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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.
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.
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.
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.
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
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.
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.
Good point. For sheer entertainment value I recommend combining "Vortex Sigil" and "Ruinous Sigil" when you meet mobs.
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
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.)
* 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.