Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Version 1.5
- This guide is strictly to be used and only used on voidels.to If I find it posted anywhere else, action will be taken unless credit is given where due. Also this is work in progress guide and FAQ will be added later
- Considering the old guide was absolutely out-dated and couldn't manage to keep it updated due to the heavy college work, it got necro'd and poofed in progress. It's time to make new fresh and revamped guide for LK. This should be easy to understand and as straight forward as possible.
- Credits
- HonorPanda for Mortal Blow video
- Elwiki for Gears and Skills Information
- Apadiel for Lord Knight Spind to Win video
- Akon520 for the Heroic Scar solo
- Archive
- Skill Trait Notes
- Old Lord Knight Guide
- Skill Build Page Simulator (The site is currently down or maybe removed entirely)
- Update log
- 4/18/2016 ~ Guide is Posted: Work in Progress
- 4/19/2016 ~ Tested > > Z X charge delay | Skill section updated
- 4/23/2016 ~ Lord Knight Guide Version 1
- 5/29/2016 ~ Added Core Skill Changes, Panda's Contribution regarding attributes
- 9/24/2016 ~ Character Balance Revamp Changes
- 10/3/2016 ~ Slight Revamp on Skill Build Section, edited skill list for damage % fixing removed confusion of [Enhanced]
- 28/11/2016 ~ Small modification on Panda's contribution regarding attribute due to dodge stats being no longer exists
- 2/13/2017 ~ Added Transandence Skills
- Summary
- Lord Knight who was more of a strategy type of guy that is harder to play also known as get in vitality or get trashed became more of spin2Win and even more fun to play as. Even though some of his core skills are simply gone even worse such as sandstorm. Lord Knight was about to be near as RS Level, so basically you are back to Season 2 Lord Knight.
- Table of Content
- Whats New ?
- Skill Information
- Skill Build
- Gears
- Combos and Tricks
- --------------------------------------------------------------------
- Whats New ?
- Lord Knight General Combo
- Note: Red Text Stands for Stoic, Blue Text for Knock up, Orange Text for being charged
- Lord Knight's Z Z Z > Z still remains with small animation change. His major factor and changes are coming from by losing his X X X X combo which is transformed into X X X X X The text in red shows that during this combo string will make LK go into stoic mode. Like everyone else, Lord knight gained his infamous derpdive spin to win move which is > > ^ Z Z Z. Which you will find your self abusing most while in Armageddon Don't ever consider spamming this in PvP as your Main Catch. Lord knight gained new utility by getting his old > > Z X Transformed into > > Z X X and gaining another combo which similar > > X X X The difference is that the other combo lunches on the first hit. The usefulness of this combo that Lord Knight can delay the dash while in super armor before rushing forward by holding down the first x.(Not Available on this patch).
- Old Lord Knight Combos
- Spoiler
- Z Z Z > Z
- X X X X
- > > Z X
- > > ^ X X X
- > > Z Z Z
- New Lord Knight Combos
- Spoiler
- new Z Z Z > Z
- X X X X X
- > > ^ Z Z Z
- > > Z X X
- > > X X X
- Core Skill Changes
- Spoiler
- The Old Armageddon blade (250mp) with greater initial hit damage
- Vitality Passive Nerf which still feels the same
- Fatal Fury and Pain Suppression no more
- Z Z not that effective anymore and feels clunkier
- Spiral Blast improved hit box
- Sandstorm being uncontrolled version of windmill
- Another Ridiculous windmill buff
- --------------------------------------------------------------------
- Skill Information
- Base Level
- Spoiler
- Spoiler
- Mega Slash - 100mp - 6 CD
- 1922% Normal Damage / 2883% Charged
- Final Enhanced - Damage increased by 1.2 times
- Good old Mega Slash
- changes as in 1.8
- Maximum charge time reduced
- Enhanced' trait changed to 'Light'
- Spoiler
- Roll - 15mp - 3 CD
- 438% Damage
- Final Enhanced - MP cost reduced by 5
- Your Bread and Butter Skill for Elsword in PvP decreasing the KD value
- changes as in 1.8
- [Enhanced] effect changed from 'damage increase' to 'MP consumption decrease.' Also, the [Enhanced] state changes MP consumption
- Empowered' trait changed to 'Regenerating (2)'
- Regenerating (2)' and 'Persistent traits are swapped
- Spoiler
- Flame Geyser - 150mp - 10 CD
- 585% Magic Multi-Hit
- Final Enhanced - Damage increased by 1.2 times
- The move distance and Number of Hits for The Geyser got changed. It is also got the old note book that causes enemies to be burned for 10 seconds.
