-I have enough with CM. my first CM is a half CM and half MK. It is why I didn’t obsess with rapier and other foolish skills with MK.
-My real first MK was use cariad. He is more powerful than rapier MKs. He can cast even heavy lightning.
-So I was aware near all possibilities of MK. But then I see one thing. A MK must depend on its MK skills. They are BoM and Temptation of course. As temptation is really weak I must protect them with my skills. Near 1.5 month ago I think such a combination: fire pole, cariad, shade of fear or lightning shock (then I learned this is DonaldDucks22’s build.). So my pets get min damage. But that was so meaningless. Using this combo already make the monster near death stance. Mobs can do only 1-2 strikes. Then there will be no need to pets.
-Then I studied on Latyss’ PG build. That was good too and uses only MK skills. But isn’t what I want. She does high, ranged magical damage. For me it is the same FP build. The result I mean, not the way.
-Than I turned on my first MK build. A cariad will be fine and VT will be good. But again I remember, monsters loose near 1\2 hp of theirs when they reach me. Same problem happens again.
-So I decided to use rapier and not elemental striking skills or PG (for damage). But as every MK knows, this is not a good way to make pets alive. I must stop monsters when SoF is not available. The only solution was Will. With will’s stunning-knock backing powers I can stop monsters for short times and with its +damage do near same damage as high STR.
-The problem is MK skill tree is not enough to spend points. They are fewer skills than your skill points. So I must choose one optional skill to use. I choose ice shield and level it to 9. When no pet is available, I can use it. Anyway as a knight a shield is needed : D
-SoS is another big problem. Taking it or not. Well I take it. As half of my STR points went to will, I was short of damage, plus there is no better place to spend.
TACTICS
Playing with this build is pretty easy. The playing style is the same as 2 STR 1 DEX builds. But as you critic monsters, you and your allies (pets) gains free shots to kill them before they damage too much your pets. As noble’s critical is elegance, you will feel a bit majestic : D
ICE SHIELD
When you grind without pets, your criticals will protect your ice shield too. When you open BoM and reached its second level, the game becomes too easy. Ice shield will remain between 75 – 100 seconds (sometimes the reuse time ends while I have 15 seconds). You will go too less time without ice shield.
ROYAL SLAVE
Well another issue. The benefit is small. But our pets are unhealable and there is no skill to invest. I take it, you may not. I just want to full MK’s skills.
ICE SHIELD AND BLESSING OF MANA
Blessing of mana gives you max mana when you are at max health. With ice shield you mostly stay at full health already. So casting blessing of mana while protected with ice shield is superb. But there is a vampireric touch problem. When you are protected by ice shield, sometimes vampireric touch doesn’t heal you.
PHANTOM GRIEF AND CRTICALS AND LIGHTNING SHOCK
When you knockdown someone (either with a critical or lighting shock attack) that one become insensible for near two seconds. But if the creatures attack speed already decreased to over two seconds thanks to phantom grief, there is not any effect except knockdown. That mob is lying down on the ground for two seconds, and even it doesn’t lay there it cannot attack for two seconds already. But if you knockdown them 1-1.5 second later of their last attack, you and your pets gain a bit time. As criticals are incredibly unpredictable you can rely on lightning shock for a good timing, while criticals do the same thing time to time and of course additional damage.
PHANTOM PAIN AND YOU AND TEMPTATED MONSTERS
With an average avoidance rate, phantom pain can work same or even better then phantom grief on monsters that are attacking you. But those monsters have already a low avoidance rate, and casting phantom pain on monsters that are attacking your own monsters have seems near no effect. Perhaps at its last level it can makes a visible change. But for you, you need it when you one on one.
MAGIC MASTERIES
Don’t take any of them. High mana pool is not needed. As our only magical strike is PG, there is no need for MP and MC.
DAGGERS AND RAPIERS
As a noble, the 3th weapon is dagger. The damage is low but the damage over time is the very same of the rapiers. But as you swing more, they critical more. The problem is the range. The range is shorter than rapier. When you knockdown enemy, you spend more time to go near enemy to hit. So in the end, even you carry a rapier or a dagger, you do fix 2 strike to a knock downed enemy. Damage will be lesser however if you choose dagger. And I think there is a bug. When you critical with a dagger, your character moves ‘a bit’ back! Named’s daggers give mana and mana regeneration. So playing with a dagger can make your life a little bit easier (don’t say BoM. I already know its powers, I said ‘a bit’)
ABILITY POINTS
Dexterity payoff lesser at higher levels. It seems spending too much is not good as I mainly use pets, hitting will be enough.
