Dark Knights are different from Orc Warriors Den, Grim Cemetery and Elite Harassers where they are created with a main goal: tanking and making sure stronger foes die.On the other hand, the slow attack speed, redundant wind-up delay and low percentage chance can make purchasing this somewhat expensive skill hard to justify. This means bulkier enemies have a higher chance of dying, and the skill isn't wasted as often when Dark Knights are attacking a smaller foe. However, unlike most other instant kill attacks, which work on a timer, Brutal Strike has a chance of occurring with each and every attack, similar to Smash!. By giving them an instant kill, it's easier for them to finish off a strong enemy that they are stalling. Brutal Strike is Dark Knights' main killing power.However, they will not try to intercept enemies with their shields up, and melee enemies will also ignore the knights who are standing completely still unless they happen to run into them directly, which may cause a few enemies that can be stopped if this skill is not purchased to slip by. Ranged damage like Elven Rangers, Musketeers and Sulfur Alchemists also stay in place trying to attack them, making them super easy to handle. This grants them 6 seconds of complete immunity to damage (and doing damage with Armor of Thorns), except bosses. Impervious is a powerful skill unique to the Dark Knight, making them invincible while tanking.However, the ability deals physical damage, losing much of its effectiveness against well armored and/or slow-hitting foes such as Frost Giants, Troop Captains and High Sorcerers. They also slowly chip away at bulky foes, making defeating them easy. It does consistent amount of damage, making weak, fast attacking opponents like Glacial Wolves, Northern Berserkers, Apex Stalkers, Paladins, and Ice Reapers get completely wiped out. It trades back damage as they receive melee hits from enemies. Armor of Thorns is the main reason why Dark Knights are good.Unless you have Armor of Thorns, don't use Dark Knights for stalling little grouped enemies, as the 2 of them cannot stall all the enemies at once. Even MechaDwarf MK.9s, Frost Giants, High Sorcerers and bosses can be held in a place while your towers going ham as your tier 4 Dark Knights aren't even flinching. Dark Knights have a generous health pool and high armor, allow them to tank many hits from powerful enemies like Nanoq Warbears, Svell Druids and Gryphon Bombardiers for just tier 2 and 3.The kit they have is made for holding strong enemies in place and trading back the damage they were dealt. (Cooldown: 15 seconds)ĭark Knights are made for tanking, not general stalling. Estadísticas ĭark Knights have a chance of executing their enemy every time they hit.ĭark Knights reflect damage for each melee attack they receive.ĭark Knights shield themselves, resisting hits* without receiving damage. Luchando en parejas, sus placas llenas los hacen casi impermeables al daño físico. Estos malvados caballeros de élite se hicieron con la mancha de la corrupción a cambio de un gran poder.
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