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Weekly Update: 10/2/2018 - Dragon Slayer and Knight Changes (Part 2 of 8)

Part 2 of the 8-day series on detailed class changes. Today I'm covering the Dragon Slayer and the Knight. Again, any old spell contents that have been removed will be striked through, and any content that is new is going to be bold.

Dragon Slayer

The Dragon Slayer didn't really have a set theme. The way he is now is loosely based on killing and dealing high burst damage. His rework puts more emphasis on killing, with Slay getting a permanent Damage increase if it kills its target, and both passives revolving around killing enemies. After all, what good is a Dragon Slayer if he can't absorb the powers of his enemies Skyrim style!

Actives
Sacrifice
  • Spends 12.5% Current Health to deal 120% 100% Attack Damage plus bonus Divine Damage equal to 100% of the Health Spent
  • Cost: 12.5% Health (25 minimum); Cooldown: 3 Turns
  • Upgrade: +15% Initial Damage
  • Upgrade: If you cast this below 35% Health you Steal 25% Health +50% Divine Damage Multiplier
Decimate
  • Deals 130% Attack Damage
  • Cost: 40 Mana; Cooldown: 6 Turns
  • Upgrade: +20% Initial Damage
  • Upgrade: Additionally deals 1% bonus Damage per 2% of the Target's Missing Health
Tunnel Vision
  • Deals 100% Attack Damage, increased by 20% if Tunnel Vision was the last Spell Cast (this can stack with multiple uses)
  • Cost: 7.5% Health (5 minimum); Cooldown: 0 Turns
  • Upgrade: +15% Damage Dealt per Chain
  • Upgrade: Additionally grants the Damage Dealt 10% Pierce per Chain
Slay
  • The next 3 Attacks gain 30% Lifesteal and Soulsteal Deals 75% Attack Damage, permanently increasing Slay's Damage by 2.5% if this Kills the Target
  • Cost: 25% 50 Mana (15 minimum); Cooldown: 6 5 Turns
  • Upgrade: +2 Charges Additionally grants Slay a permanent 1% Pierce per Kill
  • Upgrade: +20% Lifesteal and Soulsteal Increases Slay's Damage by 1% if it doesn't Kill the Target
Intimidation
  • Deals 125% Attack Damage and if this Kills the Target every Enemy gets a 50% chance to get Stunned for 2 turns
  • Cost: 35 Mana; Cooldown: 6 Turns
  • Upgrade: +1 Turn Duration
  • Upgrade: Kills additionally Expose every Enemy by 25% for 5 turns
Bloody Death
  • Grants each Ally 25% Lifesteal and Soulsteal for 3 turns
  • Cost: 35 Mana; Cooldown: 5 Turns
  • Upgrade: Additionally grants 25% Spellsteal for the durtation
  • Upgrade: Additionally grants 25% Spiritsteal for the duration


Passives
Dragon's Guard
  • Kills increase the Dragon Slayer's Maximum Health by 20% for 3 turns
  • Upgrade: Kills additionally Heal by 20% of the Dragon Slayer's Maximum Health
  • Upgrade: Kills additionally increase the Dragon Slayer's Damage Dealt by 25% for the duration
Dragon's Blessing
  • Killing Enemies with Higher Maximum Health grants a permanent 20 Maximum Health
  • Upgrade: +15 Maximum Health Gain
  • Upgrade: Additionally grants +2 Bonus Damage
Drink Their Blood
  • +15% Lifesteal
  • Upgrade: +10% Lifesteal
  • Additionally reduces Healing Taken by 50% for 2 turns on Attack
Onslaught
  • Kills grant a 20% chance to Refresh all Cooldowns
  • Upgrade: +15% Chance
  • Upgrade: If Onslaught activates, your next Damaging Spell gains 35% Initial Damage


Infinites
Lifesteal: +1% Lifesteal per level Dying Breath: +0.5% Health Revive on Death one per Combat per level

