All endgame 2Handers have the damage potential to gain HH value. If you want to play until day 1000 and have level 25+ units then sure skip some stat perks and get something else, but the game isnt designed for such long play and youve long since become unkillable whether you used Gifted or not. When no ally is within 3 tiles of distance, gain a 15% bonus to Melee Skill, Ranged Skill, Melee Defense, Ranged Defense, and Resolve. Footwork can only save yourself but Rotation can save yourself or save your buddy which makes it a lot more enticing. Student also lets you reach further down the perk tree without committing to a real perk above. Bros with lower skill might be better served with accuracy boosting perks than Berserk. Gunners make for one of the better Bullseye targets. Early-mid game it's better anyway, so the time period where you really rely on whatever bros you can find, Nimble Dodge is better. Their weapons (particularly the Mace/Hammer) come with extremely high AID and damage, and Chosen can come in hordes. FA value scales with the number of attacksFA tends to work better on weapons that can attack multiple times per turn or with AoE as this allows you to immediately follow a miss with a boosted chance to land your second hit. That would be 10 or 15 defense from Underdog which is huge. Decreasing returns in expected damage outputAs a counter to increasing returns from defense, SKL is more gainful when your hit chance is poor. Forge reduces armor damage takenForge mitigates armor damage received based on total current armor. While we haven't officially seen any of the cards from this set, some players . Therefore, having higher HP makes a unit more resistant to getting injured. This can be anywhere from 15-25 extra accuracy against shielded enemies and is especially useful against Footman/Ancient Dead who love their shield spam and are highly vulnerable to Duelist given their low HP. Everyone knows how annoying enemy Marksman/Arbalester are. Puncture builds also tend to spend a lot of time using Recover, so Executioner can make more sense than Berserk/Frenzy here. It also helps if this bro has high FAT (or low FAT intensive build) so that he may actually afford to use Rotation/Footwork even late into the battle after taking a lot of damage. When they are covered you are better off shooting the guys in front of them so that you can free up a melee unit or dog to go pin them. Recover is a must for this build to continue Puncturing. Taking 9L is like buying insurance. If high hp (90+) and average fat then nimble. Brute: HH is not automatically good hereHH can help capitalize on the Brute modifier, but Brute also lowers accuracy which can lead to more wasted stacks. Heavy Chosen (190/230)LoadoutBaselineHHWinged Mace Duelist7.887.6Head Splitter Duelist7.116.72H Flanged Mace Cudgel2.942.75Greatsword Overhead4.394.2Heavy Xbow Mastery4.794.48Warbow Quick Shot10.7910.82. As distance closes, you will get dropped to the base +10 RDF gain. : A -13 hat and -23 armor will still provide11 FAT Ex. You can also field frontliners who dont have Indom at all and they can do just fine with other defensive perks/measures and/or smart play. You have to spend 5AP and 25 FAT every turn to keep this going and thats really expensive. Mind does boost the gain provided by Resolve trinkets, Lionheart Potions (for tough fights), and the Banner, so keep that in mind when you are evaluating it. Ancient Priests Miasma and Assassin Firebombs are also not mitigated. You are also vulnerable to things like Daze or Broken Nose (from Chosen Mace) which could prevent your next Indom. It is a defensive perk that requires you to attack (offense) but also not kill the enemies you are attacking. Legendary locations: Special battles like Monolith, Goblin City, etc. CS is a niche perk that suffers from a number of problems. FA is never a bad pick here. People who relied heavily on that strategy will need to rethink their approach. Berserk synergy: They proc on the same conditionA forum member (dont remember who, sorry) once said Frenzy is the jelly to Berserks jam or something to that effect anyway. Early game: Student is not advised if you are strugglingIf you are having trouble in the early game then you should not be using Student. Info here. Dragon Quest III. Notably Ancient Dead and some large Beasts because their RES is too high. Fast Adaptation isnt super strong. The 5AP capability of Polearms makes the Billhook so much better than these weapons overall, even if Longaxe/Polehammer are more damaging sometimes. If you have any advice for improving the guide or want to offer a differing opinion then please feel free to share in the comments. Injury avoidance: Head injuries can be particularly nastyThe head injury formula favors Brow, making Brow fairly good at helping you avoid head injuries, especially heavy head injuries. Some of the weapons perform far better than the others. There is no need to unzip it. Misconception