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Dread
Knight Creation

Guide


by Hexonyx

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Archetype:
Defensive
Fighter

Primary Attributes:
DEX,
CON, STR

Continents:
All




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The
Dread Knight’s primary role is to absorb damage. Dread
Knights are warriors that use Dark Magic. A Dread Knight will need to
properly use her stances, lifetaps, fear spells, special attacks and
tactical maneuvers to fulfill her various group roles.



Dexterity, constitution, and strength
are the Dread Knight's primary attributes. Dexterity helps the Dread
Knight evade or mitigate damage. Constitution gives him plenty of life
points and higher resistances. Strength enables the Dread Knight to do
enough damage to keep the attention of enemies.



Building a good Dread Knight takes some careful planning at the
character
creation screen and requires you to learn a handful of tactics in the
lower levels.

Selecting
the Right Race


Dread Knights of all races start with the same attributes, but
the
choice
of race can affect how many points the Dread Knight automatically gets
placed
into its prime attributes.

Starting
attributes:

cellspacing="2">
style="vertical-align: top; text-align: center; font-weight: bold; width: 16%;">STR
style="vertical-align: top; text-align: center; font-weight: bold; width: 16%;">CON
style="vertical-align: top; text-align: center; font-weight: bold; width: 16%;">DEX
style="vertical-align: top; text-align: center; font-weight: bold; width: 16%;">VIT
style="vertical-align: top; text-align: center; font-weight: bold; width: 16%;">INT
style="vertical-align: top; text-align: center; font-weight: bold; width: 16%;">WIS
style="vertical-align: top; width: 16%; text-align: center; font-weight: bold;">35
style="vertical-align: top; width: 16%; text-align: center; font-weight: bold;">50
style="vertical-align: top; width: 16%; text-align: center; font-weight: bold;">40
style="vertical-align: top; width: 16%; text-align: center; font-weight: bold;">35
style="vertical-align: top; width: 16%; text-align: center; font-weight: bold;">25
style="vertical-align: top; width: 16%; text-align: center; font-weight: bold;">25

Each character
gets 20 attribute
points
(AP) per level, starting at level 10. 6 of your AP are placed
for you automatically--one per attribute (STR, CON, DEX, VIT, INT,
WIS). 4 points are assigned to attributes based on your race if you are
not a human (humans are kojani, mordebi, qaliathari, and thestran).
You can
place 10 (14 for humans) wherever you want to within soft caps of 5 per
level.

Additionally,
characters get
racial bonuses to their soft caps. These
are called preferred stats and allow characters of a race to flesh out
in a way that reflects the traits of the race. Non-human races get 4
bonus points to soft caps (usually two or three attributes only) while
human
races get 6, 1 for each attribute. Thus, a human can be more balanced,
while a non-human becomes more specialized.

The table below shows the attribute scores at level 50 before
gear
and buffs for
the Dread Knight based on the race selected. We've highlighted the best
results for each of the primary attributes for you. It is possible to
reach the soft cap for three attributes as a human, but those soft caps
may be lower than those attainable by other races.

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Racial
Abilities


The other important factor to consider when picking the race for your
Dread Knight is racial abilities. With their short durations and long
recasts,
racial abilities are less important than attributes in the selection
process, but they can be used to pick between races that are otherwise
equal. The racial abilities are listed below.



Thestran: Inspirational
Commands


You will have 3 inspirational commands at your disposal:
Inspirational Presence, Inspirational Wisdom, and Inspirational
Tactics. Each command is a group buff that will add either 2% to
mitigation, a 3% reduction to mana cost of all spells, or a 2% increase
in damage. You may only maintain one command at a time, however you may
have all 3 effects active at the same time. Recast is instant.



Human Ingenuity: + 10 bonus to all weapon skills, and dodge.

Crafting: +10 Ingenuity

Harvesting: +5 Lumberjacking


Lesser
Giant: Strength of
Torsheim


For the next 30 seconds after this ability is activated, you will
increase your max hit points by 50%. Hit point regeneration increases
for 60 seconds. Recast is 30 minutes.



