Dragon's Dogma: Dark Arisen

Dragon's Dogma: Dark Arisen

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LuckyStar Dec 15, 2017 @ 11:44am
Some Mystic Knight help please? =)
I'm currently at level 96 with my Sorcerer.

I hear at level 100 switching to a magick style MK works pretty well.
Thing is.... I haven't got a clue what I'm doing.

I guess I could stay Sorc and work towards 5k magick but MK sounds like fun.

So if you've got any advice about:

- Weapons/Armour
[Especially weapon. What does a mage-MK use?]

- What skills?


- How to fight with MK?

I see you can use a staff but why bother? Is that worth it? Seems like if I'm going to use a staff, just staying Sorc makes sense. I do well with them.

That Cannon thingie looks cool.
Guess that's strength though huh? Perhaps too late for me.

Anyway, I've tried looking at guides but most are crap. Even tried posting on GameFaqs and YouTube and got nothing but arguments.

Please, please, can we avoid that here.

I repsect different opinions and will listen to all of them.
Can we please just be respectful of each other?

Thanks in advance,

~ Lucky
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Showing 1-15 of 19 comments
Valden21 Dec 15, 2017 @ 12:02pm 
Magic Knights are a hybrid vocation of mage and fighter, so the augments, skills, and weapons/armor they get is all a mix between what mages and fighters get. Basically, they get swords, shields, and staffs, but most of their combat skills are based on sword & board combat. However, the Cannon spells are useful if you're battling an enemy that's weak against an element and you have no way to enchant your weapon. Armor is pretty much like what fighters get, with some extra things thrown in. I'm not all that sure what they get for augments though, as it's been awhile since I've played a magic knight (3-4 years), and most of this is based off my own memory.
Last edited by Valden21; Dec 15, 2017 @ 12:04pm
Fashionbeast Dec 15, 2017 @ 12:35pm 
- Weapons/Armour

Acess to all kinds of stuff. Mostly access to fighter and warrior armor and some robes.
Base melee skills (Sword + Mace) the same as the sword stuff with fighter and assasin.
Staff has acess to some mage spells + some very nice sleep spell.
A big magic shield, which serves as a catalyst for some MK specific offensive spells and group weapon buffs. Can also be enchanted with elelmental effects, which do hilarious stuff, when you perfect block an enemy.
The total damage of most MK skills is calculted by his strength and magic. True hybrid. Some people just lean more on the magic side.

- What skills?

Sinew
(Always useful for hybrids. You are carting three wepons with you all the time (mace/sword, staff, magic shield) and armor is heavy.

Prescience
Gets you more sweet perfect block (May be discarded, when you get better at the timing)

Articulacy
Cast the big MK spells (Stone Forest, Holy Glare) faster. Get a "Wyrmking's Ring", too

Most people would go for the two +% Magic Damage/Phys. Damage augments here.

Rest is mix and match.

-How to fight with MK?

Hit things with your mace. Block those clowns with the shield and let them blow themselves up. Cast big damage nukes. Cast "Great Cannon" to trivialize any enemy, that doesn't rely on some hard to aim weakspot.


- That Cannon thingie looks cool.

It is. And unlike console it doesn't kill your framerate, too.

Important to point out is, that Great Cannon uses the elemental effect of the ongoing weapon buff or permanent elemental attribute of the sword/mace.
For example a "GC" cast with "Ascalon" or with holy enchantment ongoing will count as holy damage and make short work of undead and so on.


No cool/funny youtube videos. I leave that to other guys.
Last edited by Fashionbeast; Dec 15, 2017 @ 12:38pm
LuckyStar Dec 15, 2017 @ 12:52pm 
Hey that's pretty great advice.

So I guess I carry both melee and staff weapons and can switch out as needed?
That's pretty handy for solo play.

I am beginning to see why people like MK.

Well that settles it, at level 100 I'll make the switch.

Now to find some gear. =S
Originally posted by LuckyStar:
I'm currently at level 96 with my Sorcerer.

I hear at level 100 switching to a magick style MK works pretty well.
Thing is.... I haven't got a clue what I'm doing.

I guess I could stay Sorc and work towards 5k magick but MK sounds like fun.

So if you've got any advice about:

- Weapons/Armour
[Especially weapon. What does a mage-MK use?]

- What skills?


- How to fight with MK?

I see you can use a staff but why bother? Is that worth it? Seems like if I'm going to use a staff, just staying Sorc makes sense. I do well with them.

That Cannon thingie looks cool.
Guess that's strength though huh? Perhaps too late for me.

Anyway, I've tried looking at guides but most are crap. Even tried posting on GameFaqs and YouTube and got nothing but arguments.

Please, please, can we avoid that here.

