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AuthorAll about Knight faction: Stats, Talent, Tactics, Strategy
for Seriyu:

The talents can always be reset anytime u wish for now as the Talent Wheel is still under 'testing'.

When u get to level 5 (the first level u can use the Talent Wheel), I suggest you use Escort for most of your battles, though u can vary it a tad when the situation arises. With 10 points (level 5), you can't have more than 1 talent at any given time.
im not a knight but i read a lot about rally, does it increase the maximum units of lvl 1,2,3 or does it increase their numbers without lowering other values?
1042

you are DE, you can test it out with the talent.

for knight, someone might find it out that rally is work on different way due to training chamber. but, it is still same.
Hmm, ok. So I'm to assume that most talents will be useful, and none are really useless in general?

And it can be reset anyway so even if not I guess it's not a big deal.

Thanks again. :p
Its me... again...

I decided that i'd do full art ambushing as knight, though i am wondering if i should change my talents from Battle fury + escort + basic morale to something else.

My full set = Steel set, SoM, PoD, Dragon shield + two morale rings (the rings when the ambushes start getting too hard)

Would Rally + Vitality be better then listed above?
vitality doesnt make sense in ambush against the overwhelming number of troops size + super high spell power magic dmg. def talent should focus on def mastery rather than get vitality. reduce extra 10% is much more useful than +2 hp. barrier is an alternative choice if you know you are going to face magic faction.

offense talent is just overall good in ambush.

it would be advised to get morale talent, burst more action to chop them all fast before they chop you down.

another would be luck talent. i use expert luck in ambush while lv9, get a luck amulet. get a max swordsmen stack and chop them with luck befall is just a happy event you can get in ambush LOL
1045

i'll suggest adv defense+vitality+escort. as Pang has pointed out, defense is quite important. vitality greatly increase the survival time of your xbow, which reduces the pressure on griffin and sword in first several rounds.

i tried the vitality+rally combo at level 9, and it's not that good. you lose the quite useful escort ability and even though your number of swords increase, it still dies fast because the enemy's attack power is simply too strong.

also, mithil set has magic shields, which is much better when facing wiz and de. another thing is to enchange your sword as much as you can afford.
reduce extra 10% is much more useful than +2 hp. barrier is an alternative choice if you know you are going to face magic faction.

offense talent is just overall good in ambush.

it would be advised to get morale talent, burst more action to chop them all fast before they chop you down.

another would be luck talent. i use expert luck in ambush while lv9, get a luck amulet. get a max swordsmen stack and chop them with luck befall is just a happy event you can get in ambush LOL


Ermm.. I'm also a fellow lvl 9 thief knight like Decrous, and well, those talents u suggest are highly seductive, Basic Defense, Barrier, Basic Offense, Basic Leadership, Expert Luck.. but alas, we don't have so many talents points to have them all ! haha.. :p

for Decrous:
Well, Escort is still very useful for lvl 9 Knight ambushing, since most of our troops is still super slow [We got the Monks, and the Cavalry and Angels are on its way too, all fast init troops! :) ], you'll be surprised how many hits the Hero does when it's excorting the griffin at the start of battle. It takes care of all the low HP enemy troops which could possibly take the retal away from your Swords. I always bring Escort as a talent for my ambushes.

The rest, u can either go with attack or defense. I went with basaic defense as the 10% reduction adds up to pretty much considering how many hits them evil Shrews gets to hit on my Swords at the end!

The rest, I use on Basic Offense + Battle Fury. Exactly 30 points and I have a little extra for defense, damage range, melee attacks and escort. :)

But there are other combos u can explore, so try it out and see what works best for u. :)

I'll see you at TG4, my friend. :)
Oh, and if u can afford it, or when the caravans gets harder, u might wanna get a Cape of Wind. 3 (Wiz, Elf and DE) of the caravans deal insane Lightning spells!

Like my last ambush vs the DE caravan, I would have lost if not for good 'ol CoW. :)
Hiya, high level knights, a quickie -

Citadel walls grant additional defense to your castle. Creature recruit count increases by 50%.

Does this means ALL my troops (tiers 1-6) gets increased by 50%?
at lvl 5, what for I should save my money? arts or lvl 6 buildings?
#1050
This is same as the lvl 7 fort 25% increase.
Yes for non-knights. For knights it isn't exactly 50% because of knight training but it's close enough.
#1051
Buildings. Arts is a luxury; buildings is a need because it is a part of the foundation.
Hiya, high level knights, a quickie -

Citadel walls grant additional defense to your castle. Creature recruit count increases by 50%.

Does this means ALL my troops (tiers 1-6) gets increased by 50%?


For knights it isn't exactly 50% because of knight training but it's close enough.

Hmm.. I can get max 87 X-Bows now, so that means I can get around 180-200 X-Bows with that upgrade! Cooool. :)
a 50% increase from 87 wouldn't be 180-200, it would be around 130...
1054.

if i m not mistaken, the formula wasnt work on such way. they dont stack each other. fort +25%, wall +50%.

so, at the end you will get the wall 50% but no longer the 25% from fort even the wall need the pre-request of fort. the actual effect of wall is increase another 25% since fort already give you 25%.

that's how it apply in HMM but i think it is same in LWM.
1054:

no you can't. I think its around 130 or so. just like level 11 barb 42 orc, lvl 12 = 54 orc. It's not 50% exactly.
i've started ambushing right yesterday, i wonder if i should change my talents around.
level 7.
currently i use rally+ escort, equip is 15 Ap: chain armor and helmet, shield + reprisal, morale necklace, one morale ring, for a total morale of 4.
i wounder if i should switch to advanced defense + escort, or magic shield+ escort.

Perhabs i should buy an anti-air cape,?from the breakdown so far it would help immensely when facing DE or elf or wizards caravan.

the problem is not knowing beforehand what i am going to face
If you have the gold, get a CoW. It helps greatly against the 3 caravans you mentioned.

As for talents, I feel Escort is a must at your lvl since our troops are really slow and escorting the Griffins at the first opportunity u get will cut down the enemy's stacks pretty dramatically. You would be surprised at the number of occasions Escort is the difference between a win or lost. Escort may not be so useful at higher levels though.

At level 7, there isn't really enough talents points to try many combos, but once you get to level 8 onwards, you might wanna try Battle Fury and some Basic Defense.

Oh, and you might wanna switch Medal of Bravery for an Amulet of Luck, since you already got +2 Morale. You never know when a lucky dose of Luck will save your troops' skins. :)
escort is too much lovely, especially against DE caravans with shrews, i won't spec out of it for now, of course, too much useful especially against units with the "no retaliation". my doubt was trying out of rally( -1 morale -4 swords -7 bowmens) for basic defence + the 20% magic shield thing OR advanced defense.

i suppose i'll get the cape, but then murphy will punish me and give me like 20 barb caravans in a row :P

About luck, i don't know, i used to use it, but i didn't find it really that useful since my only big stack that survive in late-game is swords, they retaliate only once and if they don't burst they get overwhelmed, getting lucky on early stage is probably overkill on whatever they attack ( at least for now that i'm still at TG0) because normal damage would obliterate the stack anyway, on the other hand a luck in late game might be, well, already too late?

I mean from past experience if both sides have luck whoever get it first generally wins, whinch mean the opponent generally, given low knight initiative :D, but if i am with morale 4 luck 0 against morale 1 luck 1 "burst-streak" are somewhat feasible, meaning my swords act "as if" they had initiative 16.6, i rather have swords act "as often" as shrews than having them doing overwhelming damage once and then never act again :D
This topic is long since last update and considered obsolete for further discussions.

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