Originally Posted by Lone_Wolf
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hmm if you see the skills I posted earlyer its rubbish for the party guy.
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They are exactly identical except for
The Holy Knights buff remover is an AOE while the Guardians isn't (I cant even confirm that since you got that off the Korean fansite the grammar is horrible) (This is completely irrelevant altogether since you arent removing buffs from enemies anyway)
Holy Knights have the skill for a 100% crit rate while Guardians have the skill for an instant revive of a party member upon death. Also you need to keep in mind of the other skills like Resist, Protect and Heal
Imagine when the cap is at Lv 150 and Holy Knights are only able to use a Lv 9x heal. They are gradually going to be less useful until Guardians are wanted in parties for the better heal. The extra little boost from the later levels of Resist and Protect will be subpar compared to the Guardians more efficient Heal and instant revive (Which can be casted on yourself)
So if you bring this into solo PvE Holy Knight is going to need heal itself far more frequently in the later areas like Kahal Plains and Thornbush Cave. If you are spamming heal more frequently = less less attacks you are able to do to enemies so Guardian can go for more attacks before having to re heal again so using Damage over time Guardian triumphs Holy Knight in solo PvE.
The Lv 130 Hammer is the strongest weapon of the 9 weapons in the game (Before you ask fighters can still out damage Guardians with Vitality and Def debuff and all the other fighter attack skills) so Im actually beginning to think OnsOnSoft may have screwed up somewhere with the balance issues for clerics compared to the other 3 classes. Even with the maces improved attack rate Holy Knights seriously got the short hand of the stick for the late levels.