Large Race: 2% bonus to mitigation

Crafting: +10 Ingenuity

Harvesting: +5 Lumberjacking

style="font-weight: bold;">
Vulmane:
Spiritual Bond


This ability will apply an effect to every member in your group,
allowing 35% of all damage done by them to return to you in the form of
health for 20 seconds. Recast is 15 minutes.



Animal Reflexes: 10% bonus to run speed.

Crafting: +10 Problem Solving

Harvesting: +5 Skinning


Kojani:
Spirit of Jin


This ability will immediately restore 45% of energy and hit points to
the target. This ability has a diminishing effect on any target that
has benefitted from this ability (used by another player) in the last
10 minutes. Recast is 30 minutes.



Human Ingenuity + 10 bonus to all weapon skills, and dodge.

Crafting: +10 Ingenuity

Harvesting: +5 Lumberjacking
style="font-weight: bold;">Orc:
Fury of Ghalnn


For the next 7 seconds after this ability is activated, you will
receive a 10% increase to damage and 100% of all the damage you do will
return to you in the form of hit points. Recast is 15 minutes.



Large Race: 2% bonus to mitigation

Crafting: +10 Problem Solving

Harvesting: +5 Quarrying

style="font-weight: bold;">Qaliathari:
Swiftness of the Sands

For this next 10 seconds, you will evade all melee attacks and spells.
Recast is 30 minutes.



Human Ingenuity + 10 bonus to all weapon skills, and dodge.

Crafting: +10 Ingenuity

Harvesting: +5 Lumberjacking

style="font-weight: bold;">Dark Elf: Spawn of Haelufir

This ability allows you to summon forth a small drake for a short
duration. The type of drake you summon will be based on class and
level. Each type of drake will have a variety of effects at their
disposal, ranging from group auras, to breath attacks. The
higher
level drakes will also learn spells that are sympathetic with their
associated class. Recast is 30 minutes.



Elven Wisdom: 2% reduction in mana cost

Crafting: +10 Finesse

Harvesting: +5 Skinning

style="font-weight: bold;">Kurashasa:
Symbiotic Armor

When this armor is active you will be protected by a proc (a process
that fires under certain conditions). In addition to a rune that
mitigates 25% of all types of damage,
you have a chance to apply an effect to all enemies within a 20 meter
point-blank
radius when you attack, cast a spell, or receive damage. Anyone
affected by this debuff will become snared and slowed. Recast is 30
minutes.



Animal Reflexes: 10% bonus to run speed.

Crafting: +10 Reasoning

Harvesting: +5 Skinning

Level 1-10 Tactics

Abilities and Stances
from Levels 1-10




The Dread Knight starts as powerful as any other Protective Fighter,
and equally solo-capable from levels 1-10. The early levels are a great
time to learn some of your base skills, your role in low-level groups,
and obtaining a full set of starter armor.



When you first enter Telon as a fresh and eager Dread Knight, you begin
with one stance: Ebon Blade. Ebon Blade is a high damage stance that
increases damage by 10% but also increases Endurance costs by 5%. Along
with Ebon Stance you begin life with one Dread Knight ability, Vexing
Strike. Get used to this ability as you will carry it with you for your
life up to level 50 where it maxes at Vexing Strike VII. Vexing Strike
is a combat ability that adds a bit of damage on top of your normal
melee hit, and also increases your Dreadful Countenance.



Now Dreadful Countenance [DC] is a class defining Dread Knight passive
ability. DC can increase up to DC level 5, which is attainable later in
your life. At each level DC increases the fear of your target and other
enemies nearby.  DC will only increase to level 1 at this
early stage, which gives you a 5% increased chance to critical hit
along with a Resistance Debuff on your single enemy.



After Level 1,
your Dread Knight will gain abilities every two levels. Level 2 will
come quickly, and reward you with two more Dread Knight abilities,
Torture I and Devour Strength. Torture will again stay with you through
your Dread Knight life capping out at Torture VII at level 50. Torture
is your first Damage Over Time [DoT] spell, and reliably ticks of
damage for 24 seconds on your single target. In addition to the DoT,
Torture I increases the hate your target feels for you, helping you
control agro for low-level grouping. Devour Strength I is a two part
ability in that it steals your target for 10 Strength and Vitality and
applies those stolen attributes to your character for 5 minutes, even
after combat is over. Devour Strength also builds over your life,
capping at Devour Strength VI at level 50.



