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IcterusGalbula
07-29-2007, 01:27 PM
<p>I have a Level 12 Shadowknight and a Level 5 Shadowknight, both on the Nagafen (sp?) server.  These are my first Shadowknights.  In fact, I'm still fairly new to the game and only have extensive experience with a Warden. </p><p>The Shadowknight spells differ a lot from the Warden spells I'm used to.  It's kind of like attempting to fly a plane after being trained to captain a ship.  They seem that different.</p><p>There are several Shadowknight spells that increase threat: "Decree", "Taunt" and "Offensive Presence".  These spells are new to me.  I usually solo.  As such, I'm not sure if these spells are particularly valuable to me.  Although I suppose a target becomes less effective when experiencing a high threat level.  These spells strike me as something that would be more useful if I was in a group and I wanted somebody to target me rather than a mage perhaps.</p><p>The spell "Intervene" seems like a spell I might use if I was going to attack somebody by surprise.... somebody who did not know I was there... kind of like a hex doll.  Something tells me if I could stop the first huge attack spell from a scout or mage I might be in pretty good shape.  It also seems like a spell that could be useful as a last ditch attempt to escape or finish somebody off in a really close fight.</p><p>The spells "Infernal Blessing" and "Fetid Strike" seem like something to start spamming after the fight is 25% over.</p><p>"Painful Swing", "Condemning Smite" and "Kick" are run-of-the-mill attack spells.  Upgrades of "Kick" might stun the target and therefore serve as a good opening move.  Although "Kick" does not claim to stun or knock back.</p><p>The spells that remain active until cancelled are somewhat similar to Warden defensive spells at least in how they are used: activate them before leaving the city and forget about them.</p><p>I just wanted to write this out and post it to help myself develop a better understanding of the spells I have available since the style of fighting is probably going to be a lot different from that of my Warden.</p><p>If anybody disagrees with what I wrote or has suggestions, please feel free to post them.</p>

Galn
07-29-2007, 08:02 PM
IcterusGalbula wrote: <blockquote><p>I have a Level 12 Shadowknight and a Level 5 Shadowknight, both on the Nagafen (sp?) server.  These are my first Shadowknights.  In fact, I'm still fairly new to the game and only have extensive experience with a Warden. </p><p>The Shadowknight spells differ a lot from the Warden spells I'm used to.  It's kind of like attempting to fly a plane after being trained to captain a ship.  They seem that different. </p><p>There are several Shadowknight spells that increase threat: "Decree", "Taunt" and "Offensive Presence".  These spells are new to me.  I usually solo.  As such, I'm not sure if these spells are particularly valuable to me.  Although I suppose a target becomes less effective when experiencing a high threat level.  These spells strike me as something that would be more useful if I was in a group and I wanted somebody to target me rather than a mage perhaps.</p><p>The spell "Intervene" seems like a spell I might use if I was going to attack somebody by surprise.... somebody who did not know I was there... kind of like a hex doll.  Something tells me if I could stop the first huge attack spell from a scout or mage I might be in pretty good shape.  It also seems like a spell that could be useful as a last ditch attempt to escape or finish somebody off in a really close fight.</p><p>The spells "Infernal Blessing" and "Fetid Strike" seem like something to start spamming after the fight is 25% over.</p><p>"Painful Swing", "Condemning Smite" and "Kick" are run-of-the-mill attack spells.  Upgrades of "Kick" might stun the target and therefore serve as a good opening move.  Although "Kick" does not claim to stun or knock back.</p><p>The spells that remain active until cancelled are somewhat similar to Warden defensive spells at least in how they are used: activate them before leaving the city and forget about them.</p><p>I just wanted to write this out and post it to help myself develop a better understanding of the spells I have available since the style of fighting is probably going to be a lot different from that of my Warden.</p><p>If anybody disagrees with what I wrote or has suggestions, please feel free to post them.</p></blockquote><p>If oyu look closely at your taunts they all have something else attached to them, like a mitigation debuff or do damage too. Soloing you should still use these, plus it keeps you in practice for when you do tank.</p><p>Intervene is cast on a "squishy" in your own group, not on the mobs you are fighting. If they get attacked it gives them a chance to survive a little longer, use them when you are tanking, or even as dps in the group, to help the tank, who should have his intervene type spells all in use too.</p><p>Many of your attacks have somethign else besides the main damage, Kick's replacement has a knockdown/stun, makes a good attack to use right before a spell with a long casting time.</p><p> All of your "Until Cancelled" skills should be up as often as possible. </p><p>Bottom line, read over each skill and learn what it does, once you get a hang of what each one does you can use them together and really make your toon rawk! </p>

Norrsken
07-30-2007, 08:56 AM
And remember, HT is not the cool thing with sks. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />