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All you need to know about Doom Knight

 
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3/16/2010 9:42:05   
revan 225
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Index:
    [1] Introduction
    [2] Doom Knight Skills and Damage Scaling
    [3] Doom Knight Bugs
    [4] Attack Rotation's

      [4.1] Overview
      [4.2] Rotations
      [4.3] Leveling

    [5] Character Build and Gear

      [5.1] Overview
      [5.2] Stat Build

    [6] Final Statement


To easily find the section you are looking for press ctrl+f and search for the section you want. For example: ctrl+f, then search for "[5.2]" without the quotes. For the old Guide type [oIndex] for the old guide index, or click here to be taken to the top of the old Doom Knight Guide.



[1] Introduction


Welcome to the Revamped Doom Knight section of the Doom Knight Codex. This section of the guide pertains to the revamped (current/new) version of the Doom Knight class. Before we begin it is crucial to know one simple fact; Doom Knights are the most overpowered, ferocious and devastating class in the game. It – much like the old version – houses a powerhouse arsenal to combat your foes and shred through your quests. Welcome to the dark brotherhood.

The Doom Knight holds two paths that can be taken. The path of Tactical Desecration, or Swift Desolation. The path of Tactical Desecration allows you to control the battle; taking advantage of your powerful and destructive abilities to manipulate, twist, and destroy your foes. The path of Swift Desolation – however – takes a more… direct approach. Using your unparalleled power, those who focus on Swift Desolation waste no time and brutally rip apart all who stand in their path.

In this section of the guide (Current Doom Knight version), we will go over the abilities, rotations, leveling information, stat and equipment builds, and so on.


[2] Doom Knight Skills and Damage Scaling


quote:

Scaled Damage Boost = (Round(2*(CharacterLevel)/100));
What this means is where you see 100% damage it's 100 + this scaled damage. For easy looking, at level 80 it's +160% or 260% damage. If you're at other level ranges remember that this rounds so you may be off a percent or two.

Scaled Mana = (0.2*(CharacterLevel + 5) + 1);

Attack - 100% Damage

1. Shape Darkness
100% damage
If enemy is suffering from Corruption - will deal 140% damage instead.
Weakness seeks.
+500 BtH on this attack.
CoolDownAmount = 2
Mana = 1.5 * scaled mana

2. Life Carve
100% damage
Heals you for 15% of your total health.
If enemy is suffering from Corruption will heal for 30% of your total health.
CoolDownAmount = 4
Mana = 1.2 * Scaled Mana

3. Doom Spikes
100% damage to all foes.
Attempts to stun all foes for 3 turns.
CoolDownAmount = 14
Mana = 3.5 * scaled mana

4. Lingering Doom
120% damage
Inflicts a 45% damage of a scaled normal hit, Evil, DoT effect for 4 turns.
If enemy is suffering from Corruption - will deal 90% damage of a scaled normal hit, Evil, DoT effect for 2 turns.
CoolDownAmount = 5
Mana = 1.5 * scaled mana

5. Malefic Binding
90% damage
-55 Bonus for 5 turns.
If enemy is suffering from Corruption - 40% chance to stun each turn for 5 turns.
CoolDownAmount = 11
Mana = 2.1 * scaled mana

6. Weakening Blow
80% damage
-50 Boost for 5 turns.
CoolDownAmount = 10
Mana = 2 * scaled mana

7. Void Barrier
Reduces damage taken by 50% and reflects 40% of all damage taken back at foe for 5 turns.
(Damage reflect calculated before reduction)
CoolDownAmount = 15
Mana = 4.5 * scaled mana

8. Dark Favor
Increases Damage by 70%, removes cooldowns on all skills but this and Dark Ritual / Inner Darkness, but will kill in 3 turns.
CoolDownAmount = 25 (Carries between battles)
Mana = 2.2 * scaled mana

9. Corruption
130% scaled damage

If enemy is an Undead
- Removes all resistance to Darkness and then adds -100. Lasts till end of battle.

If enemy is Reptilian or Dragon
- -150 M/P/M and -25 Boost for 5 turns.

If enemy is a Human, Moglin, Elf, Dward, Goblinkind, Giantkind, or Gnome
- -50 to your equipped weapon element for 5 turns.

If enemy is Elemental, Fairy, Infernal, Ateala, or Celestial
- -200 B/P/D and -30 BtH for 5 turns

If enemy is Beast, Avian, Bug, Plant, or Fungus
- Boost Nerf over Time. Starts at -50 and will decrease every turn by -10 for 5 turns.
(-50 -> -40 -> -30 -> -20 -> -10 -> expires)

If enemy is Clockwork, Golem, or Food.
- WDPT, Curse element, DoT effect for 5 turns.

Else
- -30 BtH and -30 to your equipped weapon element for 5 turns.

