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Abilities and Tactics A place to discuss SK abilities such as Spells, AA\'s, and Melee as well as how to best use them.

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Old 07-23-2007, 08:12 PM   #1
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Default AA guide (up to TBS - reformatted)

General [Tradeskill] Mastery rank: n/a cost: 3, 6, 9
  • This ability reduces the chance of failing [Tradeskill] combinations by 10, 25, and 50 percent.
  • Useless if you're at a skill that gives you 95% success rate on whatever combine.
Bandage Wounds rank: D- cost: 3, 3, 3, 3, 3
  • Each rank in this ability increases the amount of healing provided by a single bandage.
  • See "First Aid."
Battle Ready rank: D cost: 5
  • Battle Ready expands the bandolier by one additional save slot.
  • Usefulness depends on how many weapon setups you regularly use. Four is probably enough for most players.
Combat Agility rank: A, A-, A, B-, B-, B-, B-, B-, C, C, C, C, C, C-, C-, C-, C-, C- cost: 2, 4 , 6, 3 , 3 , 3 , 3 , 3 , 5, 5, 5, 5, 5, 5 , 5 , 5 , 5 , 5
  • The first three ranks of this ability increase your melee damage avoidance by 2, 5 and 10 percent. Additional ranks further increase this effect.
  • Combat agility has the bonus of slightly reducing interrupts while decreasing damage intake.
  • Ranks 4-8 are 1% per, 9-18 are presumably less.
Combat Medic rank: D- cost: 3, 3, 3, 3, 3
  • Increases the amount of healing provided by a single bandage.
  • See "First Aid."
Combat Stability rank: A, A-, A, B-, B-, B-, B-, B-, C, C, C, C, C, C-, C-, C-, C-, C- cost: 2, 4 , 6, 3 , 3 , 3 , 3 , 3 , 5, 5, 5, 5, 5, 5 , 5 , 5 , 5 , 5
  • The first three ranks of this ability increase melee damage mitigation by 2, 5, and 10 percent. Additional ranks further increase this effect.
  • Combat stability makes your damage intake less spikey and more consistent.
Delay Death rank: C-, C-, C-, C-, C-, D, D, D, D, D, D, D, D, D, D cost: 3 , 3 , 3 , 3 , 3 , 5, 5, 5, 5, 5, 5, 5, 5, 5, 5
  • This ability increases how far below zero your hit points can fall before you die by 50 hit points per rank. You will still fall unconscious when you reach zero hit points.
  • Like a 50hp safety net, usefulness depends on how often you end up below -9 hp when a heal is incoming.
Discordant Defiance rank: D+ cost: 5, 5, 5, 5, 5
  • This ability raises the maximum that your resistances can be increased to with items and spells by 5 points per rank.
  • Minor increase in resists, beneficial but not necessary. Value might increase in certain raiding situations. Time would be better spent completing MPG group trials than grinding these.
Energetic Attunement rank: D- cost: 5, 5, 5, 5, 5
  • Energetic Attunement enhances your receptivity to the potential healing power of your magical gear. Each rank of this ability increases the maximum by which your hit point regeneration can be raised with items by 1 point.
  • See "Innate regen" and "Enhanced Aggression."
First Aid rank: D- cost: 1, 1, 1
  • This ability increases the maximum that you can bind wound by 10 percent for each ability level.
  • Allows you to bind wound up to 80%, 90% and 100% of full hitpoints.
  • With out of combat regen, this ability is next to useless.
Innate Agility, Dexterity, Intelligence, Stamina, Strength rank: D- cost: 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
  • This ability raises your base [Stat] by 2 points for each ability level.
  • All these will generally end up capped by gear. Even if they aren't currently capped for you, you can still gain more permanent power spending AAs elsewhere.
Innate Charisma rank: D cost: 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
  • This ability raises your base Charisma by 2 points for each ability level.
  • Charisma can help if you tank with divine intervention, and lessen the cost of buying stuff while naked.
Innate Lung Capacity rank: D cost: 1, 1, 1, 2, 3, 5
  • This ability increases the amount of air you can hold in your lungs 10, 25, 50, 75, and 100% percent. Rank 6 grants you the permanent ability to breathe underwater and in airless environements.
  • Rarely useful.
Innate Metabolism rank: B cost: 1, 1, 1
  • This ability decreases your food consumption by 10, 25 and 50 percent.
  • This is convenient, it frees up inventory space and significantly lessens the hassle of using stat food, which you should use if you do not.
Innate Regeneration rank: B, B, B, C, C, C, C, C, C, C, C, C, C, C, C cost: 1, 1, 1, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3
  • This ability raises your regeneration ability by 1 point per ability level.
  • Regen will hardly have a noticable affect on your ability to tank. Each level is equivalent to healing 1/6th a DPS when tanking. It will decrease the time you have to wait if FDed in a sticky situation with low health. Has no impact on out of combat regen.
Innate [Resist] Protection rank: D+ cost: 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
  • This ability raises your base Save Vs [Resist] by 2 points for each ability level.
  • Resists are almost the only stat you won't easily max with gear, making them viable to spend AAs on.
Innate Run Speed rank: A, A, A, B-, B- cost: 1, 1, 1, 5 , 5
  • This ability will slightly modify your base run speed. This modification does NOT stack with movement rate spell effects.
  • Increases run speed by 10% of base per level.