Open Wounds: +1% Target's Missing Health converts to bonus Damage on Attack Offensive Stance: +3 Bonus Damage, but -1 Bonus Armor per level

Serrated Blade: +1 Bonus Damage per level Refreshing Kills: +1% Mana Restore on Kill per level

Knight

The Knight went through a few reworks in the current game until he was in a pretty good position. He started extremely tanky, with several abilities that increased Damage Reduction. His major rework toned down his tankiness in favor of being more of a bulwark with Fortress. This new rework puts even more emphasis on that, giving him even less Damage Reduction abilities, and in fact having a Passive that makes you take more Damage as it redirects Ally Damage Taken to you! This forces you to use Defend the Flanks more often (as I found myself not needing it when I played him), as well as Resilience giving small but significant Heals when Buffed. His Damage Reduction abilities more or less moved to his Infinite Spells.

Forceful Impact
  • Deals 100% Attack Damage plus bonus Damage equal to 10% 15% of your Maximum Health
  • Cost: 35 Mana 10% Health (5 minimum); Cooldown: 3 Turns
  • Upgrade: +5% +10% Maximum Health Damage
  • Upgrade: Additionally Stuns the Enemy for 1 turn, bypassing Debuff Resistance
On Your Feet
  • The Knight spends 10% Health to Heal an Ally by 10% of his Health plus bonus Health equal to the Health spent Heals an Ally by 20% of your Maximum Health
  • Cost: 10% Health (15 minimum) 35 Mana; Cooldown: 3 4 Turns
  • Upgrade: +5% +15% Maximum Health Heal
  • Upgrade: Amplifies the total Heal by 50% of the Ally is below 35% Health Additionally Heals by 25% of their Missing Health
Defend the Flanks
  • Grants 10% Damage Reduction for 3 turns, increased by 5% per Alive Enemy
  • Cost: 35 25 Mana; Cooldown: 5 4 Turns
  • Upgrade: Additionally grants +7.5% Health Regen for the duration +20% Damage Reduction if more than 2 Enemies are Alive
  • Upgrade: If Fortress if active this grants an additional 20% Damage Reduction Additionally provides Critical Strike Immunity for the duration, converting Critical Strikes Taken into Attack Damage
Fortress
  • Forces Enemies to target you for 2 turns, gaining 50% Debuff Resistance for the duration
  • Cost: 35 Mana; Cooldown: 5 4 Turns
  • Upgrade: +1 Turn Duration, but +15 Mana Cost
  • Upgrade: If there are 4 Enemies Alive the Knight Negates Damage for 1 turn If Defend the Flanks is active, you gain 10% Health Regen for the duration


Passives
Battle Wounds
  • Taking Damage Heals by 20% of the Damage Taken (does not reduce the Damage Taken)
  • Upgrade: +15% Damage Multiplier
  • Upgrade: Additionally Restores Mana by half the current percent
Knight's Guard
  • 15% of Ally Damage Taken is redirected to you
  • Upgrade: +10% Damage Redirection
  • Upgrade: Additionally Reflects the Redirected Damage to the Source
Reinforced Armor
  • +20 Bonus Armor
  • Upgrade: The Knight deals bonus Damage equal to his Bonus Armor on Attack
  • Upgrade: The Knight's Bonus Armor threshold reduces to one every 3 Constitution instead of one every 5
Resilience
  • When a Buff is applied to you, you Heal by 3% of your Maximum Health
  • Upgrade: +2% Maximum Health Heal
  • Upgrade: Additionally deal Divine Damage to the Source equal to 10% of their Maximum Health when you're Debuffed


Infinites
Titan: +0.5% Maximum Health converts to bonus Damage on Attack per level Divine Shield: +1.5% Divine Damage Reduction per level

Plated Armor: +1 +2 Bonus Armor per level

Defensive Stance: +1% Chance to reduce Damage Taken by 50% per level On Guard: +1% Chance to reduce Damage Taken by 65% per level