Eternal knight

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As I’ve said before for someone else,
They only do the projectile attack if you are attacking them from range while their shield’s up. Get up close to bait their attack and drop their guard, back up to whiff their attack, then punish.



Have you ever fight with this mob mana drain, magma shield and chaos plants combination? Even with my %60 ms 8.08 attack speed its nasty for projectilers.
They already were nerfed in comparision to "december" Eternal Knights. I won't recall if they mentioned it in the patch notes, but Eternal Knights certainly were nerfed. They are very managable now regardless of their mods, they launch less projectiles and deal less damage than before.
they are definitely a pest for any ranged build that shoots projectiles, aka most deadeye builds and some others

the main issue is that you are playing a build that has little other offences that arent projectiles plus you are a dedicated build for range

you dont want to go into melee and bait an attack, thats specifically the exact opposite of what your build is designed for

as long as the knights are just white mobs its still kinda possible to deal with them, but once they are blue or even rare they can become super annoying or even outright deadly, they become tanky enough that the "get into melee range to bait, then roll and punish" strategy has to be repeated a couple times and a single fuckup is a oneshot and you lose the map...

completely unbalanced compared to other monster types, cant think of a single other monster type that is that much of a hassle

i picked up one of the poison bow skills that produces a poison cloud on hit specifically for these knights and some other shield-up mobs (there are some gargoyles that also do this shit but at least they dont shoot back), works semi-okay-ish as long as the mobs dont have massive regen from somewhere...
Ohh no, a mob that counters the range playstyle.....
Maybe situations like this are when GGG expects players to use more than 1 ability?

there are ranged attacks that won't trigger their shield-projectile ability. Anything that isn't a direct projectile; comet, lightning bolt, flame blast, solar orb, incinerate, all dots, burning ground, exploding ice walls, etc.
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Direfell#7544 wrote:
Maybe situations like this are when GGG expects players to use more than 1 ability?

there are ranged attacks that won't trigger their shield-projectile ability. Anything that isn't a direct projectile; comet, lightning bolt, flame blast, solar orb, incinerate, all dots, burning ground, exploding ice walls, etc.


Yes! We need more monsters that counters a certain playstyles to force players stop and think for a while.
I'm personally facing eternal knights once per 20 maps, if not less. I'm much more happy now.

Before they was spawning once per 5 maps. This is fucking annoying.
Last edited by vittorcsj#7475 on Jan 26, 2025, 8:59:31 AM
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Maybe situations like this are when GGG expects players to use more than 1 ability?

there are ranged attacks that won't trigger their shield-projectile ability. Anything that isn't a direct projectile; comet, lightning bolt, flame blast, solar orb, incinerate, all dots, burning ground, exploding ice walls, etc.


Actually even ice walls triggers the projectile reflection form eternal knights. Range does not have a lot of option to counter it if not just going point blank.

I know this bc icebolt crossbow skill screwed me a lot on them
Last edited by vittorcsj#7475 on Jan 26, 2025, 9:01:55 AM
Eternal Knight doesn't shoot projectiles, its shield reflects your own projectiles back as green fireballs. There are multiple ways to circumvent that, simplest one which is to get close and shoot him in the face when he drops the shield in an attempt to attack you. That, or getting close to him and circling behind him.

EKs are not the only monsters that are ironically easier from up close. Blackjaw and Silverback are bosses that are both easier if you stick close to them.

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