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AuthorAll about Knight faction: Stats, Talent, Tactics, Strategy
besides there is the little tiny detail called "i have like 6 bravery on my inv", d'oh, things that happen when "founding" the facility because you want to sell that steel rotting on your backpack :3, i expect to use bravery until i can afford 4 morale with just the ring( or, more probably, upgrade to 5 morale *without* usign two rings)

On a slighty different topic, i had a taste of both magic knight and might knight and i must say i liked magic more eventhough might is more effective at least so far, may someone give me some insight on def knight, if it works somewhat acceptable, if it's a no-no, if it's effective or so on?
i think this combat was somewhat explicative on what i mean about "doubts" on respeccing vitality/advanced defense or advanced leadership:
https://www.lordswm.com/warlog.php?lt=-1&warid=13379032
was not for two lucky stuns toward the end i might have lost that ambush.

it also show quite nicely the power of escort :3
If you don't mind my asking, what specifically is a magic knight? Using holy + Darkness magic, just holy, or just darkness?

And is there a place where builds like this are shown so I don't have to ask something every time it comes up? :p
1063

you can focus on either holy or dark. you just dont have enough talent to invest on both side.

you still can use holy or dark even you invest on other side. but, it will just less effective.
by magic i meant with, at my current level, 5sp and 2 knoweledge, enough to cast 5 spell lasting 5 turns each, without going expert/advanced in either holy or dark yet ( partially, i gave a look at mass rapid/mass bless)
i must say, it didn't work that bad, especially in hunts or MG monster quest, i switched to full attack only recently because
1: escort mean less hero action->less buff/debuff casted
2: more attack= more escort damage :P
for thieving on lvl 6 is it better to have escort + some other talent or basic leadership + rally?
for level 6 i suggest escort + basic defense or escort+ basic leadership.

here a prime example on how powerful escort is against caravans
https://www.lordswm.com/warlog.php?lt=-1&warid=13364823
a more recently and even better example on how strong escort is
https://www.lordswm.com/warlog.php?lt=-1&warid=13398769.
shrews? pfft, they don't hurt at all :)
Hmm, ok. I'll think about doing that, thanks Pang and ciopo. :p
Hey guys. I've started ambushing recently and i'm still practicing. At the moment, certain caravans are slaughtering me, for example necromancers in this 2 battles:


https://www.lordswm.com/warlog.php?warid=481440254

https://www.lordswm.com/warlog.php?warid=481411906


any tips? i noticed that ambushes are different from normal battles, so different tactics are needed, please watch and give me some tips.
for DonTheoden:

IMO, try to have your troop layout very close to one another for Necro caravans, as 1 of the keys to possible success against them is to step on them dead bodies.. before the necro Hero can keep re-raising them a zillion times!

I suggest taking out as many Vamps/Counts as fast as possible and leave the Ghosts/App alone, as you can waste your precious Swords' turn with a miss against a ghost.

In most caravans, I usually leave the Bowmen as bait while my Swords/Griffin gets to work killing/dealing major damage to big/more threatening stacks, while the enemy is obsessed with my Bowmen.

I usually split my Recruits to at least 2-3 stacks, NOT to take retal, but to get ready to step on any dead Vamps/Ghosts, etc.

As for the 1 with the Death Envoy, don't worry too much about it. Some caravans with big stacks of tier 6-7 creatures (Devils, Death Envoys etc) are just simply too impossible to do at your level.

And get Escort into play (usually on the Griffins) asap. It'll help u clear a lot of smaller stacks that is a waste to waste your Swords' and Griffins' turns, but leaving them alone might take your big stacks' retals away.
Jedi-knight:

Thanks man, i finally beat a necro caravan:

https://www.lordswm.com/warlog.php?warid=481461137

escort is awesome against those stupid vampires, and yeah not attacking ghosts with my swordsmen was a good idea. Now, the enemy hero did raise his troops a bunch of times, but using good defense arts + basic defense + vitality helped with that.

Again, thanks for the help :).
personally, from my recent esperience trying out various talents setup, at level 7 for caravans i'd suggest escort plus advanced leadership and morale necklace whinch is cheap( plus if you can afford a morale ring).

Morale 4/5 mean an high probability of morale burst, whinch is a thing we really need with the slow swordsman, otherwise 90% of the damage we do comes from escort, that won't be enough alone past Tg1, imho
ciopo:

I'll try that build. I recently fought a 3 morale barbarian and it was a royal pain in the...

Thanks for the tip.
liked the high morale? :)

General question for those more experienced than me: 5 morale 1 luck or 3 luck 3 morale? i tend more toward 5morale 1 luck ( level 8, both are with escort), but 5 morale mean not spending 6 points :(
At your level, caravans don't seem to have many troops yet, so lots of smaller stacks calls for morale. But when you get more stacks like the uni- and more in the uni stacks, you probably want more luck.
how effective is a poison build at level 8? for PVP? for hunts? for thieving? for mercs?
Also, fallen knight or advanced dark magic + mass poison?

what balance of knoweledge/spellpower, assuming the arts used are might and not magic?

that's with MG2, so 8 points to be allocated in spellpower/knoweledge.
4/4? 5/3? 6/2?
poison build will never work on non-pvp fight. just keep that in mind.

stats point allocated will depend on your choice.
for knight what is best troop layout for level 5 doing MG quest?
thanks
For MG best will in a diferebt quest - first need Farmer cabins build
And archers with Volley bow
This topic is long since last update and considered obsolete for further discussions.

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