Mugato
This is a problem with Knights in general.
Their role and spells require:
- AGI, STR, DEX, STA and WIS/INT. 5 Separate stats. 6 If you included Lull which is CHA-based.
Spell damage/healing as well as mana pool being WIS/INT-based forces you to sacrifice tank stats if you want your spell kit to scale at all which leaves you simply worse at tanking than an equivalently geared Fighter. Or you can focus on tank stats and accept that your spell kit will underperform late-game in which case, again, might as well just choose Fighter.
Combine this with the sustain problem all mana-using tanks have and you end up causing additional downtime for your group that simply doesn't exist with a Fighter tanking. It's a rough spot for Knights to be in.
I posted what I think would be good solutions to this problem in a feedback thread.
I suggest either:
Adjust stats directly so that each Knight receives a unique amount of spell stats and mana from their primary stat (similar to recent INT/WIS changes).
OR
Add an effect to each of the Knights personal buffs that converts tanking stats to spell stats.
For example, Paladin's new Conviction buff might include a passive effect that grants a portion of their STR as bonus WIS?
https://forum.monstersandmemories.com/d/818-knight-stats-spread-too-thin