In the King of Holy Beasts game, if you want to obtain strong combat power, you can only obtain it by studying the game content. Here today, the editor of Source Code Network brings you the solution to the problem of not knowing how to deal with the Knight profession of the Holy Beast King in the game. If you want to solve this problem and quickly improve your combat effectiveness, then don’t miss it. This guide is brought to you by the editor of Sourcecode.com.
Overall rating: S
Output capability: ★★★★★
Survivability: ★★★★☆
Auxiliary abilities: ★★★☆☆(BUFF direction/Pursuit direction)
Character type: Human/Heavy/Cavalry (double output against infantry)
Role positioning: front row/output/BUFF/control/pursuit
Core skills: wild charge/cavalry cry/cavalry pursuit
Brief comment on attributes: high life, high physical attack and defense, certain magic defense, wearing a small shield to block B means that it will not be easily beaten, action speed C just needs acceleration, hit C can be easily dodged. Because standing in the front row can absorb a lot of injuries, standing in the back row is a bit wasteful. There is also a play style of Sister Bei in the front row and cavalry in the back. I personally feel that it is a waste of Sister Bei's strength, because the function can be replaced by a Druid, and there is only one Sister Bei.
Brief review of skills: There is no useless skill. Lance assault/continuous piercing kill +1 AP can be harvested (I usually don't use continuous piercing); wild charge stuns the front and rear rows (the stun of the late shot is equal to no, so be sure to speed up and take the first shot); the cavalry shout can BUFF the entire row. Superposition; the cavalry pursuit turned the three cavalry into a shameless one-hit-two pursuit. The Three Cavalry is the best lineup that can be assembled without any brains in the first picture, and it is officially reduced in difficulty.
Because of its tough body and high-quality buffs, it can also be used as a buff and harvester in other teams.
Recommended equipment: The three cavalry teams bring accelerating feathers (+20 speed, the skill is a whole row of +10 speed), and each person has one feather, and the speed must reach at least level +10.
Make the most of your strengths and avoid your weaknesses: What the cavalry is afraid of is high object resistance, blocking and magic damage. It is recommended that teammates in the back row of the 5-man team use Druid (the opening skill slows down and reduces dodge, and the front row reduces defense and blocks blocking when moving, and the Druid needs to accelerate the feather) or use the Guard (Viking) (the opening skill ignores blocking for the whole team) , and provide defense reduction), white knight (front row group blood increase, group anti-magic).
Many people will mention that knights are afraid of griffins. First of all, to fight griffins, you need the real gun (the skill belt must hit, and it also solves the problem of griffons and high-dodge enemies. It can be strengthened to +25 attack in the later stage. The real sprint setting is only used for flying) And increase the speed before the griffins (+10 speed feathers plus druid's opening slowdown can do this). When encountering griffins, the druid sets a row of griffons to reduce the attack by 50%, plus the druid passively makes the lions The griffon's attack is reduced by 20% and it will never hit a critical hit. This way, even if the gryphon attacks, it can't move in seconds, giving the white knight room to recover. There is no need for the small hunting feather shield, and the gryphon's attack ignores blocking.
If the cavalry is used alone, it can be inserted into the front row of the physical team at will. It is recommended to bring a knight shield (immune to block and passive) and feather acceleration to add BUFF and stun before the DPS in the same row. .
Teammates: Druid/Viking/White Knight
Map ability: The captain has high movement speed and map ability cavalry charge, which is relatively rarely used.
Complaint: The reason why I put the knight here is to determine the S-class positioning and facilitate the positioning of the middle grade. The X2 damage to infantry makes the cavalry's output very abnormal. Many people say that the Snow Country Cavalry is not powerful. It is recommended to try it with Druids and White Knights in the back row. The dump truck is still the same, because there are no griffons in Snow Country, but it is more powerful. Will not roll over.
So the above is all about the knight profession of the King of Holy Beasts. I wonder what everyone thinks of the knight profession? As a classic protagonist profession in the Western fantasy background, the knight is obviously influenced by the vanilla club in the game. Favorite, in the game, the knight's unstoppable charge must also help players win the game.