What builds do you run on knight? Also outside of maps with choke points do you feel hes rather useless? Would love to hear your opinions thanks so much for watching!
Knight was a solid option for me in the early to mid game but I found once I had access to Terror Knights,the aforementioned white knights he kinda fell off but my typical build was hammer,Rampart Aura,Phalanx,And constitution on paper the shadows seem cute but the 70mp tax is insane when I could better spend that mp towards finishers
From my experience in Palace of the Dead and other endgame stuff, there are usually corridors where Rampart Aura and repositioning the knight when enemies get into Rampart Aura can block/stall waves of units to focus down other units. You don't need narrow corridors, you just need a 5 tile area where you can park the knight, and enemies either have to engage him, go around him, or have Siege on which slows them down anyways. I generally position my knights/tanks out away from the rest of the army when doing this, and use a lot of mages/ranged since they get the most damage utility as the game gets later. For a tank in the mid to late game, I tend to prefer Dragons because they have a lot more HP (thus better against magic because they have 1k more HP to tank magic) + status ailments, but Knights would function in that role of, throw one in the way of a wave of enemies to slow them down enough to turn the battle in your favor. I also run a Lord Denam with Phalanx + other melee abilities that, if Phalanx procs, I just throw out in the middle of the map to bait enemies into attacking him and slow them down, and Knights/Dragons can do that similarly when their abilities proc. Also, with Guardian Force, it comes with a damage reduction buff as well. The total damage that gets redirected at the night, if Phalanx procs or not, gets reduced. So that's another edge case for the skill.
i think there are just about as many maps with corridors as there are maps with water so octopus can be useful if you know what i mean but yea potd has the most for sure
I've only ever used 1 knight the entire game (Voltaire), and I've given him a Crossbow and Shield to make him a mobile support turret of sorts. I've found that since playing Knight effectively involves proper positioning, he often finds himself in a position wherein he needs to block some point, yet isn't in melee range of anything. At least with a Crossbow, they can deal SOME damage (even if it's not a lot) from a wider range of positions; plus if he does get into melee range of anything, a shield bash can deal a non-trivial amount of damage, and knock the target back, which plays nicely to his role in holding choke points. Finally, Crossbow finishers aren't terrible, so there's that too. From a purely theorycrafted perspective, I think that Knights and other Rampart units work best if there are multiples of them in a group, which makes forcing choke points easier. But honestly, I never really bothered since I prefer comps that require less thinking.
i just find so many maps dont really have a choke point yeah u can maybe hold an area but enemy can easily get around you unless its very narrow. Proper positioning is easier or harder depending on map and enemy line up too tho i agree with what u say
In bigger maps, I like to send them immediately to the front with Canopus/Denam (or any tanky unique) to delay the incoming hordes. Then have them withdraw to where my other units can lay an ambush. If the maps need shorter RT, the knights usually don't bring any weapons but their shields. I only use 2-4 uniques per map and Canopus is my most deployed unique (exluding Denam). Note that any units will attract enemy units with elements they're weak against. And the Enemy AI will almost always attack any units in their vicinity, regardless their elements. The squishies in the distance are usually safe, unless they are reachable in 1-3 turns. Even so You can always check enemy movement coverage and turns, and block them with ramparts. Basically, You want to trick the AI path tracing. Also units that don't move around have faster RT. I also think that Knights are useless against fliers. But they will likely be targeted if no other weaker units are nearby.
Basically it's depending on how the player likes or want to use the knight. There is a way to create choke point with 2 knights that can basically cover an area of 10 sq wide by using rampant but with that built, I will have all the heal spell available with Rampant, increase HP, Phalanx and guardian force. Mainly just to use as a wall with spell casters or archers behind.
yeah thats a good idea i just cant see wasting 2 of 12 or 2 of 10 units slots on units that dont really do damage and just tank not to mention u wild have healers too. Too much i feel put into holding an area but im glad it works well for you
@faizedfoxgaming7426 first of all the 2 knight would concentrate to heal themselves and hopefully their skills will proc almost every single round. The rest will just dish out damage from a far. Well but this is not the formation that I would like to use though.
