
Maplestory 2 Knight Guide With Skill Build and Equipment
Maplestory 2 Knight looks like a meat shield profession, responsible for attracting monsters, the damage is not high, but in Dungeons, Knight can not only help the team to gather monsters but also increase team damage, increase team defense, open invincible to resist monster high damage skills, etc. At the same time, the output will not be lower than other equipment in the same Equipment, which is the advantage of Knight. However, Knight is a melee class. In Dungeons, you need to chase monsters frequently. You need to have a specific operational ability and team awareness. Therefore, you can choose strength in your ability to attribute points. You can select the defense and attack talents. Add points according to personal preferences.
- Gem Recommendation
- Knight Skills
- Typhoon Slash Knight Skill Build [Level 55]
- Stinging Flurry Knight Skill Build [Level 55]
- Equipment Recommendation
Weapon(s) Used: 1H Sword, Shield
Properties: Physical, Holy
Major Stats: STR, DEF, Full Defense
Difficulty: ★★★☆☆
Pros:
High defense.
Easy to mob enemies with "Throw Shield" skill that homes to an enemy and bounce to nearby enemies.
Cons:
Half of Berserker’s sword attacking range, attacking speed and hits dished.
Knight skills from Level 10-22 deal one hit.
DPS (Damage Per Second) is lower and worsen with lots of misses.
For block and 100% critical to work, it highly depends on probability instead of relying on player’s skills.
Knight shines at Level 30 and above. So, it’s a little boring at earlier levels.
Shield Block only works with a magical/physical projectile. Not able to reflect lethal attacks
Power Gem
4
Hit Gem
1
Combat Effectiveness Gem
4
Cross Cut
Tornado Slash
Iron Defense
Shield Charge
Divine Strike
Typhoon Slash
Shield Wall
Iron Shield
Stinging Flurry
Shield Toss
Warhorn
Drill Thrust
Shield Mastery
Bulwark
Longsword Mastery
Defender of the Faith
Shield Booster


Typhoon Slash
Cross Cut
6
Tornado Slash
3
Typhoon Slash
10
Drill Thrust
2
Shield Wall
4
Divine Strike
10
Iron Shield
4
Bulwark
7
Warhorn
8
Longsword Mastery
5
This plus point can provide reasonable protection for the team and ensure its stable output.
1. Keep Iron Defense open all the time and return to blue quickly.
2, Drill Thrust, Divine Strike cool time to use, no energy consumption output skills
3. Use Warhorn to increase team damage when teaming up
4, Typhoon Slash is the main output skill
5, when the team needs to resist damage, open Bulwark
Typhoon Slash, Typhoon Slash, Drill Thrust, Divine Strike, Typhoon Slash, Typhoon Slash, continue to use Cross Cut to wait for recovery after energy is exhausted, then cycle


Stinging Flurry
Cross Cut
6
Tornado Slash
2
Drill Thrust
2
Shield Wall
2
Divine Strike
10
Iron Shield
4
Bulwark
7
Warhorn
9
Longsword Mastery
5
Stinging Flurry
10
It is the same as the Typhoon Slash stream. The difference is that you like to use Stinging Flurry skill output or Typhoon Slash skill output so that you can choose according to your personal preference.
The output method is the same as Typhoon Slash, except that Iron Defense is kept off, but when the boss cannot be output, the acceleration can be turned back to blue, and the output should be kept off as much as possible, and Typhoon Slash can be changed to Stinging Flurry. (Typhoon Slash genre Knight can not stack speed, Stinging Flurry genre needs to accumulate a certain attack speed, about 10%.)

The typhoon turbulent knights can not pile up the attack speed, the speed of light puncture needs to accumulate a certain attack speed, about 10%.
Hit > Defense Penetration > Melee (Remote) Damage > Total Injury > Physical (Magic) Resistance Penetration > Boss Damage > Physical (Magic) Attack Power > Main Attribute > Attack Speed
Head + clothing + pants + shoes: 12 physical attack power > 18 power > 5% BOSS damage
Gloves: physical resistance penetration (required) HP
Earrings: anti-wear + melee damage (attack speed, hit, boss damage)
Ring: Anti-wear + melee damage (attack speed, hit, boss damage)
Necklace: Anti-wear + physical resistance penetration (hit, boss damage)
Belt: melee damage + boss damage (anti-wear, attack speed)
Shield: Physical damage increased + melee damage (physical resistance penetration, boss damage)
Cloak: Attack speed + melee damage (moving speed)
Weapon: physical resistance penetration + total injury (defense penetration, boss injury)

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