  • The first three levels are cheap and increase general game convenience. Final two levels are high cost, but still useful. Value depends on how often you pull, especially indoors. Unholy Steed works for long outside journeys, and SoW is generally obtainable for other outside hunting.
Innate See Invis rank: D+ cost: 9
  • This ability permanently enhances your vision allowing you to see the invisible.
  • Minorly useful but not a power increaser. Can use a buff/tribute/worn see invis to same effect.
Innate Wisdom rank: F cost: 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
  • This ability raises your base Wisdom by 2 points for each ability level.
  • One of the two alternate advancement abilities with absolutely no benefit for shadow knights.
Mystical Attuning rank: B-, B-, C+, C+, C cost: 5 , 5 , 5 , 5 , 5
  • This ability increases the number of mystical effects that can affect you at once by 1 per rank.
  • To give perspective, consider it spending 5 AA for +50 stamina cap increaser buff for example (~175hp), or another buff you'd otherwise click off. The more buff slots you have, the less often you'll get use out of the extras, so decreasing value for each rank.
Natural Durability rank: A-, B+, A- cost: 2 , 4 , 6
  • This ability increases your maximum hitpoints by 2, 5, and 10 percent. (The percentages are based off of your base hitpoints, which include stamina and stamina effects.)
  • When tanking meleeing mobs, natural durability is not as beneficial as combat stability and agility because the 10 percent improvement is only on your base hitpoints, and does not include buffs, so in a situation where you're taking a lot of damage quickly, CS or CA has a better chance of keeping you alive than ND. However, it also helps with spell damage while CS and CA do not.
New Tanaan Crafting Mastery rank: n/a cost: 3, 3, 3, 3, 3, 3
  • Training with the sages and merchants of New Tanaan gives adventurers the chance to hone their crafting skills. For each rank of this ability that you purchase, you are able to raise an additional trade skill past its Specialization level (200). (This ability applies to Baking, Blacksmithing, Brewing, Fletching, Jewelcraft, Pottery, and Tailoring.)
Origin rank: C- cost: 7
  • Upon using this ability, you will be transported back to your starting city.
  • 15 second cast time, 72 minute reuse time.
  • Useful but doesn't increase your real power.
Packrat rank: D- cost: 3, 3, 3, 3, 3
  • Each rank in this ability improves the efficiency with which you store your gear, effectively reducing your overall weight.
  • Reduces your total weight by 3% of base per rank.
  • Weight reduction bags cost less than AAs do.
Planar Power rank: C, C, C, C, C, D, D, D, D, D, D, D, D, D, D cost: 2, 2, 2, 2, 2, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5
  • This ability raises the maximum that your statistics can be raised to, with items or spells, by 5 points per rank.
  • Minor increase in stats, beneficial but not necessary.
Quick Draw rank: D cost: 5
  • Quick Draw expands the potion belt by one additional available item slot.
  • This abilities usefulness is dependant upon how many potions you need readily available. Two is probably enough for most players.
Salvage rank: n/a cost: 5, 5, 5
  • This ability gives you the chance to automatically recover an item that would otherwise be lost on a failed tradeskill combine.
  • Each rank provides an approximately 8% chance of recovery for each component on a tradeskill failure.
Archetype Combat Fury rank: B, C, C-, D+, D+, D+ cost: 2, 4, 6 , 3 , 3 , 3
  • This ability increases your chance to land a critical hit. Non-Warriors will nearly match the original critical hit abilities of Warriors, while Warriors will remain significantly ahead of other classes.
  • Critical melee does 70% more base damage than noncrit (excluding db). Gives approximately 1.3% crits per rank.
  • This is only a ~one percent increase in melee DPS for the first three ranks, and has scaling cost without scaling improvement. Third rank should be followed immediately by the rest and Veteran's Wrath 2.
Critical Affliction rank: B-, C-, C-, B-, C-, C- cost: 3 , 6 , 9 , 3 , 6 , 9
  • This ability grants damage-over-time spells the chance to have a critical effect each tick they are active. Additional ranks improve this chance.
  • Adds 3% criticals per rank.
  • Value depends on how often you use DoTs. If you're doing 300 damage per tick in DoTs, this equals 1.5 DPS. If you do rank 3, should follow immediately with rank 4-5.
Double Riposte rank: C, D+, D, D, D, D cost: 3, 6 , 9, 3, 3, 3
  • The first three ranks of this ability will give you an increased chance to execute a double riposte 15, 35, and 50 percent of the time. Additional ranks further increase this effect.
  • Scaling cost without scaling improvement. With how often you actually riposte an incoming hit, this is only a minor increase in DPS, and only works while tanking. After the first rank of Double Riposte, Intense Hatred is better investment.
  • This possibly increases your double riposte rate by more than listed, or KA/KE work on ripostes in combination with this. When complete you will double riposte 100% of the time.
Enhanced Aggression rank: D-, D-, D-, D-, D-, D-, D-, D-, D-, D- cost: 5 , 5 , 5 , 5 , 5 , 5 , 5 , 5 , 5 , 5
  • Each rank of this ability increases the maximum amount of attack you can gain from items.
  • +10 attack cap increase per rank.
  • As primarily a tank, gear choices shouldn't be influenced by +Attack, so even if your present gear puts you above 250 its not certain to always be that way. Even when you do get full benefit, its still a minimal DPS increase.
