Knight / Mage

   Knight / Mage -- Wizard Knight   

Main Way of Playing (updated for lvl 100)
The Knight / Mage has a tanking role that focuses on intense, consistent Light damage. Aesthetically, the Wizard Knight has the role of a searing holy presence that draws the attention of, and severely harms, enemies. Key attributes include Stamina, Intellect, and Wisdom; more specifically, Magical Attack and Mana Points to have a deep mana pool to use both classes' spells consistently.

Key abilities include Holy Strike, Punishment, Holy Seal, Holy Power Explosion, Whirlwind Shield, Threaten, Truth Shield Bash, Shock, Intensification, and Silence.

Updated for lvl 100.

Right now this combination can serve as a DPS, Offtank or Maintank. Every option includes Mage gear with int/matk build or int/sta + sta/matk for tank options. With another Knight in the party, the Knight/Mage shouldnt tank because of the lack of Holy Seal usage/reliance, where other tanks benefit way more outside of keeping Threaten up. Knight/Mage benefits a lot from Divine Punishment from Knight/Warrior as it increases all light dmg on the target.

Pdef can compete with other tank options even with Magegear but is a little bit lower on the hp. Its very important to keep Holy Light Domain active for it to work.

You should have both options available as weapons. A 1hand sword with shield and a 2h Hammer (both weapons for this combination are available in Dreamland. Same as the 2nd highest sta/matk stat.

For mobgroups you heavily rely on a coordinated group since, even with a shield, your aoe isnt really strong in aggro generation. especially since WhrilwindShield gets Magical Wind Damage with the lvl 20 Elite skill instead of Light Damage. Even here you might want to rotate between Intensification and Holy Strenght to keep up with it.

In a bossfight you can abuse a 2h Hammer for the pull to guarantee a lot of aggro during the burst (which K/M really relys on due to Intensification granting 92% increased light Magic dmg and Holy Strenght providing another 25% on it) by using Shield of Disciplin. after this you can rotate between the weapons if the boss does high dmg and you need the pdef from the Shield between Shield of Disciplin durations.

If you are tanking, you want to use Holy Strike to generate additional Seals to keep Threatens max passiv up. Silence is great to add all 4 Seals instantly and provides a good option to pull the boss and use threaten instantly. If you dont need to generate stacks you can fill with Fireball and Lightning or Disarment if no druid is available.

As a offtank and Dps you just support with Disarmament or Holy Strike ("feeding" the other tank with Seals) while using Fireball, Lightning, Warprayer, Silence and keeping Holy Light Domain running.

Tips and Tactics

 * Unlike most combinations, the Light damage from Knight / Mage is magical, rather than physical. This encourages this combination to focus more on Intellect and over Strength, and can make this class be considered the strongest magical tank in the game.
 * Switching to a Mage / Knight will still grant the player strong magical Light damage, but instead of serving as a tank, makes the player a magical DPS class.