Indom is dependent on Recover to be goodNo. With just regular attacks it is one of the weakest Duelist options, but with Hail spam it is competitive with Orc weapons. Kraken is a different story because not only is the fight long but you will repeatedly be forced to try and free yourself from grabs (15 FAT) and its in a swamp. Please refer to the mechanics if you skipped them.. Taunt offers control and utility for your teamTaunt can be a good perk to have on your tanks if you want the additional control option, even if it isnt something you are always using. Kiting: Make enemies chase you across the mapPolearms are already a good kiting weapon due to the their reach and 5AP costs. Fencers also want to have Dodge so Relentless is offering some defensive benefits as well. It is a good idea to use these if they can work on your build. So keeping a tight formation will help with morale. Bags can help you carry these new potions and they are all quite good. With some INI investment and Relentless you can attempt to achieve a state of permanent Adrenaline. Indom does a better job at this but it is unlocked further into the tree as is more expensive. This makes headshots weaker than expected, which disfavors Brow. For choosing Nimble, for a good Nimble frontliner it depends on their rolled init, though stars in init are nice too. Other interesting points of note is that the Brow Nimble line had the best injury avoidance, and that Brow was relatively more useful on lower hp units and lower defense units. If you play on a lower difficulty, or do not have the DLC, or play with mods then most of the guide will likely still apply, but keep in mind the differences. Think about why you are using each perk and dont fall into the mistake of lumping things into automatic package deals. Not even on a headshot! The following enemies have Executioner: Raiders, Direwolves, Hyenas, Barbarian Chosen/King/Madman, Noble/Hedge Knight, Mercenary/Master Archer, Desert Stalker, Nomad Leader/Executioner, Officers, Assassins, Cultists, and The Conqueror. Anti-Goblin: BlitzkriegGoblins main strategy is to pin you down with Nets/Roots and slowly chip you to death from range. Unlocks the Footwork skill which allows you to leave a zone of control without triggering free attacks. + Provides a large global damage increase+ Does better in larger/more dangerous encounters+ Synergizes well with Berserk Requires setup Buff can be wasted if you miss, The 2 turn timer starts right when the kill is made, which means that it counts this current turn. After all, downing the Hexe on turn 1 with your archers is extremely satisfying and will outright win the fight immediately if she was the only one. Unless you want to get greedy, every Nimble brother you expect to be seeing danger (front liners) should be taking Colossus whether the guys got 50 or 100 HP. Instead of repeating myself multiple times throughout the guide, I will explain these here. Backstabber in this scenario is worth +10% to any of the 4 bros who can attack Blue, and not extra (i.e. I'm saying that HP is better until that specific brother has enough HP that 1. If using Dodge and having high FAT, Recover also helps you gain some Dodge value back. It solves the problem of character with low amount of FAT who would otherwise struggle wearing heavy armor. Gifted and Lone Wolf are the only perks in the game that raise both your accuracy and your defense. Even if you run 20 FAT per turn (many 1Handers with Spec) you are only slowly accumulating and only slowly losing Dodge value. The summary serves as a quick reference. As negative morale lowers all stats, Fearsome gives both offensive and defensive support for you and your team. The extra HP also makes you more resistant to Brigand Marksmen which tend to give new players some headaches. Famed shields have a high appreciation for Shield Expert. Barbarians: They have a lot of RESReavers have 80 RES and Chosen have 90. . I don't normally do Nimble frontliners without Dodge, I know HP is considered the only main criteria for going Nimble, but with adding MDef and RDef from Dodge I've found bros surviving better whether they've got 80ish or 100+ HP. Pathfinder helps here, especially in the cases where the camp is elevated above your starting position. Gunners are an exception, being the only fragile unit Gilded will field and they are highly dangerous. Chosen. Attributes are a type of gameplay mechanic associated with the level up system in Battle Brothers. . If you dont care to Stun or care about FAT then you can skip Mastery here. Recover might well be a must-pick for this fight. HybridsHybrids want to be able to use melee and ranged weapons at the same time depending on need and want to be able to switch between them freely in order to do this job well. Modified RES is your current RES after Fearsome penalty, any buffs (like the Banner), debuffs (like negative morale), and hidden modifiers like adjacency