DoomKnight

For the alternate version, see DoomKnight V1.
DoomKnight, or V2, is a special class, available only to accounts who owned a Dragon Amulet for over two years. It is either acquired by buying each piece of the DoomKnight set separately, or all at once for a discounted price. 
The V2 variant is the revamped and non-rare version of the DoomKnight V1. It is the only version newer players will have access to.
* Every DoomKnight skill has scaling damage, given by the following formula:
** 100% scaled damage = (100 + 2 * [Player Level])% base damage.
** At level 90, 100% scaled damage = 280% base damage.
* Every DoomKnight skill has Scaling Mana Costs (SMC), given by the following formula:
** SMC = (2 + 0.2 * [Player Level])
** At level 90, SMC = 20.
== Skills ==
* Void Barrier
** (4.5 * SMC) MP, 15 CD
** Applies 'Void Barrier' for 5 turns.
*** Recover HP equal to 50% of all direct damage taken.
**** Unlike other recovery effects, this is affected by Health resistance.
*** Reflects 100% of damage taken, halving each hit.
** At level 90, this skill costs 90 MP.
* Weakening Blow
** (2 * SMC) MP, 10 CD
** Attacks for 1 hit of 100% scaled damage.
** Inflicts 'Weakened' for 4 turns.
*** -50 Boost.
** At level 90, this skill costs 40 MP and deals 1 hit of 280% damage.
* Malefic Binding
** (2.278 * SMC) MP, 11 CD
** If the player's target is affected by 'Corruption', automatically inflicts 'Malefic Grasp' for 5 turns.
*** The Corruption in your foe may hold it in place!
*** 40% chance each turn to automatically stun for 1 turn.
** Attacks for 2 hits of 45% scaled damage (90% total).
** Inflicts 'Malefic Binding' for 4 turns.
*** -55 Bonus.
** At level 90, this skill costs 46 MP and deals 2 hits of 126% damage (252% total).
* Lingering Doom
** (1.5 * SMC) MP, 5 CD
** Attacks for 5 hits of 24% scaled damage (120% total).
** Inflicts 'Lingering Doom' for 4 turns, a 150% Evil DoT.
** If the target is affected by 'Corruption', instead inflicts 'Lingering Doom' for 2 turns, a 300% Evil DoT.
*** The Corruption causes your evil to envelop your foe even faster!
** At level 90, this skill costs 30 MP, deals 5 hits of 67.2% damage (336% total).
* Doom Spikes
** (3.5 * SMC) MP, 14 CD
** Attacks all enemies for 1 hit of 100% scaled damage.
** Inflicts 'Spiked' for 3 turns, a stun.
*** Duration is split across affected targets.
** At level 90, this skill costs 70 MP and deals 1 hit of 280% damage to all enemies.
* Life Carve
** (1.2 * SMC) MP, 4 CD
** Attacks for 1 hit of 100% scaled damage.
** Heals the player for 15% of their maximum HP.
** If the target is affected by 'Corruption', instead heals the player for 30% of their maximum HP.
*** You convert more of the damage into health!
** At level 90, this skill costs 24 MP and deals 1 hit of 280% damage.
* Shape Darkness
** (1.5 * SMC) MP, 2 CD
** Attacks for 2 hits of 50% scaled weakness-seeking damage (100% total) with +500 Bonus.
** If the target is affected by 'Corruption', instead deals 70% scaled weakness-seeking damage per hit (140% total).
*** You strike at your foes weakness to devastating effect!
** At level 90, this skill costs 30 MP and deals 2 hits of 140% / 196% weakness-seeking damage (280% / 392% total) with +500 Bonus.