Expansive Mind rank: C-, C-, C-, C-, C-, D+, D+, D+, D+, D+ cost: 5 , 5 , 5 , 5 , 5 , 5 , 5 , 5 , 5 , 5
  • This ability raises the maximum that your mana regeneration can be increased with items by 1 point per rank.
  • Only useful if your gear has above +15 mana regen.
Fear Resistance rank: D+, D+, D+ cost: 2 , 4 , 6
  • This ability grants you a resistance bonus to fear type spells of 5, 10, and 25 percent. It also increases the chance of breaking fear earlier.
  • Is a prerequisite for complete Fearless.
Finishing Blow rank: D cost: 2, 4, 6, 2, 2, 2, 3, 3, 3, 3, 3, 3
  • This ability gives you a chance to finish off an NPC that is below 10 percent health and fleeing with a single blow. Additional ranks increase the maximum level of affected NPC. Rank 1: level 50, Rank 2: level 52, Rank 3: level 54, Rank 4: level 56, Rank 5: level 58, Rank 6: level 60, Rank 7: level 61, Rank 8: level 63, Rank 9: Level 65, Rank 10: level 66, Rank 11: level 68, Rank 12: level 70. (Non-Warriors must first train one level of Combat Fury to use this ability.)
  • It converts a melee crit on a fleeing mob of low level into 32k damage.
  • Minorly speeds up killing light blue and lower mobs, but since they're already running they're no longer a threat regardless. Since it's based on crits, it doesn't fire as often for us as dual wield classes. Can be minorly helpful combined with any of our various lifetap from weapon damage abilities.
Fury of Magic rank: B+, C+, C-, C+, C+, C+ cost: 3 , 6 , 9 , 6 , 6 , 6
  • Each rank in this ability increases your chance to score a critical hit with your direct damage spells.
  • Raises critical blast rate from 7% by 2% per rank.
  • First rank is a greater gain/AA than SCF2/3, other ranks are scaling cost without linear improvement. Should follow third rank 4-7.
Mastery of the Past rank: D cost: 3, 3, 3, 5, 5, 5, 7, 7, 7
  • This ability makes it impossible for you to fizzle spells below a certain level. Rank 1 - level 54. Rank 2 - level 56. Rank 3 - level 58. Rank 4 - level 62. Rank 5 - level 64. Rank 6 - level 66. Rank 7 - level 67. Rank 8 - level 69. Rank 9 - level 71.
  • See "Spell Casting Expertise."
Mental Clarity rank: B+, C+, C-, C, C, C, C, C cost: 2 , 4 , 6 , 5, 5, 5, 5, 5
  • This ability increases your natural mana regeneration by 1 point per ability level.
  • Should do ranks 4-8 immediately after rank three. If you're using your extra mana for damage, the most you should expect is about 1 dps per point of mana regen. Has no impact on out of combat regen.
Mnemonic Retention rank: A+ cost: 3
  • This ability gives you an additional spell slot so you can memorize an additional spell.
  • There are lots of useful spells to have available.
Natural Healing rank: C, D, D- cost: 2, 4, 6
  • This ability raises your natural regeneration by one point per ability level.
  • Scaling cost without scaling improvement. Rank 1 better than Innate Regeneration 4+, rank 2 worse. See "Innate Regeneration."
Persistent Casting rank: D+, D, D- cost: 3 , 6, 9
  • Your highly developed concentration creates the possibility of continuing to cast spells while stunned. Increased ranks in this ability increase the chance that your spells will not be interrupted by stuns.
  • Rarely helps channeling spells. Worthwhile if a main puller for raids, otherwise the gain is not much. You're better off spending AA on steadfast will, which decreases this AAs usefulness.
Persistent Minion rank: B- cost: 7
  • This ability upgrades your Suspended Minion ability to allow pets to remain suspended across zone lines. Also, if you camp with a suspended pet and have this ability, the pet will be available to you when you return.
  • Steep prerequisite cost. Eliminates need to resummon pet when you log, or allows you to have a back up pet ready at all times. Suspended pets don't persist through dying, but you can suspend a pet before getting rezzed and have it remain. Usefulness depends on how often you use your pet.
Pet Affinity rank: C cost: 12
  • This ability makes your summoned pets a valid target for beneficial group spells.
  • Useful to have after you have pet hold. Increases DPS and survivability of your pet.
Spell Casting Deftness rank: C, C, C- cost: 2, 4, 6
  • This ability reduces the casting time of beneficial spells that have a duration longer than instant and a cast time greater than three seconds. The ability levels reduce these casting times by 5, 15, and 25 percent.
  • At the final level, this cuts the casting time on Decrepit Skin by 0.75 seconds.
Spell Casting Expertise rank: D, D, D cost: 2, 4, 6
  • This ability makes it impossible for you to fizzle a spell. The first level affects all spells below level 20. The second, on all spells below level 35. The third, on all spells below level 52.
  • Expensive for no fizzling on a small subset of used spells.
Spell Casting Fury rank: A-, B, B cost: 2 , 4, 6
  • The first three ranks of this ability give you a 2, 4, and 7 percent chance to land critical hits with your direct damage spells. Additional ranks further increase that chance.
  • Critical blasts add an extra base damage to the final damage of a spell (focii do not stack).
  • This increases DD spell and proc DPS, and stacks with Theft of Life. The first level causes IHT to always crit. Rank 2 should be followed immediately by rank 3 and Fury of Magic 1.
