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 Path
- 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.