I enjoy knights but I also love the baldur golems who expand the rampart aura. Denam is a knight and to golems on each side, of course I do have witch/warlock buffing. I tend to charm enemy range characters and just chew the rest. Especially if reflect procs on lich. Denam 1hand/shield, just save mp for finishers
Believe it or not, in reborn knight in their best form, ps version knight are more useless than soldier or warrior, in psp just the same as others melee class. Try shadow build, either rampant or sanctuary can do, fyi your aura and sanctuary applied to your clone. So you can extend or double your aura line which in turn slowing down melee attacker because they can only move 1 tile a turn. Need 1 mage to feed mana though, so turn 2-3 can apply shadow
Heal4 is a 25% (max)HP heal. It's restricted to Cleric, Lord, Princess, Priest and Familiar only. IMO it should be 50% tho or at least 33%. (In case you were curious MH3 is *not* a % heal. It is just as powerful as Heal3 but in AE form)
well im glad we have at least one % heal in the game and yeah 25% should of been heal 3 lol still pretty low when ur healing level 50 units with 2k or more hps
Ok, just found new use for knight in later potd run. Skill guardian force, phalax, HP+/aura/Hammer skill, take some auto skill card and put near caster or melee hard hitter and bam damage spons against 1 hit archer and summon magic
Is it weird that I run my knights with meele and crossbow early game then crossbow shield late game. They can break front line push units back and get to the more squishy units
i mean if u enjoy it no harm in it and it works for you thats great but knights are not really about dealing damage u have so many classes that can deal 10 times the damage a knight can and at range to top it off. Mostly knights hold choke points or use rampart aura to stop other melee from getting close to your casters and squishy boyz. Knights really dont push the enemy back line
Knight 1 to 2 units are good, they stop and pushback enemy units. Use 1hamd axe and hammer for 40mp finisher, they can kill enemy and advance slowly, pair them with 1 or 2 Terror knight you will be advancing faster and archer will give you a hug. And knight make boss damage laughable with 1 or 2 skill cards
Yeah u pretty much need 2 knights to be useful 1 just really isnt enough to hold down an area i just prefer white knights i feel they can just do so much more and velocity shift is so amazing
you make alot of valid points here: lack of chokepoints, enemy ai ignoring the tankiest boy on the field (your knight), lack of versatile options (heal, some melee and xbows). i do hope though you stop being an apologist about it. as you said in your other vids, lots of new people coming into the game including myself. lots of misinformation out there where content creators are scared to offend someone else's favorite unit. imo it's better if you be truthful. that way when newbies like me who come in and look for whats optimal, whats viable at certain points in the game, whats niche... we get the unbridled truth... like tanking, in this game... DOESNT work. or you'll need to jump through so many hoops (hoping RNGesus procs phalanx and guardian force at the same time that you have other frontliners with you that are being prioritized). imo the best defense in this game is a good offense: control and dmg. either remove units from the field quickly with conditions or with good dmg. no need to tank alot of hits if enemies are sleeping/charmed or dead. knights in a nutshell is bad. they aren't needed at any chapter unless you don't want to bring multiple of certain units in the early chapters. at best, they are situational in those maps with chokepoints (like port asyton in chapter 2). imo among the early units in the game, the knight, the cleric (having catuia as guest, items and healing via rune fencers are enough) and the berserker are the suboptimal or situational units.