I repsect different opinions and will listen to all of them.
Can we please just be respectful of each other?

Thanks in advance,

~ Lucky [/quote]

well, for the style your speaking of, your weapon would be a staff, I am a melee type personally, i disliked the magic classes, but..

your gonna need a good hammer and sheild, a backup sword is always good as well really.

weight managment can be tricky with the MK, as your weight affects your stamina regeneration.

thinks to consider when playing as a MK would be desired movement, as if you hold a staff then levitate is active, but if you hold a sword or mace it isn't. I keep a staff as a melee MK for accessing hard to get areas, you however will probably holding a staff most of the time, but if you do not wish to levitate you can get around it easily.

A few extra levels as a fighter never hurts.. fighter gets the highest defensive boost when leveling if i remember right, though strength isn't as good as a warrior, above 100 it is basically halved anyways.

with 96 levels in sorcerer your great cannon will be quite devastating, you can drop several (4) and fire them all at once, the wyrmkings ring will help speed that up, it does work with that skill for a MK. to cast great cannon your gonna need a sword and sheild.

Devils bane is a great sword and all, but really, cursed bite does more damage because it boosts your strength and all, and cursed light is about the same damage but with a holy aura always active, if your holding a sheild you will probably have holy aura anyways, so i would recommend cursed bite instead.

As far as a staff, whatever is the strongest.

for skills..
Sword:
Blink Strike / burst strike
compass slash / fullmoon slash
magick cannon / great cannon

Shield:
Holy enchanter / holy trance
any riposte, depending on what you expect to find and it's weaknesses

for staff elemental attacks with your mag rating will be great, sopor is ok, but elemental mix probably best.

I think you will find that you like the sword and sheild more than you think actually..

staff is still useful too, especially if your comfortable with magic targetting in this game, i can't get it myself, so i don't bother.

walls of fire will slow stuff a little while you drop a cannon.
cannon will be your bread and butter.

you might want to get a rusty sword dragonforged to use great cannon with to help slow stuff down even more.


for augments, in your case.. stay magic focused

from the Fighter class: Prescience (Performing Perfect Blocks becomes easier (Five more frames in which you can guard)).
From Warrior: Impact (to slow stuff) Clout (20% strength raise)
From Ranger: Stability
From Mage: Perpetuation (keeps the cannon up longer) Attunement is ok (increase Mag 10%)
From Sorcerer: Emphasis for the knockdown effect (slow stuff more), Acuity (in mag 20%, much better than Attunement), articulacy..

theres alot to conider really, but the cannon will be your main attack, gear towards it.
Spelunker Dec 15, 2017 @ 1:25pm 
I agree with much of what Fashionbeast says.

Additionally the thing to remember with MK is that it's basically a fighter who has access to magic buffs to make them harder (plus can do stuff like levitate) and can do magic as well as physical damage which is pretty handy aginast some beasts.

- One of the most usefful skills for MK is the abilty to perfect block. This can do devastating damage, especially when combined with a spell that buffs your shield ( I especially like "Abyssal riposte" as even a basic block will damage your enemy and a perfect block can also torpor them). Having as good a shield as you can get is also important for perfect block.

I suggest practising perfect block against mobs like goblins and bandits until you learn the timing. Every beast has a "tell" before they attack so learning to recognise these will help you to do a perfect block.

- Great Cannon is a must for MK. It's also the MKs best ranged attack (you can also use focused bolt if you've equiped a staff).
- I also like "Ruinous Sigil" which can be used to make useful traps at choke points. Both these spells can also be used to torpor beasts if you've equiped a rusted weapon or deliver elemental damage if your weapon has an elemental buff.
- Full moon slash deals good damage in melee and clears mobs.
- Blink strike closes distance quickly and can also be used to escape attacks.

- Because MK is a hybrid you'll want a mix of physical and magick augments. Depending on whether you want to play a mainly melee or magick MK you may want to weight your augments one way or the other. I'd suggest Sinew (Increases encumbrance limit), Ferocity (increases core skills), Impact (increases stagger/knockdown), Clout (increases physical attack), Acuity (increases magick attack).

I agree with fashionbeast that Articulacy can be useful, but it's probably less important for MK than other magick vocations, especially if you mainly want to get stuck into melee. If you have the wyrmking's ring you can afford to swap it out for something else.

- Regarding the staff I mainly use it for levitate and sometimes it's useful to have focus bolt. High Frigor is also useful.

Hope that's helpful.

LuckyStar Dec 15, 2017 @ 4:33pm 
Some really great advice! Thank you so much.

I really should have just come here first. >.<

Sounds like I need to practice blocking and fighting as Mk for a bit before tackling anything tough.
I got all my Vocation Ranks from guards lol.

