About Anti-Paladins

From AmtWiki

Since this is blank, I will do a quick run down of the AP abilities, please consider that I am not a Knight, and have never played AP.

Immune to Command and Immune to Flame: Immune to command is pretty straight forward, it makes AP's strong against Bards, whose verbals almost all command. Immune to Flame is a bit more complex. The thing to keep in mind is that immunities do not extend to your equipment, so Pyrotechnics still work on you, and some spells such as Fireball and Lightning Bolt may or may not have an effect depending on if they hit you, or your equipment.

Poison: is pretty straight forward, just keep in mind that it is only good for one hit, then you lose the enchantment, but only if that hit actually wounds the target. So if the hit is on armor or a shield, you still have poison.

Steal Life Essence: Can be used to recharge an ability (Poison), or heal a wound, and also curses the target. Does not work on targets who are already Cursed.

Brutal Strike: The rule on this is a bit ambiguous, the official clarification is that both suppressed and cursed lasts 30 seconds each. This pretty much the only way to Curse a player who is still alive, which prevents Heal from working on them. Most effectively used for the Suppressed state, since this will prevent your opponent from using any abilities for the remainder of the combat you are in.

Awe: The incant is different that the old V7 version, (I hear people use the wrong incant all the time). Otherwise works the same.

Undead Minion: Useful in a game with a limited life pool, especially if you have a Healer with Adaptive Blessing, to make them resistant to Sorcery. The reason being that most spells/effects that remove Insubstantial are from the sorcery school.

BlackBart 12:06, 19 March 2015 (EDT)Black Bart