CoolDownAmount = 10
Mana = 3.5 * scaled mana

10. Drain Will
110% damage
Removes up to 50 immobility from your foe and grants you the amount removed for 3 turns.
If your foe is suffering from Corruption will drain up to 100 instead.
CoolDownAmount = 10
Mana = 3.2 * scaled mana

11. Drain Essence
85% damage
-25 Health to you and +35 Health to foe for 6 turns. (Increases your healing and limits foes)
CoolDownAmount = 12
Mana = 2.7 * scaled mana

12. Blood Rite
100% damage, 100% chance to Crit.
Costs 7% total health.
CoolDownAmount = 0
Mana = 0

13. Necrotic Strike
Deals one hit of 60% scaled damage to Enemy HP and one hit of the following based on enemy current MP to MP.
Enemy Mana > 10000 - 500% scaled damage
Enemy Mana > 6000 - 300% scaled damage
Enemy Mana > 3000 - 250% scaled damage
Enemy Mana > 2000 - 200% scaled damage
Enemy Mana > 1500 - 160% scaled damage
Enemy Mana > 1000 - 130% scaled damage
Enemy Mana > 500 - 100% scaled damage
Anything else - 60% scaled damage
CoolDownAmount = 4
Mana = 1.3 * scaled mana

14. Dark Ritual / Inner Darkness
On first use
- Increases the damage the enemy does by 150% for 2 turns and unlocks Inner Darkness.
- Does not carry over between battles anymore, must use it every battle you want to use Inner Darkness on.
- CoolDownAmount = 2
- Mana = 0
On second use
- 500% damage
- CoolDownAmount = 99
- Mana = 1.5 * scaled mana


quote:


Listed bellow are values for Scaled Damage and Scaled Mana in various levels:
(Assumes Scaled Damage is 100 + scaledMultiplier)
Level	Scaled Damage 	Scaled Mana
0	100		2
5 	110		3
10	120		4
20	140		6
30	160		8
40	180		10
50	200		12
60	220		14
70	240		16
80	260		18
90	280		20
100	300		22


There are some important abilities to highlight here. First being Void Barrier. This ability is amazing! It heals you for 50% of each hit your opponent deals to you, and reflects 40% of each hit back to them. You will undoubtedly notice that this is the backbone of the path of Tactical Desecration. As good as this shield is, it gets better. It is not meant to be used alone, and to do so would be a misuse of the ability. Be sure to use it in conjunction to an appropriate skill, as exampled below in the rotations. Weakening Blow and Drain Essence are especially fantastic with this.

The next ability I wish to bring up is Corruption. Possibly the best skill in this class… and certainly the most fun. Personally I like to just hit an enemy with Corruption and finish them off with an Auto Attack should they still live. Corruption has various effects. The effect you get is determined by the type of enemy faced (see above). Now, as amazing as that is, it still gets better. By Corrupting a foe, it enhances many of your other abilities. By having Corruption on your foe, it makes Life Carve go from a 15% heal to a 25% heal. Combine Corruption, Drain Essence, and Life Carve and you have an even better health recovery mechanic.

Speaking of Drain Essence, not only does it assist with Life Carve, it also increases the healing of your Void Barrier as well. This skill is extremely useful and can help save your health in many situations.

Now there is a wonderful ability called Lingering Doom. This ability has been reshaped from the Old Doom Knight’s Doom Blast. It has been improved in many ways. It deals sever hits of damage, and if any one of them hit, your opponent gets a nice DoT (Damage over Turn) dealing Evil damage. This makes the skill infinitely useful, as it can now be used against undead without fear of healing them. A staple ability that gets amplified when your foe is Corrupted.

Then there are Dark Ritual and Inner Darkness. These abilities are useful, but typically used for bosses. Unlike the Old Doom Knight, this versions Inner Darkness will not stay unlocked outside of fights. This is to keep from having your most powerful ability abused by having it ready to use from the beginning of a fight. A massive bonus from its predecessor is that instead of taking five turns to be usable, it is now available after only two turns from when you use Dark Ritual. Though be weary, as Dark Ritual will give your opponent a 150% boost to damage during the two turns you wait for Inner Darkness. Plan around this, and do not let it take you by surprise.


[3]Doom Knight Bugs


Currently the skill Doom Spikes is slightly bugged. The skill is supposed to stun each inflicted foe for three full turns. Though occasionally it will only stun them for one turn each (if there are three foes) or divide the three turns up (between the two if there are two foes).

[4] Attack Rotation's


[4.1] Overview:
There are many ways to play this class. As time goes on, you will likely find rotations that fit you and/or your needs more. Until then – or if not at all – here are some tested rotations that work. These rotations will get you through anything you face, at any level. Just don’t try to murder anything beyond your means (like being level 20 fighting a level 80 enemy) and then blame the rotation if you die.