Land: 1 STR, 1 DEX, 1 WILL
Naval: 1 WILL
Now as resistances don’t works, in the future this build will benefit more (I hope). Will is kind like a random costless lightning shock. But somehow it is better, bosses can be no longer hitted by spelss that have side effects like knockback. But you can still do knockback criticals to bosess
The thing is critical is not like damage or hit rate. It is not getting better or worser with level difference. So it differs slightly for your level and 20 level lower monster (as it has lower dexterity or the like).
STR – INT ISSUE
STR or INT. it is a hard choice. Better VT and med damage or better damage. I choose better damage. I already sever my damaging ability points to half and hope to do enough critical to reach 2 STR damage. Severing it again won’t make my life easier. For working criticals, I need high damage.
TRAINING GROUNDS ON THE HELL
Exeter’s Gloshire is really the hardest place all in Florensia World. Yet, for nobles, hell is not the right word. CMs gain first skills at level 45, temptated monsters easily fall with the cruel DoT skill of monsters. Lucifer’s throne room suits better. However, this build manage to stabilize 2 werwolves if only 1 DoT is happened on each werwolf (damn, correct that stupid werwolf writing, what is werwolf?). Use PP to lure monsters. While PP has no base damage and its first DoT is after 1 sec, you won’t take the aggro of the second close monster.
Let’s look for the monsters
Level 38: the only usable monster until level 43
Level 39: that skeletons gives a bit lesser exp than normal (don’t know if they correct it). Not good for temptation. Level 38 monsters are better.
Level 40: skeleton soldiers are so few, plus they are quest monsters. Even you capture one of them, they are surrounded by deadly skeleton archers and skeleton king.
Level 41: skeleton archers, a ranged monster. Don’t temptate ranged monsters. They fall too quick.
Level 42: no monster
Level 43: ghouls (entering throne room). That ghouls, they just spam that DoT skill. Their hit rate is extreme high, they have resistance against critical and hard to hit (that zombies have high DEX). You can hardly make any ghoul pet against ghoul live for 8 minutes.
Level 44: no monster
Level 45: werwolves, easier than ghouls. I can suggest that when you hit level 43, go for werewolves instead that Lucifer’s soldiers. Now if you are not extremely unlucky, you can obtain 2 werwolves (max is 1 DoT for each pet).
Level 46: cursed werwolves. Same with the werwolves.
Level 47: hard. Blue gangster’s group behavior is strong. You can hardly lure only one of them. You can use lure of incubus. Or your temptated blue gangster will fall easily.
Level 48: strong blue gangsters (quest mob, don’t temptate them), strong blue gangster leader (another wrong name. there is already not any blue gangster leader) (another ranged mob). You can’t temptate anything on this level. From lvl 47 I suggest you to go for shrine guards.
Level 49: shrine guards and end of the hell. There will be no more Dots for a long time and no strong group behavior.
If you can obtain pets whenever possible you have to learn how to temptation really works.
If you don’t see a place without mobs that normally must be infested by monsters be careful and agile. If two or even one monster appears suddenly, you can say by by to your pet.
HOW MUCH TEMPTATED MONSTERS CAN YOU MAINTAIN AT ONCE?
If you don’t stop (phantom pain to lure + shade of fear to stop -> phantom pain to lure + phantom grief to slow -> blessing of mana + vampireric touch when needed) you can easily obtain the second pet. First pet will live up to near 18 minutes.
But if you slowdown a bit (only shade of fear tactic until you gain second pet)
And if you are lucky (right time criticals)
And if you are careful (don’t go to places where originally roomed by monsters until they all spawn + don’t kill something if there is another player already. Some monsters can come out of nowhere while you are trying to kill one
You can easily obtain the 3th pet. Beginning from 2nd pet, you can go with full force.
HOW CAN OBTAIN 2nd AND 3th MONSTER?
Hard, really hard. For second monster you must get near in right angle. You must use ice shield, because if monster hit you, you take a huge casting delay (1 second casting delay). And because the monster hits you, your monster attacks it too.
3th monster is harder. You must find 2 monsters that are not far away from each other. Cast ice shield on yourself than pp, pg, sof one and hit until near half health. Then turn the other, undamaged one and temptate it, while your other two temptated monsters finishing the first victim. None will get hurt.

