Knights of the Blazing sun in the warhammer lore would use elemental/fiery attacks.Illuminati wrote: ↑Sun Apr 20, 2025 2:57 pm I think the lore has a large part of why the tanks are why they are.
Chosen sacrificed their humanity for the Warp and have access to magic because of it.
Knights are human, they shouldn't have magic damage. Would make more sense to simply revert the weapon skill changes (reducing the portion that contributed to parry by 50%).
At this point, all the tanks in the game need some work unless we want to be absorb bots for ranged damage.
Here i will quote from different wikis:
''The Order is currently based in Talabheim and the Knights of the Blazing Sun are arguably the greatest knights in the Empire. Favored by Myrmidia, many warriors are able to set their weapons ablaze with immolating fire, slaying their enemies for the Goddess of War. ''
'' They are often seen charging on the battlefield in their highly polished and resplendent armour of black and gold, adorned with sigils of the Sun. Many of their weapons blaze with a bright and fiery power, enchanted with the divine flames of their goddess.''
In games this is reflected , in warhammer online knights had Mighty SouL, several elemental/fire based attacks. In Total War they have magic/fire attacks etc.
I will add a suggestion from a different thread in how this could be done without Might SouL.
Fenris78 wrote: ↑Tue Jan 28, 2025 5:30 pm KotBS need Mighty Soul back , but without all Glory tree buffed. Simply make it core tactic, buffing 2-3 skills, one on each path, to allow various builds with Elem attacks.
Pidgeonholeing builds into full glory spec was not a good idea.
Buff one skill in each path, like :
- Myrmidia's Fury (The only skill in tree not having "special effect", only damage)
- Sunder (to make it actually useful, with the drawback of getting lower base damage)
- Blazing Blade (main attack, maybe buff slightly the DoT component with tactic)