- changes as in 1.8
- Light' trait changed to 'Critical'
- Spoiler
- Unlimited Blade - 250mp - 16 CD
- 524% per hit 484% Flames Damage
- Final Enhanced - Damage increased by 1.5 times
- This skill is really good now as it beats the purpose of Double Slash usage. Has some PvP uses. You can no longer need to awaken for explosion burst damage.
- changes as in 1.8
- Final motion after last hit becomes shorter and a cancel point is added
- 'Enhanced' trait changed to 'Light': MP cost is reduced
- 'Absorbing' trait changed to 'Heavy'
- Spoiler
- Assault Slash - 100mp - 6 CD
- Pierce 263% Multi-Hit
- Slash 526% Multi-Hit
- Final Enhanced - Damage increased by 1.2 times
- Same noted Assault Slash has great uses with Armageddon
- changes as in 1.8
- Damage is redistributed to make the last hit do more damage
- 'Enhanced' trait changed to 'Critical
- 'Critical' and 'Empowered' traits are swapped
- Spoiler
- Triple Geyser - 300mp - 20 CD
- 380% Magic Multi-Hit
- Final Enhanced - Damage increased by 1.2 times
- Triple Geyser is even more powerful than before it literally tops all of Elsword's skill. Improved hit box increased number of hits increased distance movement. You can literally one shot most of bosses if you are well geared.
- changes as in 1.8
- 'Useful' trait changed to 'Light': MP cost is reduced
- Spoiler
- Stoic - 50mp - 15 CD
- 25% Reduction Damage, Movement Speed increased by 1.3
- Duration 5 sec
- Final Enhanced - Damage Reduction effect increase + Lord Knight old Pain Suppression passive which removes all the debuffs
- The Tool of stoic got changed. Nothing to worry about the disappearance of pain suppression since stoic at true level will remove all of the debuffs that you have as well as increasing movement speed.
- changes as in 1.8
- Movement speed increase reduced
- 'Killing Blow (1)' trait's effect changed from increases
- 'Haste' trait's MP cost decrease rate decreased
- First Job Promotion Level
- Spoiler
- Spoiler
- Kick - 30mp - 6 CD
- 850% Damage -50 KD reduction
- Final Enhanced - Damage increased by 1.2 times
- The only Elboy Class who have this skill now and the KD Reduction got increased
- Spoiler
- Spiral Blast - 200mp (decreased to 180mp as you level up) - 14 CD
- 459% Initial Hit 654% Blast hits
- Final Enhanced - MP cost reduced by 10%
- Spiral Blast came back with much better hitbox and it will fill up your WOTS very nicely. The Damage of Dungeon got Increased while The Damage for PvP got Nerfed.
- Spoiler
- Vitality
- 15% mp Gain
- Special Active are excluded. I can't really tell the difference between old and current vitality passive since i am using Type R set as it still feels the same. but i suppose number will explain it all. This passive is the reason why most LK should go in vitality often.
- Spoiler
- Mortal Blow - 100mp - 7 CD
- 1170% Rock Damage 294% Fire
- Final Enhanced - Radius increased by 1.3 times and The Shooting rock leaves trail of fire
- Doesn't hit below the platform anymore and the range got increased. Yet to confirm about KD decrease.
- Spoiler
- Impact Smash - 50mp - 7 CD
- 114% Turning Attack 904% Swing Attack
- Cancels mp break and stuns still distance and hitbox became larger. It doesn't give stoic during very beginning of skill so best to be caution when to use for enemy respond attack
- Spoiler
- Armor Break - 40mp - 7 CD
- 970% Damage 40% Armor Reduction Duration 7 Seconds
- Has 100% chance now. It can't be overlapped to other defense reduction.
- Spoiler
- Double Slash - 300mp - 21 CD
- 537% Initial Slash 621% Meteor Hits
- Much more improved than the old double slash by faster cast larger stun hit more meteor hit and more damage.
