Talk:Mystic Knight/@comment-75.109.5.92-20120624062331

The MK's enchantments have longer cast times than durations lol. Seriously. They really only serve to provide you with extra damage on your Magick Cannon spell if your caster pawn is busy, out for the count or just not doing their job. The MK's enchantments last long enough to win a normal squash fight, but are worthless otherwise, like when there are numerous enemies. The Mage augment for longer enchantments may be good for a mage or sorcerer, but seeing as how the MK's enchant durations are so very short, a plus 1.1 duration does next to nothing to help the matter. The scorcerer's Articulacy augment to make you cast em a little faster could be protentially very helpfull seeing that if you are already engaged in a fight, the cast times are far too long to make them useful and you will likely be interupted by a knockdown or stun attack long before it is ready to go. That is, unless you run away, create lots of space and nothing chases you. My advice, play it like a warrior. They make a good paladin type character. I play it with holy everything. Blessed riposte has the shortest cast time of everything the MK does and Holy Glare will pretty much wipe out anything. Killed the the Evil Eye in Everfalls first lvl with only two of em and I lvld up as fighter, warrior, assassin so My MagAttk isn't magnificent.