After Level 2,
your Dread Knight is most successful in combat if an enemy is pulled
from maximum range with your DoT, then hit with Devour Strength to
debuff the target and increase your damage ability. This technique
works well for solo and grouping, and is replaced eventually by Shadow
Step at Level 10.



Level 4
grants the Dread Knight with Malice I, which is very similar to Vexing
Strike, and is a combat ability that does 150%of a normal melee strike,
and increases DC when successful. The advantage of Malice over Vexing
Strike is apparent when in a group or at minimum duoing with a friend.
Malice gives an additional damage bonus when used while a friend is
adjacent or across from the Dread Knight, effectively attacking the
enemy from two opposing sides. Level 4 also gives you Dark Ward, which
reduces incoming damage by 25% for the next 4 attacks or 60 seconds
whichever comes first. This ward is of great use, and should be fired
off every time it refreshes while in combat. This will reduce downtime
and increase survivability while solo and grouped.



With your DoT then debuff pulling technique, combined with your damage
ward, and direct damage abilities, you should find leveling comes easy
and quick through level 10. Creatures are easily handled at 2-dot white
or yellow, and the occasional 3-dot blue, allowing for quick
experience, good drops, and easy questing.



At Level 6,
you receive your first “Finishing Move” in Wrack I,
which dishes out a crippling 400% melee damage hit. Chains and
Finishers are an integral part of Vanguard, and for your Dread Knight
can greatly ease your abilities to group, hold agro, and kill quickly
while soloing. Wrack I is triggered off a critical hit while in combat,
and is only available for a short time after that crit. In addition
level 6 gives you your first Fear spell, Frighten I, which gives a
taste of another Dread Knight part time ability, that of Crowd Control
[CC]. Frighten allows the Dread Knight to “split”
monster pairs, by sending the second MoB running for 10 seconds. This
is helpful when more then one enemy must be fought initially or if an
add is encountered. Beginning at level 6, the Dread Knight is able to
increase the effects of Dreadful Countenance to level 2! Causing an
increase of 7% chance to critical hit, additional resistance debuff to
your enemy, and spiritual damage does 5% more to your enemy.



Level 8
reveals an upgraded version of Vexing Strike, and your first taunt,
Provoke. Level 8 is when grouping becomes much easier, as a direct
taunt [Provoke], added to your hate gain from Torture and your damage
should help you tank with moderate success. The Harrow I ability is
also gained at this level, and is another class defining skill for
Dread Knights, and is your first Life Tap. Harrow is positional, in
that you must be behind your enemy for the ability to work, and when
successful does 200% damage of a melee hit and returns that damage as
health back to you. Before a Dread Knight receives Shadow Step, Harrow
is really only used when in a group and either not main tank, or if you
lose agro and the enemy turns its back on you to attack a friend. Bleak
Foeman [BF] is the last ability at level 8, and is a damage
mitigation/utility type spell. BF raises the Dread Knights Block
ability by 100% (doubles ability) until the next successful block. BF
has numerous uses when grouped and solo. BF turns off attack putting
the Dread Knight in a passive stance. When grouped and not the main
tank, BF can be used to lose agro and allow the tank to gain it back.
BF can be used while main tank to block an incoming attack, thus
mitigating incoming damage, but remember you must re-attack after BF
goes off. BF also works when you are running from an enemy and you are
trying to run away until the creature returns home.



Level 10 is
when you come of age as a Dread Knight, gaining most of the abilities
that you will learn throughout your life. First and foremost is Shadow
Step [SS], which is probably my favorite Dread Knight ability. SS
“warps” the Dread Knight once in range, to directly
behind the enemy. SS is the perfect set-up to use your new Harrow
ability, starting off combat with a quick warp then 200% melee damage
to your enemy. SS recovers rather quickly and can be re-used during
combat, but be warned, rogues and other positional group mates will get
a bit irritated if you keep warping and turning the enemy 180% every
minute or two.



