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All about Knight faction: Stats, Talent, Tactics, Strategy


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AuthorAll about Knight faction: Stats, Talent, Tactics, Strategy
for God_of_LWM:
on lvl 11 against caravans i use def-knight. all talents to defence+vitality and escort(!). escort will help against DE or necro (shrews and vamps) and kill some little stacks who want attack you guards without retail))
Hi, knight players.
Can anyone help me about troop placement for thieving lv.11.
I'm only have fsp lv.5. Now i'm using frevor and expert leadership talent with might stat.
normally for thieving max guard is the best.
cross with be decoy and you keep inspire guard.
use griff to block any shooter that might treathen your guard.
My recruiting for thieving: 33 crossbowmen, 63 Guardians(max), 17 Griffins(max), 11 monks(max), 4 Cavalry(max).
Which one is better for thieving?
1. Expert leadership, fervor, rally
2. Battle fury, expert leadership
3. Battle fury, advance leadership, rally

And how the troop placement? crossbowmen at corner, etc...
3. Battle fury, advance leadership, rally

this is better option since you were low fsp. just get rally to get more troops and bonus morale.

And how the troop placement?
this is what i study from AI caravan. you could have yours :)

so, just as a reference:

troops placement in NPC caravan is quite solid. in most case, your xbow, guardian and monks should locate at bottom right corner. in most NPC caravan, their high speed unit seldom place at the bottom right side. this could buy you 1 turn to survive.

xbow at corner while monk and guardian should be 2 tiles away from xbow on top or left. split some decoy guardian or xbow stay near the big stack xbow or monk; or sacrifice them as part of the tactic to enrage your guardians.

this troops settle will be good for you to dodge fireball, sppike from most caravans. those spells will only kill your xbow without harm your major strength. of course, it will be another story IF you face demon caravan with meteorite rain. so, just pray that it seldom happen on you.

perhaps you may ask 'to dodge spells, why dont just leave xbow on a corner while guardian and monk on other side'. your xbow is highest priority to be killed in AI's list. hence your, most NPC melee stack will charge forward to xbow before the NPC hero throw its fireball or lightning.

in the same time, most high speed non-flyer unit wont be able to make 1st hit on your guardian and monk AND your guardian can reach in 1st move; monk can deliver full dmg in sometime. this will give your guardian and monk some the chance on 1st strike.

as for your cavalry and griffins, as long as you dont place them at top left corner, top middle or middle left should be ok. most high speed unit in caravan can reach those position easily and you might lose your cavalry or griffin without even single chance to attack or move. your griffin do have some chance to get 1st move before other. but, that only apply if it happen and you have to do battle dive asap; ELSE, you shouldnt risk for that.
troops placement in NPC caravan is quite solid. in most case, your xbow, guardian and monks should locate at bottom right corner
I tried to place guardians, monks and crossbowmen at bottom right corner. It's working, the high init caravan unit charge forward to there, so my guardians get first strike at them :)
But the main problem was griffins, it seems that my griffins so useless at thieving, just charge at enemies and die very fast. Maybe situation will get better when i'm upgrade it to royal griffin at lv.12.
@2906
agree. battle drive let griffin attack without suffering retaliation from enemy. after a dive, royal griff may have a chance to block enemy shooter while griff can only reach shooter in 2nd turn
as i mentioned before, griffins werent as good as you thought. it is excel in pvp and little help on MG BUT nothing more. yet, it still serve you well as high priority to be killed after xbow AND buy you little time for you guardians and monks.

griffin still serve you well: good for die to buy you time; same apply to cavalry too.
just wondering, how good is monk compared to other creatures of that tier.
level 7 knights - is it worth buying magic guild and for me, using the extra parameter from merc guild on a knowledge point?
also, what is the best combo of troops for lvl 7, because having 83 bows is really tempting but i feel like 57 swords is more important to have - is it worth it to have 83 bows??
Monks, great units, not sure how to compare them to other faction's units.

Worth it to get magic school, eventually. Really helpful once you have crossbowmen. I wouldn't put that point on knowledge, though. You can always just buy a hat for that, and use it when you need it. Somewhat pointless also if you don't have any spell power to back it up. I suggest at least 2 SP. Again, buy magic arts, and use them when you need them.

Best combo? Depends on what you're fighting. Lots of bow are good for melee fights where you don't want to use a sword. Hunts like griffins and infected zombies are two good examples. Lots of sword are best most of the time, especially for most MG quests.

The thing about Knight is, we're really flexible. Don't be afraid to switch it up and try different things for different situations.
Monks, great units, not sure how to compare them to other faction's units.

you just CANT compare it with other faction tier 5 unit.

monk play important role in knight troops; it is far more important than other tier 5 unit in respective faction.

farmer/recruit: they only serve as decoy to die or boost your maximum troops size. you wont take them as major strength in most case.

bowmen/xbow: they do deliver not bad dmg due to quantity. major downside: low ini, low hp, low def. often get killed before make any attack.

swordsmen/guardian: they have excel attack, def and hp. major downside: low ini, low speed.

griffin/royal griffin: high speed, high ini with average attack. major downside: unstable dmg output, low def, low hp compare with other unit in same tier, non-humanoid unit = cant get benefits from rally nor training chamber = low recruit amount.

cavalry/paladin: high speed, moderate ini, good hp with good ability. major downside: big dmg gap, low recruit amount even it is humanoid unit, i still cant find anyone can get extra cavalry even with rally + high knight fsp.

angel/archangel: high speed, high initiative, stable dmg output with moderate stats among all tier 7. major downside: non-humanoid unit = cant get benefits from rally or training chamber

so, look on the monk/cleric you had: it has average stats among your units. moderate atk and def, humanoid unit = higher recruitment, good speed, good ini, shooter with no melee penalty, lower dmg gap = more stable dmg output.