if u read my comments you wouldnt believe how many people take it personally lol i always say its just my opinion. Oh yeah and information is hard in this game cuz its all people figuring it out game tells you mostly nothing so even stuff i say can be wrong but not on purpose
@@faizedfoxgaming7426 i think if the mistake is made in good faith then its good. Whats confusing i think for newbies as myself lets say looking at units: warriors are good, clerics are good, knights are good and so on... Because you dont want to offend fanboys of the class... Is we're not gaining useful information of whats really good, whats bad and whats situational. For example, rampart aura. I learned from another content creator that "rampart aura is awesome!!!!" So i was excited to try out the knight and rampart aura when i got it. Then i did. It sucked big time. It was barely doing anything and didnt really form a wall. So of course i asked around. Perhaps i was doing it wrong or perhaps its viable later in the game. Mostly got the same answers. Its bad. Its only useful when there are chokepoints and only for a turn as you cn move past it.the next turn. And as you said, theres minimal chokepoints in the game and theres usually ways around it. If someone just told me initially the knight is meh/sucks..rampart aura isnt good. Then i wouldnt have bothered wasting level ups playing a knight and i wouldve had a smoother first few levels playing another class (like the rune fencer) and had better stat growth.
@@faizedfoxgaming7426 Your videos are a really good intro to Tactics Ogre Reborn. I've learned a few tricks, too. Try not to take your audience too personally and seriously. It's not worth your time. We are all strangers here. Have fun instead. And please keep adding more build guides, and hopefully some demo on each units.
@@TheRobversion1 Personally, I don't think there's an absolutely useless class. It's just that some classes take more work to get them to the point where they really shine. But the fact remains that we don't get style points in this game, so I personally don't bother putting in the extra work and just go with an all-heavy-hitter party whenever I can
@@johnsay7216 I don think theres a useless either. but useless is different from bad or situational. for example, the knight we're talking about. it's not useless. it's super situational. meaning for it to shine, a certain scenario must happed as faized fox described. thing is that scenario doesnt happen too often and sometimes even when that scenario is present, the enemy has a workaround (different path, flight, ranged options). so it's not useless as there will be at least one instance in the game that it will shine. it is bad however because most likely there are just 1-2 instances where it will shine but there's so many combats in the game. contrast that let's say with a rune fencer. that's a good class. a combat where it won't shine is rare.
Ill Say it once again . Knights are good . Best tank in teh Game . Shield bash + ranpart and not being a total idiot Will forcé enemies to hit him . Rush in your knights with boon of speed , feed him 1 skill card and create space between him and You back líne . Enemi Ai Will hit the nearest target . Make it that target be your tank . Ranpart aura needs to be on múltiple units at least in 2 units . Double ranpart lines create your own chokepoints. I play a "kill em all " stile un each map , so i need to isolate that Big nasty BOSS away from the rest of My team .. a knight shield bashing , While i kill the rest of the enemy units has proven to be quite effective . Theres only 1 thing better at tanking than a knight and that is ozma . But she is a goddess so doesnt count . (Yes better than dragons.. they lack shield bash )
Yeah but what good is a tank in an open area with no choke points no aggro system or anything to force the enemy to attack you. i will say if u get a map with an actually 2 to 3 tile pathway that is the only way they are great
@@faizedfoxgaming7426 ive had litle problem placing My knight+ ozma at the bosses face . Once again. Dual ramparts create your chokes , shield bash , shield bash and tank the BOSS . You need to sepárate your "tanking unit" (ozma+ knight) from your KILL unit (other units clearing the map) . This is easy to do with boon of speed + ranpart + smaking that shield hard into enemy faces.
@@visbaluz this is a really good strategy. IMO, Knights' primary role in reborn is to delay the advancing enemies, regardless the maps. The Enemy AI, fliers or not fliers, will almost always trace to the nearest units and if those units are knights, then they have done their jobs.
What builds do you run on knight? Also outside of maps with choke points do you feel hes rather useless? Would love to hear your opinions thanks so much for watching!
Knight was a solid option for me in the early to mid game but I found once I had access to Terror Knights,the aforementioned white knights he kinda fell off but my typical build was hammer,Rampart Aura,Phalanx,And constitution on paper the shadows seem cute but the 70mp tax is insane when I could better spend that mp towards finishers
Knights are the immovable object. Incredibly godlike when you need to control a space.
oh yeah i bet in one space issue i have is most maps are so open you can just walk around them to get to other units that are more easily damaged
From my experience in Palace of the Dead and other endgame stuff, there are usually corridors where Rampart Aura and repositioning the knight when enemies get into Rampart Aura can block/stall waves of units to focus down other units. You don't need narrow corridors, you just need a 5 tile area where you can park the knight, and enemies either have to engage him, go around him, or have Siege on which slows them down anyways. I generally position my knights/tanks out away from the rest of the army when doing this, and use a lot of mages/ranged since they get the most damage utility as the game gets later.