Suspended Minion rank: C-, C- cost: 5 , 3
  • This ability grants the summoner the ability to suspend and recall their existing pet at will, provided they remain in their current zone. The first rank suspends the pet at its current health only, while the second rank suspends the pet with all of its beneficial effects as well as its weapons and armor. You may cast a second pet while your first pet is Suspended. You may train the first rank upon reaching level 62 and the second rank upon reaching level 64.
  • Allows you to have a backup pet. You should definitely buy Pet Affinity before second level.
Veteran's Wrath rank: B+, C, C-, C-, C-, C- cost: 3 , 6, 9 , 6 , 6 , 6
  • Each rank in this ability increases the damage you cause when you land a critical hit on a melee attack. This ability does not affect special attacks.
  • Changes the critical hit added damage from 70% to 95%, 120%, 145%, 160%, 175% and 190%.
  • Prerequisite cost's are steep, fun eye candy, slightly helps self healing with leech effects. Combat Fury, Fury of the Ages, and Veterans Wrath 3 with a cleave 3 item give around an 8% of base weapon dps increase for 39AA.
Weapon Affinity rank: C+ cost: 5, 5, 5, 5, 5
  • Through years of practice, you develop a close bond with your weapons. This affinity enhances the performance of your weapons by increasing the rate that they trigger effects.
  • Increases weapon proc rates by 10% of base per rank. Expect at most 0.2 more per minute.
  • Value depends on weapon proc(s). Generally should be useful for passive agro generation and DPS. For DPS added, if you have a 150 damage primary proc and a 150 damage augment proc, this would add about 1 DPS per rank.
Class 2 Hand Bash rank: B or C cost: 6
  • This ability will allow you to use your Bash skill while wielding any 2-handed weapon.
  • Bash slightly increases damage output, minorly decreases damage intake if you stun the mob, and helps interrupt casters. C for trolls and ogres because slam is viable when not illusioned.
Abyssal steed rank: D- cost: 7
  • This ability provides you with the power to call a savage nightmare to your side.
  • No actual benefit.
Advanced Pet Discipline rank: D-, F cost: 5 , 3
  • The first rank of this ability allows you to give your pet a "focus" command. While focused, your pet will ignore all other opponents until its current opponent is defeated. The second rank allows you to tell your pet to not cast any spells. Usage: /pet focus, /pet no cast.
  • Next to useless, second rank is completely useless.
Body and Mind Rejuvenation rank: C+ cost: 5
  • This ability will give you one additional point of mana and hit point regeneration.
  • Decent cost for the gain, better than Mental Clarity 3 / Mental Serenity.
Cloak of Shadows rank: B (or D+ if you have a CoS) cost: 12
  • This ability allows you to become invisible nearly at will, without the need to memorize a spell.
  • An extremely useful ability, but not really a power gain. Nearly the same effect can be achieved with cloudy potions/circlet of shadow.
Consumption of the Soul rank: B, B, B, C+, C+, C, C, C cost: 3, 3, 3, 5 , 5 , 7, 7, 7
  • The most advanced Shadow Knights can further enhance their Leech Touch ability. Each rank of this ability increases the damage and healing done by Leech Touch.
  • Raises Leech touch from 900 damage by 500 each level.
  • The first few levels are enough to make Leech Touch big enough to be useful as a life saver.
Death Peace rank: B+ cost: 5
  • This ability moves the spell Death Peace to a hotkey freeing a spell slot.
  • Always useable 1 second cast time 6 second refresh 1 mana cost hotkeyed feign death.
  • Last breath makes this less useful, but with the long reuse of last breath this is an excellent backup.
Death's Fury rank: D- cost: 3, 3, 3, 3, 3
  • This ability imbues your pet with the ability to land critical hits.
  • Adds about 0.66% to your pets DPS per rank, for a total of about 1.5 DPS for 15 AA.
Fearless rank: C- cost: 6
  • This ability will make you permanently immune to fear spells.
  • It's a useful ability when raiding fear casting mobs, but the prerequisite cost is very steep, and fear isn't all that common.
Immobilizing Bash rank: D+ cost: 5, 5, 5
  • This ability increases the chance that your bashes will stun the enemy.
  • Not extremely useful. Bash is never a reliable way to stun an enemy.
Improved Harm Touch rank: C cost: 6
  • This ability gives you a low-resist Harm Touch. Using this ability also uses your existing Harm Touch timer.
  • Not in itself very powerful, but it is a prerequisite for Unholy Touch.
Intense Hatred rank: C- cost: 5, 5, 5, 5, 5
  • This ability intensifies the overall effect of damage shields that are cast on you. Additional ranks increase the effectiveness of this ability.
  • Adds +3 damage shield per rank.
  • Value depends on content you're facing, and how often you're tanking. If mobs hit you once per second, adds 3 dps per rank.
Knight's Advantage rank: B, B-, B- cost: 2, 4 , 6
  • This ability grants you an increased chance of performing a double attack in any given combat round. You gain the ability to train an additional rank at levels 61, 63, and 65.
  • Increases double attack rate by 2.5%, 5% and 10.5% of base. Stacks additively with worn ferocity and double attacking increasing buffs.
  • About 3.75 percent improvement in melee DPS at the third rank, stacks multiplicatively with Speed of the Knight to add about 7.5% DPS together. Cost scaling is greater than bonus scaling.
