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


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AuthorAll about Knight faction: Stats, Talent, Tactics, Strategy
Heya fellow knights!

I've just played one tourney battle for the survival tournament, and it seems magic has run out of luck for me. Spells didnt last long enough to be really useful, and I ended up losing when all mana ran out (just like a wizard! lol)

Any ideas from the fellow knights of the round table? :)
1641

Magic build is not good for survival tournament. Try defense build or combination of attack and defense.
1641>

read my 1626th post ;p
1643

Thanks, I must have missed it when re-reading all previous posts. :)
hi, does anybody know paladin's "palacea" for?
Panacea completely cures the wounds of exposed member of a stack and remove all negative spells and effects affecting it.
- it won't revive anyone though; and
- effects affecting unit's characteristics permanently, like Disruption Ray, are not removed.
Panacea completely cures the wounds of exposed member of a stack and remove all negative spells and effects affecting it.

Thanks for the info. 100% success rate?
- it won't revive anyone though

I could be wrong, but I coulda sworn I read somewhere some time back that the Calvary upgrade (Paladin in LWM case) could raise dead, as in HoMM..
thanks for the info. so panacea's weaknesses are it cannot attack and can't heal permanent effects. with 90hp, maybe it's still possible to use this skill.
1648>

well, in HoMM, this ability can only use once per fight. it can heal and revive (if heal is greater enough). healing effect depend on the stacks. and, it will complete heal unit to full hp; example: if paladin heal 25 hp on a 1 guardians stacks, it will will not just end with 2 guardian with 1 hp BUT full 25 hp.

on other words, if you have enough paladin, it can actual revive alot hp.

at the same time, it remove all negative buff with 100% success rate; not just dark spells (since most negative buff is from dark spells, also some spells and unit ability such as 50% def reduce from chaos master of fire talent, mark of fire from stronghold rune priest.
what is a better approach- i did the survival tournament as both defence and offence knight, i got a higher score as offence.

doesnt 10att 12def seem so much better than 6att 15def? (same arts were applied)

but in saying this i still feel as though defence is better.

sorry if this has been asked but i dont have the patience to go and read previous threads...so what is better defensive or offensive?
well, in HoMM, this ability can only use once per fight. it can heal and revive (if heal is greater enough). healing effect depend on the stacks. and, it will complete heal unit to full hp; example: if paladin heal 25 hp on a 1 guardians stacks, it will will not just end with 2 guardian with 1 hp BUT full 25 hp.

on other words, if you have enough paladin, it can actual revive alot hp.


So are we talking about HoMM or does the Paladins here in LWM also revives HP of the other troops in a knight's army?
1652>

i m mention on the HoMM setting. beside, as long as it is living creature, it can be used on it. so, i assume undead and machine cant be used. yet, no idea is it consider as spells in LWM; why? simple, it can be use on black dragon which is spells immune in HoMM. we all have no idea on how it actual work here since the help manual didnt show anything related to it.

just like what we got now - the level 4 spells. chain lightning zap all 4 opponents target before bounce to allies units in HoMM. but, it bounce to nearest unit no matter friend or foe in LWM.

the holy spells magic immunity suppose allow targeted stack totally immune all spells according the holy talent mastery. on other words, expert holy will grant targeted stack totally immune all level 5 and below spells (not sure on dispersion).

but, the effect on the spells book was mark with: "effect: N"; BUT not with 'level: N' in HoMM, so i assume it is 'absorb 120 dmg' which is totally different with HoMM; it is more like the a weak version nature spells: arcane shield which absorb all dmg in HoMM, but only absorb spells dmg.

teleportation, ah... no idea on this.
If i am not mistaken panacea can be reused, it does not seem to have a limit on how many times it can be used, so a small stack of 1 pally can heal other stacks :D

Then again after a swing from pit demon(s) you wont have anything left to heal :(
yeh a pretty useless talent against necros and demons. but it can be quite cool, it'll work well with last breath :)
Panacea completely cures the wounds of exposed member of a stack and remove all negative spells and effects affecting it.
- it won't revive anyone though; and
- effects affecting unit's characteristics permanently, like Disruption Ray, are not removed.


as long as it is living creature, it can be used on it. so, i assume undead and machine cant be used.

yeh a pretty useless talent against necros and demons.

Hmm.. just when I thought I had that ability figured out, you guys came out and say stuff that made me all confused again. haha.. -->

If the Panacea ability is to HEAL/REVIVE our knight's troops from negative spells etc, why then do we care if it has effect on undead, mechanical, Necro or Demon troops? We are not gonna heal or revive our enemies, right? Or... no?
i was talking about the harvest and doom blade abilities :)
i was talking about the harvest and doom blade abilities :)

Haha.. dang, we have a psychic knight in our midst. I don't even see a single post talking about harvest and doom blade abilities on this page. :p

Or are you versed in the art of mind tricks of a Jedi, like myself? :D
If the Panacea ability is to HEAL/REVIVE our knight's troops from negative spells etc, why then do we care if it has effect on undead, mechanical, Necro or Demon troops? We are not gonna heal or revive our enemies, right? Or... no?

so, you are not going to help allies in fight? even it is NPC or player? :|

before the new update on help manual, i have no comments on those actual function on the new abilities :)

anyway, the latest throne tour show again that knight still lose to all other factions just like previous throne tour LOL
anyway, the latest throne tour show again that knight still lose to all other factions just like previous throne tour LOL

no way dude, the cyclops and sybils cannot beat us. they just don't deal enough damage to overcome our heal ability. ofcourse it'll be different in battle with luck and moral givving the shooters a greater advantage. our troops are the most average so we are never pwned in any battle :)
This topic is long since last update and considered obsolete for further discussions.
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