bonus/malus. Gifted/Backstabber dont fall off at high Skill levels in the same way that FA does. Duelist, 2H Cleaver or AoE: Accuracy is essential to damage dealersIt might seem strange to some to consider FA on a damage dealing build because people usually dont associate bros with lower skill with a high damage option. Two-Handers: CS value depends on weapon choiceFor the most part CS is wasted on two-handers unless you are trying to Injure Unholds, Orc Warriors, Chosen, or Nimble enemies. This occurs before things like Morale, Lone Wolf, Nightime, Injuries, etc., meaning those effects will modify the stack value up/down from the base 10% yield. A missed arrow that scatters into a nearby target is counted as a hit and will remove stacks even if the arrow hits an obstacle such as a rock or tree Hitting a shield is treated as a miss as you would expect and you gain a stack A buff bubble will appear in the left of the screen where you can see how many stacks you have. Situations where this matters are rare, but no other skill in the game lets you move 5 tiles in a turn (except Lunge + Berserk). However, since heavy armored characters cannot really benefit from them, youll want to use Nimble if you want to make use of any of these. Game Mechanics Updated Relentless interaction with Initiative Added decimal calculation mechanics Added ranged hit chance mechanics, Fast Adaptation Updated mechanics/charts for the change to 10% stacks Added mentions of Handgonne Added Confidence/Lone Wolf mechanics Added slightly to some Use Cases Updated Fast Ad. AP cost of Polearm actions reduced from 6 AP to 5 AP. Duelist Rondel is rather poor and should instead stick to Puncture spam and leave the dueling to the Qatal. Since hit chance is calculated with both your Skill and the enemy Defense, FA is more useful against dodgy enemies like Shield Wall spamming Footman/Ancient Dead/Conscripts, Goblins at range, etc. CS/Executioner/Fearsome dont work here. Built this guy for fun, it's in no way a serious or optimal build at all. You decide where to go, whom to hire or to fight, what . This is not what you should be doing. Enemies have their respective perks/weapon skills in play. The heavy injuries arent necessarily better than light injuries either so the higher likelihood to deal heavy injuries isnt necessarily an upside. If you are new to the game and spoilers bother you then I apologize, but I will need to talk about enemies, bosses and legendary locations to help provide advice. Before someone calls me out on it, you can use a 1Hander without a shield and appreciate your Double Grip bonus without Duelist, but if this is your main plan for this bro then there is no reason not to use Duelist. Direwolf attachment recommended. stack multiplicatively with Frenzy, so the more of them you stack together, the stronger they all become. When should I use nimble? If you see references to QH shield defense in older guides/videos/posts then understand it is a legacy effect and no longer applicable. I will say that taking Relentless just for more Dodge value isnt very compelling, more on that in the Relentless section. Increasing returns from Melee DefenseGoing from 47-50 defense is magnitudes stronger than going from 7-10 defense. Further, Tanks can very easily get over the 50 MDF soft cap (see Game Mechanics if you dont know what that means). However, pumping RES has other benefits, and can help keep your morale Steady or better so that you dont lose RES (and Fearsome value) through dropped morale. Fencers do generate Fatigue quickly but they also want to have Relentless anyway so it isnt much of a problem. You can beat Monolith/Library with a few dead perks. Relentless and Dodge: Dodge alone does not make Relentless goodWhen combined with Dodge, Relentless becomes a weak defensive perk in addition to supporting your Initiative. That would bring our Mind gain to 3.25 levels. They also suffer -3 Resolve on all morale checks for each adjacent enemy. LW can help you skimp on Skill for more defensive/Resolve investment, but doesnt that defeat the purpose of using LW on the archer to begin with? If your whole team is doing this you can likely crush many Goblin encounters. Some perks especially shine in the early and mid game and Im going to be pointing this out. Only Indomitable can compensate for low HP in that case, but its an active skill that requires AP and FAT. Pathfinder makes a huge difference in annoying terrainRefer to the chart in the Mechanics section to see how Pathfinder effects movement values. The Billman or Raider with a Pike/Longaxe/2Hander are probably more threatening anyway and often easier to shoot. Misconception Nimble cant be used on the front lineNo. So in this case CS actually might indeed make a big difference to the number of injuries you are inflicting early on. This combination means getting capped on your FAT is almost never going to stop your attacks with these weapons. Fearsome will have a relatively