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Dmg resist vs range
Penalty vs lighting isnt as severe.
Speed is more important.
Heavy Infantry: Slower than LI, doesn't get ranged attack resistence from armor (only melee and lightning res), slightly more HP than LI and only got Lightning and Earth elemental weakness.
Knights: Slowest Infantry, has res against melee and slightly better ranged attacks, slightly more HP than HI, but has a huge Lightning weakness and earth weakness. Best damage as well.
Paladin: same speed as Knights, has slightly less melee resistence than knights, much more HP than Knights, but still got the Lightning and earth weakness. They can also use advanced heal spells and are a good addition, tho I never used them myself.
All depends on what you pair it with, for example my Gerald goes with LI since I can cover all of their elemental weakness with Rupert and Ellens Armor+Melee res with another elemental weakness cover from gerald. My first Gerald had a Infantry with 124 melee res and 60 ranged res that chased enemy archer without problems. For choke point holders that isn't my main hero I prefer Heavy Infantry (again because of resistence) where I can let my archers/air units/calvary do the main damage.
That you can't because your leader cant learn spells themselves, however im sure its something you could mod in or cheat in if you wanted to. Also from my battles the knights outperform paladins in combat, I think the game knows this to since when paladins go into combat there voice lines indicate they need help instead of they can handle it on there own. But there healing sure is amazing but due to having healing they cant have other magic like knights can.
Normal units I'd have paladins and curatio longbowmen. Having a couple of healers makes it easier to keep at least one out of combat and keep everyone topped off.
Omg this strat is so OP. It was like in my 2nd or 3rd playthrough I realized this and just the sheer OPness of the Orc rage heal in Crusaders specifically.
Ya and on top of this (though this applies more so to the Heroes enemy AI) the Paladins when controlled by enemy AI typically act more to avoid battle though sometimes they will engage in it when there is practically no other option.
Knights: best HP of the three. Built-in Melee resist, but this ends up being moot (see Heavies). They do get more melee skill through equipment compared to the other two jobs. Lightning weakness is scary, but manageable. You may try to compensate for this in Kendal's campaign or a few of Gerald's missions: use an Elven officer. At max level, their body armor provides massive resistances (almost 100) to two elements including Lightning.
Heavy Infantry: Slightly less HP, but more resistances. Even with Knight's built-in melee resist, this is overshadowed when equipping gear. The Heavy's shield plus body armor will provide a net increase in melee resist. You'll have slightly lower damage and HP in exchange for better resists (less healing needed) as well as improved mobility.
Light Infantry: I usually don't find their speed advantage significant enough to warrant staying in this class on purpose. They can catch archer troops quickly, but this can usually be done by sending Cav/Mortars/etc. at them anyway. If you buy gear, body armor will also be inferior.
In the end it's your free call. You can always change the job, for instance on a mission where you are receiving a lot of lightning damage, and then switch jobs again afterward. Generally speaking I prefer Heavies for my hero troop. More total melee resist, decent mobility, and they become titanic line-holders if you throw in a Dwarf officer or two with max-level body armor.