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


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AuthorAll about Knight faction: Stats, Talent, Tactics, Strategy
well, after afew ambushes, i found out the new map is good for knight ONLY IF the NPC caravan doesnt have super Sp and not come with massive shooter.

then, the map is favor us. we can sit far away while cut them off with xbow. griffin and guardian chop whoever get near. BUT, this 'sitting duck' tactic wont work on most case.

somehow, your ambush troops setting should never go with max xbow even with the correct situation (well, you will never know when was the correct timing) + 'sitting duck' tactic.

still having problem on those spells faction caravan, 1 of my DE ambush was just win with 1 guardian stands. it just pure luck with a good timing stun + burst action on its last stack.

but, when it come to player ambush, that's another story. knight will just get hit hard. so, either work harder to get in lv12: cavalry + talent should help; OR suffer for now until get in lv12.
i think he's asking what to add on or change to... i'd say go for magic build...but that may be because i'm a magic knight :D
for Pang:
You mean level 11. Cavalry is available at level 11.
If my experience is anything to go by since the expanded ambush map, then I have this to say - Unless any knights intends to go full ENCHANTED arts, level 11 is the cemetery for knights as far as ambushing is concerned.

This is the type of caravans I faced wearing full arts (no enchants) since the update.

https://www.lordswm.com/warlog.php?warid=484580255&lt=-1&fs=1

Not even close, and I seriously doubt if even wearing enchanted arts would have made a difference.
You mean level 11. Cavalry is available at level 11.

no, i mean lv12, you will have enough talent point to get something good.
1464>

as i mentioned before, you will never lose the ambush because of quality problem we can get good art to fill the gap. it was the quantity problem.

lv11 get cavalry while the talent build is not so sufficient to get some def and morale talent in the same time.

Jedi, i think you should be able to get steadiness at your lv, perhaps that could help
Seems like the debate now is on the effectiveness of us in TGs. Well, I havent had much luck doing TGs for now either. As Pang said, max Xbows didnt work. Max Swords seem to be my ONLY option now. Didnt try magic build recently though.
Jedi, i think you should be able to get steadiness at your lv, perhaps that could help

Steadiness requires 32 talents points (I have 40 at my level), which means I will not have Rally (and the +1 Morale from Basic Leadership). And even if I want to try, I can't, coz for Steadiness to work, I would need Advance Holy Magic, and that will be another 14 talent points (I have 8 left).

Also, for Steadiness to work, I would need to sacrifice at least about 3-6 parameter points on Know & SP. And that would do. ---> For 2-3 of the caravans with them dang lightning zaps, I have about 6-8 turns to chop down 12-16 stacks. If I don't have enough on attack, then having +100 Defense would be useless against caravan Hero's magic spells.

With the same (medium) arts I'm wearing now, I used to win about 50% of my ambushes, now, I have played about 10... and lost them all!

I have checked other level 11 knights, and only those who goes full ENCHANTED arts have won anywhere near 30%(!?) of their ambushes. The rest are just winning 0-2 outta every 10 ambushes they do. The way things are now, level 11 really is the cemetery as for as thieving goes for knights.

Might be better at lvl 12, coz we'll get 50% more troops, and the additional 5 talent points will let us get Expert Defense + Rally + Escort. Do talents will take care of the Defense, arts will take care of Attack, and parameter points can be use for attack/defense/magic, depending on which path we would like to take.
And even if I want to try, I can't, coz for Steadiness to work, I would need Advance Holy Magic, and that will be another 14 talent points (I have 8 left).

wrong, you DONT need adv holy magic talent to cast mass stone. the steadiness grants user to cast mass stone skin, it only mean the mass stone skin you cast has the same effect with adv holy talent + mass stone.

on other word, steadiness is quite good for might build. you just need to invest some Sp and Kn but nothing on holy talent. you still can cast mass stone skin.

same go to power of speed (if i m not mistaken) on offense talent, you dont have to invest on holy talent. your mass rapid was provide but that talent with adv holy effect, as usual you just need to invest on Sp and Kn but no holy talent point invested.
Max Swords seem to be my ONLY option now. Didnt try magic build recently though.


well, i try magic build on my last few ambushes. it is quite stratify for me. i just spend all mana on stone skin and rapid at most of time on griffin and guardian
lvl 3 knight and just switched factions. any advice on fighting?
i mean i am lvl 4 knight, sorry about the mistake
I have checked other level 11 knights, and only those who goes full ENCHANTED arts have won anywhere near 30%(!?) of their ambushes. The rest are just winning 0-2 outta every 10 ambushes they do. The way things are now, level 11 really is the cemetery as for as thieving goes for knights.

It strongly depend on their TG level.
i mean i am lvl 4 knight, sorry about the mistake

you have nothing else but max swordsmen then bowmen, anything left then take farmer. split some 1 bowmen as wall for big bowmen stack or take retal for swordsmen.
Well, new fields are a real problem for us, knights. We cannot have fast and strong troops before the 11. Guardians are slow (and they don't reach the enemy at the first turn anymore), Griffins are made of butter, and xbows will say "goodbye" after 2 turns, due to the caravan's spells or fire power. I will wait level 11 to do ambush again, when i will take the knights.
i getting worried now... i having streaks win on ambushes recently. er, yes, it is a good news for me in term of thieving part.

i change the way to ambush. using magic build instead of might + escort; wait them get near instead of go chop them before they chope (exclude on shooter-based case). it work well. yes, TOO WELL... although magic factions still give trouble me some, and i havent face some ambushes with massive shooter for now. AND, none of those faction use debuff spells which is part of advantage for magic knight.

it can be a bad news. in the initial of ambush after update, i lose some due to big map while using old tactic. what if knight win too easy now? it could be an excuse to further nerve on knight later @@"

ofc, i m looking for more information on might knight in ambush. perhaps we can have some comparison before justify on new map.
Hmmm, Im seeing the light in Pang's eyes now. Holy Magic did get some rigging, and now I'm wondering if magic build can satisfy Knights need in ambushes and such.

But I wonder how much can we rely on magic now. Certainly in GBs, I dont think we can if spawns are around, although for hunts its really useful.

I havent done a thief for quite awhile now, but I'm hoping to level up and try guards for a change. Then I'll see if magic build is where I should go back to.
but could holy magic do some good job at lvl 9?
or I must start ambushing at lvl 10?(Coz of Magic guild 3)
Holy Magic at Lv9 does pack a nice punch.

If you dare use up your talent points on Expert holy magic talent, then expect 8-8 damage for 87 of your Xbows after a Bless. That was how potent it was, but it was more for hunts and certain mercs for me. Anything else, from GBs to ambushes, Xbows got chopped away too fast for magic to work at optimum level.
could anyone show me a battle where monks change it for the battle plz i need to be convinced they are useful
This topic is long since last update and considered obsolete for further discussions.
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