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


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AuthorAll about Knight faction: Stats, Talent, Tactics, Strategy
then max bowmen and farmers

Better without chambers and 1 faction skill get 20 bowman and 4 farmers for defence
Individually, our troops never stands out.

-X-Bows without 1-stack Recruits/Guardians/Swords walls to protect it,
-The mighty but slow Guardians/Swords without supporting troops to distrae enemies till they are within striking distance,
-The tank-like shooting Monks who can go about shooting enemies in peace while they are busy getting to the X-Bows, Griffins, etc,

Same could be said about our Calvary, Griffins etc - all pretty average as a solo unit, but when they come together, we knights can more than hold our own in any GBs. :)
Actually, Paladins are not weak at all. It could jolly well end up to be the ace card for us in many a battle, esp in GBs and tourneys.

Look at this knight in the Throne tourney,

- Post #13 - https://www.lordswm.com/forum_messages.php?tid=1872453
- His record - https://www.lordswm.com/pl_warlog.php?id=4564429

If used correctly, the healing and jostling abilities are deadly.
Leaving aside that panacea ability (far in the future for most of us), i think someone should advice new level 12 players that AI primary target change from xbows into upg griffs. That's what i've observed in all caravans and mercs. In hunts, i rather not use the griffs :p. Why, because they are the only creature that could dissapear from the battlefield? :)
ok i need some help:i reached CL 6 a couple of days ago and i got serious problem with DE and Wizard.In fact all they do is run around(with gargoyles or lizards/minos)after that they kill griff and bows are not a problem.Thx to magic arrow low cost(4 mana)and mana regeneration they simply run in circles and kill me thx magic arrow.I actually use leadership+rally as talents.
well DE will switch to might after lvl 8 so just wait til then, though you should still be able to beat them with some morale.
as for the wizard sadly the rest of your battles with them will be like this. there is no way to beat them :(
wow i'm happy that i didn't choose wizards...i hate this kind of factions that win only through this kind of fight XD
Hi guys! This is something that I've been debating for a while and I want your opinion on it. In a full arts GB, which defensive talent combo works best?
Expert Defense OR
Advanced Defense + Vitality

either one of these will then be combined with rally. Please give your vote and your reason why. Thank you!
imho adv def + evasion/barrier(depending on your enemy)...-20% magic/ranged dmg is tons more then 2 hp in a GB(evasion great against elves/undeads for skeletons/orcs)barrier against DE and wiz would be 16 dmg(20% of 80) at lvl 6 dunno how much at higher lvl...in the end you would have:
20% melee reduction
20% ranged/magic reduction(with swords would be 70% ranged XD)
Good call torrim. If I want to combine advanced d with something else evasion (for protection against shooters) or barrier (to protect against magic) would be better. Although I do have a thief cloak to protect from ranged damage. But I'm still not convinced that expert defense isn't the best way to go. Anyone else want to join this conversation?
the point is:thief cloak=>huge load of money
and if i have to choose between

20% melee reduction AND 20% ranged/magic reduction


OR


30%melee reduction

i prefer the first 1 greatly. btw if you are rich and got a thief cloak then adv def + barrier + thief cloak=20% reduction at everything...1000 times better then vitality(especially for GB)
IMO, advanced def + evasion is better. ESPECIALLY with thief cloak. Combine those with guard allies and your xbows take 65% less ranged damage, unless the formula is more complicated =D

But, I'm not a knight.
Well barier wont have much use against DEs anyways(piercing magic)...expert defense IMO,the strongest damage dealers are melle units afterall.
avoidance isn't that usefull in GBs imo, guards give ranged protection, and combined with a thief cloak that should be plenty. so if i only had to chose 3 defensive talents i would go for expert defence, most of the time i would prefer to chose adv def + barrier + endurance though, since i don't really find rally that great.
for Xerfer:
Advanced def is only against melee attacks.

Basic evasion = 40% (Basic Holy Magic Talent)
Thief Cloak = 20%
Guard Allies = 25%

(1-40%)*(1-20%)*(1-25%)=36% damage or 64% ranged damage reduction. So close. :)
well, rally still prove its use at high level, especially combine with vitality. more meat always good and with a bonus morale boost

facing wiz is just a race btw timing and luck, i did have a ambush record against wiz and i kill him before more zap cast on guardians.
Vitality is not that useful. When you're maximizing guardians, vitality only increases guardians' hp by 2/26, less than 10%. While expert defense reduces the damage taken by another 10%. If you're maximizing xbow, you'll probablity go with expert holy rather than vitality.

Barrier is a must in group battles with wizards or magic DE or in survival touraments. Wizards just love lightening our guardians while running around with garg.

Avoidance is not that important either. 40+ xbow is never the first target if your side has elven bow or shrews or orcs. And if the other side began to target your xbow, they'll be killed anyway, with avoidence or without avoidance. And as MrNiceGuy said, guardians could provide some shield too. So usually I won't choose avoidance.

Sometimes basic offense+battle fury is useful because it greatly increase your damages.
1677>
well, i m more mention on the defense talent you going to get.

once you get expert def, the next 3 talent under def talent would be good with barrier, endurance and vitality.

avoidance doesnt worth much after all, no shooter on gb can survive long enough OR have alot ammo to cost you 8 point to get it.

stand your ground was overrated, unless you have more total hp than opponents in late battle. then you can keep using def command while strike with hero on enemy stacks.

last breathe, well... i would say, since holy spells never get regeneration OR resurrection which i m looking for. it is quite a useless talent in gb :)
Im not sure if I should go with 0 spellpower and 0 knowledge or 1 spellpower and 2 knowledge.
Mainly I use the mana to cast bless on crossbowmen (damage 2-8) which is very good in hunts (against large creatures + aimed shot = high damage)

But apart from that... I barely use it... a delay from time to time... but thats it.
So I was wondering, is it a good idea to switch to +3 attack instead of 2 knowledge and 1 spellpower?
(I also play demon and dark elf from time to time with the same build =) )
i have 0 SP and KNOW and considering the stats of our units full might is quite better...our units don't have that great min/max dmg difference so bless isn't great
This topic is long since last update and considered obsolete for further discussions.
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