[4.2] Rotations

Path of Tactical Desecration:

  • (Single Target) Void Barrier -> Drain Essence -> Corruption -> Life Carve (If needed, else skip) -> Lingering Doom -> Weakening Blow
  • (Multi Target) Void Barrier -> Drain Essence -> Corruption -> Life Carve (If needed, else skip) -> Doom Spikes -> Lingering Doom -> ect...


Path of Swift Desolation:

  • (Single Target) Blood Rite -> Life Carve (If needed, else skip) -> Auto Attack
  • (Single Target - When needing HP; I consider missing about 1/3 HP needing HP) Corruption -> Life Carve -> Blood Rite
  • (Multi Target) Doom Spikes -> Auto Attack (each one should only need one more hit – if they have moderate HP skip to next ability after second turn of stun has passed) -> Void Barrier -> Drain Essence -> Corruption -> Life Carve(If needed, else skip) -> Lingering Doom


Boss Battles:
  • (Single Target Boss - For Longer/Harder Bosses) Void Barrier -> Dark Ritual -> Weakening Blow -> Drain Essence -> Corruption -> Life Carve (If needed, else skip) -> Lingering Doom -> Inner Darkness -> Drain Will (If Immobility Resist 50+) -> Doom Spikes -> Malefic Binding
  • (Single Target Boss - For Shorter/Easier Bosses) Lingering Doom -> Corruption -> Malefic Binding -> Dark Ritual -> Blood Rite -> Dark Favor -> Inner Darkness -> Lingering Doom -> Blood Rite (Remember to use Life Carve/Weakening Blow/Void Barrier/Necrotic Strike as needed.)
  • (Multi Target Boss) Drain Will (if immobility resist 50+) -> Doom Spikes -> Blood Rite -> Dark Ritual -> Void Barrier -> Weakening Blow -> Inner Darkness -> Drain Energy -> Corruption -> Lingering Doom -> Malefic Binding


PvP:
  • Drain Will (Optional) -> Doom Spikes -> Corruption -> Lingering Doom -> Malefic Binding -> Blood Rite -> Blood Rite (Life Carve/Void Barrier/Weakening Blow/Necrotic Strike as needed.)
  • Drain Will (Optional) -> Doom Spikes -> Corruption -> Lingering Doom -> Shape Darkness (Life Carve/Void Barrier/Weakening Blow/Necrotic Strike as needed.)
  • (For Original Doom Knights) Dark Ritual -> Drain Will -> Doom Spikes -> Corruption -> Inner Darkness -> Lingering Doom -> Malefic Binding (Life Carve/Void Barrier/Weakening Blow/Necrotic Strike as needed.)



[4.3] Leveling
When leveling with Doom Knight, remember that the first 10 levels (unless you get some higher level equipment while you wait for your Doom Items to level up) will be the most difficult. That is not to say – however – that they will be difficult… as they should be pretty easy in all reality. Doom Knight (this version) levels with you in ways no other class in the game does. As such, you shouldn’t have much trouble getting passed anything. Quite the contrary, as if you are using the path of Tactical Desecration, your enemies will be doing most of your work for you. At least until level 10, it is more recommended to use the path of Tactical Desecration. Though it is not the only way, it is a useful way when leveling at lower levels.

Don't forget to make the most of your DoT (Damage Over Turn) when available. When you use Lingering Doom it leaves a nice DoT dealing Evil damage. Now, for when you fight human enemies, equip an evil weapon. When Corruption is used, follow up with Lingering Doom. This will make not only each hit do more damage, it will leave a nice sized DoT on your opponent, almost/about double what it would be without. Now again, this only works on human opponents, and is wasted 0n regular enemies as they die quick... so don't waste the mana. This is - however - great to remember when fighting in PvP (Player versus Player), or human Bosses. If you follow the rotations listed above, you shouldn't have to change anything, other than equipping an Evil weapon.


[5] Character Build and Gear

[5.1] Overview
Selecting gear for your Doom Knight is overly simple. For your Weapon, helm, and cape, you will want to use the Doom Knight items that you paid for. For all other accessories (like rings, belts, necklaces, ect..) you want items as close to your level as possible. Now when selecting accessories for your class, remember, Doom Knight needs mana; and lots of it. This makes your main stat Wisdom. Additionally, after Wisdom, the stat you will need a lot of is Luck. Luck will boost your abilities and damage. Finally, Endurance. Health is always helpful. Remember, your stat priority is Wisdom, then Luck, then Endurance; in that order.

