When playing as a warrior, many expect a character that is difficult to control and play. It's the same with the Dragon Knight. This is a rather difficult character, who at the same time is able to inflict a large amount of damage himself and absorb the damage received from enemies.
Today Dragon Knight (mana variant) is not as popular as it used to be. And in vain: with the right buildup, it’s very interesting to play for him.
Let's consider in this guide how to make such a powerful warrior capable of playing the role of a DD and a tank. If you are interested in the option stamina-DC, then go here.
General description of the class
Dragon Knight (Dragon Knight, DK, DK) resembles the warrior archetype. It has a large number of abilities to deal damage to the enemy. There are a couple of skills to increase your own defense. But the DK can only heal with one or two abilities, so he depends on help from the healer, since his role is either to tank or deal as much damage as possible.
Role
Mana-DK, if we consider his class branches of abilities, can perform the roles of a damage dealer and a tank. But if we consider between them the one that suits him best, then the tank will emerge victorious from this, so to speak, fight.
Resource used
A resource that will be wasted all the time - mana. Stamina, of course, he can cast, but spells using it will be less common.
Attributes
Mana-DK - a character whose development goes into increasing the supply of magicaccording to the scheme 64-0-0. As an exception, you can go according to the scheme 60-4-0.
Races for class
Creating a mana DK starts with choosing a race. Let's look at the right ones.
[Table id = 9 /]Mundus Stone
For a DK whose bias is towards mana usage, there are two Mundus Stones worth looking into. It's about the Lady and the Lover.
Lady - a stone whose property is to increase physical and magical resistance. This stone is an option for tanks that need to absorb as much damage as possible. How to find the Lady: need to teleport to Vulkhel Watch in Auridon, from there head to the northwest. Landmark - a place called Del's find. From there it is already easier to come to the lake and the bridge where the Lady's stone is located.
Lover - the opposite of the previous stone. It will increase physical and magical penetration. Lover - the choice of DC, whose role is DD. It can also be found in Auridon. Need only from the city skywatch in the eastern part Auridon go towards the ruins Esduina, in the area of \uXNUMXb\uXNUMXbwhich the Lover is located.
Build for Mana-DK
Mana-DK is an example when you can combine playing as a DD and as a tank. Consider builds for PvE and PvP games on this character.
PvE build
This build aims to dominate in terms of damage as a damage dealer. Mana-DK will use the Staff of Destruction and ability panels will rely on this weapon.
Let's look at the first ability branch first:
- Burning coals. Morph from Searing Strike from the Roaring Flame class tree. Uses mana. Deals fire damage to an enemy over 10 seconds. Heals for 75% of all damage. Enemies that get hit first get Combustion.
- Enveloping flame. Morph from Fire Breath of the same class tree. Uses stamina. Breath deals fire damage for the duration of the spell. The enemy with the debuff takes more damage.
- Lava whip. Morph from the "Lava Whip" of the same branch. Uses mana. Sweeping the whip deals fire damage. An immobilized or stunned opponent is knocked down. All abilities of this branch are increased by 33% after using the whip. Also increases weapon and spell damage.
- Taming of magic. Morph from the "Charm of the Void" from the light armor branch. Uses mana. Part of the magic reserves is used to create a shield that absorbs damage. Durability depends on maximum health. Absorbing damage restores mana. The more pieces of light armor worn, the more mana is restored at a time.
- Taming of magic. Morph from "Inferno" from the "Roaring Flame" branch. Uses mana. A fiery aura is created, launching a ball of fire. It does not damage the enemy, but heals the character or his allies.
Ultimate Ability - ferocious jump, which is a morph from the "Dragon Leap" of the "Dragon Might" class tree. DK jumps towards the enemy, dealing fire damage and stunning everyone in the landing radius. After the jump, a shield is created that absorbs damage.
Now let's move on to the second line of abilities:
- Unstable elemental wall. Morph from the "Elemental Wall" in the Mages Guild branch. Uses mana. Deals magic damage, increases damage to a burning enemy. Reduces the movement speed of the enemy, stuns frozen enemies, and knocks down those who are under the charge of electricity. Exploding, the wall deals additional damage.
- Eruption. Morph from "Ash Cloud" from the "Heart of the Earth" branch. Uses mana. Creates a cloud of ash that reduces movement speed and deals fire damage for the duration of the ability.
- Spontaneous Absorption. Morph from "Weakness to the Elements" of the Staff of Destruction weapon tree. Places a debuff on the enemy that reduces magic resistance and steals mana. Restores it to a player or ally.