- changes as in 1.8
- Way of the Sword' attribute changed from [Destruction] to [Vitality]
- 'Light' trait changed to 'Empowered'
- 'Heavy' trait changed to 'Haste'
- Spoiler
- Auto Guard
- 9% chance in pvp and 18% chance for pve 7 CD in pvp
- You may follow up with roll as counter once block is a success. Doesn't require to have counter attack anymore.
- 2nd Job Advance Level
- Spoiler
- Spoiler
- Armageddon Blade - 250mp - 25 CD
- 20% Critical Chance Increase 2709% initial Slash damage 25 duration
- Look and Feel got changed mana cost decreased, larger duration still have the same BS hitbox
- changes as in 1.8
- Way of the Sword' attribute changed from [Vitality] to [Destruction]
- 'Evil' trait changed to 'Regenerating (1)'
- "Critical chance increase" effect deleted. (Unlisted)
- Spoiler
- Rolling Smash - 40mp - 7 CD
- 76% spin hits 512% landing hit
- Seems much better than the old rolling smash since it casts instantly as well as distance increase. It also doesn't go through opponent randomly anymore
- changes as in 1.8
- Absorbing' trait changed to 'Critical'
- Spoiler
- Wind Slicer
- 21% chance while attacking
- The Range/Chance/Movement of the Aura Sword got increased
- Spoiler
- Sandstorm - 200mp - 16 CD
- 127% Damage 16 max hits
- I honestly have mixed feeling about this skill. It looks good at the same time its bad. The movement speed increased range the hits and the enemies who are close will be pulled in. The damage isn't that good compared to the old one not to mention that it literally turned out to be windmill. At the same time it has decent WOTS charge.
- changes as in 1.8
- Fixed a bug of 'additional damage upon first hit' causing multi hits
- Damage increased.
- "Enhanced" attribute changed to "Gigantic".
- Spoiler
- Windmill - 150 inital mp 25-100mp additional if lasted longer - 15 CD
- 135% Damage per hit 15 hits (34) if held down
- The movement speed also got increased. You can ruin other's people day by abusing this skill as usual.
- Spoiler
- Counter Attack - 10mp - 0 CD
- 525% damage -75.5% mp reduction
- Doesn't counter magical projects anymore which is shame...
- Spoiler
- Sonic Blade - 100mp - 8 CD
- 1586% damage
- Casting Speed is faster stuns for 2 seconds and larger hitbox
- Spoiler
- Warrior Physique
- Max HP increases 6% Damage Reduction 15%
- It got nerfed by reducing max hp and damage reduction increase.
- Spoiler
- Counter Patience
- Increases Physical attack by 7.5% when debuffed stacks 5 times. 20 seconds Duration
- Damage Increase is nerfed
- Spoiler
- Gigantic Slash
- First Combo hits 896% Second Combo 598% Final Hit 5374% = Total Damage 17,924%
- Final Enhanced - Damage increased by 1.2 times
- No Longer Pushes Enemies Away and hit box also got improved by being able to hit enemies that are behind.
- changes as in 1.8
- Cast speed and motion revamped.
- Cast time greatly reduced.
- Damage redistributed accordingly.
- Transcendence Lord Knight
- Spoiler
- Spoiler
- Sonic Blade: Crescent
- 100 MP, CD 8
- PvE dmg 960% / PvP dmg 480%
- Spoiler
- Imperial Crusher
- 200 MP, CD 15
- PvE dmg 531% 8 hits / PvP dmg ????
- Spoiler
- Power Smash
- 40 MP, CD 6
- PvE dmg 1236% / PvP dmg ???
- Spoiler
- Grand Cross
- 250 Initial MP, Additional MP 10~50, CD 21
- PvE dmg 282% Shockwave 324% ~ 389% explosion 1689% ~ 2023% Giant Explosion
- PvP dmg ???
- Helpless debuff All speed -10% Defense/M.Defense -15% Duration 10
- Spoiler
- While charging the attack, the charge aura does not do damage, but it does inflict hitstun.