For your stats, it doesn’t matter what path you chose (Tactical Desecration or Swift Desolation), as both use the exact same Stat Build. That, is a good thing. The stats by every 10 level range are as follow:


[5.2] Stat Build

    At level 80:
    Str – 0
    Int – 0
    Dex – 0
    End – 100
    Cha – 0
    Luk – 95
    Wis – 200

    At level 70:
    Str – 0
    Int – 0
    Dex – 0
    End – 75
    Cha – 0
    Luk – 95
    Wis – 175

    At level 60:
    Str – 0
    Int – 0
    Dex – 0
    End – 60
    Cha – 0
    Luk – 85
    Wis – 150

    At level 50:
    Str - 0
    Int - 0
    Dex - 0
    End - 50
    Cha - 0
    Luk - 70
    Wis - 125

    At level 40:
    Str – 0
    Int – 0
    Dex – 0
    End – 40
    Cha – 0
    Luk – 55
    Wis – 100

    At level 30:
    Str - 0
    Int - 0
    Dex - 0
    End - 30
    Cha - 0
    Luk - 40
    Wis - 75

    At level 20:
    Str – 0
    Int – 0
    Dex – 0
    End – 20
    Cha – 0
    Luk – 25
    Wis – 50

    At level 10:
    Str – 0
    Int – 0
    Dex – 0
    End – 10
    Cha – 0
    Luk – 10
    Wis – 25


Note: For the latest information on stats, please refer to Ash's post " =DF= Version 14.0.1". Remember, the information in the provided link, and any future updates to stats take precedence over what is written in this guide. If any updates happen and the guide has not updated the relevant information, the feel free to PM me with a link to the updated information so that I may update the guide accordingly. Otherwise it will be done when I notice/get around to it.

[7] Final Statement

Doom Knight is the strongest class in the game. It is the only class that will ever be in Tier 4. While other classes are powerful, they cannot compare to the raw power and corruptive powers of Doom Knight. From regenerating damage, to crippling and twisting our enemies as we unleash DOOM upon them… nothing stands in the way of a Doom Knight. Remember, as powerful as we are, we are not invincible. Think carefully about what abilities are best suited for the current situation, and conquer your enemies as they drown in the darkness.

Change Log
  • 09/14/2015: Added Guide for Revamped Doom Knight. Seperated old and new guides.
  • 09/17/2015: Added more PvP rotations. Updated abilities.
  • 09/29/2015: Updated Doom Knight Skills and Damage Scaling Section. Updated skill names in the Attack Rotation's section.
  • 10/02/2015: Updated the Leveling sub-section in the Attack Rotation's section.
  • 10/07/2015: Updated the Doom Knight Skills and Damage Scaling section, as well as the Attack Rotation's section.
  • 10/13/2015: Updated the Doom Knight Skills and Damage Scaling section.



    < Message edited by revan 225 -- 10/15/2015 17:27:19 >
  • AQ DF MQ AQW  Post #: 1
    9/14/2015 13:44:41   
    revan 225
    Member

    Old Doom Knight


    [oIndex]
    Index:
      [1] Introduction
      [2] Doom Knight Skills
      [3] Doom Knight Bugs
      [4] Attack Rotation's

        [4.1] Overview
        [4.2] Rotations
        [4.3] Leveling

      [5] Character Build and Gear

        [5.1] Overview
        [5.2] Stat Build
        [5.3] Stat Build 2
        [5.4] Stat Build 3
        [5.5] Reasoning and Explanation

      [6] Doom Knight Stat Test

        [6.1] Overview
        [6.2] Strength Test
        [6.3] Intellect Test
        [6.4] Results

      [7] Final Statement


    To easily find the section you are looking for press ctrl+f and search for the section you want. For example: ctrl+f, then search for "[6.2]" without the quotes.



    [1] Introduction


    Welcome to the Doom Knight Codex. Several Changes have been made to improve this guide. As this is the only Doom Knight guide, it has been promptly renamed "Doom Knight Codex" from "Doom Knight Advanced". The first thing anyone reading this guide should know, is that Doom Knights are the most overpowered, ferocious and devastating class in the game. The second thing that everyone should keep in mind is that the class is heavily bugged has finally been fixed. As you read this guide I will be explaining strategic tactics for all levels, character builds and attack rotations. Please understand, this guide is meant for players who have a standing knowledge of Doom Knight all players (as this is now the only guide to Doom Knight) who wish to dominate their opponents (both in PvP as well as PvE). Before we begin, there are three major types of Doom Knights. There are Undying (health regeneration), Unrelenting (devastation) and Apocalyptic (regenerates health while burning down opponents fast and efficiently, causing mass devastation). Whichever you choose, all are good and will be explained in this guide further. This guide allows players to see Doom Knight changes for the new engine update. While the skills are the same, there are several differences to take into account. This guide is meant to inform the reader of suggested and tested, attacking rotations, stats and the bugs.