Knight's Expertise rank: C cost: 7, 7, 7
  • Each rank in this ability grants you an increased chance of performing a double attack in any given combat round.
  • Increases double attack rate from 10.5% of base to 15.5%, 20.5% and 25.5% of base. Stacks additively with worn ferocity and double attacking increasing buffs.
  • A significant boost in double attacks, only slightly worse gain/AA than Knight's Advantage.
Leech Touch rank: B cost: 6
  • This ability gives you a life tap harm touch. Using this ability also uses your existing Harm Touch timer.
  • This is an instant cast 900 point life tap that can be upgraded by further AA.
  • In itself not very powerful, but with the various upgrade AA it becomes a life saving tool. Should be immediately followed by Consumption of the Soul 3.
Mortal Coil rank: D+, C, B cost: 3 , 6, 9
  • When the shadow knight gets credit for a successful kill, Mortal Coil grants him a 10% chance per rank to harvest the energy of his victim's departing essence. This energy improves the shadow knight's AC and grants him the ability to draw hit points from his enemies as he attacks them. Each rank in this ability prolongs the duration of the energy.
  • The buff is 60 ac / 50% leech and lasts 4, 7 and 10 ticks.
  • Second rank is >3x better than first, third rank >2x better than second, so get all in a row. Value is highly dependant on playstyle, eg if you solo/duo its awesome, in full groups its not as useful.
Pet Discipline rank: A cost: 6
  • This ability will allow you to give your pet a 'hold' command until explicitly told to attack. Usage: /pet hold.
  • This keeps little Goner alive and well. If you consider this AA as letting your pet stay alive for most situations, it's by far the most DPS you can situationally gain using 6 AA.
Physical Enhancement rank: A+ cost: 5
  • This ability will give you additional improvements in your Natural Durability, Avoidance Boost, and Mitigation Boost.
  • Adds 2% to avoidance, mitigation, and base hp.
  • This is the best defensive improvement per AA point available.
Planar Durability rank: B- cost: 3 , 3, 3
  • The planes demand a certain hardiness of those who adventure within. Each rank of this ability adds an additional 1.5% to your maximum hit points. You gain the ability to train an additional rank at levels 61, 63, and 65.
  • This actually only adds 1.25% to your unbuffed hit points. Warriors get the full 1.5%.
  • This is half as much HP per AA point as natural durability.
Shield Block rank: B, C+, C cost: 3, 6 , 9
  • This ability grants you the chance to fully block an attack when using a shield. Increased ranks improve the chance to block attacks.
  • If you use shield whenever tanking difficult content, you should get all 3 ranks before CA9/CS9.
Soul Abrasion rank: A+, A, A, C, C, C cost: 3 , 6, 9, 5, 5, 5
  • Each rank in this ability gives you increased damage off of the lifetap procs that result from your self buffs.
  • Increases the damage from any buff procs and the Touch of the Cursed AA line by 50%, 100%, 200%, 217%, 234% and 251%.
  • This provides a significant damage and self healing boost.
Speed of the Knight rank: C, C, C+, C-, D+, C-, A, D, D cost: 3, 3, 3 , 3 , 6 , 9 , 6, 6, 6
  • Each rank in this ability increases the chance of scoring an extra hit with all two-handed weapons that you wield.
  • Converts 2.5%, 5%, 8%, 10%, 12%, 16%, 26%, 27% and 28% of double attacks into triple attacks.
  • Knight's Advantage, worn ferocity and double attack increasing buffs increase the value of this. More swings slightly increases your melee produced agro. Rank 1-3 should be done in a group, and 4-7 should be done in a group.
Steadfast Will rank: B-, C, C- cost: 3 , 6, 9
  • This ability grants a chance to endure what would otherwise be a stunning blow, from any angle, without being stunned.
  • 15% chance to avoid melee stuns per rank.
  • Resisting stuns increases DPS and ability to cast/channel spells, and helps with pulling. Should follow rank 3 with Unflinching will 1-3.
Theft of Life rank: B, C+, C+, C-, C-, C-, C-, C-, C-, C-, C- cost: 1, 2 , 3 , 5 , 5 , 5 , 5 , 5 , 5 , 5 , 5
  • This ability grants a chance that the healing effect on your lifetaps will provide an exceptional amount of healing. Additional ranks further increase this effect.
  • Gives you a 3%, 6%, 9%, 11%, 13%, 15%, 17%, 19%, 21%, 23% and 25% chance to get exceptional heals (final healing amount doubled).
  • Critical lifetaps can't be relied upon, but can be very nice when they do happen. The value of these goes up as you lifetap for more (via Soul Abrasion/Touch of the Cursed, or just casting).
Touch of the Cursed rank: A, B, C+, B, B, B cost: 3, 6, 9 , 6, 6, 6
  • This ability grants the shadowknight a chance to drain the life of his opponent any time he makes a melee attack.
  • Adds an innate lifetap proc that does 50, 75, 100, 125, 150 and 175 base damage, which Soul Abrasion affects, making it 614 max noncrit.
  • Combined with Soul Abrasion, this is a significant boost in DPS and self healing. Should follow third rank with ranks 4-6.
Touch of the Wicked rank: C+, C+, C+ cost: 2 , 4 , 6
  • This ability decreases the amount of time required between uses of Harm Touch and its upgrades by twelve minutes per rank. You gain the ability to train an additional rank at levels 61, 63, and 65.
