Chivalry 2: Complete Knight Guide

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Players who start Chivalry 2 for the first time may likely check the customization screen to see all four of the classes and what they can do with them. With the promise of medieval multiplayer action, many of those players will instantly like the sound of playing as the Knight class.


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Picking Knight for the first time will show players how well-rounded the weapons and abilities are for the class, even from level 1. The Knight has many benefits that make it useful to the entire team, and with enough variation between the three subclasses to make it still interesting for players who would like to remain a Knight for several games in a row. They all feel similar and yet uniquely different in how they excel.

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Officer

Officers are the starting point for the Knight class, unlocked by default at level 1. The Officer is in this regard a showcase for the Knight, introducing players to assets such as high defense and tackle ability. Once a Knight of any class has enough momentum, an onscreen prompt will pop for a tackle. Knights are slower than the other classes and the tackle gives them a short speed boost, but do not waste your tackle as a means to play catch-up. Instead, use it when you see a group of enemies or an enemy already attacking a teammate, as the tackle is an attack and Chivalry 2 is an online game where players can damage their teammates. The tackle doesn’t do much damage, but it will knock an enemy onto the floor, leaving them briefly open for further assault.

The starting equipment for Officer is a primary two-handed weapon, a secondary one-handed weapon, and a ranged weapon for the item slot. The secondary and primary depend on your overall weapon levels and can be customized, but the item slot will always be throwing knives. The ranged weapon helps round out the Officer, but as for the play style, they don’t offer much else besides that. A reminder that if you tire of the starting swords, Chivalry 2 allows you to pick up any weapon off the ground to switch out, just remember you’ll need to use the starting choices to unlock further options as you only earn exp for a weapon by using it.

After a set time, the Officer will be given the chance to blow their trumpet. Once sounded, all teammates near the Officer will be healed. Between this special ability, their defense, and their default weapons, the Officer Knight is typically best used in close combat with the team. They can take more of the beating, and can aid the others, but as this is the weakest of the subclasses also be prepared to work as a sacrifice for the team. Officer works as an aggressive team member but also a disposable one in the right circumstances.

Guardian

Guardian is unlocked at level 4 for the Knight class. The starting gear is a noticeable shift in that the Guardian by default has a shield in the item slot, removing the ranged weapon. This is a help to the Knight class’s already higher defense, blocks can now result in the damage being absorbed by the shield. The shield can break, but this does not erase Guardian’s effectiveness in the same close combat encounters the Officer could handle. Having a shield in the left hand also means that both the primary and secondary weapons are one-handed, so customization is what will be the biggest difference between the two slots.

The trumpet ability is replaced with a banner.

Once placed, the banner will continuously heal teammates as long as it stands. Note that this means if an enemy sees your banner, they can destroy it.

Even with this in mind, the banner is a major improvement over the trumpet. A well-hidden banner that takes the enemy a long time to find and will heal many teammates can turn the tide of battle. Between this upgrade of ability and the remaining effectiveness in defense and combat, the Guardian Knight makes for the perfect subclass for a combat medic.

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Crusader

Crusader unlocks at level 7 for a player’s Knight class, and it’s as powerful as it is a curveball. Crusaders still have the defense, speed, and tackle of the preceding Knight classes, and it reverts to the earlier formula by removing the shield and having a ranged weapon in the load out, this time throwing axes. But what’s different is the Crusader loses interest in healing, as its timed ability is the oil pot. A force to be reckoned with, as it’s Chivalry 2’s answer to the grenade, leaving a dangerous pool of fire that easily eats away at an enemy’s health whether the pot itself hits them or if the enemy just steps in the fire left. This powerful offense is at the sacrifice of healing teammates, which after how crucial that skill was for the Guardian, may feel like unlearning the secret to success.

However, Crusader also starts with the Messer in the primary weapon slot. A large and fast sword that has incredible damage. The secondary weapon slot and the ranged weapons have their use for the Crusader as well, but this two-handed weapon becomes essential to the play style the final subclass for the Knights. Officer and Guardian both feel like team players, part of the fold, but Crusader’s best method is to treat it like the powerhouse it is. Crusaders are still slow the tackle skill takes longer to charge, but teammates may still wish to stay behind it. In the right hands, Crusader is an offensive and defensive wall that can challenge the entire enemy team.

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