      (Update: 09/06/2015) Please note that this guide will be updated to include the new version of the Doom Knight Armor as soon as possible, after it is released for testing. The sections will be further divided with a new sub-category called "Old Version" and "New Version". Just as with the old version, I will be providing information in all areas as needed in detail. If we are lucky, we may not need to change the stats much; if at all. While the testing phase is not yet available, I can assure that when it becomes so I will be gathering the needed information as soon as possible. Here is a link to Ash's post on the revamp in case you wish to learn more: =DF= DoomKnight Revamp FAQ

      Note: Weapon type equipped determines which type of damage is dealt (I.E. Sword = Melee, Staff = Magic, Dagger = Ranged, Scythe = Base Class. Using a sword with DmK, even if your base class is NOT a warrior, will do the exact same amount of damage as long as your stats correspond with the weapons type of damage. The attack types are determined by the weapon type equipped, though when using Doom Blast/Void, the type seems to default to you base class' damage type. An example: Your base is warrior and you have a staff equipped. All skills you use will deal your weapons damage type, but when coming to effects from skills that damage your opponent periodically tend to default to your base. Damage does seem to fluctuate depending on base stat, though the margine of difference seem to be negligible.

      (Update: 6/29/2014) After a series of tests conducted, results have shown that unless using a scythe weapon (as they are universal to which ever primary damage stat is used), strength seems to yield a higher damage output than the other stats. Whether this was designed intentionally or not, this appears to be the case given the evidence uncovered from my testing. The test, along with the results will be posted below the "[6] Doom Knight Stat Test" section. For a more in-depth explanation, see that section. No longer accurate due to the new engine build.


    In the section "Character Build and Gear", melee is listed as the damage stat. So if you use another weapon type other than melee, or your base class is rogue or mage, please make appropriate adjustments.

      Melee = Strength
      Magic = Intellect
      Ranged = Dexterity


    Note: For the latest information on stats, please refer to Ash's post " =DF= Version 14.0.1". Remember, the information in the provided link, and any future updates to stats take precedence over what is written in this guide. If any updates happen and the guide has not updated the relevant information, the feel free to PM me with a link to the updated information so that I may update the guide accordingly. Otherwise it will be done when I notice/get around to it.


    [2] Doom Knight Skills


    From Left to Right:

      • Void – Returns enemies’ damage back to them every turn.
      • Revert – Reverse one strike a turn for 5 turns.
      • Break – Two strikes decrease stun resist.
      • Doom Blast – 5 hit attack. Stacking DOT (damage over time). More hits = more damage.
      • Doom Spikes – Multi strike stun.
      • Life Carve – Normal attack with chance to steal life.
      • Split Strike – Two powerful strikes, one to HP (health) and one to MP (mana).
      • Favor – Resets potions, and cool-downs. 5 turns to live.
      • Wake – Increased darkness weakness on enemy.
      • Shadow – Buff to damage against undead.
      • Dark Aura – Decrease mana costs of skills.
      • Blood Rite – Massive attack at the cost of some HP (health).
      • Taunt – 100% Bonus damage for enemy. Unlocks Vengeance.
      • Vengeance – Boom!




    [3]Doom Knight Bugs


    Okay, there are three bugged skills (that I’m currently aware of). The first skill is Wake. Until the staff get around to fixing this skill, it is completely useless to any Doom Knight. On a side note, be sure to keep an eye out from updates from the staff to see when/if its fixed. The second bugged skill is Revert. When using this skill in succession to a skill that has *Turns Remaining on an enemy (on the final turn) will make that effect infinite. Example: Doom Spikes (3 turn stun), Doom Blast (2nd turn into it), Blood Rite (3rd turn into it), Revert (you now have an infinite stun on the opponent for the rest of the battle). While this glitch allows for many exploits, I do not recommend it as it removes skill and challenge from the game and inevitably, forces the user to become reliant on the glitch. Why is this bad? Because once it’s fixed you will always have trouble as a Doom Knight if your attack rotation revolves on this bug. The third bug is Break, only due to the fact that it hits once instead of the intended two hits.

    When using Wake (at least at the start of a battle) and then proceed to use Doom Spikes, the effects of Wake will dissipate (tested 5 times in PvP matches). Break only hits once for male version of the armor.

      UPDATE: As of 11/5/10 the following bugs have been fixed:
      • Fixed an infinite stun exploit with Doom Knight.
      • Doom Knight's Wake skill works properly now.
      • Doom Knight meets 9.0 updates and the new class design.
      • Doom Knight added to armor closet.
      • All easily duplicatable Doom Knight bugs are fixed.




