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


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AuthorAll about Knight faction: Stats, Talent, Tactics, Strategy
Thanks Pang!
But, what would you suggest (knowing your performances I'll trust your opinion)?
You need first to build the magic capabilities, I think...
read those links in - https://www.lordswm.com/forum_messages.php?tid=1842541&page=64
In my opinion you should wait with magic until Lvl 8 and xbows - then bless spell is really good.
I took +1 def at lvl 6 - so my griffins could take a few more hits.
for Teoabroad:

In my opinion, u should try allocate 1 point into Knowledge to achieve 10 mana. Then try using bless, rapid, curse and delay. Sometimes a good timing of rapid / delay can turn lose to win.
U can see which suit your playing style, might or magic. In my experience, magic knight great for Hunt and Mercenary Quest.
magic knight great for Hunt and Mercenary Quest.
Agreed, but once at Lv8, max Xbows have proven to be quite good even in GBs. Still, it depends on your playing style. I've asked the Magic or Might question alot, and so now here's the conclusion as how i see it:

Magic - spells like bless and chastise (lv10) form the backbone of my stacks when I use Max Xbow

Might - High defense ensures my Swords/Guardians stay alive long enough to chop others down, with Escort as backup.

Summary: depends on your playing style. Magic is quite vital at certain times, but totally useless at other times. Situation, style and mentality makes all the difference. :)
Many thanks knight fellows!
Got even more undecided...
Anyhow, many thanks once more!
if you have money for building magic guild then just get 1 or 2 knowledge points come on sometimes these small spells play a very deciding role for giving a close fight in your side
for Teoabroad:

Magic is not at its effective best at combat level and Magic guild 1. -> For Magic to have a devastating effect, you would need to get Expert Holy talent, which requires 21 talent points. At level 6, you only have 15. And there are better talents on the wheel to spend that 15 points on.

The most frequent magic you would cast at lvl 6 would be Des Rays, and given the fact you are doing mostly (100%?) hunts and quest, and most of the creatures don't have ultra high defenses, -3 defense Des Rays (no msgic talent) are often sufficient.

Lastly, IF, on the rare occasion you do need to boost your Know & SP, you can always wear arts to give you that.

Always put your parameter points on stats that you depend on most often in your battle.

I know you are not at my level, but the principle is still basically the same. I only have 1 Know/0 SP 'bare-bodied', but in hunts where I intend to go the Magic route (very often these days), I can boost these stats to 5 Know/7 SP with arts.

But in cases where I need that extra fire-power (I go Might in ambushes, using talents to boost my Defense), then my basic stats will help me achieve that.

Good luck.
Typo -

Magic is not at its effective best at your combat level and Magic guild 1.
@Jedi: Disruption ray is only available with magic guild level 2. With level 1, all you get is bless, rapid, delay, and curse.
Teoabroad:

Also, may I suggest using some bowmen in your army instead of recruits? I saw your last hunt against the renegade thugs. I think bowmen would have helped you win that fight as the enemies will shoot the bowmen first, leaving your griffins alive so they can actually hit or block the shooters. Then your swords would have time to reach the enemy with a chance to do some real damage. Recruits should only be used as a support unit in hunts (to block shooters and/or take retal)
That is not the main problem. He charged right in range of all thugs for no apparant reason.
I am a knight who uses magic for bless primarily and sometimes for stoneskin. I like to play with a spellpower of 3 giving my units the magic for 3 turns. I might increase it to 5 if need be.

What art is better -- A cape of winds (protecting against wizard's and DE's lightning 25%), cape of arcane protection (protecting against all magic 15%) or cape of magical power (allowing me to put 2 more points in attack/defense or increasing my spellpower to 5)

Similarly, what ring is better? Ring of inspiration or ring of abdication? (I already play with +10% initiative. Does an extra 10% help me for tourney(by maybe giving me an extra shot with my Xbows every fight) and/or otherwise or is 2 morale and 2 extra defense better than 10% extra init)?

Please advice
for Silverhand:

In my opinion, use cape of magical power to achieve 5 SP, so hopefully your spell can last until end of battle.

Because at tourney, i think the percentage of magic user is less than might user. The elf usually use druid for stone skin first rather for lightning, DE have piercing magic can pierce through ur resistance, etc.

I think, ring of inspiration is better, cause u need moral boost for ur xbow before they perish. In my opinion at FFA is better not move / attack first, so u can watch the situation/ condition and planning a good strategy :P. Just my opinion.
Why should I get the Escort talent when I'll be level 5? What is it doing? I didn't really understand what it says it does.

Can anyone provide some good tactics for level 5 against each faction? General tips about how to beat them.
Escort makes your lord do an attack of 150% damage to an enemy stack whenevr they attack a stack of yours (it takes a tun to chose the stack, by using spell-book and choosing escort)
Faction tactics:
Delf: Range the rouges, defend bows. Kill bandits first if they have any. Play def overall
Demon: Kill the succ's. Then you'll be fine.
Elf: For me, in 1 on 1 and 2 on 2, put grifs in 2 stacks, 9 and 1 (you should have 10 grifs) have the one block elven bowmen/druids, and teh other damage them and block
Knight:most block with farmers/recruits, hope you go first and range archers, start with a volley if need be, after doing that, focus on grifs if they get in range. Otherwise, kill archers with archers and move your knights in to finish. When archers are dead, kill grifs,a nd then do some damage to knights. NEVER aim for knights with archer first, they take low damage.
Wizzy: range rules again, kill their shooters (low hp, quick) your biggets danger is the lord himself, and you can't kill that.
Barb: try and kill the orcs, normally they block against grifs with ogres, and the ogres take a while to kill, just try to range the orcs, or if close to death, the ogres.
fyi the escort does 100% damage now
Hi there!
I am unable to decide whether I should dump one of my ring of inspiration for a signet ring of might! someone also advised me to dump both the rings but that is beyond me as I think morale is pretty important too!
#1558,

Hiya, my friend. :)

It depends on what type of fights (hunts/quests/ambushes?GBs) you are referring to. But for me, from level 10, I stopped using RoI. SRoMs and Penumbral ring (if I'm going Magic for that battle) are the only rings I use.

Thet (roughly) 10% CHANCE for a morale burst pales in comparison to the CONFIRMED +3 Attack and +2 Initiative I would get from a SRoM. :)
Thanks you very much, zarddeath!
This topic is long since last update and considered obsolete for further discussions.
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