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AuthorAll about Knight faction: Stats, Talent, Tactics, Strategy
as a knight what it will be best for me i have 5 primary points i will use potion of oblivion
will i use them all on attack or all on defense
or 2 attack and 3 defense or what other ideas
the most important thing to me is not the hunt and mercenary its the survival tournament so i need to put them so they can help me in survival tournament
just a quick question, when do knights get crossbowmen? thanks
just a quick question, when do knights get crossbowmen? thanks
lvl 8
but if u have diamonds u can get it in lvl 6
but still no one answer my question :(
@Qioflash:

I'd say no matter if ST or hunt or merc, put all points in attack. For hunt and mercs maybe 1-2 points in knowledge would be helpful as well, but most people will do it without knowledge.
As knights, we rely on high defence and tanks (guardians/swords), so with attributes shd i try to enhance strengths (defence) or hammer out weaknesses (attack)? I am a lv7 who prefers to do hunts and mercs and uses min. ap
I am a holy knight.I have doubt related to talents in hunt.
Besides opting for expert holy magic, i should opt :
a) Dominion of renuciation and Dominion of wrath
or
b) Basic leadership and Rally.
2225>

attack.

in most cases, attack parameter is better than defend. defend parameter is good ONLY if you are going to pvp fight.

take hunt and MG quest, you will always face overwhelming number of troops size. so, you have to chop them fast rather than take less dmg. just imagine you are in a 2k imps hunt, do you think your swordsmen will survive if 1k imps stack attack it? ok, even the swordsmen will survive, how much unit will it left?

2226>

in most of your hunt, expert holy + rally is a standard for holy magic built. you just have to get morale to get some burst action to do the job better.

dom holy talent can be useful in hunt assist especially you are using 'range unit at mid set up' tactic. so, your mass holy spells can boost both hunters together.

yet, dom talent is less useful in solo hunt except you are facing some fast unit which you cant afford to wait next turn to cast next spells.

take example on nightmare hunt; they are fast, they might break your wall before you finish a chain cast (chain cast means the 3 common spells you cast on xbow).

you might prefer to use mass spells to speed up your chain cast because each mass cast will reduce 50% hero turns waiting on ATB. BUT, remember, mass spells cost double mana, you might need more Kn if you going to do that.
so what u guys r u trying to say is that its better to go for attck permeter ?
At your level, yes, of course!
i am not sure, what is the best tactic for survival tournaments. I normally try and get my bows to the corner as quickly as possible and let the swords and griffins run around. If i am using recruits instead of bowmen, they run around killing stuff too but in 2 separate stacks
plz reply
you are using the correct tactic. i dont see any problem here.
check other players best survival tournament replay, then steal their tactics. :)
Griffins are great, but how do we best utilise them in different situations? (Like blocking own bowmen, rushing up fast or go slow with swords)
https://www.lordswm.com/warlog.php?lt=-1&warid=23262572

i know its noob but i think it may help you
well i read that knight is very tactical and balanced so just have to try this new versatile creature out then. Thanks!
griffin wasnt as great as you think. quote from 1974th and 1977th post in this topic:

the value of unlimited retal will show in ambush but not hunt for killing multiple small stacks.

you will find out griffin is nothing more than decoy and blocker later on


===

TG? yes, killing multiple small stacks was what can griffin do :)

MG? well, from certain extend, yes, killing small stacks in army or brigands quest. kill small stacks in early stage of raid quest; forget those super big stacks in late raid. yet, the most useful is in consq quest where your griffins are fast enough to cover entire battlefield. i dont see griffin is good killing machine in monster quest or invader quest ;p

HG? lol, you wont whack those target without took retal. yet, once those hunt creature get near, all griffins can do is take 1 hit and die ;p beside, you will use max bow or swords in most case. griffin is more like blocker or decoy.


===
griffin can do well in pvp and that's it. dont expect too much from them :)
I'm curious about something. (Sorry if this idea has already been brought up or thought of before.)

If we had a battle against zombies where our Royal Griffins have at least 18 ini, would it be possible for them to dive-bomb those zombies forever? The plan would involve waiting until the the griffs. have the last possible turn against the bunch of zombies (without the zombies attacking), and then dive-bombing them, and hopefully having two turns without the zombies attacking to have a chance to dive-bomb again, and then doing this for a whole battle (because zombies only gain speed, not ini).

It's possible that the 10+- initiative at the beginning of the battle would ruin this plan.

However, in theory, would this work if the conditions are perfect? Or is the plan flawed?
Actually, the Griffs might need 24 ini. instead of 18, but the point is, would the plan work?
well, with expert rapid, griffin initiative can up to 24.

your griffin can almost guarantee dive and run on 3rd move (1st move, start dive; 2nd move dive down) with that ONLY if your griffin turn is near the zombie on ATB.

so, if you want 100% guarantee safe on dive and run, you might need atleast adv delay to do the job.
This topic is long since last update and considered obsolete for further discussions.

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