    [4] Attack Rotation's


    [4.1] Overview:
    For PvE, keep in mind of weakness’ and resistance's. For undead opponents be sure to open with Shadow and for darkness 100+ resist, you have 3 options. The first is to use Wake and give your opponent a -100 to darkness. The second choice you have is the use a light element weapon. The third option is to just let them beat themselves to death while Life Carving any damage taken. Example: If you do not wish to use a Light Element weapon then this is the rotation you would want. Void, Revert, Wake and Life Carve until dead. Also be sure to use Favor to refill your health and mana potions if necessary. During pvp battles, If you use Revert when the opponent has an equipped pet, I have personally found that it can become quite useless. Revert works on the principal that it heals you for the exact amount of the last attack dealt to you. Basically, If you opponent has an attack that hits you 3 times, only the third hit will be healed. While this is fine if its just the opponent, it is, however, an issue with their pets. More often than naught you will see players with pets in pvp. This causes an issue with revert since it will only heal the damage the pet does, since it is the last to hit you. In cases like this, Revert is fully optional. If you feel that using a turn, while wasting some mana all to heal 5 damage is worth it, than be my guest.

    [4.2] Rotations
    • PVP: Open with Doom Spikes, then use Wake, Doom Blast, then Blood Rite. If the unfortunate opponent should still stand simply use well... any darkness skill would pretty much kill him/her with a -100 to darkness on your adversary, so pick which ever finisher you prefer most. Another rotation is simply to open with Wake, then Blood Rite the enemy to death. It usually finishes them off one the first strike; at least at level 70, assuming that you crit.

    • Undying: Open with Wake, then follow with Void then Revert and use Life Carve until Dead (be sure to reactivate Void/Revert if the battle lasts long enough).

    • Unrelenting: Open with Wake, and then follow with Doom Spikes, Doom Blast, Blood Rite, Void, Life Carve, Taunt and finally use at will, Life Carve, Blood Rite and Vengeance until dead.

    • Apocalyptic: This is almost identical to Unrelenting. Open with Wake, and then follow with Doom Spikes, Doom Blast, Blood Rite, Void, Revert, Life Carve, Taunt and finally use at will, Life Carve, Blood Rite and Vengeance until dead. (Taunt and Vengeance are optional. They can easily be replaced with excessive use of Blood Rite and Life Carve).

    • Boss Battles
      Be sure to use Taunt before engaging them (unless the boss is 100+ darkness resist). For Unrelenting and Apocalyptic, be sure to use the base strategy but to open with Break. If a boss is 100+ darkness resist, use the Undying rotation so it can literally kill its self.


    [4.3] Leveling
    If you are leveling as a Doom Knight and find yourself running out of mana, be sure to use Dark Aura at the beginning of a battle. Another skill to be mindful of is Favor, as it will refill your potions. Guests also help if you find yourself having trouble soloing things at a very low level. Also note that Life Carve is more effective against enemies with more health. The more health the more worthwhile it is. At lower levels it can sometimes prove to be more fruitless than helpful. Also note, that Life Carve will only heal you if you have already damaged the opponent before using the ability.



    [5] Character Build and Gear

    [5.1] Overview
    Gearing your Doom Knight is simple. For weapon, helm and cape, use the Doom Knight items that you paid for. For belts, rings and necklaces should be as close to your level as possible as well as optimizing your stats. If you are torn between two level 25 rings, one with +2 Crit and the other with +2 Magic Defense, go for the crit. This is because that optimizing you crit, hit, ect, make you do more damage. As a Doom Knight, you have low defense as it is, so instead of attempting to raise your defense’s, do what you can to raise your strength, endurance, wisdom, luck (optional), crit and bonus. Remember, a defensive Doom Knight is a dead Doom Knight. Crit is especially desired, as the more crit you have, the more often you crit. Critting more often saves time, mana, and is overall more efficient. Be aware of your stats, and use good decision making when weighing your needed stats with the items you have. Remember to be aware of your bonus stats. Your stats have a cap of 200; this means that if you have 200 in str, with an additional +25 to your 200, that comes to 225 strength. Since the stat caps at 200, you are now wasting those bonus stats. If you see your bonus stats causing you to pass your cap, feel free to reallocate the amount of that base to another stat. Example. You have 200 in str, with +25 bonus giving 225 str. Reduce your str to 175 with a bonus of +25 making your str a perfect 200. You now have 25 points you can use to increase your end or wis. This is maximizing you stat potential with careful monitoring. Again, any points in a stat past 200 are being wasted; keep that in consideration. (Changed with the engine update, all stat points help. For more information on stats, please visit Drakyloid's A Simple Guide to Stats.)

    • Undying, Unrelenting and Apocalyptic Doom Knights are more or less identical with slight differences. As such talent points are universal.


