Nightmare Court Knight
So you don’t notice the MASSIVE leap that he does before his main attack lands? Dodge is your friend. Call the Knight as a target for your party and nail him in a group effort before taking the small fry.
The forward-forward path has 3 knights and a boss in a single encounter. Our guild party regularly steamroll it just by keeping our heads screwed on and using lots of CC.
Resident Thief
So you don’t notice the MASSIVE leap that he does before his main attack lands? Dodge is your friend.
The forward-forward path has 3 knights and a boss in a single encounter. Our guild party regularly steamroll it just by keeping our heads screwed on and using lots of CC.
I’m saying the leap has no warning. I wouldn’t call the leap itself a warning because the transit time at the maximum leap range is near instant. Dodging as soon as you see him leave the ground doesn’t even give you enough time. You need to just press dodge at random times and get lucky, it seems.
It really isn’t instant. I have dodged it many, many times, and so have the guildies in our dungeon group. The transit from A to B is quick, but he hangs before he hits the ground. You have an ample time-frame in which to evade the attack entirely.
If you can’t dodge, then CC the crap out of him and move around sporadically, spreading out so you don’t all get hit at once. He goes down quickly.
Resident Thief
Keep in mind almost every class has some method of getting stability or something. Use that, it’s your friend! Obviously you should be trying to properly dodge it, but if you don’t, a backup plan is your friend.
Stability, dodge rolls, Aegis, etc.
Also, you have party members to help you. These mobs are not immune to any form of CC whatsoever.
see knight
1. Ask mesmer to moa him as soon as possible
2. Ask guardian for stability before the fight
3. Ask a teammate with a stunbreak, or other blocking skill to aggro first (knights are highly susceptible to this one as they love to jump the first one in range)
4. dont stand near your teammates and then prepare to interrupt the knight between the knockdown and the subsequent smashing.
5. dodge roll really really well.
I cant really give specific advice for anyone who isnt an ele but
1. mist form, arcane shield, lightning flash can all be used pre or post leap to stop being 1hit-ko’d. indeed you can even burn the knights leap with well timed mist forms or arcane shields.
2. Staff has gust, which will push away knights. Consider using it to save teammates who have been hit with the knockdown
3. armor of earth grants stability for pre-emptive save. Also trait in earth line gives stability when you get low hp, so you cant be wombo combo’ed without having a chance to get on your feet.
A Mesmer with good shutdown makes fighting the nights easy. Ask you Mesmer to keep the Knight dazzed and stunned as much as possible. [Illusionary Wave][Into the Void][Signet of Domination][Technobabble][Diversion][Moa Morph][Power Lock] all will stop a knight from dishing out much damage.
Another tip for any of the hard hitting melee mobs is to make sure your Asura team mates use Radiation Field on the mobs because it cuts their damage in half by aoe inflecting weakness. Radiation Field lasts for long time to so you can keep it on them for most of the fight.
No matter what set up I’m running, I always switch my utilities to Sanctuary, Hallowed Ground, and “Stand Your Ground!” on my Guardian when facing the pull of knights. If anything, these guys are the hardest things in TA, Path 3 would be just as easy as the other paths if it weren’t for these guys.
I would never do this pull without Plague on Necro. I always open up with that and usually have Well of Darkness + Chilling Darkness, Spectral Armor/Walk and Spectral Grasp in slot. Being able to pull them off your buddies and chain blinding for them is sometimes all you need to do.
I know my Engineer buddy usually has Rifle, Bomb Kit, Elixir S, and Slick Shoes/Elixir R for these guys too.
This is definitely one of the pulls you should prepare your utility skills or switch to a different weapon before going in. Pulling with whatever set up you have that does nothing for this encounter is usually asking to get ROFLSTOMP’d. I know you have your build and what not, but being very inflexible/refusing to change utilities while the tools are still there for you to use is just kittening yourself.
Stuns, roots, fears + range. Plenty of ways to deal with him
Just make SURE you use assist target in the knight. That way pugs will DPSDPSDPS him rather than the necro’s/random target.
Also if the moon is full and aligned correctly I believe the on knight in the pack in explorable can be single pulled by a pet.
List of counters:
Immobilize
Chill
Cripple
Fear
Daze
Knockback
Push
Pull
Stability
Dodge
Stun Breaker
Long Range
ex – The Midnight Syndicate [Dark]
Maguuma
List of counters:
Immobilize
Chill
Cripple
Fear
Daze
Knockback
Push
Pull
Stability
Dodge
Stun Breaker
Long Range
Actually their leap breaks through Immobilizes, Cripples, and Chills.
Or at least it did for me.
List of counters:
Immobilize
Chill
Cripple
Fear
Daze
Knockback
Push
Pull
Stability
Dodge
Stun Breaker
Long RangeActually their leap breaks through Immobilizes, Cripples, and Chills.
Or at least it did for me.
if it’s like most things it still moves them, just not as far.
I’m a warrior. I pull when they leap use shield block when that ends use endure pain when that ends use “fear me” when that cc ends use shield bash when that ends use dodge. Just hope your team has killed it by then. It’s really not hard to counter its if you get it wrong you’ll die.
Ps. Can you imagine having their build and damage in pvp … Would be so fun