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AuthorAll about Knight faction: Stats, Talent, Tactics, Strategy
for Jedi-Knight:
Yes, "was". TG changes, other faction changes, nerf on knight defensive abilities + battledive (which I'll get soon), ...... what reason do I have left to change to defensive knight anymore? As I said in my post, maybe it's time to re-evaluate magic knight in TG?

Now since you are the magic knight expert, go forth and test it out for the rest of us. :)

Although I'm switching to all kinds of factions, knight was my first faction and I've played knight the most. So go test out magic knight while I test out how badly can a min AP elf lose in TG. :)
Loads of responses. Nice activity here^^

Well, my opinion as a Lv9 Knight is that not only has our thieving ability been reduced, our thief hunting has also deteriorated. Swords/Guards just arent near enough to the targets, while Xbows cant be depended on too much.

My initial thought was that the new map would benefit Xbows sitting in the corner heavily defended by Swords and Monks, with Griffs patrolling a few spaces up. I havent tried it out yet, but I dont think it will be worthwhile since our slow ini will make it a sitting duck.

Thief hunting with max Xbows? I thought of it, but as long as I do not have something huge like a Cavalry willing to be a fort, its just another silly idea for a waste of X's.

Conclusion: my TG career might be temporarily over XD
The problem with the barb is we only have 1 meaningful unit that can defend the orcs. The ogres. And just like your guardians, we need the ogres to do damage. Your monks are great shooters and blockers. My Rocs and Wolves are both large, so they can't stand in front of the orcs.

Also, my wolves must attack. Their retaliation is 1/3 of the damage of their attack. This new map neuters barbarians more than you knights.

Due to the better defensive skills of a knight, I would think your X Bows would last longer than my orcs as well. You have more of them and you can defend them better.

DEs and Wiz are easier for a barb due to our magic res. Amgic butchers your X-Bows I still, when doing full arts, use a cape of winds too. I do agree a magic heavy faction will get you. Demon fireballs make the corner defence not a real option.
1444

you still having short views... i assume it is because you are a barb and not even play with knight before.

Your monks are great shooters and blockers.

yes, they will survive in 1st and 2nd move IF you dont block for xbow. due to extra big map, shooter cant do full dmg. monk no longer a good shooter in ambush.

if monk shield xbow, i bet those spell faction caravan will throw fireball come to the xbow and kill the monk together. once the wall is broken, other unit will come in.

what if it was demon caravan? imagine that all those gate unit will start gate near xbow. after 1 turn with some fireball from initial, you will see all those damn gated unit spawn out and kill monk and xbow in no time.

even fireball doesnt come in, 1 zap still enough to kill alot xbow, shield xbow is just a waste of time in most NPC caravan case.

My Rocs and Wolves are both large, so they can't stand in front of the orcs.

i wonder who will use roc and wolf to block in ambush. my bro did ambush fight quite much. i failed to see why roc or wolf should be blocker rather than go to whack the opponents before they die.

Also, my wolves must attack. <- now that's a correct move. same like knight griffin, they must attack, you expect to use it to shield?

Due to the better defensive skills of a knight, I would think your X Bows would last longer than my orcs as well. You have more of them and you can defend them better.

i dont see how better defensive skills for a knight before lv 12 with cavalry. what a nice cold joke, orc initiative is ALOT faster than xbow, orc still can deal 1-2 atk before take dmg. what xbow got? take some shot, some zap, some punch and left 8-12 unit after 1st move?

Amgic butchers your X-Bows I still, when doing full arts, use a cape of winds too.

now this is interesting, even with vitality, cape of wind and barrier, i still have suffer 7 guardians per zap when facing superb Sp caravan. so, is 7 guardians consider as little hp?
how bizzare

i've just discovered that i was forced to recruit when i wanted to hunt

and more bizzare that the no of each type of creatures (from recruits to griffins) i can recruit is lower than i could before the update

does any other knight also face the same problem?
>yes, they will survive in 1st and 2nd move IF you dont block for xbow. due
>to extra big map, shooter cant do full dmg. monk no longer a good shooter in
>ambush.

Not true. Shooters can do full damage. With the old map, the caravans fast troops would often get up close to your missile troop and mess them up. Now, 1st turn, they charge to within missile range but not melee range, and then you shoot them for full damage. (If the caravan has decent missile or magic using troops any faction is in big trouble though)

>what a nice cold joke, orc initiative is ALOT faster than xbow, orc still can
>deal 1-2 atk before take dmg. what xbow got? take some shot, some zap, some
>punch and left 8-12 unit after 1st move?

You mustn't have played a barbarian much. Orcs lasting 2 turns in most ambushes is a luxury. It sometimes happens as the wolf raiders are deemed a greater threat by the AI and take the heat. For most Barbarian battles, you are left with a group of ogres trying to finish the battle.

The bigger map size really hurts barbarians as we have lots of low movement creatures and only 1 missile troop. When I finally get my cyclops at level 11 and have my Orc Chiefs, I might suddenly be loving the big map, but at level 8, big map really hurts barbarians.