    [5.2] Stat Build

      At level 80:
      Str – 145
      Int – 0
      Dex – 0
      End – 145
      Cha – 0
      Luk – 25
      Wis – 80

      At level 70:
      Str – 125
      Int – 0
      Dex – 0
      End – 125
      Cha – 0
      Luk – 25
      Wis – 70

      At level 60:
      Str – 105
      Int – 0
      Dex – 0
      End – 105
      Cha – 0
      Luk – 20
      Wis – 65

      At level 50:
      Str - 90
      Int - 0
      Dex - 0
      End - 80
      Cha - 0
      Luk - 15
      Wis - 60

      At level 40:
      Str – 70
      Int – 0
      Dex – 0
      End – 65
      Cha – 0
      Luk – 10
      Wis – 50

      At level 30:
      Str - 60
      Int - 0
      Dex - 0
      End - 45
      Cha - 0
      Luk - 10
      Wis - 30

      At level 20:
      Str – 35
      Int – 0
      Dex – 0
      End – 30
      Cha – 0
      Luk – 10
      Wis – 20

      At level 10:
      Str – 15
      Int – 0
      Dex – 0
      End – 15
      Cha – 0
      Luk – 5
      Wis – 10



    [5.3] Stat Build 2

      At level 80:
      Str – 160
      Int – 0
      Dex – 0
      End – 150
      Cha – 0
      Luk – 0
      Wis – 85

      At level 70:
      Str – 140
      Int – 0
      Dex – 0
      End – 125
      Cha – 0
      Luk – 0
      Wis – 80

      At level 60:
      Str – 115
      Int – 0
      Dex – 0
      End – 110
      Cha – 0
      Luk – 0
      Wis – 70

      At level 50:
      Str – 95
      Int – 0
      Dex – 0
      End – 90
      Cha – 0
      Luk – 0
      Wis – 60

      At level 40:
      Str – 80
      Int – 0
      Dex – 0
      End – 65
      Cha – 0
      Luk – 0
      Wis – 50

      At level 30:
      Str – 55
      Int – 0
      Dex – 0
      End – 50
      Cha – 0
      Luk – 0
      Wis – 40

      At level 20:
      Str – 40
      Int – 0
      Dex – 0
      End – 30
      Cha – 0
      Luk – 0
      Wis – 25

      At level 10:
      Str – 15
      Int – 0
      Dex – 0
      End – 15
      Cha – 0
      Luk – 0
      Wis – 15



    [5.4] Stat Build 3

      At level 80:
      Str – 180
      Int – 0
      Dex – 0
      End – 135
      Cha – 0
      Luk – 0
      Wis – 80

      At level 70:
      Str – 150
      Int – 0
      Dex – 0
      End – 125
      Cha – 0
      Luk – 0
      Wis – 70

      At level 60:
      Str – 125
      Int – 0
      Dex – 0
      End – 105
      Cha – 0
      Luk – 0
      Wis – 65

      At level 50:
      Str - 100
      Int - 0
      Dex - 0
      End - 85
      Cha - 0
      Luk - 0
      Wis - 60

      At level 40:
      Str – 80
      Int – 0
      Dex – 0
      End – 65
      Cha – 0
      Luk – 0
      Wis – 50

      At level 30:
      Str - 65
      Int - 0
      Dex - 0
      End - 50
      Cha - 0
      Luk - 0
      Wis - 30

      At level 20:
      Str – 45
      Int – 0
      Dex – 0
      End – 30
      Cha – 0
      Luk – 0
      Wis – 20

      At level 10:
      Str – 20
      Int – 0
      Dex – 0
      End – 15
      Cha – 0
      Luk – 0
      Wis – 10


    [5.5] Reasoning and Explanation
    Now some of you might be asking why not cap strength or endurance. The answer is simple. Even though Doom Knights do need more health we also need a proper balance. If you just focus on one stat the armor and all its dark power cant save you from lack of strategy and precision. A well balanced stat tree for the stats that effect a Doom Knight make all the difference in the world. Adding enough points in wisdom to have enough mana for leveling and long quests keeps from wasting potions as well as having enough MP to keep up your rotations. Luck will help effect rolls when you attack, so having about 20 luck (at lvl 60) keeps enough to see the difference while not taking from the rest of the talents (Alternately charisma can be used in place of luck if you use pets). Leveling from 1-20 will be about the toughest part due to the low mana, but shouldn't be a problem if you use Dark Aura in combination with the suggested rotations. Also, using Favor when a battle is guaranteed to be finished fast is a great way to replenish your potions, ensuring that you never run out of health or mana.



    [6] Doom Knight Stat Test


    Damage Output Ratio to determine if weapon type, (ex: melee, magic, ranged) is determined by stat and weapon type or simply stat based. This is also to determine if a stat can be universally used for all weapon types while using the Doom Knight Armor.

      This stat test was formulated before the 14.0.1 engine update and is since considered outdated and no longer relevant. As the new stats are incorporated, str, int, and dex all do the same now, as long as you are using a corresponding weapon type.


