Cactush 4 Posted May 20, 2016 Dark Knights, Knights that aren't necessarily evil, but definitely are no Paladin, we've seen them in Final Fantasy, with AoE skills that take HP, we've seen them evolve from then. But I wanted to see what skills you guys think of when you think of Dark Knights, I find them quite interesting. I always thought they would be cool with with Frost or "Anti-Magic" skills, sort of like a Reverse Magic Knight. Share this post Link to post Share on other sites
Nirwanda 323 Posted May 20, 2016 Something "selfish" like self buffs or drain skills (even drain from allies!) would be appropiate I believe. Or if you are making a more tragic dark knight (sacrificed something to get dark powers) maybe a skill like dark side could work: sacrifices hp to make extra melee damage...posibly dark elemental although not always, depends on the game. A summoming skill wouldn't be out of the question either, they could summon fiends or something. Since they're knights some sort of shielding skill would be cool too. Status effects also sound like they fit in the dark knight's territory you could even name them after dirty tricks to keep the tone, so blind would be throw mud in face or bleeding would be backstab... Share this post Link to post Share on other sites
+ Takeo212 1,079 Posted May 20, 2016 I imagine a Dark Knight class similar to the Samurai - but a sort of counter class. Dark Knights hit really, really hard but at the cost of there HP being hit, and mostly hold the Dark elemental within there attacks and skills. I do agree not all DK's are bad people though - more of a "burden to carry" type of people. I imagine them to be a class that weilds a single sword, or a large buster-type sword. No shield or anything since - well they are forfeighting there lives to fight anyway. They don't require a shield if they lose HP anyway. A nice ability to give them however is a way to heal themselves. (In Bravely Default, I made my DK use the abilities of the vampire so they drained HP with certain attacks - which was alot since DK's naturally hit high) Maybe a drain skill that - you drain mana or something to deal damage, and you can gain x% of that damage as HP. This prevent potion spams or white mages, and supprts the matching that DK's can take care of themselves. Defensive boosts would be a good touch too so they aren't constantly dying, and a passive ability that maybe increases ATK as HP drops would encourage the DK to use his abilities carefully, but also prove strong. DPS attacks seem to maybe fit in. Not poisoning - but maybe bleed stats. Hard hits make the opponent off-balance, dizzy or bleed overtime to reduce HP. A few debuffs would help too - such as Slow or Deprotect to keep the opponent from shielding there attack alot. Overall, i think a DK should be High ATK, Moderate DEF/MDEF but low MATK and Speed. This of course depends on how you see the character themself instead of the actual class typing. 1 Share this post Link to post Share on other sites
Guyver 65 Posted May 20, 2016 (edited) I call my dark knight a Dread Knight. They use the fear status, and invoke a lot of dark and chaos based skills along with bolstering high attack power and high magic defense. Anyway, here are a few of the skills and their descriptions. Lament of the Dead - Does damage based off of how many battles the party has finished.Beheading Slash - Executes enemies with 15% hp or less besides bosses.Paralyzing Fear - Inflicts Fear and Paralysis on one enemy.Chaotic Touch - Adds Chaos (an element in my game) Force to the user.Dark Power - A strike that grows weaker when the Terror Knight is low on health.Pressure - Slows the enemy with immense dark power.Terror Aura - An aura surrounds the caster, increasing evasion and critical chance.Spell Strike - A mana damaging strike that indirectly damages health.Chaos Jammer - Inflicts silence on the enemy.Volatile Negation - Negates enemy healing and increases dark damage done.Engulfing Darkness - Sinks the battlefield into darkness and chaos, increasing the damage done by those elements and reducing the effects of the holy and life elements.Stockholm Syndrome - Forces an enemy over to your side for the remainder of the battle.Mass Hysteria - Inflicts Fear on enemies.Dread Paragon - Combines Chaotic Touch and Terror Aura into one buff.Night Terrors - Deals a large amount of damage to sleeping targets. Will only target sleeping enemies. Edited May 20, 2016 by Guyver Share this post Link to post Share on other sites