- Enemies take more hits the further away they are
- MP Cost reduction also applies to charging
- Spoiler
- Awakened Will: Lord Knight
- Increases defense for 10% when hit for 3 times
- Duration 5 seconds, Max stack 3, CD 20
- Spoiler
- God of War
- Reduces usage of Stoic mp by -10%
- During in stoic following abilities will have slight enhancements:
- Windslicer chance increases by 2x
- Armageddon Blade MP usage will be reduced by -20%
- Armor Break P.Defense will be decreases 1.5x
- Spoiler
- Awakened One
- Increases P.Defense/M.Defense P.Attack/M.Attack and HP by 10%
- Skill Build
- Skill build page simulator For Reference (The site is currently down or maybe removed entirely)
- PvE Skill Trait
- Spoiler
- Mega Slash: No Select
- Roll: Regenerating (2)
- Flame Geyser: Heavy
- Unlimited Blade: Heavy
- Assault Slash: Empowered
- Kick: No Select
- Spiral Blast: Useful
- Triple Geyser: Heavy
- Iron Body: Killing Blow (1)
- Mortal Blow: Empowered
- Impact Smash: Empowered
- Armor Break: Killing Blow (2)
- Double Slash: Empowered
- Armageddon Blade: Killing Blow (1)
- Rolling Smash: None or Critical
- Sandstorm: Gigantic
- Windmill: Absorbing
- Counter Attack: No Select
- Sonic Blade: Critical
- First you need to learn that having Critical doesn't help you at all for most cases despite of critical being 100% and knowing that you can easily damage higher is a myth.Windmill Trait of my choice will make you gain more mana than losing if you slapped yourself into group of enemies. With triple Geyser Useful trait being gone and sandstorm's and HA's buff I hardly found any better purpose to use it unless I am in Ereda or maybe that I can't really find a perfect moment to use. Armageddon Blade change of aura hasn't been affected much while Double Slash on the other hand did, therefore both Unlimited Blade and Double Slash does the nearly same damage but unlimited blade performs better due to faster activating in addition of canceling his panting animation.
- Set up Skill for PvE
- Dungeons + Secret Dungeon : This is the common set up that I personally use, you may replace impact smasher or rolling smash into armor break, you can HA with triple geyser. Though HA got a lot improvement there. Couldn't think of best placement for windmill after sandstorm's buff but that's majorly because of Oath of Ruin. If you don't like Sandstorm then use windmill. you already have a lot of clearings already thanks to Arma.
- Heroic : Replace the actives to roll and armor break. Auto Guard + Roll is a thing at heroic when you ever get surrounded by monsters and bossing. Hyper Active is really important for facing monsters that have Wonder Drugs as well as having space to take some real deep breath before proceeding any further. Geysers are pretty risky to use thanks to knocking enemies away. And obviously you need tons of Giant Apples and Consumables as well as having GoD buff, Queue buff and Wonder Drugs for doing well in general.
- Henir : Almost same as Dungeons and SD. Replace Rolling smash to armor break and you can replace stoic to any 100mp skill of your choice (preferred Sonice Blade). You may replace HA with Triple Geyser if you wish OR unlimited blade.
- PvP Skill Trait
- Spoiler
- Mega Slash: No Select
- Roll: Persistent or Regenerating (2)
- Flame Geyser: No Select
- Unlimited Blade: No Select
- Assault Slash: No Select
- Kick: Haste
- Spiral Blast: No Select
- Triple Geyser: No Select
- Iron Body: Haste
- Mortal Blow: Empowered
- Impact Smash: Light
- Armor Break: Killing Blow (2)
- Double Slash: No Select
- Armageddon Blade: Killing Blow (1)
- Rolling Smash: Critical
- Sandstorm: No Select
- Windmill: No Select
- Counter Attack: Evil
- Sonic Blade: Regenerating (1)
- Understanding the importance of Mana Saving means you must first understand the endgame of the classes that can one combo death. This is mainly for someone that have no business in using more than one or two 100+mp skill because they either have terrible scaling to back up skills which is usually end up getting self killed with a class that has 0 kd on all moves and can mana burn till death like Sakra Devanam . While Lord Knight can utilize his mana to remain mostly under the save side, able to mana break at critical situation and having so much of it that you easily convert yourself from destruction to vitality aura again if you made destruction start. it is recommended to save mana over having so much burst skills where you won't be able to have a back up if you get yourself caught and being combo'd/mana burned..etc, despite how large Lord Knight hp can be with being able to take a lot of hits.
- Aside from losing Armageddon Blade as spammy skill there is no real major changes for LK that effected him a lot in PvP.
- Set up Skill for PvP
- It was tough to decide which to go for, you already have so much options such as counter hit, mega slash..etc. I recommend to have roll since you can punish your opponent on block once your auto guard passive gets activated not to mention it also reduces KD value for opponent at the same time Regenerating Trait can also be a thing which I am not so sure about it since I don't PvP as often currently. You can replace Sonic Blade with mortal blow if you wish.
