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Dark-Knight Essay, ammendments+ more tips


Flamur

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So I rolled a DK because it's supposed to be a good class to learn the game with, RP, PK and eq.

So here's the thing, I recently found out that magic missile is actually a good spell to learn, but the essay states otherwise.

What about dispel good, the essay says not worth training, but it seems like it can do a decent amount of damage, even through sanc if it is mastered. It has low mana cost (only 15) which is the same as fireball, but not an area spell. Also of course, doesn't do nearly the same amount of damage.

So then You'd compare dispel good, with the harm spell.

Dispel good= 15 mana

harm = 35 mana

So couldn't 2 dispel good = or > 1 harm? Or am I just totally missing something? Is there anything else in the essay that is outdated or just plain wrong?

Also, any other tidbits or directive guidance not in the essay that could be useful for a newbie DK?

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I say practice all your spells. Honestly? 2 practice sessions isn't really that big of something to miss out on. If you find it useful? Awesome. If not? Oh darn, you lost 2 p-sessions. Not a big loss.

I guarantee, there will be a use for one of those spells one time or another. How often? Thats up for debate.

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Heh, back when the essay was written, magic missle really was crap. Really crap. It was basicly firing one magic missle even at level 50 and I believe the damage of it was even weaker than it is now.

As for dispel magic and harm, I personally wouldn't bother practicing any of those, but this is my personal opinion and A LOT of people will disagree, but I have my reasons.

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Heh' date=' back when the essay was written, magic missle really was crap. Really crap. It was basicly firing [b']one magic missle even at level 50 and I believe the damage of it was even weaker than it is now.

As for dispel magic and harm, I personally wouldn't bother practicing any of those, but this is my personal opinion and A LOT of people will disagree, but I have my reasons.

I am sure you meant to say Dispel Good.

Dispel Good and its counterpart for good aligned classes, Dispel Evil is a unique and VERY effective tool for fighting clerics who use a certain defensive spell of theirs. Think about it. :cool:

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Well, don't hold any of the essays as gospel. I personally think most of them are lacking, or just plain dumb (Disarm, allows you to remove a weapon in hand. Master this! Yeah, well no ****.). They aren't much more just little notes on the class instead of a substantial recommendation on class play.

Dispel good is certainly useful at times. DKs will find it hard to remove protective shield and flight off of enemies, so if you're fighting a good who is flying with protective shield up, is smart enough to stay in rooms with big scary mobs, and all you want is damage output, it's a no brainer to use dispel good.

It's not that the essays are all bad, but many are outdated, full of one players opinions on the class, and are a lot of common sense packaged as a good deal.

Tips on playing DKs, I've never played one too seriously, but here are a few from being on the other end.

Dual wield is useful for more than ranking. With my mages and communers I can not tell you how many times I've trumped a DK that should have killed me for no other reason than he was wearing a shield, and not dualing an axe.

I'm not saying they don't exist, but I've never had a DK put veil of darkness on me, then run away and summon me. Combine that with a plague and you've got zero move regeneration, and a lot of running to try and find out where they are.

Just two, but I'm not to deep into class theory.

WC

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Yeah I would have to agree about the essays.

A Dk, like any hybrid melee should take full advantage of the wands and scrolls.

Like any class always have two forms of protecion (the spell you have and a consumable for the other align)

1. Dual wield against casters.

2. Two handed against other hybrids.

3. shields against dedicated melee's

4. Master ANY spell you even THINK you might use in combat (mastery means no loss of concentration unless your have been disrupted, and the durtion of some spells increases as well as the severity of their effects)

5. Master your heal

6. master your defences/weapons/combat skills

7. learn what races you should trip and which you should bash(remember size is important!)

8. Carry mundane (physical) and magical damage weapons if you can.

9. Learn HERBS, Learn CONSUMABLES, not knowing consumables and not being prepared is one of the largest contributors to power gaps between vet's and newer players.

10. The biggest thing to contribute to PK with ANY class is to make sure you retain the knowledge you gain from playing any other class. If you know that your enemy doesnt know axes, USE THEM. DK's can use every single weapon, this is more of an avantage than most think.

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Back to the original topic for a bit.

You were comparing dispel good and harm. Both useful in the right situation. As stated, DG is very useful against clerics (haven't tried it against evil clerics with that one spell up, so I don't know which is checked first), but harm is good if you need hit a single person that is neutral. So I'd say do both.

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Do yourself a favour - forget about doing a '733t hax0r power build' - practice all your spells and see what they do.

Take it from me - every character I have 'power built' has fallen far, far short of its potential. My most powerful (PK wise) characters are usually ones that are played to learn. You learn fast, then you get good and THEN you become strong.

Skimping on prac'ing skills doen'st make you a super player - it just makes you a glorified noob.

L-A

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Do yourself a favour - forget about doing a '733t hax0r power build' - practice all your spells and see what they do.

Take it from me - every character I have 'power built' has fallen far, far short of its potential. My most powerful (PK wise) characters are usually ones that are played to learn. You learn fast, then you get good and THEN you become strong.

Skimping on prac'ing skills doen'st make you a super player - it just makes you a glorified noob.

L-A

Agreed 100%.

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Yeah I would have to agree about the essays.

A Dk, like any hybrid melee should take full advantage of the wands and scrolls.

Like any class always have two forms of protecion (the spell you have and a consumable for the other align)

1. Dual wield against casters.

2. Two handed against other hybrids.

3. shields against dedicated melee's

4. Master ANY spell you even THINK you might use in combat (mastery means no loss of concentration unless your have been disrupted, and the durtion of some spells increases as well as the severity of their effects)

5. Master your heal

6. master your defences/weapons/combat skills

7. learn what races you should trip and which you should bash(remember size is important!)

8. Carry mundane (physical) and magical damage weapons if you can.

9. Learn HERBS, Learn CONSUMABLES, not knowing consumables and not being prepared is one of the largest contributors to power gaps between vet's and newer players.

10. The biggest thing to contribute to PK with ANY class is to make sure you retain the knowledge you gain from playing any other class. If you know that your enemy doesnt know axes, USE THEM. DK's can use every single weapon, this is more of an avantage than most think.

That's what she said!

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