Difference between revisions of "Knight"
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| [[Heroic Strike]] | | [[Heroic Strike]] | ||
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| melee | | melee |
Revision as of 01:05, 19 April 2020
Whether as a calm, steadfast tank, or a volatile, raging juggernaut; the knight's ability with melee combat is second-to-none. With a great number of melee feats at their disposal, knights overcome their enemies through strength and fearless resilience. The knight's main weakness lies in their inability to comprehend more than the very simplest of magics; knights are restricted to using mainly buff spells to aid their effectiveness with melee combat.
Knight Spells
Name | Sprite | Mana | Type | Description | Cooldown |
---|---|---|---|---|---|
Armament | 90 | defense | Adopt a defensive posture for 10s, boosting your physical and magical defences (+30%), but at the cost of attack damage (-10%), attack speed (-20%) and movement speed (-10%). For the last 3s of the ability, recoup 25% of your total health. | 40s | |
Charge | 50 | support | Gain bonus move speed for 4s, peaking up to a maximum (+50%) after 1s. If caster attacks anyone in this time the effect is cancelled, but the hit is granted bonus melee damage (+25%), hit chance (+100%) and move speed debuff (-12%) for 2s. | 20s | |
Enrage | 60 | support | For 4s, any damage to the caster adds a stack of enrage, increasing melee damage (+5%, max 50%), but reducing defence (-2%, max -20%) for 6s. | 20s | |
Heroic Strike | 60 | melee | Deal high damage to a single target and lesser damage to all three sqm in the facing direction. | 18s | |
Riposte | 70 | defense | The next melee attack against the caster within 3s is blocked. The blocked damage is dealt back to the aggressor, plus bonus damage, reducing the aggressor's movement speed (-15%) and granting the caster increased movement speed (+15%), for 1s. | 10s |
Spells inherited from Page
Spells inherited from Citizen