    Base Class Used in this Experiment: Mage

    Primary Stat for Mages: Intellect

    Level used in test: 60

    Weapons used in Test:
    Necrotic Sword of Doom (NSoD): 76-82 Darkness at level 60
    Forsaken Skullstaff of Doom (SoD): 53-87 Darkness at level 31
    Frozen Claymore (FC): 65-73 Ice at level 50
    Eucild's Nightmare III (EN): 67-75 Disease at level 53


    [6.1] Strength Test

    STR: 99

    NSoD: 546, 234, 239, 273, 180, 273, 273, 270, 270
      avg: 284.22 dpt

    NSoD: 276, 524, 265, 279, 265, 273, 265, 270, 270
      avg: 298.56 dpt

    avg of both: 291.39 dpt


    SoD: 481, 238, 232, 261, 225, 226, 267, 192, 209
      avg: 259 dpt

    SoD: 179, 176, 202, 389, 204, 315, 389, 144, 225
      avg: 247 dpt

    avg of both: 253 dpt


    FC: 376, 188, 188, 176, 192, 186, 380, 186, 256
      avg: 236.44 dpt

    FC: 496, 248, 235, 256, 242, 186, 248, 256, 254
      avg: 269 dpt

    avg of both: 252.72 dpt


    EN: 528, 267, 247, 268, 256, 247, 273, 261, 264
      avg: 290.11

    EN: 516. 245, 256, 247, 273, 273, 264, 261, 258
      avg: 288.11

    avg of both: 289.11 dpt



    [6.2] Intelligence Test

    INT: 99

    NSOD: 241, 283, 259, 187, 251, 246, 248, 393, 557
      avg: 296.11 dpt

    NSOD: 246, 283, 257, 189, 257, 259, 248, 385, 557
      avg: 297.89 dpt

    avg of both: 297 dpt


    SoD: 192, 417, 141, 384, 156, 161, 175, 152, 186
      avg: 218.22 dpt

    SoD: 165, 409, 192, 141, 192, 152, 161, 186, 174
      avg: 196.88 dpt

    avg of both: 207.55 dpt


    FC: 250, 261, 250, 534, 250, 244, 228, 252, 247
      avg: 279.56 dpt

    FC: 252, 230, 250, 524, 250, 264, 227, 247, 228
      avg: 274.67 dpt

    avg of both: 277.115 dpt


    EN: 197, 216, 227, 238, 475, 222, 227, 197, 208
      avg: 245.22 dpt

    EN: 225, 216, 222, 220, 212, 238, 199, 197, 467
      avg: 244 dpt

    avg of both: 244.61



    [6.3] Results

    ---------Str vs Int----------

    NSOD: 298.56, 297 Type: Scythe (Universal)
    SoD: 253, 207.55 Type: Staff (Magic)
    FC: 252.72, 277.115 Type: Scythe (Universal)
    EN: 289.11, 244.61 Type: Sword (Melee)

    In the end, the results show that both stat uses give roughly the same result for damage output, While strength gives a slightly higher damage per turn output. This supports that strength is a bit more compatible with the Armor. While it is up to the players choice, I would recommend strength as primary damage stat as the results show that it offers higher damage results even though the base was mage. In a case where int would normally be the stat of choice, the strength stat seems to produce a bit more with this class. The universal (scythe) weapons show high output on either build, while both melee and magic have much more drastic differences.

    Stats Used:

    str: 99-------------int: 99
    end: 99------------end: 99
    wis: 97------------wis: 97


    [7] Final Statement

    Is Doom Knight overpowered? Yes. No other class in the game can rival the raw power of Doom Knight. While others can be devastating, at times, they lack the mass damage and healing output that gives us our edge. Are we invincible? No. If we are not mindful of our surroundings, as well as our enemies we can be overwhelmed. By taking strategy into every move we make we keep ourselves ready to dominate.

    Post Statement
    I changed all uses of "Vampiric-Berserker" to "Apocalyptic". Quite frankly I never liked vamp-berserker and I think Apocalyptic is much more fitting considering that it brings an eternal end to your enemies. xD I would also like to thank user "warlic6629" for reminding me about break being bugged. Thanks!


    Change Log
  • 06/23/2012: Miscellaneous changes.
  • 06/21/2014: Updated the stats to include level 80.
  • 06/29/2014: Added Stat Build 3, Doom Knight Stat Test.
  • 10/16/2014: Renamed Guide, made spelling corrections, added minor information, implemented a change log, and completely restructured guide entirely.
  • 09/06/2015: Crossed out the outdated stat cap information in section 5, and provided a link to Stat Guide for more information on the subject. Added miscellaneous information. Added a link to Ash's FAQ on the Doom Knight revamp.
  • 09/10/2015: Miscellaneous changes, and added a link to Ash's post on the 14.0.1 Version of Dragonfable in regards to stats.
  • 09/11/2015: Marked outdated information as such.


    < Message edited by revan 225 -- 9/14/2015 14:19:15 >
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