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


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AuthorAll about Knight faction: Stats, Talent, Tactics, Strategy
#1480.

Monks are basically the most versatile unit in a knight's army. The all-rounder so to speak. It may not ahve the numbers and overall stacked fire-power of Guardians and X-Bows, or the speed of the Griffins, but it's a strong shooter, and equally efficient in melee (no melee penalty ability) attacks. It's also built like a tank and is usually the last to die in a battle after the Guardians.

Whether it's used to attack enemy from afar, act as elite bodyguards for X-Bows, involve in all-out melee, the Monks is basically an indispensable part of any worthy knight's army.

For certain battles, you may not max your X-Bows, others, you may not max your Guardians, but almost always, you will max the 'under-rated'... Monks.
thanks but could u please show me a battle that proves this
If you want to play knight at lvl 8, you need monks. End of story. Basically, you need tier 5 creatures to successfully play any faction at level 8.

I doubt someone will come and show a battle where monks "take over" a battle, but they always play a large role in every battle you do.
oh i think i understand what they are now i can see that they are the unit that survives with full health until the end and wins then and other times protects xbows tthe most important unit
hey are the unit that survives with full health until the end

Normally, that's your swordsmen/ guardians.
thanks but could u please show me a battle that proves this

any combat log could prove. a simple way, just take hunt as example, the AI has priority to kill some unit. from the priority, you will know what can monk do.

in general, from highest to lowest priority in lv10 + reachable, xbow -> griffin -> monk -> recruit (yes, trust me, it is true) -> guardians. as you can see, monk is at the middle there. it still apply in pvp in most case.

why do knight always max monk? simple, monk is the one with average stats, speed and initiative among all knight units. it is your major dmg output in early mid battle. even you get cavalry later, the low number of cavalry doesnt deal great dmg it will be more significant especially if you have low faction lv.

look on other, swordsmen have good hp and def but lack on speed and initiative; bowmen have good attack and dmg while weak on hp, def and initiative; griffin have good speed and initiative but having suk on hp and def; farmer, well, i dont see what so good with them beside dying ;p

in most case, your monk will survive before bowmen and griffin fall. these 2 units will buy some turn for your monk to deal dmg with range and for your swordsmen to move near to chop other. even enemy start chop your monk, your monk still have excel number, def and hp to take the dmg for your swordsmen to go further to chop other. it can even tag with sm to take retal for sm to deal a safe atk.

part of dmg and tanker, another important factor: monk is human-type creature, which can be increase its number by using training chamber. you will have even more high tier creature than other factions. more unit = more dmg = more meat = survive longer; quantity over quality is what knight have.
but could holy magic do some good job at lvl 9?
or I must start ambushing at lvl 10?(Coz of Magic guild 3)


it has no difference if you are a might knight no matter what lv you start with. hmm, you can start your ambush since lv8 with magic guild 2.

AND again, dark spells wont work without mass spells in ambush. you guys dont have to try that, i had did that. even with mass spells like mass weakness, mass dis ray, mass conffusion and mass delay can farm NPC caravan hard but those good mass dark spells cost more mana and need magic guild lv3. perhaps i will try that out once i get in lv11 with 40 talents points to invest on 2 domain talents

ofc, maybe you waiting for magic guild 3 to get chastise and evasion. evasion will allow your xbow survive 2-3 more turns exclude on spell dmg; chastise will give a short duration of dmg boost for guardian but you wont cast much at most of time.

the current situation i had, i spend most of my mana on stone skin and rapid which magic guild lv2 had provided. you can have a look on my combat log on ambushes. SO, i would say, ambush in lv8 is good to go :)
i m thinking to change to knight soon. but, knight need alot faction lv to support its combat. so, i wonder is there any solution to overcome the low faction problem?
using rally helps and ofcourse you could try arts :)
ultraman the only advice I could give is stay away from pvp til you at least get your faction level to 4 (which shouldn't take too long doing hunts and merc quests, especially with the new merc quests). Knight is probably the worst faction to switch to at a high level because of how important our racial level is to our strength. And as navi kind of suggested, you could also compensate by getting a really good set of arts to make up for the lack of troops.
i m thinking to change to knight soon. but, knight need alot faction lv to support its combat. so, i wonder is there any solution to overcome the low faction problem?
Switch now.
With all the new mercernary quests (conspirators) its quite easy to gain a lot of FSP. I switched last week to knight and I almost got faction skill 2.
Just do tons of mercernary quests
the knight thread is usually the most discussed one in the forum with the most posts

perhaps, knight is the most complex faction that requires a lot of concerns to play well

nevertheless, TG has become more impossible for knight

i am not even thinking of going TG until higher level
for elbuster:
The earlier the better.

I think that still stands even with the TG changes.
for elbuster:

IF you do intend to start your TG, do it **NOW**. The higher you go, the harder (read: more impossible) it becomes.

You should be able to win 80-90% of your ambushes without using full or enchanted arts at your level. And I have a lvl 7 knight friend to prove it. :)
for elbuster:
If you are still on the fence about whether or not to start TG now, then you're welcome to look at my combat log. Granted I'm not a knight now and it doesn't even look like I'm even trying to beat my caravans, but you can take my word for it that TG only gets harder as you level up.
1492>

ambush more often start from lv8, you should be able to do well until lv10 :)
the knight thread is usually the most discussed one in the forum with the most posts

perhaps, knight is the most complex faction that requires a lot of concerns to play well


agree with this to the max! ^^

oh and yes, i quote TG has become more impossible for knight. terribly true. new map really dampens our units. but as Jedi says, the lower the level, the easier it is.
Ok , i just switched to knight as soon as i reached level 8 and have decided to go the magical way :D ( spent bout 150k on switching o.O )

So any advice as to how to play my cards ?
Two suggestions: either Max Xbow, or Max Swords. Your magic should be more to Holy spells which help your Xbow/Swords increase their stats.

Talents, depends alot on things. I personally chose vitality/bscfortune/escort, but with the update now, I strongly encourage at lv8 to use either Holy magic talents or Leadership talents. Makes full use of your points.
for arcanyx:
Making full use , i have adv holy magic + luck !
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