Talk:Mystic Knight/@comment-9510977-20140723110829/@comment-6298283-20140724230859

Again, play style!

MK is a balance of physical and magick attack. It also has a hardy defense with the armour you can wear and blocking ability... so a MK can handle dishing damage and taking it.

That said, you could have:


 * a fighter pawn for extra physical damage. Should you decide to focus on casting as a MK (or use a lot of long casting skills) the fighter could also help keep enemies off you.


 * a mage pawn could work well as support and some magick damage

Personally, with my Arisen MK, I decided on a mage pawn with 4 affinty skills (for cannon and sigil), anodyne and halidom. Not a well accepted build but its how I wanted to play.
 * a sorcerer pawn is ok if you can figure out a way to keep enemy aggression long enough for them to cast, but honestly, whatever you do to keep the hate will likely kill the enemies before the sorcerer finishes casting... unless the sorcerer is loaded with "mage" skills (defeats the purpose of sorcerer in my opinion)