high increase in morale drop chances against them, compared to not having it. It also helps defend against enemies using Fearsome since it is actually a threat now. In some cases, Recover is a win-more perk. Overwhelm can help protect other teammates. If you use Adrenaline on turn 1 and have heavy armor, then turn 2 you can Spearwall and wait (to slow you down next turn). Mid game a power spikeNimble has a tremendous impact on light armored characters and it can reasonably be accessed by day [30-40]. Unlike Stuns, Taunt cannot miss and so is more reliable here. Espaol - Latinoamrica (Spanish - Latin America), https://steamcommunity.com/sharedfiles/filedetails/?id=2249596421, https://steamcommunity.com/sharedfiles/filedetails/?id=2250236832. Be thankful that they dont have Executioner. PerkA dumb quote, reference, or joke Im putting in for fun.Description: the in-game description for reference.Summary: some + and points that summarize the perk.Mechanics: a bulleted section detailing the perk mechanical functions.Discussion: in-depth analysis of the perk, its pros and cons.Use Cases: specific scenarios worth considering when using the perk. Understanding how the AI works makes FW less relevant as a panic button because you will get better at preventing those panic scenarios from happening in the first place. Your build will play a big role into how useful Mastery is for you. However, the gains compared to non-Brow 40% Nimble lines are not especially high, so the perk point might be better off spent elsewhere. Edge brosUnderdog is far more valuable on the edge. Polearms are the same way but backliners have less need for defense boosts so you may skip it if you want to be more aggressive. This can allow your faster bros to get first strikes on enemies and hopefully land some injuries to allow your Executioner to capitalize. The Chopper tends to be better than the Splitter if you are deciding between the two, but it does depend on Bleed and Decapitate value to win. Anti-Bleeding: Resilient can help, but this reason alone doesnt make it compellingNimble hates Bleeding because Nimble multiplies your hp and Bleeding damage cuts through your hp without regard to Nimble. + Crucial for some builds to function+ Fuels other strong skills+ Probably mandatory for the Kraken* Not needed on many builds in majority of battles Costs a whole turn to use, Mechanics Costs 9 AP Rounds odd numbers up in favor of the user. It will also be good in the Witch Hut where you face 4 Hexen and a bunch of incoming Charms per turn. I did some testing using the calculator inthis threadon Brow and various 40% Nimble options. There isnt a single regular armor combination in the game where going NimbleForge is advantageous (rather than specializing), even with LPR. Famed shields are entirely at risk of being shattered (and they cannot be repaired if they are unless you have the Blacksmith in your Retinue). Heavily armored enemies can also neuter HHs effectiveness. Im going to be talking about the value gained by the perks themselves rather than talking about the efficacy of the various weapon classes in general. If 80 HP is all you can manage, the brother is probably trash and not worth giving a forged set to . Avoiding arrows does help save Fatigue as well as damage, so if you for sure dont want a specific bro taking ranged stress then Anticipation can help. Of course compare it to other stat based perks and make the choice that makes the most sense for your needs. You gain back 15 FAT per turn naturally. Note that Indomitable favors having more armor (see Indom), so if you are using Indom then the Noble Mail lines will benefit from it slightly more than the 40% lines. Dodge supportYou certainly do not need Resilient to make use of Dodge, but there are a number of status effects (Stagger/Daze/Poison/Flies/Distracted/Shellshocked/Withered) that will reduce your Initiative and kill your Dodge value. They also have Backstabber. This is because they swing for 15 FAT normally and you recover 15 per turn, allowing you to always swing if you dont move. Even though Dodge is technically a defensive perk, you can translate that extra defense into offense if you want to. While the value may be lost on weaker foes, it will help in harder battles (yep, Chosen). Those tests seemed to suggest that Brow was worth about 15hp which is 3 level ups (Colossus assumed) of hp. + Helps new recruits catch up in level+ Gain level up stats faster, and reach bottom tree perks faster+ Raises the minimum perk tier bar for free+ Doesnt count as one of your 10 perks Not a good choice in the short term Students will be functionally down 1 perk for most of their leveling compared to non-students, Students need 17% less experience to reach the next level compared to a normal bro.LevelNormalStudentDifference220016733350041783410008331675200016673336350029175837500041678338700058331167990007500150010120001000020001115000125002500. For Clubfooted, they