Knight / Rogue

(Lion Knight)
Knight / Rogue has a special place in the Knight's possibilities by focusing on high dodging and heavy critical hits. While a shield is still encouraged in dungeons, in certain situations they can dual-wield to deal much more damage. Furthermore, throwing weapons gives them the option to pull enemies on their own, rather than needing another class to pull for them. The combination also has the ability to be rather aggressive in certain PvP situations, given that they have access to Shadow Step to chase down certain enemies.
Strength, Dexterity, and Stamina are all important here, which can be difficult to gear properly compared to other combos. Physical accuracy and physical dodge are what lets Knight / Rogue shine, but high Strength is needed for weapon damage, and Stamina for a larger health pool. Holy Strike and Punishment retain their positions as crucial skills, as well as Shields of Valor and Discipline, and Rogue gives us utility through Blind Stab and Shadow Step.
==Main Ways of Build==
Blind Stab is much more crucial than one might think for the combo to work effectively; since it lowers enemies' physical accuracy, it increases one's ability to dodge, which is vital for effectively surviving major boss fights. Holy Strike is used to access Smash, which eventually helps load up Punishment for serious damage. Even when facing multiple enemies this combo can use Dance of Two Blades to maintain threat levels. What's important to remember is that the mana pool requires less management than other combos, since Smash (eventually) becomes a free skill and Dance of Two Blades requires quickly-replenishing energy.
==Skills==
(to see Class Main Skills of Knight, see Knight Skills)
===Secondary Class Basic Skills===
== Rogue General==
Icon	Skill Name 	Level	Cost 	Cast Time	Cooldown 	Range	Skill Effect 	Upgrade
 	Shadowstab 	1 	20 energy 	Instant 	 	50 	Causes 70.0% main hand weapon DPS + 0.20 x Dexterity physical damage with an additional Bleed effect. For 10.0 seconds Bleed causes 5.0 damage every 2 seconds. (Extra effect is only produced only if the main hand is wielding a dagger.)	+4.9% and +2.5 per level
 	Throw 	4 	1 projectile	Instant 	4 seconds 	 	Throws a hidden weapon at the target, causing 50.0% main hand weapon DPS plus 1.00 times Projectile Damage. 	+3.5% per level
 	Blind Stab 	8 	20 energy 	Instant 	10 seconds	50 	Inflicts 20.0 + 0.20 x Dexterity physical damage with an additional Blind effect for 15.0 seconds. (Must be in front of the target to use skill.) 	+4.0 per level
 	Projectile Training	12 	 	 	 	 	Can equip projectiles. 	
 	Off Hand Training 	16 	 	 	 	 	1-H weapons can be held in off hand. (Class-related limitations still apply.) 	
 	Agility 	20 	 	 	 	 	Permanently increases dodge rate by 2.0%. 	+0.1% per level
 	Nimble Hands 	24 	 	 	 	 	Increases attack speed by 2.0%. 	+0.1% per level
 	Shadow Step 	28 	20 energy 	Insant 	20 seconds	100 	Instantly move behind the target. 	
===Elite Skills===
== Knight / Rogue==
Icon	Skill Name 	Level	Cost 	Cast Time	Cooldown 	Range	Skill Effect 	Upgrade
 	God's Sword 	15 	 	 	 	 	Your Holy Strike's critical hit rate is increased by 40%. 	
 	Smash 	20 	7% HP 	Instant 	8 seconds 	50 	Direct attack on your enemy causing 90.0 plus 0.20 times Stamina in Physical Damage. (Can only be used after you inflicted a critical hit.) 	+27 per level
 	Blind Stab Mastery 	25 	 	 	 	 	Extends the Blind effect of your Blind Stab to 20.0 seconds. 	