- Explosive armor. Morph from "Stone Armor" from the "Dragon Might" branch. Uses mana. Increases physical and magical resistance. Returns a small amount of damage to the enemy. Additionally, spikes with magical damage are created.
- Lava arsenal. Morph from Lava Weapon from the Heart of the Earth class tree. Mana is used. Imbues a weapon with volcanic power. Increases damage with weapons and spells. Power attacks also become more painful (by 50%).
Ultimate Ability - Standard of Strength from the "Roaring Flame" branch. It is a morph of the Dragon Knight's Standard. Planting a standard deals fire damage and places a debuff on the enemy to reduce incoming healing and restore health. The player's outgoing damage is increased, but the incoming damage to him is reduced. The Binding synergy also deals fire damage and stuns.
PvP build
Now consider the build against humans, which will be more difficult to deal with than against mobs:
- Lava whip. Morph from the Stone Fist from the Heart of the Earth class tree.
- Enveloping flame. Morph from Searing Strike from the Roaring Flame tree.
- Eruption. Morph from "Ash Cloud" from the Heart of the Earth branch.
- unstable elemental wall. Morph from the "Elemental Wall" in the Mages Guild branch.
- Explosive armor. Morph from Spiked Armor from the Dragon Might branch.
Ultimate Ability - Flawless Radiance Dawn from the Fighters Guild branch. It is a morph of Dawn's Radiance. Inflicts physical damage to the enemy and everyone behind him immediately after the activation of the ult. The additional damage goes on for another 6 seconds. Weapon strength is also increased.
Champion system
Upon reaching level 50, the player gains access to the Champion system. In it, champion points (CP) are invested in the necessary passives for an enjoyable game. Consider where exactly it is worth investing:
- Sozvezdie Ritual. Upgrading the Thaumaturge.
- Sozvezdie Atronach. Invest in Physical Weapon Expert and Staff Master.
- Sozvezdie Shadows. The investment goes into Shadow Ward and Jumping Ability.
- Sozvezdie Lover. Improved Wizard.
- Sozvezdie Lady. Points go to Elemental Defender, Thick Skin, and Body Toughness.
The remaining Constellations are at the discretion of the player.
Consumables
From food it is worth considering three options:
- Marinated fish in Arteium style. Increases your Magicka and Health for XNUMX hours. The recipe is found in Submerged Psijic Bags, which must be fished on the Isle of Artaeum. Great for solo and raid play.
- Enchanted sugar skulls. All three parameters increase. It also slightly speeds up health regeneration. For cooking, you need honey, scrib jelly, birch sap, flour and catchment. Requirements - Level 1 Recipe Upgrade and Level 4 Recipe Quality. Great option for solo play.
- Strong brew of the witch mother. Increases health and mana, as well as the sustain of magic for two hours. The ingredients for cooking are nightshade, rice, birch sap and small game. Requirements - Level 2 Recipe Upgrade and Level 3 Recipe Quality.
There are only two potions suitable for use:
- Recovery of magic. The player gets the "Great Intelligence" buff. Increases mana regeneration rate.
- Increasing spell power. With the effect of "Great Sorcery" at the DK, spells become more powerful.
Suitable sets
A hero like a Mana DK doesn't need particularly difficult sets to get through most of the story and dungeons with any difficulty. A couple of sets are enough, which can be obtained quite easily:
- "Mother's Sorrow". Increases the maximum amount of magic, as well as the critical rating of spells. Easily mined in Deshaan.
- "Gift of Magnus". Craft set. Increases the maximum amount of magic, mana recovery and damage. A full set allows you to reduce the cost of a magic spell. The chance is really low.
- Julianos Law. Craft set. Improves critical rating and maximum magicka. A full set increases spell power.
- "Devotion false god. Increases spell critical damage, damage to enemies in dungeons, trials and arenas. A full set, in addition to increasing the damage of spells, allows you to reduce their cost. Killing an enemy restores mana and increases movement speed. One of the sets for the most complete pumping. Obtained in Sunspire.
- "Grotdarr". Not only does it add mana, but also creates pools of lava that spread around the player and deal fire damage. Fires once every 10 seconds. The head comes from the Vaults of Madness dungeon, while the shoulders come from Oathmaster Glirion the Redbeard of the Undaunted faction.
Mana-DK - not a very popular character, but with the right approach, the class is revealed from an unexpected side. It is only important to get used to playing for him, and then the Dragon Knight will show himself the best on the battlefield.
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