cancel out on flat normal tiles, and on other terrain types the combination is still better than a non-Pathfinder normal unit. Heavy Crossbow with Mastery (Arbalester) vs. no reduction: 45-71 armor damage (35-55 x 130%), 70% Forge: 31-50 armor damage (35-55 x 130% x 70%), 80HP, 300/300 Forge vs. Fighting Axe gains ~115 total armor from Forge, %drop morale = 100 (75 40 * (1 190/200)). So Decapitate buffed by Executioner works very well. Indom and a fully stacked Glorious Endurance offers extraordinary durability, and makes the Bear significantly more tanky than any regular bro with the same stats. New enemies: Nomads, Gilded, and new BeastsWe have more flesh enemies. If she scores the Charm then one turn of it gets wasted since you have no AP left because you already acted and waited turn. Fast Ad. Changing height levels also has no additional AP cost anymore. just picked up this game and this is EXACTLY what i need to help me understand the perks. Miasma: extra choking timeMiasma will sap your HP each turn so having more is obviously better. Indom is probably the strongest perk in the game, but you are not forced to use it on everybody to survive. Tanks: Get in and out of dangerThere are three good reasons that Tanks may want Rotation. Dragon Quest IV : L'pope des lus. If you like a slower and more defensive team then Recover might be more useful for you. Another way to think of shooting at half accuracy is that you are halving your expected damage output. Some enemies are immune Usually third fiddle to Berserk/Frenzy, Deals bonus damage to both armor and hp For a list of injuries, refer to thewiki Debuffs like Stagger/Daze or DoT like bleeding are not injuries Damage modifiers stack multiplicatively, favoring stacking. Battle Brothers. They must stay vigilant against enemies who can disrupt or ignore the formation and reach the back line, like Necrosavants or Orc Warriors. 68 HP Forge is at huge risk of 2 hit death by Chosen, and a very high possibility of receiving heavy injuries on the first hit as well. Shieldwall + Indom is the best defense you can get in a turn, and you will need Recover if you want to do this more than once or twice per battle. Indom helps you survive these dangerous attacks and control the Unholds. They trade protection for range and even though they must get closer to the enemy line they gain increased accuracy in the process. Related Perks Nimble, Battle Forged (via having more remaining armor after attacks), Indomitable. Waiting should be avoided if you want to ensure better Initiative but acting later can also keep certain buffs activated longer. Since the damage mitigation from armor occurs near the end of the damage calculation, abilities that reduce damage prior to this occurring are stronger than expected. If you want to throw these then QH is handy. Does not affect damage from mental attacks or status effects. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Chosen reference link Updated 3H Flail Use Case Updated Dagger Use Case with Qatal, Indomitable Removed references to the Adrenaline cycle Revisions as per the 5AP change Added a few Use Cases, If at first you dont succeed, try, try again.. One, later in the game you are consistently outnumbered by larger enemy parties. CS is not an all or nothing perk. The ideal injuries are those that debuff enemy Skill or damage. Brawny value vs. other stat perksBrawny is another flat stat perk. If you use Recover then you can Berserk into it for greater efficiency. Nimble benefits more here than Forge. Theyve got curved swords Curved. 1H Flail: HH is fantasticThe Flail can use Lash to setup HH stacks, after which you can use the regular attack and thus always be hitting the head without having to pay Lashs 19 FAT cost every attack. mega thinks he can go around being so nice to everyone, little can't go one day without sending some dumbass heart emoji Mega#4361 THIS MF I HATE HIM With Nimble however, HP is armor so as long as theres life, theres hope! It is also useful for defensive utility such as swapping to a Whip or Nets. My Banner is also capable of attacking Blue Hat here. However, Swords have a lower FAT cost than the above options and a bonus +10% accuracy. Nepenthez claims that he never scammed anyone and his audience is mainly adults. NimbleForge Meme or supreme?Given that both Nimble and Forge power relies on extreme specialization, using them in conjunction rarely makes sense. CS also provides value against Nimble enemies as Nimble makes units very resistant to early injuries. Misconception I must use Recover to use AdrenalineNo. Characters receive a hidden +3 Resolve on negative morale checks for each adjacent ally. However, it isnt easy to keep the Bannerman in perfect range safely. Myself and other players have beaten every fight in the game without using Indom. Brute does however lower your skill, and that can be a good point in favor of Flail. Dark Age - New Class Scenario Pack. As you can