 	Crazy Blades 	30 	20 MP 	Instant 	 	 	For 900.0 seconds your Critical Physical Hit Rate is increased by 25.0(updated at/for 2016.07.06) 	+3.8 per level
 	Dance of Two Blades	35 	35 energy	Instant 	10 seconds	 	The whirling weapons inflict two times 40.0% main hand weapon DPS to multiple targets inside a range of 50. 	+3.2% per level
 	Leopard Instinct 	40 	30 energy	Instant 	2 minutes 	 	Your reaction will become as fast as that of a leopard's for 10.0 seconds increasing your dodge rate by 50.0% and the Physical Damage and Magical Damage you absorb. (This effect will cease after absorbing Physical Damage and Magical Damage 3 times.)	
 	Panther's Blessing 	45 	 	 	 	 	When attacked while under the protection of Shield of Valor or Shield of Discipline, there is a chance that your dodge rate increases temporarily. Lasts 10.0 seconds. (Dodge Rate increase is 10%) 	
 	God's Vengeance 	50 	 	 	 	 	When your Punishment hits the Target, there is a 50% chance that the Holy Seal stacks on the target won't be consumed, but it will still casue the damage that the Holy Seal deals. 	
 	Approach 	60 	 	 	 	 	Makes your Shadow Step increase the light damage done to the target by 20% and reduces the damage received by 20%. Lasts for 6 seconds. 	
 	Revenge Instinct 	70 	 	 	 	 	Smash doesn't require HP consumption anymore. Increases the damage dealt by Smash and gives the target 1 Holy Seal. There is a 50%chance of giving the target another layer of Holy Seal. 	
==Combos==
(to see Basic Combos of class, see at Knight) 
==Notes==
It's important to level up Holy Strike and Punishment, as these are the bread-and-butter skills for any knight. Enhanced Armor is a fantastic skill to invest in as well. Strike of Punishment, Defense Technique, and Resilience are less important while leveling. Holy Power Explosion is a fantastic skill to use, but doesn't require upgrading since the upgrades only grant more mana based on what you're healing; unless you're running dungeons, that's not an important thing.
It's possible to use an off-hand sword for dealing more damage, but the trade-off for less defense is more like a side-grade rather than an actual upgrade. At higher levels, especially after gaining Panther's Blessing, having a shield is usually the better option. More importantly, a shield is necessary to tank effectively, and learning to use Shield of Valor and Shield of Discipline regularly for more dodging is vital to be a good leader. That's not to say going without a shield is impossible; the combo just lacks the ability to make the most out of the white damage. Compare rogue / knight, which gains access to the elite skill Searing Light, which deals great consistent damage that benefits from using an off-hand weapon.
Rogue itself lends Blind Stab, which is great for reducing opponent accuracy. Unlike most other knights, this build focuses more on dodging while tanking, and the accuracy reduction helps with that. In turn, it's good to train up Disarmament to give rogue / knight a mana-based skill that doesn't generate massive aggro like Holy Strike -> Punishment damage. Furthermore, it's a good idea to improve the rogue skill Agility to greatly raise dodge chance.
It's difficult to find good plate armor while leveling that has Dexterity or Dodge on it, but at higher levels this becomes much easier. The Templar Knight set is a good example of this, albeit it's at level 100 with additional peak levels. While leveling, investing in Stamina or Strength is just fine, such as the Black Codex set at level 50, but when the attributes become available, higher Dexterity and Dodge are great to invest in. It's possible to go for almost half a minute without taking damage at higher levels due to insane dodging rate from gear, Blind Stab, Panther's Blessing (+10%), Agility (+7%), and Leopard's Blessing on cooldown (+50%).
A small note about Smash: It deals tremendous damage, but it does eat away at health. While this cost disappears at level 70, while leveling, be careful when using it while fighting more than one enemy, or if you're out of health potions. It's very easy, especially with higher critical hit chance in the upper levels, of devouring your own health and getting yourself unexpectedly killed.
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Category:Class Combo
Category:Knight
Category:Tank
Category:Physical DPS
Category:Melee
Category:Light Element