Possible SK Future Abilities

Discussion in 'Tanks' started by Aghinem, Feb 6, 2014.

  1. Aghinem Augur

    Well...since I am a shadow knight - I guess it would be appropriate to suggest some relevant abilities. Please respond with your thoughts on these ideas. Thank you very much!

    >> Extension on Existing AAs <<

    • Burst of Power
    • Destructive Fury
    • Finishing Blow
    • Mnemonic Retention (This should be for everyone)
    • Weapon Affinity
    • Cascading Theft of Life
    • Flurry
    • Mirrored Pestilence
    • Natural Durability ( This should be for everyone)
    • Knight's Advantage
    • Tactical Mastery
    • Touch of the Cursed
    • Shield Specialist
    >> Possible New Abilities With Descriptions <<
    • Hastened Death's Effigy. The current cool down timer is 2 minutes. Perhaps 3 ranks that provides 10 seconds reduction per rank? Thoughts?
    • One Handed Weapon Mastery. The idea would be to increase the effectiveness of your one handed weapons with the requirement of Tactical Mastery and Shield Specialist. Thoughts?
    • Seduce the Dead. Sounds gross I know, but the general premise would give Shadow Knights and possibly Necromancers the ability to charm an undead creature. Only works if you don't have an existing pet up; perhaps on mobs up to the SKs level (--minus--) 8? Thoughts?
    • Retention of Rot. This ability would actually work as a sister ability to the aforementioned AASeduce the Dead. The purpose of this AA would be to lessen the chance of breaking charm. The higher your AA rank, the longer the undead creature may stay with you. Thoughts?
    • Group Death's Peace. The AA is self explanatory and would require Death Peace and Improved Death Peace before purchasing. Upon activation - it would put the whole group into death peace; however, if the FD breaks on one - it breaks on all. Thoughts?
    • At Ease with Death. The purpose of this AA would be simple. It would let your meditate and general regeneration ability quicken based on on how many corpses are nearby within a 15 foot range. Thoughts?
    • Shield of Bone. This ability would work as either an AC buff or an additional damage shield. To activate, a player must target a recently deceased corpse. Upon activation, bones will rip from the body of that corpse and create a special barrier for the player. Thoughts?
    This concludes my list of ideas for the SK class. I welcome criticism, as criticism only makes for a better game. Thank you all for taking the time to read this!
  2. sojero One hit wonder

    I would say now that they are taking our ability to swarm away, its time to look at upping 2h dmg and not 1h dmg. They are to close imho. Lets work on making SK the DPS knight again.
  3. Aghinem Augur


    Well what I like about the SK class is the versatility of that class. You can choose to be more DPS or Tank based; and in most groups - SKs are used as tanks because of their ability to riposte with lifetaps. So, perhaps raise both?
  4. Ragnard Elder

    I would like to see some more differentiation between the roles of 1h and 2h. As it is now, 2h does a bit more DPS due to extra attacks with speed of the knight but it's so minor compared to the benefits of shield AC.

    It would be great if SKs (and warriors/pallies) saw 2hers going towards more of a DPS role. Maybe even a toggle ability which requires 2her (or 2h/DW in the case of warrior) equipped that reduces agro/mitigation in exchange for higher melee damage and maybe other benefits like mana cost and cooldown reduction on detrimental spells.
  5. Aghinem Augur

    I think it should be optional in terms of how someone wants to build their SK. If they want to make their class more DPS oriented, they should definitely have extensions and other AAs that significantly improve the damage of your 2H weapon. I use the serviceman's honor w/ the shield of midnight (sword & board combo) - and for me personally, the benefit of that combination outweighs doing a little extra damage with a 2H weapon. So I agree with you Ragnard, there would have to be a degree of significant 2H damage improvement to make them more DPS oriented.

    I overall feel this discussion is important, because with the upcoming changes- the general behavior of the SK is going to change and they are going to need something that will be defining for them that separates them from other classes.
  6. arsenil Lorekeeper

    fain death pulling snares tanking self healing ... isn't that what makes the SK class ... it should never have been swarm killing .. that should never have been a class defining thing for any class at all
    Mozzarella likes this.
  7. morbidknight New Member

    the sk class is probably the most versatile class in the game

    main job tanking we are great at it not as good as warriors in moltagation but still reely good tanks

    pullers we are reely good pullers after munks and bards for splitting fit right I there with the rangers
    mey even a bit better at splitting then ranger

    crowed control we not the best but hey ask eny top raiding guild what sk job is off tanking and kiting all the trash mobs that add in on main target

    and we solo desently well even with out swarming swarming and single kill soloing is bouth gear and lv dependent on what you can handle and how you play

    the 2hander and sword and board that is allways depindant apon your roll in the group/raid tanking sword/board dps/solo 2hander assuming your 2hander is more damage then your 1 hander
    and if you want too find out wepion dps turn off all your spell info and ds spam from filter and parse your self with some 1 els tanking with a swordand board and your best 2hander then go visageofdeath you will see what 1 reely is better dps then tank some and look at dps that away
    your shield main binfite for tanking is ac aside from that you should have shield block AAs along with

    yes I would like too see knights get more ranks in flurry like warriors and more ranks in knights advantage or even ae ramps but the warrior has those abilities too make up for fact he can not cast spells to help heal himself/make more damage or maltagate damage

    we have it pretty sweet right now as of after they try make massmurder exping a thing of the past I may not feel that way may even go back too my warrior for the thrill in raid tanking again depending on how bad they mess us up
  8. arsenil Lorekeeper