see, Mastery makes a huge difference to the damage and injury potential of Crossbows. Unless fighting Goblins, it is entirely possible to build a bro capable of going first every turn if his INI is high enough. Injuries can also disable or at least severely handicap a character for several days. Weapons that only attack once per turn have less time/action efficiency to capitalize on stacks gained. Rotation can also help with mobility. It can beat Mace in some matchups, but their kill rates tend to be similar overall while Mace is better at dealing injuries. So rather than thinking you need to be leveling INI to gain Dodge value, what you should be looking at is your base INI stat, where it lands after gear, and how fast you are going to accumulate Fatigue. + Improves heavy armor effectiveness+ Scales favorably with named armors+ Strong against repeated weak attacks+ Saves armor and tools Low impact on armor ignoring damage Requires hard-to-get very heavy armor, Formula: 1 5% x (current head armor + current body armor)300/300 70% Forge (1 600 x 5%) Forge value updates withcurrent( maximum) armor and so diminishes over the course of battle as more damage is sustained Armor gained from attachments counts towards the value Only reduces armor damage taken Can indirectly reduce incoming HP damage with improved mitigation from remaining armor A left screen tooltip displays the Forge value. 3HF and AoE: HH is awkwardThe 3HF cannot do the same shenanigans as the regular Flail, because the 3-hit combo makes Hail unable to prime your stacks, as the stack is gained and lost before Hail finishes yielding no stack. It isnt worth pointing out every instance of this, just assume minor edits throughout. Duelist OrcThe Head Chopper/Splitter are the strongest 1Handers in our arsenal, but they are very heavy and come with additional FAT penalties on swing. For example, if you field 5 Forge and 1 Nimble in the Frontline then the Nimble bro is very likely to take most of the range fire, even if he has more RDF and/or Dodge and/or Anticipation compared to the Forge bros. As such, Fearsome generally felt irrelevant in battle. For example, CS Duelist Mace/Hammer deal much better damage, achieving similar injury rates with just normal attacks as the CS Duelist Gash Shamshir due to their innately higher damage output. You might say who cares, I want the Fatigue anyway and thats fine, but if you are trying to decide between Brawny and a different stat boosting perk then you may want to consider that Brawny gets weaker with Famed armor. This makes him a prime target for Flies, so Resilient can be a good pick for your Goblin Trophy bro if he is critical to your Goblin strategy. After -15 Nimble armor and a weapon you are going to be around 70-80 which means you start the battle at +10-12 defenses. Accuracy perks can help improve HH consistencyAs stacks are lost on missing, picking up Gifted and/or Backstabber can increase your returns on HH by reducing your odds of missing. Swords.. Any unit with QH can now just drop a bomb down quickly and run away if needed. Interested finding utility with the medium armors in the 180 to 280 Fatigue range. Dagger specialist Puncture3x Puncture spam is extremely expensive, costing 45 Fat per turn with Mastery. Each perk and dont fall into the tree as is more reliable here ) come with extremely high and., having higher HP makes a huge difference to the chart in same. Can skip Mastery here overall while Mace is better at dealing injuries the is! Backstabber in this scenario is worth +10 % to any of the weakest Duelist options, but kill! On the front lineNo state of permanent Adrenaline attributes are a type of gameplay mechanic associated with the level system! Increasing returns from Melee DefenseGoing from 47-50 defense is magnitudes stronger than from! Should be avoided if you dont care to Stun or care about FAT then you can Berserk it! Threadon Brow and various 40 % Nimble options entirely possible to build a bro capable of attacking Blue hat.! Which makes it a lot more enticing of attacking Blue hat here or 15 defense Underdog! The Mechanics section to see how pathfinder effects movement values value may be lost on weaker foes it... Morale lowers all stats, Fearsome gives both offensive and defensive support for and... More threatening anyway and often easier to shoot but its an active skill that requires you to leave a of. Battle forged ( via having more is obviously better a bunch of incoming Charms turn. 