  • Basically useless on its own, but increases the availability of Leech Touch / Improved Harm Touch.
Unflinching Will rank: C, C+, C+ cost: 6, 6 , 6
  • This ability increases your ability to withstand a stunning blow from any angle.
  • Increases melee stun avoidance rate from 45% by about 12% per rank.
  • With this maxxed, about 80% of stuns are avoided. Increases DPS and ability to cast/channel spells, and helps with pulling.
Unholy Steed rank: A- cost: 5
  • This ability provides you with the power to call the ultimate unholy steed to your side. Rank 2 provides your steed with armored barding.
  • It's a very useful tool but doesn't really increase your power much. It helps you get places faster, and allows you to med while casting buffs and such in outdoor zones.
Unholy Touch rank: B, B-, C+, B-, B-, B- cost: 2, 4 , 6 , 5 , 5 , 5
  • Each rank of this ability grants a considerable bonus to the amount of damage done by your Improved Harm Touch ability.
  • This adds 450 base damage to Improved Harm Touch per rank, and causes a guaranteed critical blast with SCF1. Total damage for a critical is (1050 + 450 * rank) * 1.5 if using unholy aura * ( 2 + random( .01, focus percent ( + .50 if unholy ) ) ).
  • Critical Damage with no focus, without/with Unholy Aura: 3000 / 4522 - 5625, 3900 / 5879 - 7312, 4800 / 7236 - 9000, 5700 / 8592 - 10687, 6600 / 9949 - 12375, 7500 / 11306 - 14062
  • For general day to day fighting this isn't necessary, it provides a significant DPS boost for a short duration fight. Should follow rank 3 with ranks 4-6.
Vicious Smash rank: D- cost: 5, 5, 5, 5, 5
  • This ability increases the damage you do with your bashes.
  • Adds 5 damage to a successful bash per rank.
  • Adds at most 0.5 DPS per rank, if you hit bash whenever its available.
Willful Death rank: C-, C-, C, C, C, D, D, D, D, D cost: 5 , 5 , 5, 5, 5, 5, 5, 5, 5, 5
  • Each rank in this ability gives you an increasing chance for your feigned deaths to not be revealed by spells cast upon you. At the highest rank, you become immune to feign breaking on a resisted spell and have a good chance of feigning through a spell that successfully lands upon you.
  • It provides a chance to stay feigned of 10% on land/20% on resist per rank for the first 5 ranks, then 6.66% through a landed spell per rank for 6-10.
  • Usefulness depends on how often you'd actually be FDing through spells, and if you have higher resists the ability is more useful. Final five ranks only help on spells you don't resist, e.g. the rare Last Breath nuke.
Special Affliction of Blood
  • The curse within your blood grows stronger. A sense of foreboding plays at the back of your mind.
  • Two DoDH progression raids complete.
Armor of Experience
  • This Ability grants you several layers of protection from harm. As you take damage each layer will absorb ten strikes before failing. As your armor fails you will take more and more damage.
  • Ninth year veteran reward.
  • Reduces the damage of the next 10 melee hits by 100%, then 10 by 75%, then 10 by 50%, then 10 by 25%. There is a 1.5 minute period in which to take each of the 10 hits.
Chaotic Jester
  • This ability summons forth a jester from Bristlebane's court. The jester sticks around for 15 minutes or until you zone.
  • Third year veteran reward.
  • Randomly tells bad jokes, or casts on a player in the vicinity: summon bread (+10 hp/tick or -5/tick), wine (+3 mana & end/tick or -3 mana & end/tick), full heal, full mana/end, shrink, grow, illusion random zone mob.
Curse of Blood
  • A strange power courses through your blood. You sense a purpose, a desire, a secret waiting to be told.
  • One DoDH progression raid complete.
Embrace of the Dark Reign
  • Your devotion to Dark Reign increases the number of mystical effects that can affect you at once.
  • Third DoN progression reward - evil side.
  • +1 buff slot.
Embrace of the Keepers
  • Your devotion to Norrath's Keepers increases the number of mystical effects that can affect you at once.
  • Third DoN progression reward - good side.
  • +1 buff slot.
Expedient Recovery
  • This ability summons every corpse you have to you and returns the experience you lost for that death if the corpse is still able to be resurrected.
  • Fourth year veteran reward.
Fervor of the Dark Reign
  • Your devotion to Dark Reign provides you with an innate chance to completely resist the effects of most detrimental spells.
  • Fifth DoN progression reward - evil side.
Gift of the Dark Reign
  • Your devotion to Dark Reign grants you increased statistics.
  • First DoN progression reward - evil side.
  • +10 stats/stat caps.
Gift of the Keepers
  • Your devotion to Norrath's Keepers grants you increased statistics.
  • First DoN progression reward - good side.
  • +10 stats/stat caps.
Glyph of Angry Thoughts rank: D- cost: 4
  • This ability increases the hate you generate by 30%.
  • Random 1-30% focus, with 10 minute duration.
  • About any lifetime ability is going to provide more benefit.
Glyph of Arcane Secrets rank: D- cost: 3
  • Once activated, Glyph of Arcane Secrets decreases the mana usage of your spells up to level 75 for 15 minutes. Glyph of Arcane Secrets has no effect on complete healing or percentage-based healing spells.
  • 20% spell cost reduction (random 1-20% that stacks additively with worn focus).