* Attack
** 0 MP, 0 CD
** Heals the player for 15 MP.
** Attacks for 1 hit of 100% scaled damage.
** At level 90, this skill deals 1 hit of 280% damage.
* Dark Favor
** (2.2 * SMC) MP, 25 CD (carries between battles)
** Resets cooldowns of all skills except Dark Favor and Dark Ritual/Inner Darkness.
** Applies 'Doom' for 4 turns inclusive.
*** This effect is shown on the status screen as a blank line.
*** When 'Doom' expires, applies 'Doomed', a 99999 None DoT.
** Applies 'Dooomed' for the next 3 turns.
*** +70 Boost.
** At level 90, this skill costs 44 MP.
* Corruption
** (3.5 * SMC) MP, 10 CD
** Attacks for 3 hits of 43.33% scaled damage (130% total).
** At level 90, this skill costs 70 MP and deals 3 hits of 121.3% damage (364% total).
** Inflicts an effect based on the target's race:
** Undead
*** Hahaha! An Undead can't stand against me!
*** Automatically inflicts 'Corruption' for 99 turns inclusive.
**** -X Darkness.
**** X is equal to [Target's Darkness + All Resistance] + 100.
** Reptilian / Dragon
*** Those scales won't protect you from me!
*** Inflicts 'Corruption' for 5 turns inclusive.
**** -150 Melee/Pierce/Magic.
**** -25 Boost.
** Human / Moglin / Elf / Dwarf / Goblinkind / Giantkind / Gnome
*** Hahaha! I'll tear you to shreds, mortal!
*** Inflicts 'Corruption' for 5 turns inclusive.
**** -50 weapon element.
** Elemental / Fairy / Infernal / Ateala / Celestial
*** You think being not of this world will make me falter?
*** Inflicts 'Corruption' for 5 turns inclusive.
**** -200 Block/Parry/Dodge.
**** -30 Bonus.
** Beast / Avian / Bug / Plant / Fungus
*** A beast like you can't hope to defeat me!
*** Inflicts 'Corruption' for 6 turns inclusive.
**** -40 Boost.
** Clockwork / Golem / Food
*** Something that has no life cannot defeat me!
*** Inflicts 'Corruption' for 6 turns inclusive, a 100% Curse DoT.
** Other
*** No matter what you are, you will fall before me!
*** Inflicts 'Corruption' for 5 turns inclusive.
**** -30 Bonus.
**** -30 weapon element.
* Drain Will
** (3.2 * SMC) MP, 10 CD
** Applies 'Drained Will' for 3 turns.
*** +X Immobility.
*** X is equal to the target's current Immobility + All resistance, floored at 25 and capped at 50.
** Automatically inflicts 'Drained Will' for 3 turns inclusive.
*** -X Immobility.
*** X is equal to the target's current Immobility + All resistance, floored at 25 and capped at 50.
** If the target is affected by 'Corruption', instead drains up to 100 Immobility.
*** You easily break your foe's will!
** Attacks for 2 hits of 55% scaled damage (110% total).
** At level 90, this skill costs 64 MP and deals 2 hits of 154% damage (308% total).
* Drain Essence
** (2.7 * SMC) MP, 12 CD
** Applies 'Drained Essence' for 4 turns inclusive.
*** -25 Health.
** Automatically inflicts 'Drained Essence' for 3 turns inclusive.
*** +35 Health.
** Attacks for 1 hit of 110% scaled damage.
** At level 90, this skill costs 54 MP and deals 1 hit of 308% damage.
* Blood Rite
** 0 MP, 0 CD
** Costs 7% of maximum HP. When used with <7% HP, sets the player's HP to 1.
** Attacks for 1 hit of 130% scaled damage with +200 Crit.
** At level 90, this skill deals 1 hit of 364% damage with +200 Crit.
* Necrotic Strike
** 0 MP, 4 CD
** Attacks for 2 hits of 30% scaled damage (60% total).
** Each hit heals the player's MP for 20% of the damage dealt.
** At level 90, this skill deals 2 hits of 84% damage (168% total).
* Dark Ritual
** 0 MP, 2 CD
** Automatically inflicts 'Ire of the Enemy' for 2 turns.
*** +150 Boost.
** Trifling <Target's Race>! You face your DOOM!
** Replaces this skill with Inner Darkness.
* Inner Darkness
** (1.5 * SMC) MP, 99 CD
** Attacks for 5 hits of 100% scaled damage (500% total).
** Replaces this skill with Dark Ritual.
** At level 90, this skill costs 30 MP and deals 5 hits of 280% damage (1400% total).
== Rotation ==
You can do something like this to get the fight started, assuming Corruption lasts 5 turns:
# Corruption
# Shape Darkness
# (Malefic Binding)
# Lingering Doom
# Shape Darkness
As Dark Favor -> Inner Darkness alone deals ~6k damage at level 90, DoomKnight can easily burst down most solo fights within the first 4-6 turns:
# Dark Ritual
# Corruption
# Dark Favor
# Inner Darkness
Lingering Doom can be inserted both right before and after Dark Favor for another ~4k damage.
== Strategy ==
DoomKnight is a purely offensive class centering around the use of Corruption.
* If using it would result in a resist debuff (which is becoming increasingly common with more bosses categorized as "Other"), an Evil weapon (i.e. Exalted Apotheosis) is preferred due to Lingering Doom's massive 2-turn DoT. For this reason, DEX/END is also preferred, though depending on the fight, any main stat can work.
* With multiple enemies, a more cautious playstyle throughout is preferred due to Dark Favor's 3-turn time limit. It should only be used when victory is guaranteed or the enemy can purge it from you before it kills you.
* Because Void Barrier's HP recovery can be affected by Health resistance, it's highly recommended to have a -All/-Health resistance build while using it, as the damage mitigation becomes much better (as long as the incoming damage isn't too high off a single hit), and can heal you outright when Drain Essence is active. The damage reflection can also heavily damage bosses this way, sometimes bypassing entire phases. Weakening Blow and Malefic Binding are decent alternatives when it is on cooldown.
* Pet Dragon with Protection is practically mandatory for DoomKnight due to the lack of a shield. Assistance is recommended for the BTH and Boost buffs.
Category:Class
Category:DA Class
Category:Special Offer