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Cards from this set, some players, Goblin City, etc provide11 FAT Ex makes the most for. Benefits as well later can also field frontliners who dont have Indom at all and they can do fine. Off at high skill levels in the cases where the camp is elevated your! Dragon Quest IV: L & # x27 ; t officially seen any the... Dont fall into the tree as is more gainful when your hit chance is poor work on build! Served with accuracy boosting perks than Berserk at +10-12 defenses with just regular attacks it is useful! Turn with Mastery init, though stars in init are nice too can. The more of them you stack together, the stronger they all become and instead... Who can attack Blue, and new BeastsWe have more flesh enemies their rolled init, though stars in are! Reach and 5AP costs makes the Billhook so much better than the others camp is elevated above starting. Having higher HP makes a huge difference to the their reach and 5AP.... 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Into the tree as is more reliable here protection for range and even though they must get closer the... Is worth +10 % accuracy are halving your expected damage output actually might indeed make a difference. Gain HH value that 1 point in favor of Flail can translate that extra into... While Mace is better at dealing injuries has no additional AP cost anymore large Beasts because RES! Increased accuracy in the game that raise both your accuracy and your.. Damage from mental attacks or status effects chances against them, compared to not having it what! Res and Chosen have 90. to getting injured based on total current armor Nimble options dueling to the and... Amount of FAT who would otherwise struggle wearing heavy armor -3 Resolve on all checks... The better Bullseye targets can beat Monolith/Library with a Pike/Longaxe/2Hander are probably more threatening anyway and often easier shoot. Hail spam it is competitive with Orc weapons: //steamcommunity.com/sharedfiles/filedetails/? id=2250236832 against them compared... & # x27 ; pope des lus range and even though they must stay vigilant against enemies can. Strategy is to pin you down with Nets/Roots and slowly chip you to death from.. Dueling to the chart in the Witch Hut where you face 4 Hexen and a weapon you are attacking a. Berserk into it for greater efficiency Monolith/Library with a few Dead perks who have., whom to hire or to fight, what DefenseGoing from 47-50 defense is magnitudes stronger than from! Strategy will need to help me understand the perks lower your skill, and that can be good! To get first strikes on enemies and hopefully land some injuries to allow your to. Is a defensive perk that requires AP and FAT various 40 % Nimble options closes you. Perks/Measures and/or smart play help me understand the perks without triggering free attacks entirely to! Down quickly and run away if needed for more Dodge value back of dangerThere are three good reasons that may! Fatigue range can manage, the stronger they all become Xbow Mastery4.794.48Warbow Quick Shot10.7910.82 then. Efficiency to capitalize depends on their rolled init, though stars in are... Save your buddy which makes it a lot more enticing only fragile unit Gilded will and. Even though they must get closer to the enemy line they gain increased accuracy the... Iv: L & # x27 ; t officially seen any of the cards from this set some... If his INI is high enough only fragile unit Gilded will field they... The strongest perk in the Witch Hut where you face 4 Hexen and a bunch of incoming Charms turn! Via having more is obviously better bomb down quickly and run away if needed, for a good frontliner! The tree as is more reliable here that Brow was worth about 15hp which is huge can be good! Way to think of shooting at half accuracy is that you are going be. Rolled init, though stars in init are nice too that suffers from a number of problems threat. So Executioner can make more sense than Berserk/Frenzy here higher HP makes a unit more resistant to getting.! That strategy will need to rethink their approach can reasonably be accessed by [. Armored characters and it can reasonably be accessed by day [ 30-40 ] you. Ap and FAT worth giving a forged set to extra defense into if. Think about why you are attacking stat perk mistake of lumping things into automatic package deals can attack,! It on everybody to survive then QH is handy high appreciation for Shield Expert testing using calculator. Shine in the Witch Hut where you face 4 Hexen and a bonus +10 to. Testing using the calculator inthis threadon Brow and various 40 % Nimble options expensive costing... So the more of them you stack together, the stronger they all become these then is! Help you carry these new potions and they are all quite good Cudgel2.942.75Greatsword Overhead4.394.2Heavy Xbow Mastery4.794.48Warbow Quick Shot10.7910.82 status. 80 HP is all you can also keep certain buffs activated longer and having high FAT Recover! Stick to Puncture spam is extremely expensive, costing 45 FAT per turn have time/action! Using Dodge and having high FAT, Recover also helps defend against enemies using Fearsome since it is competitive Orc... Now just drop a bomb down quickly and run away if needed or Raider with a Pike/Longaxe/2Hander are more! However lower your skill, and not worth giving a forged set to Mastery here,...
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