- --------------------------------------------------------------------
- Gears
- Attributes
- For PvE you might going to consider going Light III for holding off enemies from attacking such as the all lovely annoying type h and bone dragon or Water III for reducing their defense even more.
- For PvP, i would personally recommend Wind II and Water I your advantage comes out when you them down with your Armageddon making this easier to catch. The wind attribute will simply help you to extend your combos even more. Your damage output might as well go considerably high if water is fully stacked with wind procing as well.
- Go Dark III only if you can x drop well. A combination with Wind might suffice.
- I am not sure about Poison and Fire but feel free to contribute if you have discovered any good use of these elements.
- HonorPanda Contribution
- Spoiler
- Wind With Lord Knight being heavy active. A wind proc crit + armor break would hurt a lot. Also helps for KD rates if you are facing a person with mild latency.
- Water Maximize the effectiveness of stoic + Arma blade. Sadly, Eve, Add (can also prism), Lu/ciel and Ara's mobility reduce its effectiveness. Elesis (GrM) can just use stoic strong or annihilation, and Chung/Rena can double jump too (though Arma blade can most of the time do something about it.)
- Poison attribute helps LK to do XXXX or XXXXX without any leak inside the combo, but the KD rates of that is horrible, and the combo is not so effective outside of corners. It also helps triggering auto-guard + Roll against fast multi-attacks, and helps making "dodge" stat more effective.
- Dark Not that useful nowadays, sadly, except against classes not so popular in Arena. The prevalence of Lu/ciel, Add, and Eve (CN) all scoff at the dark attribute. And players in higher ranks most likely got resistance against dark.
- Fire Not bad as weapon attribute to deal with glitter or MK4. However, Wind attribute is usually better in maximizing damage dealt (with impact smasher stopping mana break for a second, and sonic blade causing guaranteed stun).
- Armors - Weapons
- Spoilers contains effects for each set
- Grendized Mechanized MK-4
- Spoiler
- 2-Piece Effect:
- Additional Damage +3%
- Max HP +6%
- 4-Piece Effect:
- Physical Attack +2%
- Magical Attack +2%
- Physical Defense +2%
- Magical Defense +2%
- 5-Piece Effect:
- When attacked, 7% chance to increase physical and magical defense by 1.5* for 5 seconds
- (Cooldown: 5 seconds)
- After HP lower than 35%, when attacked, 100% chance of casting the buff Mechanized Defense Module (Critical Hit Resistance +100%, Additional Damage Resistance +100%, MP Gain +15% when attacked) for 5 seconds.
- (Cooldown: 10 seconds)
- Max MP +10%
- This set is purely for PvP. I am not quite sure if taking damage might be worth from this point. If you think you can tank anyone enough you might consider going this set and abuse the effect of auto-guard > roll punish on block against your opponent.
- Grendized Dragonic-Force
- Spoiler
- 2-Piece Effect:
- Critical Hit Rate+6%
- 4-Piece Effect:
- Physical Attack +2%
- Magical Attack +2%
- Physical Defense +2%
- Magical Defense +2%
- 5-Piece Effect:
- 5% chance of Fireworks when attacking.
- Awaken to increase critical damage by 20% for 7 seconds
- Awaken to casting the buff Aura of Anger (damages nearby enemies with a fiery aura, increases critical hit rate to 100%) for 7 seconds (Dungeon)
- Awaken to casting the buff Aura of Anger (damages nearby enemies with a fiery aura, critical hit rate is increased by 20%) for 7 seconds (Arena)
- Awaken to increase awakening charge speed by 10%
- (Cooldown: 30 seconds for both)
- Bossing set, use it if your Lord Knight is pure henir/raid. Not recommended in Arena although spiral blast can burst your opponent's hp well.
- Grendized Alterasia TYPE_R
- Spoiler
- 2-Piece Effect:
- Attack Speed +3%
- 4-Piece Effect:
- Physical Attack +1%
- Magical Attack +1%
- Physical Defense +1%
- Magical Defense +1%
- 5-Piece Effect:
- When attacking, 3% chance to gain 5 MP.
- When attacking, 2% chance of casting the buff Mutated Alterasia Accelerated Reaction (Attack Speed and MP gain when attacking increased by 30%) for 5 seconds.
