Black Knight skill suggestions

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Spoops
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Black Knight skill suggestions

Post by Spoops » Fri Feb 01, 2019 10:41 pm

Black Knight is currently in a spot that is considered okay, not completely outrageous or the slightest bit under-powered, its just there, I'd like to suggest a few cool skills to help give shields a sort of tree to branch out to, and help set it aside from demon hunter because tanks with shields are usually better off running demon hunter because matador stance just gives them damage for building defensively.

This is all based off of one change to flatfoot that actually doesn't change it up too much, but compliments one of the skills suggested, that change is:
-If flatfoot is applied to a target with flatfoot already applied, then they are knocked down instead. (this is basically non-consequential, and helps charge-bash users a lot, removing the RNG for spending way more momentum)

Anyway here's my suggestions:
Pin (Black Knight) - Shield only offensive skill

This skill can only be used with a shield equipped, targets 1 enemy in 1 range and smashes them with your shield, dealing blunt physical damage equal to twice your Scaled STR + a bonus based on rank (10/20/30/40/50), this skill has a status infliction based chance to immobilize for 2 rounds, if the target is flatfooted then the duration is increased to 3 rounds.

Having Enchanted Shield active will cause shield bash to deal magic damage instead, changing its damage type to its element.
Gambit (Black Knight) - Shield only offensive skill
Lob your shield to a target within 5 range (think hanging targetting) which will deal blunt physical damage equal to twice your Scaled STR + a bonus based on rank (4/8/12/16/20), this will also inflict flatfoot LV = (Rank*3).

Having Enchanted Shield active will cause Gambit to deal magic damage instead, changing its damage type to its element.
King's Guard (Black Knight) - Shield only equipable utility skill.

Passive: Divert attention onto yourself, make yourself the center of the blast, when an AoE attack is used on you, allies within 5 range (Circle) also targetted by the same AoE gain 20% Damage reduction for that damage instance, only 1 King's Guard takes place at any time.

Active (3 round cooldown): Spends all of your momentum and bunkers down, completely immobilizing you and granting you knockback/pull immunity, as well as (Momentum spent * 10) LV Guard, allies who are considered behind you within King's Guard's radius also gain triple its DR during this.

(NOTE: King's Guard is not intended to apply to the user, only their allies)
Thats all, thank you for your consideration.
Last edited by Spoops on Sat Feb 02, 2019 5:18 am, edited 2 times in total.

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Lonestar
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Re: Black Knight skill suggestions

Post by Lonestar » Fri Feb 01, 2019 11:01 pm

Shields have been rather lacking considering people choose Two-Hand over more defenses, and also the fact that Guard is easily replaced by an accessory that gives the same thing.

These skills would give Shields more use outside of Elemental Res/Raw DEF, while also giving BKs a really good utility debuff that is Flatfoot. :thumbsup:

EDIT: And also Immobilize, how could I forget about that?
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Turadis
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Re: Black Knight skill suggestions

Post by Turadis » Tue Mar 12, 2019 4:27 am

Shields need more love, and Black Knight seems like it's already primed to become 'The Shield Guy class' so I approve!

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Argonus
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Re: Black Knight skill suggestions

Post by Argonus » Tue Mar 12, 2019 7:40 pm

I like these because they fit well with BK's mix of tank and crowd control.

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