Alright I'll give it a shot. MK it is.

Now, thanks to you folks, I have an idea of how to tailor my build.
I'll definately need to do another playthrough to get some gear but I'm fine with that. I accidentally let whatshisface get judged guilty and now can't get anymore goodies from him. =P'

Looking forward to the change. This seems like fun.
Originally posted by LuckyStar:
Some really great advice! Thank you so much.

I really should have just come here first. >.<

Sounds like I need to practice blocking and fighting as Mk for a bit before tackling anything tough.
I got all my Vocation Ranks from guards lol.

Alright I'll give it a shot. MK it is.

Now, thanks to you folks, I have an idea of how to tailor my build.
I'll definately need to do another playthrough to get some gear but I'm fine with that. I accidentally let whatshisface get judged guilty and now can't get anymore goodies from him. =P'

Looking forward to the change. This seems like fun.

need a rusty sword?
physical damage wont be good but the torpor on the magick cannon will be pretty doable.

your gonna do mostly aura damage anyways.
good for getting your feet wet.
Last edited by capricorn1971ad ® ٿ; Dec 15, 2017 @ 5:01pm
JtDarth Dec 16, 2017 @ 6:22am 
If you are mostly magic damage based, abyssal anguish will be very helpful for you in melee. Also, get used to chaining different skills together. That is where a Mystic knight excels, is in the vast array of synergies between skills.
Spelunker Dec 16, 2017 @ 6:26am 
Originally posted by DarthNachoz:
If you are mostly magic damage based, abyssal anguish will be very helpful for you in melee. Also, get used to chaining different skills together. That is where a Mystic knight excels, is in the vast array of synergies between skills.

Good point. For sheer entertainment value I recommend combining "Vortex Sigil" and "Ruinous Sigil" when you meet mobs.
Karathrax Dec 16, 2017 @ 7:51am 
One of the best tactics to use as a MK is perfect blocking into a Great Cannon. The Reflect core skill picks up the incoming hit and incorporates its damage into your own, which then fires the Great Cannon sigil. If you’ve charged the shield in advance with an elemental riposte, you also get a more powerful elemental spell effect in that damage, too.

I personally prefer Full Moon Slash over Blink Strike because of its invincibility frames, plus it doesn’t send me all over the field when I want to power down on a Great Cannon.

Lastly, the beacons in deep Bitterblack Isle are Holy Furor. Set a ruinous sigil and Great Cannon trap and fall back as an enemy approaches and set off the beacon... BOOM. Hehehe
Fashionbeast Dec 16, 2017 @ 8:11am 
Originally posted by Karathrax:
One of the best tactics to use as a MK is perfect blocking into a Great Cannon.
No.

The best tactic is to enchant the shield with "Blessed Riposte" and then perfect block into Geat Cannon. Watch the screen explode into bullets.
As coo asl "Lightning Riposte" looks, it will never have that much ♥♥♥♥♥♥♥♥ dps.

(Ask me about how i got 89(?) Cursed Dragons to dragonforge my melee gear.)
Last edited by Fashionbeast; Dec 16, 2017 @ 8:12am
JtDarth Dec 16, 2017 @ 8:34am 
Originally posted by ᠌ ᠌:
Originally posted by Fashionbeast:
No.

The best tactic is to enchant the shield with "Blessed Riposte" and then perfect block into Geat Cannon. Watch the screen explode into bullets.
As coo asl "Lightning Riposte" looks, it will never have that much ♥♥♥♥♥♥♥♥ dps.

(Ask me about how i got 89(?) Cursed Dragons to dragonforge my melee gear.)
Flame Riposte is arguably better.
For general use, maybe. But if you are solely using it for PBing into a cannon? Blessed is far better.
Karathrax Dec 16, 2017 @ 9:06am 
Well, if you want to get really specific, no. The best tactic is to subsume every bit of damage on the field, including your own, into your MK's output. Example:

* My Holy Furor (Liquid Vim in place)
* Two Great Cannons
* The online Ur's Holy Furor
* Three Sorcerers casting High Fulmination, and the MK is standing in one of the linked AoEs
* Blessed Riposte already charged

Everything hits-- when the Ur's Holy Furor goes *ding* you have to perfect block at that exact moment.

I've done this a few times (heheh, it's hard to pull off) and the damage counter indicated 2.2 million, then another time it was 2.4 million in damage.
Fashionbeast Dec 16, 2017 @ 9:19am 
Originally posted by Karathrax:
(Kara does amazing things and lets stuff explode)
But your framerate was killed, too.
Karathrax Dec 16, 2017 @ 12:30pm 
Not on my new pc. Console? I thought the poor thing would die.
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Date Posted: Dec 15, 2017 @ 11:44am
Posts: 19