  • About any lifetime ability is going to provide more benefit.
Glyph of Courage rank: D- cost: 4
  • This ability increases many forms of damage.
  • Baby version of Intensity of the Resolute. Gain 10% damage modifier, 10% critical dot, 10% critical heal, 10% critical HoT, 10% critical DD.
  • About any lifetime ability is going to provide more benefit.
Glyph of Destruction rank: D- cost: 3
  • Once activated, Glyph of Destruction increases the damage done by your critical melee hits and damage spells by 50% of the base damage for 2 minutes. This ability does not impact melee special attacks.
  • About any lifetime ability is going to provide more benefit.
Glyph of Draconic Potential rank: D- cost: 3
  • Once activated, Glyph of Draconic Potential increases your maximum hit points and mana by between 900 and 1050 for 30 minutes. This glyph does not increase your current hit points or mana.
  • About any lifetime ability is going to provide more benefit.
Glyph of Dragon Scales rank: D- cost: 3
  • Once activated, Glyph of Dragon Scales will absorb a large percentage of incoming damage from spells and melee attacks. It will last for 3 minutes or until it has absorbed a total of 10,000 damage.
  • Absorbs 50% damage. Doesn't stack with Soul Carapace / Vie.
  • About any lifetime ability is going to provide more benefit.
Glyph of Stored Life rank: D- cost: 4
  • Stores some health and vitality in a protective shield around yourself. Some of your wounds will be healed when your protection fades or is lost.
  • Absorbs 40% damage up to 8000, then heals you for 3000. Doesn't stack with Soul Carapace / Vie.
  • About any lifetime ability is going to provide more benefit.
Harmonic Dissonance
  • Your knowledge of the innate frequency of the Theater of Blood allows you to transport yourself directly to that altered plane.
  • Gate to Theater of Blood, 15 minute refresh.
Infusion of the Faithful
  • This ability infuses you with raw power, greatly increasing all of your statistics, resists vs. fire, cold, poison, disease, and magic, and increasing your run speed.
  • Second year veteran reward.
  • +1000 stats/resists, 65% run speed.
Intensity of the Resolute
  • This ability greatly increases the power of your melee and ranged attacks, your chance to perform critical hits on direct damage and damage-over-time spells, and your chance to perform exceptional heals on both direct healing and heal-over-time spells.
  • Seventh year veteran reward.
  • +50% crit rates, 55% damage modifier, 1 minute duration.
Invitation of Blood
  • You are now one with the curse. It calls to you, offering you limitless power in exchange for obedience.
  • Demiplane of Blood flag complete.
Lesson of the Devoted
  • This ability doubles the amount of experience you gain when killing NPCs for the next half an hour.
  • First year veteran reward.
Power of the Dark Reign
  • Your devotion to Dark Reign increases the chance that your direct damage spells, damage over time spells, healing spells, and melee attacks will have a critical effect.
  • Fourth DoN progression reward - evil side.
  • +1% crit rates.
Power of the Keepers
  • Your devotion to Norrath's Keepers increases the chance that your direct damage spells, damage over time spells, healing spells, and melee attacks will have a critical effect.
  • Fourth DoN progression reward - good side.
  • +1% crit rates.
Sanctity of the Keepers
  • Your devotion to Norrath's Keepers provides you with an innate chance to completely resist the effects of most detrimental spells.
  • Fifth DoN progression reward - good side.
Staunch Recovery
  • When used, this ability restores you to full health, mana, and endurance.
  • Sixth year veteran reward.
Steadfast Servant
  • This ability summons forth a faithful servant that will follow you around and cast healing and beneficial buffs on you and other players near you. The servant lasts for 30 minutes or until you zone.
  • Fifth year veteran reward.
  • Casts swift like the wind if you don't have 60%+ haste, casts 30 minute kei if you don't have better, casts supernal elixir.
Tenacity of the Dark Reign
  • Your devotion to Dark Reign grants you increased hit points, mana, and endurance.
  • Second DoN progression reward - evil side.
  • +3% hp/mana/endurance.
Throne of Heroes
  • This ability enables you to teleport to the Throne of Heroes in the Guild Lobby.
  • Eighth year veteran reward.
Temptation of Blood
  • The curse permeates your being but gone is the fear and foreboding, replaced by a craving and longing to bask in the darkness that surrounds you.
  • Four DoDH progression raids complete.
Torment of Blood
  • The curse spreads further, seeping into your thoughts and plaguing your dreams. Shadows lurk on the edge of vision, haunting your steps.
  • Three DoDH progression raids complete.
Trials of Mata Muram
  • You have been strengthened by your ordeals during the Trials of Mata Muram, increasing your maximum resistance levels.
  • Provides 8.33 to each resist cap per rank.
Valor of the Keepers
  • Your devotion to Norrath's Keepers grants you increased hit points, mana, and endurance.
  • Second DoN progression reward - good side.
  • +3% hp/mana/endurance.
