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I'm not saying that you should play as a sorcerer all the time, but just look at your experience points, change jobs to sorcerer just before your level increases, do a little battle as sorcerer, and then return to your original VOCATION when your level increases.
Mystic Knight (MK) is the mastery of performing perfect blocks, and only if successful will it grant you invulnerability frames and does not cost any stamina.
But as always there are some nuances... Before you can start performing perfect blocks, you must first unlock the corresponding core skill - Deflect.
If we remember correctly, this skill can be unlocked on any red vocation that allows the player to use a shield.
- If you want to be sure, play as a Fighter, once you unlock this skill you'll basically be ready to upgrade to MK.
However, MK's true power comes from the associated skills (effectively spells) on his shield, which enhance the shield's counterattacks (Perfect Block; PB) in various ways.
- For example, Flame Riposte allows you to throw fireballs immediately after performing a perfect block, sending light enemies flying for miles...
But even without the core skill (Deflect), which means no counter to the shield at all, you will still be able to block any incoming attacks, allowing you to "avoid" damage, and in such situations, playing as a sorcerer, you have no choice at all.
- But if you play with a shield, why not take advantage of the full power and potential of the PB?
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What are the real benefits of playing MK with a staff and shield?
There are many of them, one of them is "Holy Focused Bolt", which is available in all vocations that have access to staves...
However, the most interesting thing happens with the High Sopor spell... But to reveal everything... was not at all part of our intentions or plans...
So let the author of the topic and everyone who has never played MK study everything on their own - this way they will get a lot of pleasure and have a good time!
In the other hand, I wouldn't recommand playing any caster (mage, sorcerer, MA) before level 100 since their magic atk growth cost them an overall reduced stat growth.
It's okay if you wanna stay only caster afterward bt know that you'll end up with a character that has very small stamina and HPs pools (around 3K), along with very reduced str and physical defense (but as high as possible magic atk and defense).
Not a bad build, but not a versatile one at all for anything but casters (tho low stamina can become a pain if you wanna sprint often).
If you wanna play MK but prefer sword over maces..... One of MK best set-up is to carry multiple permanently enchanted weapons, given the weight of maces it's better to do so with swords.
Given how MK skills work (perillous sigil and great canon), the bonus you get from using the right element against the right ennemy will get you way more damages than what you'd get from using a stronger weapon that has no elements (tho I'd recommand carrying the utlimate BBi level 3 mace alongside those swords for case where you have to fight something you can't exploit the elemental weakness).
For the staff.... mandatory to carry one alongside holy pact so you can autonomously (without the help of pawns) abuse holy focused bolt against certain type of ennemies that would be a pain to fight as a MK otherwise (ghosts).
Another thing really necessary to that arsenal is a gold dragon forged golden sword.... won't be that usefull in Gransis, but in BBi it's a mandatory tool to take down caster dragons that would otherwise spam you with very annoying spells (frigor, bolide, exequy....) while being extremely resistant to all magics themselves (but kind weak against physical attacks so a gdf gold sword/mace would be enough to take them down).
The bad idea being to use a rusted sword to torpor your ennemies as a MK....
MK mostly fight wiith their shield, the more often the ennemy attack, the more often you can counter them with your shield spell.... slowing them down with torpor actually reduce your DPS and the speed at which you will stack knock down effect on them (knock down thresold heal over time, if you don't deplete it fast enough ,you won't trigger a KD), making it harder to knock them down.
Do not torpor as a MK (unless it's a temporary quick trick you use to create a time window to be able to cast something like abyssal anguish...).
A few more things to note about MK. Since MK is a hybrid vocation (red and blue colors) -benefits from both strength and magic. In our opinion, the min / max concept is a myth.
- Yes, of course, this will allow you to get things done a little faster. But as long as you exploit the monsters' weaknesses like elemental weakness, knockout, stagger, etc., you'll be fine, and this is true for any class / vocation.
We noted earlier that we do not want to reveal all aspects, but some of them should be revealed for better understanding.
In reality, you can stick to any vocation / class you want / like. But as noted in the Fighter example, other vocations have augments that also benefit... other vocations / classes.
The following vocations, there are useful augments for MK:
- Fighter, Warrior, Mage, Sorcerer.
The most common of these are augments that increase damage output: Strength from red vocations (Fighter, Warrior); Magic from blue vocations (Mage, Sorcerer).
Additionally, there are two related augments that also increase damage dealt when your character is near death's door (critical condition, health below 25%).
We probably don't need to point this out, but let's repeat it again. The MK's job is to perform a perfect block, which allows him to avoid almost any approaching danger. The exception is grab attacks, but in this case - they can be avoided with the right position or such skills from the Fighter vocation.
So you can actually get real benefit from the "near death" state by using the appropriate augments that increase your damage output.
But no.. no.. no.. this is not the end... If you still don't have enough damage output, you can go further!
- There are rings, armor that increase the base damage (strength / magic), and they do indeed work with the previously noted augments that increase damage by a percentage.
However, percentage multiplication is of little value without a solid foundation... At this point you may think that this is a controversial issue and, moreover, it contradicts our previous statement.
At the same time, it is true and not. It depends on the situation you are facing, your equipment, etc. If we "talk" about Bitterblack Isle (BBI), then it probably needed more advanced / stronger gear, base damage to fight monsters and other threats...
- But the game is so well made that there are other options that aren't related to your gear, stats - basically.
On the other side, it's not always possible to get the best possible gear right away - if it were possible, the game would become so easy that no one would want to play it... probably... probably not....
Players can increase their damage for a limited time. There are several options. One is Conqueror's Periapt (strength), Demon's Periapt (magic) - it can be stacked up to four times.
- Combined with the base damage, near death state (critical condition) and the corresponding augments... it's just terrifying!
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Again, it depends on what kind of threat you might be facing. Some monsters / beasts are weak to blunt damage, others are weak to slash / thrust damage.
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From another perspective, MK has some interesting augments and buffs that apply to pawns. In this case, your role is to support and revive the fallen pawns, as most of the work falls on their fragile shoulders...
Both claims are debatable, but given enough effort, we believe they can prove more than viable.
One addition: in "this" case, pawns matter a lot, their inclinations, equipment, skills, augments, characteristics and so on. In short, a whole pawn.
- You can hire up to two pawns, plus your own (primary) pawn.
There are several interesting pawn combinations.
- Three sorcerers, in this case you lure and attract your enemies from your pawns, while they cast the most dramatic spells.
- Three striders... If all the pawns are well trained...they can do any job, in fact, the pawn striders are just crazy!
- Two fighters, one strider.
- Two warriors, one strider.
- Two rangers, one strider...
- Two sorcerers, one mage.
- etc.
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That's all... There is nothing to add at the moment, we wish everyone a pleasant time!
Especially if the weapon enchantment is permanent. In this case, you can clearly see the magic numbers (hha) in the status menu when inspecting the character's equipment.
There's no "correct" way to play the game imo. Test stuff, use what you like and explore the map. Just don't forget to upgrade your equipment
I'm not an expert of this game (I'm actually currently stuck not knowing what to do) but that's how it seems that the game is meant to be played: as I said I found two broken combinations by just experimenting with the MK and I'm looking forward finding new broken combinations