- (Both effect stats above are unnormalized and MP Gain effect ignores max value (KR))
- Increase attribute activation rate by 2%.
- This beauty is quite handy if you can go vitality 24 hours. Has use both in PvP and PvE. Type R is jack of all trades for Lord Knight.
- Grendized Glitter Berserker
- Spoiler
- 2-Piece Effect:
- Additional Damage +6%
- 4-Piece Effect:
- Physical Attack +2%
- Magical Attack +2%
- Physical Defense +2%
- Magical Defense +2%
- 5-Piece Effect:
- When attacking, 4% chance of casting the buff Giant Brew (Character size is increased to 130%, Critical hit rate is increased by 25%) for 10 seconds.
- When attacking, 5% chance of casting Joaquin's Hallucination's Thunder.
- When attacking, 5% chance of throwing Flame Flask.
- When attacked, 2% chance of casting Joaquin's Hallucination's Magic Shield (100% damage reduction) for 5 seconds.
- (Cooldown: 5 Seconds)
- This is pure Dungeon set. Considerably best PvE set. You have huge capability of sweeping everything out of your way with Armageddon blade. For Example
- Grendized Ancient Royal Guardian
- Spoiler
- 2-Piece Effect:
- Critical +3%
- Damage Reduction +4.5%
- 4-Piece Effect:
- Physical Attack +2%
- Magical Attack +2%
- Physical Defense +2%
- Magical Defense +2%
- 5-Piece Effect:
- When attacked, 7% chance of casting the buff Impenetrable Shield (Increased Damage Reduction by 25%) for 12 seconds.
- (Cooldown: 12 seconds)
- When attacking, 5% chance of casting the buff Magical Cape (Increased natural MP recovery rate by 2) for 12 seconds.
- When attacking, 5% chance of casting the buff Potential Opened (Increased attack by 10%.) for 12 seconds.
- An alternative option for Type R set. This set can go well with all characters in both PvP and PvE.
- Grendized Sand Blast
- Spoiler
- 2-Piece Effect:
- Attack Speed +3%
- Awakening Charge Speed +6%
- 4-Piece Effect:
- Physical Attack +2%
- Magical Attack +2%
- Physical Defense +2%
- Magical Defense +2%
- 5-Piece Effect:
- When attacking, 4% chance of inflicting Seal Restraint (Inflict Stop (In KR, target cannot move but can still attack), Additional Damage 33%) for 3 seconds.
- When attacking, 5% chance of casting the buff Sylph's Aura (Increase Movement Speed and Attack Speed) for 10 seconds.
- (Both effect stats are normalized (Movement Speed effect are unnormalized in other server))
- When attacking, 5% chance to attack with a Blast.
- Pure PvP set. Not Tested.
- 4th Dimension Henir
- Spoiler
- All Elemental Resistance +100
- All weapons Element attributes +2%
- 3 Pieces Effect:
- MP Recovery Rate +10%
- Additional Damage +5%
- 4 Pieces Effect:
- Critical Hit Rate +5%
- Attack Speed +5%
- Reduced Damage +10%
- 5 Pieces Effect:
- 5% chance of double attack (excluding Special Actives)
- Physical Attack +10%
- Magical Attack +10%
- End game set. good for raw status however, extreme time consuming to get.
- --------------------------------------------------------------------
- Combos and Tricks
- Combos
- This section is a collection of any player's Lord Knight Combos i will manage the collection later, however if you wish to post your very own combo do it right away but I will not post the combo in google sheet unless you prove it to me its successful in video.
- > > Z X X (active) coming soon for more details later
- Tricks
- Arma BS HitBox
- The source of all evil. Armageddon Blade will relive most of your stress for catch your opponents. I mean opponent will obviously start running away from you while you try and catch them so tricks like performing armor break from behind. Even a single Z will make a mind blown. Do not attempt Fatal Fury cancel if the opponent jumps over you since it will end up hitting them.
- Mortal Blow Usage credits HonorPanda
- A video that is made by HonorPanda shows wise usage of Mortal Blow for catching purpose.
- --------------------------------------------------------------------
- With that begin said, this should conclude first version of Lord Knight guide. I will keep this guide updated as much as its necessary, and of course i am not interested to make this guide effort all by myself so therefore feel free to contribute me with useful things that you would find about him.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement