Dark Knight vs. Paladin
The difference between the Dark Knight and Paladin transformations are mostly visual. Initial stat bonuses are now identical.
There are some differences between the function of each Path's skills.
|Revelation: Fatigue||Grace: Fatigue||Identical.|
|Revelation: Resistance||Grace: Resistance||Identical.|
|Passion I||Passion I||Identical.|
|Steal||Grasp||Steal deals its damage instantly, while Grasp deals its damage after a short delay.
Each use of Steal increases ATT/M. ATT by 100, up to a maximum of 1000. Grasp does not increase attack.
|Active: Spear of Stigma||Active: Trail of Light||Identical.|
|Active: Prison of Destruction||Active: Purging Light||Identical.|
|Slowed||Petrification||Slowed will slow down mob actions, while Petrification freezes them in place.|
|Active: Fissure||Active: Conviction||Fissure deals damage and stuns the boss momentarily, while Conviction provides a shield with knockdown and flinch immunity.|
|Encroach||Discipline||Encroach increases damage dealt with Fissure, while Discipline increases damage absorbed by Conviction.|
|Passion II||Passion II||Identical.|
|Revelation: Stamina||Grace: Stamina||Identical.|
|Active: Punishment||Active: Sacred Sword||Punishment deals half the damage twice in a large circle centered around the character, after taking a step forward.
Sacred Sword deals full damage in a straight line in front of the character, while standing still.
The most notable difference is that Dark Knight gains an additional 1000 ATT/M. ATT, while Paladin does not.
Choosing a PathEdit
- An apparent difference between Dark Knight and Paladin are the Fissure and Conviction actives. You may choose a Path depending on which active appeals to you more.
- You may also choose whichever Path appeals to you visually because the differences are insignificant overall.
- If you do not have a visual preference, then Dark Knight is recommended for the offensive edge.