Shadowknight

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The Shadowknight class is part of the Fighter archetype. Crusaders (paladins and shadowknights) are fighters dedicated to their gods.
Alignment: Evil
Armor Type: Heavy Armor (Plate)
Archetype: Fighter (Crusader)
Main Stats: STR(Melee Damage and Power Pool), WIS(Power Pool), INT(Spell Damage)
Stat Bonus: {{{statbonus}}}
Weapon Type:1H Slashing, Crushing, 2H Slashing, Crushing, Some Polearms And Spears
Shield Type:Buckler/Round/Kite/Tower
Ranged Slot: Symbols
Main Roles: Tank/DPS Support

Contents

A Little About The Class

Shadowknights are a very versatile class, I find them good for soloing (Lifetaps help a lot with this) A good tank in a group situation. And lastly a good damage dealer, having a fair few of adepts help a lot however. But Shadowknights, can do some decent damage. But all in all. A very fun class, always achieving groups, and in turn, always doing well in groups!

Shadowknights and Paladins have the lowest HP of all the fighter classes. To even this out we have defensive buffs that increase our wisdom substantially. This in turn increases all our resists, effectively making the loss of HP not such a big deal.

Offensive stances increase INT so all our spells now become much more deadly.

Masters of the AOE. When tanking for groups, sk's can really shine when multiple mob groups are being fought. Our ability to aoe dot and life tap makes holding aggro much easier, even against a overzealous nuking wizzy. I decently outfitted SK can easily be in the top 2 DPS for any group that is fighting multiple mobs.

Our lifetaps make us a solo class that many others can only dream about. Being able to solo ^^^ heroics only a few levels below you is enough to make many other classes jealous. This is not to say that every ^^^ heroic can be solo'd because it really is dependent on what type of attacks the mob your fighting uses. I can say this from personal experience though. A decently equipped SK can change a tower in majdul (solo) in just under an hour at lvl 58. These towers are full of 54^^^ mobs for those that have not been to the DOF city.

Our taunts are debuffs as well making them more effective than just the threat number listed in the spell description. A Sk/necro combo can do a lot more damage than say a Guar/necro since our debuffs are disease based which is what necros use as well.

One of the other abilities that make SK's a very effective is our ability to evac. although not granted until you get into the 40's it becomes a lifesaver spell that no other tank class has.

Spells Always Recommended Upgrading

TAUNTS ARE A MUST - Whats a tank without taunting abilities of high standards?

Lifetaps - I find lifetaps very useful when soloing, or duoing mobs with no healer aren't a priority but always good to have.

Caress lines for essences and small threat and damage increase. Sacrament lines for summoned pets. Great for handling that unexpected add or Extra mob. Slam and Kick lines for Stun's. All the Aoe Dot/DD spells are worth upgrading too. The Unholy Blessing line of spells is a MUST for soloing. It is a ward that allows 8 hits, each hit by an enemy on the ward lifetaps it and heals the shadowknight. This can also give you the extra time you need for crowd control (like using your feign death) when either you or a party member has a bad pull.

Feel free to add to the list if I've missed any, basically I've just done my favourites :-)