At least knights have good defence on their units, which is good in ambushes, as their are so many enemy stacks, it's a rare case of defence stat being more useful than attack. If knights weren't so dependent on faction level, it would probably be the faction I would switch to for raiding. It may be a bad choice, but looking at whats out there, them or elves look like the good choices as raiders. we'll ave to see what a bit more experience tells us.
Well my advice for lvl 10+ knights which are trying to get the 2nd TGI before 1st December get all initiative possible and atk with not much def and a 4*10 enchanted sword
Not true. Shooters can do full damage.

great, full dmg means your shooter still make a non-broken arrow attack. since when our shooter get no range penalty in ambush? i dont mind NPC shooter do full dmg with old. the outnumbered shooter doesnt make sense even i cast evasion on my xbow or monk.

You mustn't have played a barbarian much.

that's right. but my bro did, i just guide his battle and get the conclusion.

Orcs lasting 2 turns in most ambushes is a luxury.It sometimes happens as the wolf raiders are deemed a greater threat by the AI and take the heat.

i wish xbow can have more than 20% to survive in 1st turn. same with griffin, they just die too fast. so, what you expect? knight and barb still facing same problem on big map.

For most Barbarian battles, you are left with a group of ogres trying to finish the battle.

yes, same for knight, we left nothing but guardians at the late fight. what's the difference?

The bigger map size really hurts barbarians as we have lots of low movement creatures and only 1 missile troop. + but at level 8, big map really hurts barbarians.

same go to knight.

At least knights have good defence on their units, which is good in ambushes, as their are so many enemy stacks, it's a rare case of defence stat being more useful than attack.

now you failed to see the points again. quality doesnt really matter in ambush; it was the quantity kick you hard. the only quality problem was the hero Sp which wasnt that hurt for barb but it did harm knight hard.

you were outnumbered in ambush mostly if you lost. i NEVER see anyone lose the ambush because of NPC have superb stats but same troops size with you.

===
my conclusion on new ambush map is just kick knight, barb, and nerco hard. we spend even more turn to get near. dont tell me you gonna wait them get near. i dont think you can handle if all stacks come near. you will just saw all your stacks fall in 1 shot and your 'last man stand meat' stacks will just die even faster without chop other.

i prefer old map, NPC go to hunt my griffin, xbow and monk, while it can buy turns for my guardians to get near to chop them before they finish me up.

with new map, it just waste 2 turns for my 'last man stand meat' stack to get near to start attack; at the same time, almost all of my other stacks were dead. NPC troop start chop my last stacks.
for Barbarian-Fishy:
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.
Why you say that at knights faction thread, just because of 1 lose against a full arts knights?
https://www.lordswm.com/warlog.php?warid=484495172

I saw at your combat logs, u lose 2 times to average arts elf, why dont you post and complain at their thread instead knights?
1. https://www.lordswm.com/warlog.php?warid=484482465
2. https://www.lordswm.com/warlog.php?warid=484507294
About the guard problem, has any one tried tactics talent? It might give the needed extra scare.
Can anyone tell me about the use of escort now.Someone has told me that it's effectiveness is now reduced to a great extent.Is that right?
@L-Silvard. Calm down. As the map was new, and it was the 1st time I'd been ambushed, I commented on how the map affects the knight favtion. I wasn't whinging that knights are overpowered or underpowered. It was an observation.

For what it's worth, the devs nerfed knights hard. As Demons and Dark Elves are well represented in the top players, they deserved the nerf, I think. Instead the DEs got their hydras upgraded way too much. At least the new map weakens their shrews a bit :-(

The new map, when you fight against humans is good for factions with good missile (or magic) troops. X-Bows and Monks for Knights. Magi and the hero himself for mages. Elvish archers and Druids for Elves.

Barbarians, while having one of the best missile troops for their level (orcs, and especially orc chiefs) don't get another missile tropp until level 11, whle most other factions have 2 missile (or magic) troops by level 8.
for Barbarian-Fishy:
Ok, im sorry, i misunderstand. :D
In my opinion, devs faction balancing was for high level but not for low level faction. At low level, we do have the same problem as barbarians.

Yeah for lv.8 maybe barbarians only have 1 shooter, but atleast after get cyclops your difficulty will decrease. And your creature growth are higher than knights, knights only get 1 cavalry.

Barbarian
1 +11.78 +18
2 +2.99 +4
3 +3.47 +5
4 +1.47 +2
5 +1.19 +2
6 +0.35 +1
Hi guys. I'm about 23k exp from leveling up to 11. I'm wondering how much does the degree of difficulty increase in TG from lvl 10 to 11. Can anyone show any examples of lvl 11 caravans so I can get an idea of what I'll be facing soon? Thank you!
https://www.lordswm.com/pl_warlog.php?id=4556456
https://www.lordswm.com/pl_warlog.php?id=4508283
https://www.lordswm.com/pl_warlog.php?id=4319438

A few other level 11 knights, just watch their combat log =)
for Javi:
Pretty much my combat log is lvl 11 caravans:
https://www.lordswm.com/pl_warlog.php?id=4396757
Thanks guys for the examples! Now I have a question about talents. At lvl 10 I was using Rally + Battle Fury. Now my question is should I add escort to that or should I go with something else like advanced leadership or basic defense?
Hi guys. I'm about 23k exp from leveling up to 11.

At lvl 10 I was using Rally + Battle Fury. Now my question is should I add escort to that or should I go with something else like advanced leadership or basic defense?

you almost lv11, why do you still care with lv10 talent build :)

just use whatever suit for your path, you are leaving lv10 soon or later
This topic is long since last update and considered obsolete for further discussions.

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