For a tank in the mid to late game, I tend to prefer Dragons because they have a lot more HP (thus better against magic because they have 1k more HP to tank magic) + status ailments, but Knights would function in that role of, throw one in the way of a wave of enemies to slow them down enough to turn the battle in your favor. I also run a Lord Denam with Phalanx + other melee abilities that, if Phalanx procs, I just throw out in the middle of the map to bait enemies into attacking him and slow them down, and Knights/Dragons can do that similarly when their abilities proc.
Also, with Guardian Force, it comes with a damage reduction buff as well. The total damage that gets redirected at the night, if Phalanx procs or not, gets reduced. So that's another edge case for the skill.
i think there are just about as many maps with corridors as there are maps with water so octopus can be useful if you know what i mean but yea potd has the most for sure
Here’s how I build my knights:
**change class**
I've only ever used 1 knight the entire game (Voltaire), and I've given him a Crossbow and Shield to make him a mobile support turret of sorts.
I've found that since playing Knight effectively involves proper positioning, he often finds himself in a position wherein he needs to block some point, yet isn't in melee range of anything. At least with a Crossbow, they can deal SOME damage (even if it's not a lot) from a wider range of positions; plus if he does get into melee range of anything, a shield bash can deal a non-trivial amount of damage, and knock the target back, which plays nicely to his role in holding choke points. Finally, Crossbow finishers aren't terrible, so there's that too.
From a purely theorycrafted perspective, I think that Knights and other Rampart units work best if there are multiples of them in a group, which makes forcing choke points easier. But honestly, I never really bothered since I prefer comps that require less thinking.
i just find so many maps dont really have a choke point yeah u can maybe hold an area but enemy can easily get around you unless its very narrow. Proper positioning is easier or harder depending on map and enemy line up too tho i agree with what u say
In bigger maps, I like to send them immediately to the front with Canopus/Denam (or any tanky unique) to delay the incoming hordes. Then have them withdraw to where my other units can lay an ambush. If the maps need shorter RT, the knights usually don't bring any weapons but their shields. I only use 2-4 uniques per map and Canopus is my most deployed unique (exluding Denam).
Note that any units will attract enemy units with elements they're weak against. And the Enemy AI will almost always attack any units in their vicinity, regardless their elements.
The squishies in the distance are usually safe, unless they are reachable in 1-3 turns. Even so You can always check enemy movement coverage and turns, and block them with ramparts. Basically, You want to trick the AI path tracing. Also units that don't move around have faster RT.
I also think that Knights are useless against fliers. But they will likely be targeted if no other weaker units are nearby.
thats a good idea i like it
Basically it's depending on how the player likes or want to use the knight. There is a way to create choke point with 2 knights that can basically cover an area of 10 sq wide by using rampant but with that built, I will have all the heal spell available with Rampant, increase HP, Phalanx and guardian force. Mainly just to use as a wall with spell casters or archers behind.
yeah thats a good idea i just cant see wasting 2 of 12 or 2 of 10 units slots on units that dont really do damage and just tank not to mention u wild have healers too. Too much i feel put into holding an area but im glad it works well for you
@faizedfoxgaming7426 first of all the 2 knight would concentrate to heal themselves and hopefully their skills will proc almost every single round. The rest will just dish out damage from a far. Well but this is not the formation that I would like to use though.
I enjoy knights but I also love the baldur golems who expand the rampart aura. Denam is a knight and to golems on each side, of course I do have witch/warlock buffing. I tend to charm enemy range characters and just chew the rest. Especially if reflect procs on lich. Denam 1hand/shield, just save mp for finishers
That whats great about this game so many unique ways to play it and complete the battles not just constant damage and attacking u know
i finished coda 4 yestarday, lets hope soma mad lads come up with some sort of end game to make use of all those drops from bosses.
well we had 1 vision mod for psp emulator so since this game is on pc i could easily see a mod for it
Believe it or not, in reborn knight in their best form, ps version knight are more useless than soldier or warrior, in psp just the same as others melee class.