Level 10 also sees upgrades to Devour Strength and Torture, along with
your first Word of Doom[WoD]!!! WoDs are long re-use abilities that
deal serious spiritual damage to your enemy. This first
WoD—Althen—deals a painful 246-262 damage to your
foe. In addition the Dread Knight receives their first rescue ability
at level 10, Scourge, which forces your enemy to attack you instead of
your defensive target. Scourge along with Provoke are your bread and
butter as a grouping tank to control agro. The last ability gained at
this stage, is your first Symbol, the level 10 Symbol is Suffering, and
is a minor damage shield, which causes your enemy to take melee damage
on every successful attack against your person. Level 10 also grants
the Dread Knight the second of their three stances, Armor of
Darkness[AoD]. AoD lowers damage done by 10%, adds 10% damage
mitigation, and adds 30% hate per attack. While this stance is great
and often used while tanking in groups, AoD has been found to be useful
while solo, sometimes allowing the Dread Knight to survive combat
against tougher creatures that would kill the Dread Knight in the Ebon
Blade stance.



Tanking

Once the Dread Knight hits level 8 and gets Provoke, your tanking
career and practice should begin. The trick on aggro control is to
remember or realize that in Vanguard, agro is directly related to
damage taken by the MoB. Every taunt used by a Dread Knight will have a
“Hate #” which is comparable to damage amount done.
Think of your taunts as additional attacks that you need to make, that
when added to the damage you are doing, will be more then the highest
damager in your group.



I have found it easiest to tank as a Dread Knight as being the puller.
Get the damage started early, along with hate increasing skills. Talk
with your group mates, if you don’t group with the same few
people frequently, explain your tactics and needs as a tank. Let them
know you will pull, and would like to have the first few seconds of the
encounter to gain hate using taunts, damage, and DoTs. If your group
can’t control themselves and constantly are pulling agro from
you using their heavy hitter abilities right off the bat, then no
matter what you do you will struggle. Don’t be so quick to
blame the class or the mechanics of the game, as there are many Dread
Knights out there that are high quality tanks that perform above their
groups expectations.



Equipment

From levels 1-10, Vanguard provides all races and classes with an
ability to gain a full set of basic armor. This armor helps in filling
out your equippable slots, but when compared to vendor sold or player
made equipment is severely lacking. It is my belief that once you can
afford it a level 10 Dread Knight should have a full set of player made
tin or vendor bought armor. These upgrades will have a noticeable
effect on your survivability both solo and grouped. This goes for
weapons and shields also. Remember damage=hate, so the higher DPS
weapon you can swing the more hate you will produce. I am an advocate
of sword and board [1-handed weapon + shield] when grouped and 2-handed
weapons when solo grinding or questing. Develop your own beliefs and
methods, but remember player crafters are an integral part of Vanguard
and their products will be of a quality to keep them in game as a
valuable option for gaining high quality armor and weapons.



To Wrap It Up

The last few paragraphs gave details on the Dread Knights skills and
abilities with some tips on when and how to use these abilities. As
each of you create your Dread Knight, you will learn to play to your
own strengths and mitigate your own weaknesses. The most important
thing is to remember that there is no set way to use abilities, or to
tank in a group, but through time the most effective ways for you to
play your Dread Knight will emerge through use. There is no right race
to play for Dread Knight, with all races having their strengths and
weaknesses, and the game being new enough that attributes and abilities
will fluctuate giving one race an advantage only to take away that
advantage as the game is tweaked. The important things is to give your
Dread Knight a chance, pick a race that appeals to you for role playing
reasons, or looks, or is near a city where your friends are
starting.  


Other
Dread Knight Resources at Ten Ton
Hammer


  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=486">Dread
    Knight Class Guide
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=487">Dread
    Knight Spells and Abilities
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=181">Know
    Your Role: Defensive Fighters
  • href="http://vanguard.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=472">Guide
    to Vanguard Statistics

href="http://forums.tentonhammer.com/forumdisplay.php?f=92">Discuss
this Vanguard Guide in our Dread Knight forum!





To read the latest guides, news, and features you can visit our Vanguard: Saga of Heroes Game Page.

Last Updated: Mar 13, 2016

About The Author

Karen is H.D.i.C. (Head Druid in Charge) at EQHammer. She likes chocolate chip pancakes, warm hugs, gaming so late that it's early, and rooting things and covering them with bees. Don't read her Ten Ton Hammer column every Tuesday. Or the EQHammer one every Thursday, either.

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