lonequeso 1,921 Posted May 20, 2016 Let's see... dark knight skills. Grappling hook Smoke bombs Batarangs What's that? Oooohhh.... THAT dark knight. I gots a couple of those. My game has two tiers if classes so it's dark knight --> shadow knight The skills sets are similar to the above posts. The one thing my don't have are skills that sacrifice HP. It doedn't fit my personal vision of a dark knight. They are heavy hitters though. They are hybrids of warrior and mage types. A couple skills are based on Atk and Mat. They equip med/heavy armor making their DEF a bit higher, but lower MAT. They can equip either swords or staves for weapons. They follow the selfish role; self buffs and no party buffs. They have a mix of strong single target and AoE skills, and the Shadow Knight has a drain skill. There'an MP damage skill, too, but I'm considering getting rid of it. It fits the model I'm going for, but they way my battle system is set up, MP damage isn't a very effective player skill. I more or less agree with the above ppl's ideas. Heavy hitter who can self buff, has few or no party skills, and maybe even hurts the party and average defenses and HP. A couple wrinkles to consider is incorporate some Templar (anti-magic) skills or Necromancy. The latter is great for drain skills and entropy in general. There's also blood magic for HP sacrifice skills. Find whatever mix suits the character or your vision of a dark knight, and balances well with the other classes. Share this post Link to post Share on other sites
ashm 12 Posted May 20, 2016 (edited) From my favourite MMO, Dark knight is a commander of hell knight chosen from many fallen knight. Their skill is Blade dance : Slashing and creating multiple moon-shaped projectile Terror howl : Release darkness aura to stun enemy and apply guard break to all attack Life steal : Rush to target and drain their hp Charge of Darkness : Summon the swarm of Shadow knight. So yeah, basically anything related with physical debuff and hp. Edited May 20, 2016 by ashm Share this post Link to post Share on other sites
Rezanta 373 Posted May 20, 2016 Well, let's look at my dark knight. He uses self-targeting buffs while sometimes using his powers to install fear among enemies. It's something I thought of after using the dark knight and dark classes from Final Fantasy and Fire Emblem. Possible statuses include, but are not limited to, attacks weakening the opponent's offensive or defensive capabilities, having a chance to poison attackers, or even use magic as well as physical attacks to overwhelm. Stats for mine focus on being high on everything but speed and luck, which remain low. Share this post Link to post Share on other sites
lonequeso 1,921 Posted May 20, 2016 (edited) ^^ Debilitator style is another good way to go. The character I have that has the dark knight class also has a white knight and necromancer class. The latter is the debilitator so I didn't give the dark knight much for status/debuffs. The white knight is essentially paladin. Dark Knight --> damager White knight --> Tank/support Necromancer --> Debilitator As I said before, balancing classes is important to consider when choosing how you want to build your dark knight. Their skills should compliment the other classes. Edited May 20, 2016 by lonequeso Share this post Link to post Share on other sites
Cookie Ninja 374 Posted May 21, 2016 Wow, you're tuching on a project I was working on not to long ago. (It's put on ice for the moment) In that project I had a dark knight and a paladin in the party. Ironically the paladin flipps to the darkside later on ^~^ His skill set was kinda fun. He applied debuffs to party members and get the inverse buff for himself, he automatically substitutes for characters carrying dark knight debuffs. Curses: These cost mana Drain strength: Halves partymembers attack, dubbles attack of dark knight Drain magic: Halves partymembers magic attack, dubbles magic attack of dark knight Drain endurance: Halves partymembers defense, dubbles defense of dark knight Drain resistance: Halves partymembers magic defense, dubbles magic defense of dark knight Drain life: Adds 5% hp DOT to ally, adds 5% hp HOT to dark knight Sacrifice: Adds a state to ally (poison, bleed, silence and so on), adds 50% chance of inducing said state to all dark knight skills. (And normal attack) All curses stack multiplicatively, so in a 4 man party dark knight can end up with 8* atk for example Skills: These cost hp All skills are darkness element, commonly armor piercing and stuns + bonuses from curses. They are also hybrids, using both physical and magical attack. Whenever a partymember dies, dark knight loses bonuses associated with that party member. Although dark knight can end up insanely overpowerd he does so with the risk of killing his own party. Given he substitutes for debuffed party members, but a poorly timed AOE form the enemys may decimate the party. The player also has to make a choice, is it worth the dmg boost to weaken magic of your healer, especially if party members have lots of DOTs? 1 Share this post Link to post Share on other sites