’s Madness when surrounded, since these are aoe skills and will land on all opponents. The JoH can also stun, which increases your survivability.

In a siege you are in the frontline. You can tank the damage from ranged attackers while receiving support heals from the healers at the back. Do not let your opponent lure you into a large group, but you can attempt to do the same by using a bow: equip a bow and hit the opponent with restrain (it is possible to equip arrows just to annoy the opponent). Only a ranger will be able to hit you without moving forward, but you superior hp would be enough to match them (as long as you keep healing). When the opponent loses patience and rushes forward, you should equip your shield + mace and move backward to receive support from your allies. Using this strategy, it is possible to slowly pick out the opposition.

Pieces of Vit and Str are the most useful for a knight, so use them if necessary; when combined with buffs, a knight becomes a moving fortress. Take advantage of the short cooldown for Godly Protection and attempt to keep your opponent attacking you rather than the weaker damage dealing/ support/ healing classes.

I use a bp for sieges to quickly heal when a healer isn’t available or when you resurrect after death. Always stand between your opponent and bp so that they attempt to kill you before your pet. That way you can continuously heal while dealing damage at the same time.

So basically for pk and sieges you need to remember: use all items available, get buffs and use chips.



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Re: Knight PvP Guide

Postby mathiascronqvist » September 14th, 2010, 4:47 pm

Not arguing over whether the OP is stupidity as you claim or not, but quoting a 5-screen long post to add a one word reply is pretty effing stupid.
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Re: Knight PvP Guide

Postby omgclayaiken » September 20th, 2010, 6:46 am

solusze wrote: Yea that's a good trick too. I learned about that over a year ago from what was at the time the best sin on the server. It actually works for any class if you approach carefully (F1 auto run at the target will always trigger it). The maximum attack range of all melee skills (probably basic attacks too) is actually longer range than the trap radius. But in practice it's hard enough to do it quickly and reliably enough that it won't likely change a fight (except for a sin because they have the time to do it).

Apparently E7 gives a huge buff to Agil/Str build Sin in PvP. Now they just combo you without giving any chance to counterattack. The damage they do is ridiculous now. And that Evasion....OMGAWD! Agil/str build is like E3 strider with DE on.
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Re: Knight PvP Guide

Postby goodgravy21 » April 12th, 2011, 8:56 pm

with the right gear, sins still only manage to tickle me at best.
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