Try shadow build, either rampant or sanctuary can do, fyi your aura and sanctuary applied to your clone. So you can extend or double your aura line which in turn slowing down melee attacker because they can only move 1 tile a turn. Need 1 mage to feed mana though, so turn 2-3 can apply shadow
yeah never really tried the shadows due to only having 4 skill slots u gotta give up some good skills on him
Heal4 is a 25% (max)HP heal. It's restricted to Cleric, Lord, Princess, Priest and Familiar only. IMO it should be 50% tho or at least 33%.
(In case you were curious MH3 is *not* a % heal. It is just as powerful as Heal3 but in AE form)
well im glad we have at least one % heal in the game and yeah 25% should of been heal 3 lol still pretty low when ur healing level 50 units with 2k or more hps
Ok, just found new use for knight in later potd run.
Skill guardian force, phalax, HP+/aura/Hammer skill, take some auto skill card and put near caster or melee hard hitter and bam damage spons against 1 hit archer and summon magic
sounds pretty fun i will have to try it once i get farther
Is it weird that I run my knights with meele and crossbow early game then crossbow shield late game. They can break front line push units back and get to the more squishy units
i mean if u enjoy it no harm in it and it works for you thats great but knights are not really about dealing damage u have so many classes that can deal 10 times the damage a knight can and at range to top it off. Mostly knights hold choke points or use rampart aura to stop other melee from getting close to your casters and squishy boyz. Knights really dont push the enemy back line
Use to run full knights, that’s was fun lol
i bet it was lol
There’s as many choke points for Knights as there are water tiles for octopi 😅
bro this omg this is it this is the comment. So TRUE
@@faizedfoxgaming7426 lol
Knight 1 to 2 units are good, they stop and pushback enemy units. Use 1hamd axe and hammer for 40mp finisher, they can kill enemy and advance slowly, pair them with 1 or 2 Terror knight you will be advancing faster and archer will give you a hug. And knight make boss damage laughable with 1 or 2 skill cards
Yeah u pretty much need 2 knights to be useful 1 just really isnt enough to hold down an area i just prefer white knights i feel they can just do so much more and velocity shift is so amazing
🔨 hammer is the correct choice.
you make alot of valid points here: lack of chokepoints, enemy ai ignoring the tankiest boy on the field (your knight), lack of versatile options (heal, some melee and xbows). i do hope though you stop being an apologist about it. as you said in your other vids, lots of new people coming into the game including myself. lots of misinformation out there where content creators are scared to offend someone else's favorite unit.
imo it's better if you be truthful. that way when newbies like me who come in and look for whats optimal, whats viable at certain points in the game, whats niche... we get the unbridled truth... like tanking, in this game... DOESNT work. or you'll need to jump through so many hoops (hoping RNGesus procs phalanx and guardian force at the same time that you have other frontliners with you that are being prioritized).
imo the best defense in this game is a good offense: control and dmg. either remove units from the field quickly with conditions or with good dmg. no need to tank alot of hits if enemies are sleeping/charmed or dead.
knights in a nutshell is bad. they aren't needed at any chapter unless you don't want to bring multiple of certain units in the early chapters. at best, they are situational in those maps with chokepoints (like port asyton in chapter 2). imo among the early units in the game, the knight, the cleric (having catuia as guest, items and healing via rune fencers are enough) and the berserker are the suboptimal or situational units.
if u read my comments you wouldnt believe how many people take it personally lol i always say its just my opinion. Oh yeah and information is hard in this game cuz its all people figuring it out game tells you mostly nothing so even stuff i say can be wrong but not on purpose
@@faizedfoxgaming7426 i think if the mistake is made in good faith then its good. Whats confusing i think for newbies as myself lets say looking at units: warriors are good, clerics are good, knights are good and so on... Because you dont want to offend fanboys of the class... Is we're not gaining useful information of whats really good, whats bad and whats situational.