IMO, monk/cleric is the knight standard all-round good unit: your main shooter in pvp, supporter as caster, tag with swordsmen/guardian as melee fighter too, tanker as take retal.

i dont see the major downside on monk/cleric. but, even you really need 1, i would say the recruit amount is just enough for your troops. it is a tier 5 unit, you dont expect it can be recruit as much as guardian, do you? ;p
I wouldn't put that point on knowledge, though. You can always just buy a hat for that, and use it when you need it. Somewhat pointless also if you don't have any spell power to back it up. I suggest at least 2 SP.

now, this is the best suggestion i ever see. instead of 2 Kn, you were telling other 2 Sp is better and use artifacts to boost Kn?

come on, it doesnt matter if you are really gonna boost Kn with arts. but, you dont always equip magic artifacts, do you? what if you are going to might built? your Sp will waste your stats point and do NOTHING. of course, you still can apply enfeeble under dark talent; it allow your hero perform weakness attack which only rely on the Sp you had.

BUT, you already had fallen knight talent as a pre-condition to apply enfeeble. you could just get that 5 Sp without invest any Sp on your hero stats. your 2 Sp investment become overlapped.

i would say, get Kn and use artifacts to boots Sp if you just want some basic spells in support. you get mana with Kn, it still allow you to do some magic build level 1 and 2 casting EVEN you are in might built. in this case, dis ray will be your favorite. after that, once you equip with Sp artifacts, you can cast other spells such as rapid or delay.
The thing is, at level 7, you only have magic school 1. For darkness, that's delay and curse. .5 turns of that isn't going to help you much in the long run. It might save you from time to time, but generally speaking, 1 kn isn't that useful. This is also true because 10 mana means you get to cast 2 spells, and have 2 mana left over.

Instead, use Hat for Kn and Rings for SP. Or, if you can afford it, Staff of Power. Then you can keep the initiative or the ever-critical morale, draw additional SP from wizard helm, and be able to cast 5 times of at least 3 turns each.

If you ARE putting points into Kn anyway, I'm saying put at least 2 SP. Personally, I think Might build is better at level 7. Once you get to 8, you can try dark knight things like poison and disruption ray, both of which are really helpful for Thief Guild.

I guess what I mean is, putting 1 Kn and 0 SP is a waste of a point. If you are going Magic build, go all in.
2915>

you still not get my points in 2914th post. you are mention minimum invest on spells. yet, you prefer get Sp rather than Kn. IMO, such stats built is not recommended.

it is true that magic build dont work well before lv8. as i mentioned afew page before, magic show its strength from lv8 with magic guild level 2.

i do understand what you try to mention on the lv7 situation. you want spells but only head gear and weapon can be found as magic artifacts at that level. so you plan to use artifacts to overcome the Sp and Kn problem. but, this is an expensive way, suitable for those rich bagger ;p

If you ARE putting points into Kn anyway, I'm saying put at least 2 SP. Personally, I think Might build is better at level 7.

stats isnt a factor to determine whether you are might or magic built. talent and artifacts affect the most. it doesnt mean i will always get expert holy or expert dark all the time even i had 4 Sp and 4 Kn
I think it is you who do not understand I! :)

I am saying, don't put any points into SP or Kn. Put everything into Attack (preferred) or Attack and Defense. Instead, just carry the arts you need. A hat of Kn and a Cape of SPirits, only cost about 10k together. Use them when you need them, which shouldn't be too often.

If, however, you disregard that advice, don't put 1 point into Kn unless you are willing to put AT LEAST 2 on SP. Otherwise, that 1 kn, which represents 2 tactical plays, is useful for exactly 1-2 turns [(.5 +.5) or (1+1)]. Having that same point on Att or Def is far more useful in most situations.

This all assumes level 7.

At level 8, dynamics change. Having 1 Kn for 1 dispersion as holy, no SP is needed. 1 Kn for 2 disruption ray, no SP needed. And truly, things begin to get interesting when you factor in fallen knight. :)
Sorry for double post, but I just reviewed my singular level 7 gold medal in hunt, and I realized something. I was using a complete master hunter set, which means that the 1 SP and 2 Kn I had were stat allocations, and not the result of arts.

What I realize is, the above advice may be misleading. 1 SP is fine, I think, as long as you have at least 2 Kn. That way, you have 5 turns of 1 spell, versus 1 turn of 2 spells.
are there any links to the character who is a darkness knight?
for jfranklin88:
Well I'd advise you to be holy magic knight.
Darkness magic knight is not that good against huge amounts of AI and it needs high sp and knowledge too.But, it can quite good in pvps.
This topic is long since last update and considered obsolete for further discussions.
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