    I play an SK lvl 100 .. sadly only 5k aa but still not bad there .. I do main a war mostly because I had him way befor the SK and I find that the SK can group tank way better than my war even without getting heals from anyone and if fighting undead he can even slow the mobs so its even easyer .. and as for being just about as good at splitting mobs as a ranger or maybe a bit better ?? really ? the reason I made SK was for pulling singles because wars cant do it at all and I can get solo mobs all the time and im not even that good at playing the SK and he still with life taps and lifetap procs from buffs and AA he needs no healing on single blue con mobs at all .. where as my war even with last stand and NTTB running in almost ful ROF t1 raid gear im at about 30 % health after killing a mob solo with no healing and no slow on mob .. and the SK is mostly cotf group geared and I think 3 rof t1 raid drops
    Imableeder likes this.
  9. Aghinem Augur

    Aside from the 1H vs 2H weaps - does anyone else have any opinions on the other potential AA extensions or new abilities?
  10. sojero One hit wonder

    DPS is the one place we are starting to lack, and bad. I want to make sure there is a wider margin between the 1h and 2h because as it is now, i dont equip my 2h in a group if there is 2 tanks incase one falls, the benefits of the 1h+shield is way more than the 500dps that the 2h is. Now on burns, yes the 2h is a couple k difference, but thats really not that much either.

    As for other abilities I havent thought about it yet.
  11. JacklSK Augur

    Ag, you should hit up the sk forums and reap their ideas to bring here , when I was current , that was the place where sk's whined and complained amongst ourselves over things we like and didn't.

    Havnt been there in a few weeks myself but I'd not be very shocked if there was a thread there regarding new aa's.
  12. Aghinem Augur

    Hey Jack,

    I will do that and see what I can grab from them - giving credit where it is due of course. I just know there are several ideas and abilities that can be introduced to the class without making them OPed - but at the same time, make them stand out even further than they already are.
  13. Ragnard Elder

    Make the next AA bite add endurance as well as mana so it's a little more unique from the Necro version.

    Since mortal coil will be changing, let's take this chance to make it something useful outside of only killing blows. Change mortal coil to an offensive proc that gives let's say 5-20 physical lifetap charges (increasing per rank) on a 100 rate mod. Unlink the AC buff from the lifetap buff and make the duration around 30-60 seconds.

    Alternate version: Make Mortal Coil an active ability and work like a UF BP clicky and reduce the recast time of all lifetaps + the AC bonus. Keep the recast as short or shorter than first spire.

    I'll add more thoughts later... these just came up and didn't want to forget.
  14. david negron Lorekeeper

    I am very disappointing with this game specially to see how caster classes like magician and necromancer are doing a better job tanking hard named with their pet. I have a magician that is not raid geared vs A shadow knight that is not raid geared , but has all the best items and agumentations u can get from regular game and a big problem this game has is how pet classes are tanking hard nameds and classes like my shadow knight is not able to tank. I have been looking for the answer why magician pets and necro pet are stronger at tanking than shadow knight classes. For example: last named in the group mission The legacy of bayle. Last named Captain kanteer. I invite any Game Master to see and explain me why my necro pet can tank that particular named and why my shadow knight can not tank that named. This problem is making crazy. Same with magician pet . Why magician and necromancer pet are stronger that classes that are supposed to be tanks .
  15. Ravengloome Augur


    There is no way a group geared SK (max group gear) get out tanked by a pet, if your getting out tanked by a pet, you honestly need to learn how to stack your discs, and what the synergies between your abilities are.

    We essentially have god mode for 107s... You just have to keep in mind Kanteer is spell immune so, dont even waste the time to cast taps. Pull>Epic2.0>Bonebrood+Visage+Scarlet+Circle of Power

    As a group geared SK Ive done Legacy of Bayle with nothing more then a Paladin healing... So if your failing, its on you not the class.
    Aghinem likes this.
  16. Eggborn Lorekeeper

    We use mage pets alot for tanking raid mobs, over SK's and warriors. They are tough, but I don't see a mage pet tanking multiples, or kiting like an SK.

    I like the idea of more 2h damage. Our dps has fallen out quite a bit, but I do enjoy tanking a lot.

    Not sure about the charming thing. While it would be fun, I play an SK because although I do have a pet, it's due to the evil charisma of my class. They follow me because of who I am, not because of my skill in manipulation. I think of myself as having a temper and need to get in there and hit the mobs myself, as a knight class. I don't have the concentration to manipulate others to do my bidding as a necromancer would, nor the desire. Plus, druids, enchanters, etc. that's their thing. If I want to charm, I play another class. I want the intelligence of a knight to have spells, and nearly the strength of a warrior to get in there and hurt things and take hits. Soon our strong ability to be able to take hits from multiple mobs will be gone, so other classes will have to control the adds much more instead. I have played in this situation before, and I'll deal. Just give me the ability to actually hurt a mob now. Hitting it and tapping from it , to do some real damage would be a good start.