-------------------------------------------- Recommended tanking AAs ordering: (shield block included assuming you're using shield whenever tanking difficult content) PE, CA1, CS1, ND1, CA2,3, CS2,3, ND2,3, ShB1, PlaDur/CS4-8/CA4-8, ShB2,3, CA9-13/CS9-13, CS14-18/CA14-18. Recommended lifetap focusing AA ordering: SA1, ToTC1, SCF1, SA2,3, ToTC2, ToL1, SCF2-4, ToTC3-6, SA4-6, ToL2, SCF5, ToL3, SCF6-9, ToL4-11 Possible general SK overall path: (remove SoTK lines if you don't use 2her, remove SB if you don't use shield, move up/back tanking AAs as necessary, move Swift Journey dependant on how often you pull, add Mystical Attuning as necessary, Discordant Defiance/Willful Death lines depending on your playstyle) PhyEnh, ComAgi1, ComSta1, NatDur1, ComAgi2,3, ComSta2,3, Run1-3, Pet Hold, DeaPea, UnhSte, MneRet, NatDur2,3, ShiBlo1, SouAbr1, ToTC1, SpeCF1, SouAbr2,3, ToTC2, KniAdv1, ComFur1, ToL1, MenCla1, SCF2-4, ComSta4-8, ComAgi4-8, PlaDur1-3, TotC3-6, SA4-6, LeeTou, CotS1-3, TotW1, IHT, UnhTou1, TotW2,3, ShiBlo2, KniAdv2,3, ToL2, CoS, ToL3, SteWil1, ShiBlo3, Run4,5, MenCla2, BaMR, ComAgi9-13, ComSta9-13, CoTS4,5, UnhTou2-6, InnMet1-3, Reg1-3, SCE1-3, KniExp1-3, PlaPow1-5, PetAff, WeaAff1-5, ComFur2-6, VetWra1,2, SCF5, SotK1-3, SteWil2, ComAgi14-18, ComSta14-18, SotK4-7, SCF6-9, MorCoi1-3, MenCla3-8, ExpMin1-X, DouRip1, IntHat1-5, ToL4-11, CotS6-8, SteWil3, UnfWil1-3, DelDea1-5, SusMin1,2, PerMin, DouRip2, PlaPow6-15, resists, DelDea6-15 Disclaimer: These rankings are subjective, and alter with situation. The letter rankings comparing AAs in the same class are tiered to provide most benefit for the least AA to the best of my knowledge. Different classes of AAs, however, are far more open to situational differences, and debate.
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Old 07-24-2007, 09:09 AM   #2
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Glyph of Courage rank: D- cost: 4
  • This ability increases many forms of damage.
  • Baby version of Intensity of the Resolute. Gain 10% damage modifier, 10% critical dot, 10% critical heal, 10% critical HoT, 10% critical DD.
  • About any lifetime ability is going to provide more benefit.
Glyph of Destruction rank: D- cost: 3
  • Once activated, Glyph of Destruction increases the damage done by your critical melee hits and damage spells by 50% of the base damage for 2 minutes. This ability does not impact melee special attacks.
  • About any lifetime ability is going to provide more benefit.
Anyone have any idea if these stack? I'd assume no, but haven't messed around with any Glyphs yet.
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Old 07-24-2007, 11:23 AM   #3
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glyphs all have linked reuse times, so you can't stack short duration ones, and stacking longer duration ones takes planning.
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Old 07-28-2007, 01:13 AM   #4
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Armor of Experience, 8th Vet reward?
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Old 07-28-2007, 03:12 AM   #5
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nice catch, thanks.
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Old 07-30-2007, 09:45 AM   #6
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Would you consider Finishing Blow any more useful with the introduction of spells/AAs based on killshots (e.g. Remorseless, Mortal Coil)?
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Old 07-30-2007, 12:01 PM   #7
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At 75 Finishing Blow is a complete waste unless you're grinding level 70 and lower mobs. Occasionally for fun I'll solo in a place like CoD, where all the mobs are LB. FB is handy there I guess, and to your point the addition of Mortal Coil and Remoreseless is nice. For normal, single-group or fewer xp grinding, quickly mowing down one mob after the next, the focus is always in newer zones against lvl 71+ mobs. For this reason FB is the suck regardless of MC. I don't understand why they don't increase the lvl cap on FB to make is usable against all mobs except maybe named, and only the ones that go limp and run near death. That seems sensible.
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Old 07-30-2007, 02:29 PM   #8
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Originally Posted by window View Post
Glyph of Angry Thoughts rank: D- cost: 4
  • This ability increases the hate you generate by 30%.
  • Only 15% more focus than Gift, with 10 minute duration.
  • About any lifetime ability is going to provide more benefit.
Unless there's something different in how this Glyph is handled, server-side, it's random 1-30%, as it doesn't use a multiplier (like Echo of Anger, Voice of Thule, Draygun/Wailing Three do) which would make it a fixed percentage. Instead, it's built matching hate modifier effects that are known to be random. Since it averages to 15% then, it's no better than Draygun/Wailing Three.
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Old 08-02-2007, 03:08 AM   #9
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Leech touch and harm touch are on seperate timers aren't they ?
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Old 08-05-2007, 03:36 AM   #10
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Unless there's something different in how this Glyph is handled, server-side, it's random 1-30%, as it doesn't use a multiplier (like Echo of Anger, Voice of Thule, Draygun/Wailing Three do) which would make it a fixed percentage. Instead, it's built matching hate modifier effects that are known to be random. Since it averages to 15% then, it's no better than Draygun/Wailing Three.
nice catch, i only glanced at the spell info. theoretically, it would be random 1-30 with a min of 15 with draygun, so together they should be about 19% average, unless... since they're not the same exact effect, they could possibly stack? *shrug* its doubtful. brael?
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