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Just my CC Skullknight build. Great for 1v1 and any or all PvP situations I have faced so far.
Thanks for Newsocks Build That gave me guidance and great info about starting up a skullknight, recommend for anyone to read.
Gearing up!
Armour.
With Skullknight you want to aim for stamina/int plate gear, spirit is not bad during leveling but wouldn't touch it at endgame.
If you are looking to do lot of PvP you will want gear off Auroria. But it has not been released yet, so you should be fine with the level 38/45 gear off quests from Karkasse and Hasla.
Links for the quests you get your gear off: Plate lowers, Plate uppers, Plate helmet.
Weapons and shield!
For weapons you want scepter and a shield which will do just fine during leveling if you have a partner. Also remember to snag a cheap bow with some int/stamina for extra stats (same goes for lute/flute)
For a weapon any good old +35 scepter will do as long as it has stamina+int, Skullknight is really not for the damage, leave it for the others.
For your shield you will want to get the Shield of Fortitude from hasla which reguires 150 faded fortitude tokens for the first tier (last two tiers haven't been released yet). Here is a simple guide Shield stats.
Skills, What to pick and why.
Defense.
I consider defense the main skill tree for Skullknights as you invest most of your points in it for all the good it has to offer.
+ The skills speak for themselves, great stun and trip off close range.
Extra heal and regen has never been a bad thing, you can consider switching out for whatever you fancy.
The damage combo. Is not neccecary for any skullknight but i love it. Consider instead.
Love it. 100HP and final arrow heading your way? Nope.avi. Works well for distracting enemies away and letting your friend with the tradepack sneak in.
Just good.
Only passives you will ever need.
Auramancy.
Greatest skill tree you can have, fits any build.
Enemy running away? No problems. Does well with +.
How to live against mages with plate gear.
Best escape and chase tool.
Just good to have.
More cc break, combo with to be stay alive against mages.
The annoying cc.
Occultism.
For your running and gunning with the additional CC. You can always change for sorcery or witchcraft if you so desire.
Pew pew pew.
+ To snare and annoy.
Your second interrupt, also the cc break.
Some skill usage!
Skullknight PvP is simple, you tank everything and you try to be annoying as hell.
Your main abilities to use are:
++ for quick damage and CC.
+ For chasing and escaping.
For CC'ing, interrupting and general battlefield controll.
For you'r survivability.
My usual chase to kill combo is -> -> -> -> + -> ->
After this your PvP allies should already have nuked the target down.
Thanks for reading my half arsed guide :) please point out my mistakes and suggest anything and I will fix/add it!
Thanks for Newsocks Build That gave me guidance and great info about starting up a skullknight, recommend for anyone to read.
Gearing up!
Armour.
With Skullknight you want to aim for stamina/int plate gear, spirit is not bad during leveling but wouldn't touch it at endgame.
If you are looking to do lot of PvP you will want gear off Auroria. But it has not been released yet, so you should be fine with the level 38/45 gear off quests from Karkasse and Hasla.
Links for the quests you get your gear off: Plate lowers, Plate uppers, Plate helmet.
Weapons and shield!
For weapons you want scepter and a shield which will do just fine during leveling if you have a partner. Also remember to snag a cheap bow with some int/stamina for extra stats (same goes for lute/flute)
For a weapon any good old +35 scepter will do as long as it has stamina+int, Skullknight is really not for the damage, leave it for the others.
For your shield you will want to get the Shield of Fortitude from hasla which reguires 150 faded fortitude tokens for the first tier (last two tiers haven't been released yet). Here is a simple guide Shield stats.
Skills, What to pick and why.
Defense.
I consider defense the main skill tree for Skullknights as you invest most of your points in it for all the good it has to offer.
+ The skills speak for themselves, great stun and trip off close range.
Extra heal and regen has never been a bad thing, you can consider switching out for whatever you fancy.
The damage combo. Is not neccecary for any skullknight but i love it. Consider instead.
Love it. 100HP and final arrow heading your way? Nope.avi. Works well for distracting enemies away and letting your friend with the tradepack sneak in.
Just good.
Only passives you will ever need.
Auramancy.
Greatest skill tree you can have, fits any build.
Enemy running away? No problems. Does well with +.
How to live against mages with plate gear.
Best escape and chase tool.
Just good to have.
More cc break, combo with to be stay alive against mages.
The annoying cc.
Occultism.
For your running and gunning with the additional CC. You can always change for sorcery or witchcraft if you so desire.
Pew pew pew.
+ To snare and annoy.
Your second interrupt, also the cc break.
Some skill usage!
Skullknight PvP is simple, you tank everything and you try to be annoying as hell.
Your main abilities to use are:
++ for quick damage and CC.
+ For chasing and escaping.
For CC'ing, interrupting and general battlefield controll.
For you'r survivability.
My usual chase to kill combo is -> -> -> -> + -> ->
After this your PvP allies should already have nuked the target down.
Thanks for reading my half arsed guide :) please point out my mistakes and suggest anything and I will fix/add it!
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