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AuthorAll about Knight faction: Stats, Talent, Tactics, Strategy
1420:

I know you're considering a magic build for your knight for TG, nut might build also works well. I'm level 10 and I'm using rally + battle fury with 2KN and 2SP and it's working out ok for me. See my combat log for examples.
1421>
I see your combat logs, it seems that build was great for TG. Great dmg with battle fury and have enough mana to use magic for TG.
There are so many possibility build using knights, I must try them all when I reach level 8++...... So exciting :P

Thanks to all fellow knights who helping me and answering my question.
Combat Level 10-12 (still some truth for lower/higher levels than 10-12):

Hunts: Magic build is awesome.
Quests: Useful for certain types.
Ambush: Anything more than 1K & 1SP is overkill coz unless u are willing to forgo Escort (which is all-important for ambushing imho), u won;t have the turns to cat all them spells.

Remember, magic build is about 70-80% meant for our x-bows, and only in certain conditions/types of battles, do we cast it on out Guards, Griffins etc. But in ambushes, our x-bows will barely be alive by the time its 1st turn come (in case u haven't already noticed, x-bows never ever hardly last for more than 2 turns. You'll be lucky it's still alive to take retal for other units after the first turn), so wasting precious parameter and talent points on KN/SP if u do mostly ambushing is a waste, imo.

If u do mostly hunts/quests, by all means, go magic. :)
having basic 3 Sp and 3 Kn is just my conclusion after i summarized from all those PvP and PvE situations.

going magic path is definitely a different, or unfamiliar, way
it means we will have to invest more on magic talents, sp and knowledge.
on the other hand, we will have less for leadership, offense, defense and attack


some crazy zealot might knight do lecture me about this point. they keep yelling knight must go only defensive or might build. but, none of them can show a case that spell is TOTALLY useless for knight. i just make them all shut up in a post few pages before with reality case and combat logs.

by the way, you are feel free to go with your path. those are just some suggestions. we still can see some knight do well without spells. so, might or magic, it is all about your choice :)
#1424,

Tell that 'crazy zealot might knight' that at level 9-12, a lot of the knight's hunts records are broken by either 1 of 2 factors - Enchanted arts and magic. So unless u are mega-rich and can afford tons of enchants, magic is the way to go for hunts.

I'm full-might build since turning lvl 11 coz I do a lot of ambushing [I only have red! hunts now. :( ], but I'm in the list of about 20 records using just regular arts like defender shield, SoM, etc. Why? Magic. I use arts with Know and SP to boost these stats and got the desired result.

In conclusion, after observing a lot of factions and their battles (next time u get a hunting assist), check their stats/build), they are invariably inclined towards 1 specific type of build. While a knight on the other hand, have a host of variety to choose from and excel in - Might-build, Defense-build, Holy Magic, Dark Knight.. take your pick. We can do well in all of them if applied properly. :)
#1424

Tell that 'crazy zealot might knight' to change his faction. LOL just joking. Well, I'm one of those knights who went part magic, to full might, and now magic again, and I can say thanks to seniors like Pang and Jedi, I find magic the most vital part in my game now. One bless can make all the difference between a win and a lost.

About a week ago I also learned that max xbows for my level is the best for any GB, hunt, and most mercs. Why? Because with Knw/Sp at 3/3, I can cast a chain of Bless/Rapid and xbows scores the highest hits of the game. Better still if it bursts (due to my usual 3 or 4 morale), I can take out almost ANY shooter in my level at GBs. Orcs, Elfbows, Scubs, etc, you name it.

And its also good to know when needed, your monks can also be blessed for that nice finishing touch to an end of a GB when shots are low, units are few, and most heroes lack depth in their arsenal (magic). The only time I feel we lack something is against Wizzies. I cant seem to get through those pointy-hat fellas.

Oh, and btw, dont forget that Dark Knight also scores alot. Poison is extremely useful against any speedy unit. Just view Antos' and Pang's logs and you'll know what I mean

Cheers all :)
even magic build can overcome some problem of might build, for example on might build, you need cl 12 to get 12 points to invest all points into def, therefore you will get 12 def stats. somehow, expert stone skin do give 12 def. all you have to do is spend afew stats to Sp and Kn, get holy talent.

there you go, you have 24 def for a short time. you dont have to wait until cl 24 to get 24 points on def stats. is that make sense now? spells are useful as support in GB. assume you have a might DE teammate, so support spell like haste, chastise will make his shrew even more aggressive. hence, your team might get the advantage to win the fight even you dont get the exp for not killing as much as he did.

BUT, we will have update on the exp formula later on. casting support spells WILL earn extra bonus exp later on. the extra bonus exp will determined by a certain % of exp from teammate had kill while your spell had cast on it until expired (your Sp).
casting support spells WILL earn extra bonus exp later on. the extra bonus exp will determined by a certain % of exp from teammate had kill while your spell had cast on it until expired

Thats a good news for magic knight. :D
A DE thief in full-arts (Power Rings x 2, Mithril Sword, Tower Shield, Platemail, Warrior Pendant, etc)
vs
A noob knight in Defender Shield, SoM, Steel set etc).

https://www.lordswm.com/warlog.php?warid=484480595&lt=-1

There's hope for us knights yet. :)
I don't like the faction changes either. I was planning on switching back and trying defensive knight, which I never tried before.

I guess the new updates are taking the focus away from defensive build and more to magic knight build. Since holy and darkness magics don't reverse each other, then high spellpower expert talent magics would be much more useful.
I was planning on switching back and trying defensive knight, which I never tried before.

"Was"? :p
hey all i just became level 8, YES!, and was wondering if anyone had some advice about talents, and recruitment? thanks in advance
#1429

As far as i remember, potassium was a wizard for a looong time, so he has a very low racial compared to your 8 for knight :p. Anyway, grats, the tactic and placement was important too.
I espect some examples of ambushes with the increased 18x18 map size. Do have knights chance for win?
Major nerf on knight...:(

100% damage for battledive

100% damage for escort...
Major nerf on knight...:(

100% damage for battledive

100% damage for escort...


- Additional talent point for defensive talents,
- Bigger ambush maps,
- Least troop increment (other than Wiz) in faction 'balancing'.

= MAJOR league bad....
Hey sorry couldn't find my post so idk who responded but i became level 8 knight what should i do? talents, recruiting? and i am a might, not magic, knight. also any tips on how to get x bows fast, without diamonds would be great very expensive.
i had saw the ambush map, too big for a knight. i m start thinking is the new ambush map wanna kill us? :\

no doubt, new map can balance the wiz in ambush. it allow its garg run around the map. i wonder whats the point in balance wiz ambush while kill knight, nerco and barbarian in the same time.

1437>

what do you expect? you want increase the initiative without using spell? you still can boost the initiative, go and buy art with initiative bonus. that's a very expensive way to go
As a barbarian who just got butchered in an ambush by a knight (admittedly, he had full arts, I had none), the new ambush map is sweet for you. Your Xbows and Monks can just sit in the corner and shoot, hiding behind your guardians. If there's a unit that really must die (such as wolf raiders or cerberi) you can send out your griffins to do that job.
1439>

as a player who had short view, he can only see something partly but not the entire situation.

in NPC caravan, i failed to see the point for keep xbow and monk so far away. they will still a dead meat for those outnumbered shooter, super dmg from spell and those gated unit will always gate near it. dont forget, long range reduce the shooter dmg to halved.

when killing a wiz player in ambush, his garg is very happy to fly around and knight would dead before chase up if burst action dont triggered much enough.
This topic is long since last update and considered obsolete for further discussions.

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