Difference between revisions of "Knight"

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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 Armament.png 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 Charge.png 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 Fury.png 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 Heroic Strike.png 60 melee Deal high damage to a single target and lesser damage to all three sqm in the facing direction. 18s
Riposte Riposte.png 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