For example, rampart aura. I learned from another content creator that "rampart aura is awesome!!!!" So i was excited to try out the knight and rampart aura when i got it. Then i did. It sucked big time. It was barely doing anything and didnt really form a wall. So of course i asked around. Perhaps i was doing it wrong or perhaps its viable later in the game. Mostly got the same answers. Its bad. Its only useful when there are chokepoints and only for a turn as you cn move past it.the next turn. And as you said, theres minimal chokepoints in the game and theres usually ways around it.
If someone just told me initially the knight is meh/sucks..rampart aura isnt good. Then i wouldnt have bothered wasting level ups playing a knight and i wouldve had a smoother first few levels playing another class (like the rune fencer) and had better stat growth.
@@faizedfoxgaming7426 Your videos are a really good intro to Tactics Ogre Reborn. I've learned a few tricks, too.
Try not to take your audience too personally and seriously. It's not worth your time. We are all strangers here. Have fun instead.
And please keep adding more build guides, and hopefully some demo on each units.
@@TheRobversion1 Personally, I don't think there's an absolutely useless class. It's just that some classes take more work to get them to the point where they really shine. But the fact remains that we don't get style points in this game, so I personally don't bother putting in the extra work and just go with an all-heavy-hitter party whenever I can
@@johnsay7216 I don think theres a useless either. but useless is different from bad or situational. for example, the knight we're talking about. it's not useless. it's super situational. meaning for it to shine, a certain scenario must happed as faized fox described. thing is that scenario doesnt happen too often and sometimes even when that scenario is present, the enemy has a workaround (different path, flight, ranged options). so it's not useless as there will be at least one instance in the game that it will shine. it is bad however because most likely there are just 1-2 instances where it will shine but there's so many combats in the game. contrast that let's say with a rune fencer. that's a good class. a combat where it won't shine is rare.
I think knights are way better as enemy units. They more annoying to flight than they are good to use.
i agree the enemy uses em better cuz u gotta kind of kill them and cant ignore them and they always have phalanx on lool
Ill Say it once again . Knights are good . Best tank in teh Game .
Shield bash + ranpart and not being a total idiot Will forcé enemies to hit him .
Rush in your knights with boon of speed , feed him 1 skill card and create space between him and You back líne . Enemi Ai Will hit the nearest target . Make it that target be your tank .
Ranpart aura needs to be on múltiple units at least in 2 units . Double ranpart lines create your own chokepoints.
I play a "kill em all " stile un each map , so i need to isolate that Big nasty BOSS away from the rest of My team .. a knight shield bashing , While i kill the rest of the enemy units has proven to be quite effective .
Theres only 1 thing better at tanking than a knight and that is ozma . But she is a goddess so doesnt count . (Yes better than dragons.. they lack shield bash )
Yeah but what good is a tank in an open area with no choke points no aggro system or anything to force the enemy to attack you. i will say if u get a map with an actually 2 to 3 tile pathway that is the only way they are great
@@faizedfoxgaming7426 ive had litle problem placing My knight+ ozma at the bosses face .
Once again. Dual ramparts create your chokes , shield bash , shield bash and tank the BOSS .
You need to sepárate your "tanking unit" (ozma+ knight) from your KILL unit (other units clearing the map) . This is easy to do with boon of speed + ranpart + smaking that shield hard into enemy faces.
@@visbaluz whats crazy about bosses i seen them just walk threw rampart aura like its not there whats up with that
@@faizedfoxgaming7426 i can't remember a BOSS with siege yet (the skill that makes You inmune to ranpart aura.) . Not 1 on chaos or law routes
@@visbaluz this is a really good strategy.
IMO, Knights' primary role in reborn is to delay the advancing enemies, regardless the maps. The Enemy AI, fliers or not fliers, will almost always trace to the nearest units and if those units are knights, then they have done their jobs.