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Posted (edited)

[CLASS BUILD] The Green Knight
POTD
Untested for solo play
Devoted Fighter/Lifegiver(Warden)
Role: Off-Tank/Bruiser/Support

Stats (Human):

MIG 14
CON 7
DEX 18
PER 10
INT 12
RES 17



The Green Knight is intended to use The Spine of Thicket Green unique quarterstaff. This staff improves the power level of druid and some priest spells. The purpose of this character is to be a frontline bruiser/support character.


Deflection can be boosted using the quarterstaff modal. Quick casting druid buffs (Nature's Vigor, Nature's Balm, Woodskin) provide easy inspirations for the front line, and moderate cast spells (The Moon's Light, Moonwell) provide nice healing. The Green Knight can also turn to damaging spells and abilities when an offtank or support is no longer required. Taste of the Hunt is a 2nd level druid spell that is actually a primary attack, doing nice raw damage over time and healing the caster instantly for a high amount. Knockdown/Into the Fray/Penetrating Strike can be used to save allies, cc or do damage. Most of the spell usage comes from early level spells, but I listed essential high level spells if you decide to pick them. A big decision you need to make is what fighter subclass you want. Devoted (Quarterstaff) can be good, since you can summon firebrand to deal damage to crush-immune foes and still get the devoted bonus since it applies to summoned weapons. Unbroken increases your engagement making you a better tank, but your lack of a shield is questionable for Unbroken. Spiritshifting is not a part of this build past the first few levels when you have nothing else to do. 


Overall this character provides a little of everything and is good at filling gaps in a party. I've been surprised at how tanky it can become and how easy it is to cast spells in melee range. 


Essential Abilities and Spells

Fighter

  • Guardian Stance
  • Tactical Barrage
  • Mule Kick/Penetrating Strike/Lower Their Guard/Clear Out (Choose one or more)
  • Vigorous Defense


Druid 


I

  • Nature's Vigor
  • Talon's Reach/Vile Thorns/Sunbeam

II 

  • Light of the Moon
  • Taste of the Hunt

III

  • Nature's Balm
  • Returning Storm

IV

  • Moonwell
  • Hailstorm/Boiling Spray/Overwhelming Wave

V

  • Plague of Insects/Firebug
  • Cleansing Wind

VI

  • Sunlance/Venombloom
  • Garden of Life

VII

  • Rusted Armor
  • Weather the Storm/Nature's Bounty

You don't need every spell listed there. Most used spells are from the early levels.


Passives from both druid and fighter

  • Two-Handed Style
  • Confident Aim
  • Combat Focus
  • Superior Deflection
  • Armored Grace
  • Unbreakable
  • Rapid casting
  • Practiced Healer
Edited by ntavanga
  • Like 2
Posted

You're missing three ability points? Total of all points should be 78.

fixed. the stats are a rough suggestion anyway. f.e you could take 2 points from int and give it to might

Posted

That's a nice build I'm willing to give a try, but about that line:

 

'but loss of constant recovery and your lack of a shield are questionable for Unbroken'

 

Don't you mean the Black Jacket? The Unbroken only get penalties to speed and reflexes

Posted

That's a nice build I'm willing to give a try, but about that line:

 

'but loss of constant recovery and your lack of a shield are questionable for Unbroken'

 

Don't you mean the Black Jacket? The Unbroken only get penalties to speed and reflexes

Yeah, that was a mistake!

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