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CL13+ Knight & Dwarfs



AuthorCL13+ Knight & Dwarfs
Would like some opinions and advice on Knights and Dwarfs later on in the game in terms of PvP and PvE activities...

Things I found so far are:
Thieves: with min arts, Dwarfs seem a lot better than Knights at CL13.. not sure how Angels/Clerics at CL14 would help Knights to keep up with Dwarfs at this.

Hunts: Knights seem to do a lot better usually?

PvP (CG/Quick battles): Don't have enough experience to say really with full arts / enchanted arts which would be better?

Watcher's guild?

What are people's thoughts regarding this?
Not much really changes, at CL14 and above dwarves are still much better at TG and knights are still much better at hunts.

So on CG, Dwarves are usually better, but until you reach really high levels, then knight becomes scary strong.

Quick battles - Knight I'd say, solely because AI plays stupid with dwarves.

Watchers guild is made so you complete errands which have been completed by people at your level using that faction, so both should be good.
So on CG, Dwarves are usually better, but until you reach really high levels, then knight becomes scary strong.


I wouldn't say that. A level 20 knight is not so scary as a level 20 dwarf in cg. Only exception is when a dwarf has pathetic defense and is facing lower levels with high enough attack to destroy him due to having superior numbers in army size. Knights are also very weak against casters and debuffers. You can say that paladins will save them from debuffers but really that is also not very effective without splitting paladins because they themselves can be slowed/blinded whatever.

Dwarves are so overwhelming in pvp with so many tools at their disposal without even being hard to play where as knight can only do fervour (which imo is even weaker than tribal whip).
Rush casters with speed runes. Rush others whenever retribution or crusade hits are possible. If neither is an option, you can even use divinity rune for extra damage and intangibility for a defensive maneuver.
A good knight can be powerful. But a good dwarf is more dangerous. Dwarf can beat anything with one single build, just adaptating rune use. Knight does not have the flexibility and will always suffer from its weakness, ie. sub-par shooters, melee is good but quick to die outside of guards and clerics and spells from clerics take time to kick in which makes it vulnerable early in.
I also think dwarf will almost always prevail over a knight in a duel. I can only see it happening in very few cases like bad initiative/morale/luck, very VERY poor troop placement, or poorly allocated attack/defense parameters. A dwarf with sufficient attack can nearly wipe out any faction in one turn if their opponent does not have enough defense or if their opponent clumps their troops together too much. Knights tend to clump their troops to protect wardens, so Dreadbanes can often reach them through their chain strike. Not to mention patriarchs have a higher initiative than both wardens and crossbowmen. If someone were to make the argument about a huge stack of guardians, then you could also argue that well-played frontier ursary can knock them back repeatedly and stifle the attack.
Yes, the biggest difference is versatility. Also in terms of opponents, dwarf wont be destroyed by lowly DoF users to which knight just feels super vulnerable. Dwarf can dispell all debuffs or resurrect as many as 2 stacks which can be really useful against opponents of all levels.

I feel like knight needs lots of strong character building advantages to be really proficient in maintaining its cg winrates.. where as an average dwarf with 4 luck build just wins matchups on the basis of triggers and runes alone.
This topic is long since last update and considered obsolete for further discussions.
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