The original frontliner can then continue in the back with a Polearm or use Recover so that he can Rotate back in with more AoE attacks. This technique has been passed down the Armstrong family line for generations!. 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. Most two-handers or good Duelist options already injure most enemies, or will kill them in a few hits regardless. I encourage you to read other guides as well and come to your own conclusions where we guide writers disagree.if(typeof ez_ad_units!='undefined'){ez_ad_units.push([[300,250],'gamerofpassion_com-medrectangle-3','ezslot_3',105,'0','0'])};__ez_fad_position('div-gpt-ad-gamerofpassion_com-medrectangle-3-0'); With the Blazing Deserts (BD) DLC out and the Switch release on the horizon, we will likely see an influx of new players that will be seeking assistance. Indom is not a passive effect and expensive to spamOf course, the downside to Indom is that it is not a passive effect. You dont have to build your whole team around it. Early game: Executioner is the only early game direct damage boostI usually recommend taking defensive or accuracy perks early on, but if you want more damage then Executioner is the only damage perk early in the tree (disregarding that accuracy perks are indirectly damage perks). Sunken Library requires a lot of movement through sandAlthough sand tiles only cost 2AP, they cost 6 FAT. Your LW forgoes his adjacency support and can face a lot of enemies at once for more penalties. The heavy injuries arent necessarily better than light injuries either so the higher likelihood to deal heavy injuries isnt necessarily an upside. I want to put out a guide that is current to the existing DLC, that goes into a high level of detail and nuance for each perk and their general usefulness, while also providing use cases on when you might want to choose a specific perk. Instead of hoping for value on missed shots you should instead be going for shots that are likely to hit in the first place. Even 80+ skill bros can find situations where FA can be helpful. 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. However, there isnt really any unique synergy between Initiative and Duelists. Awesome guide in which you obviously put a lot of time and knowledge but what actually killed me are the quotes in the flavor text!Every time I didnt know the origin I had to pause and research them and loved each one of them!Thank you again for the effort . The reason that Indom is so strong is because the reduction occurs early in the damage calculation rather than at the end. Tanks: You want to hold dangerous positionsUnderdog is an easy pickup here. Just because you got a famed Spear with +13% headshot chance doesnt mean HH is good on it. Taunt has some limitationsDespite the utility that Taunt offers it suffers from two problems that lead to it commonly being disregarded by the community. Sure, let's walk through the correct answer (for front liners). Ive beaten most of them without Recover but it is a good skill to have in these fights. Any bro who wants more statsReally. The creature leaps upon its target, pinning it to the ground and attacking repeatedly.Very dangerous. If you cant get out of the grabs then you will die. FencersOverwhelm may seem good on a Fencer. The nerf to 5AP cost also made Indom harder to use on 2Handers, either requiring you to skip on you attacks or Berserk into it. DiscussionThrowing Mastery is a ludicrous damage boost for Throwing, which when combined with Duelist, which also works with Throwing, allows for very high damage. 2Handers get some accuracy help. Injuries that debuff enemy HP can be good if procced on an early hit, essentially dealing extra damage as their HP pool is cut, but against already weakened enemies these injuries are wasted. Polearms can attack twice and move one tile with Berserk, giving them a large amount of flexibility and ability to find targets to take advantage of the extra AP. Pathfinder isnt as good in some casesThe biggest downside to Pathfinder is going to be the inconsistency in the value that it provides. Reach is stronger the higher your skill and defense, making it exceptional on strong recruits who are probably already going to be crushing the game. Even though RDF has increasing returns just like MDF does, it is difficult to actually make use of it because the enemies will just shoot somebody else. These are all priority targets for Warbows so HH makes some sense here. For the Hangonne, Mastery is needed if you want to make it even remotely useable more than once per battle. Unlike Stuns, Taunt cannot miss and so is more reliable here. Recover isnt for everyoneHowever, some players seem to slap Recover onto every bro assuming that it is going to be necessary or perhaps as a safety net. A possible set could include a Warhammer for armor removal, a Flail for head hits, a Whip for disarms, a Cleaver for regular damage, and a Spear for zone control, or a backup shield and even a net. Even though Forge doesnt improve heavy armor as much as Nimble does light armor it still provides a decent amount of durability making it a valuable, if optional, perk. If your LW is fighting many enemies by himself then his FAT is going to go up really fast just from incoming attacks. You can of course use both. Ignoring the shield value does not count Shieldwall bonuses. The main problem lies in its inability to deal any meaningful armor ignoring damage due to each individual attack being so weak and due to the way that remaining armor reduces the amount of HP damage taken. It is worth noting that one factor in enemy composition scaling is the strength of your party and your bros levels do factor into that. Beginners start to panic when a character armor is gone because it meant certain death in the early game. The extra HP also makes you more resistant to Brigand Marksmen which tend to give new players some headaches. Due to the nature of increasing returns from defense you may decide you want Relentless anyway just for additional defense stacking and thats fine if you deem that worthy of your perk point, but it is by no means necessary or even particularly strong to use Relentless just to support Dodge. Thats almost a Round Shields worth of defense, and it isnt hard to find some bros with base INI even higher. Since having a HH stack guarantees that you will hit the head on your next strike (if you hit), you can purposefully alter your targeting to get the best value out of the stack, and actively avoid attacking enemies who have large helmets still. Refer tothis discussionfor a more detailed analysis of 40% Nimble lines. For example, a Hammer user that switches to a Sword/Cleaver after he knocks down the armor, or a Spear user who switches to a better weapon once his Spearwall is breached. Puncture builds also tend to spend a lot of time using Recover, so Executioner can make more sense than Berserk/Frenzy here. Dagger specialist Puncture3x Puncture spam is extremely expensive, costing 45 Fat per turn with Mastery. This makes Dodge noticeably worse against Nomads than against other factions, as you will very often be under a Distracted status lowering your Dodge value. Furthermore, it doesnt cost a perk point since Bow or Crossbow Mastery can be picked instead of Bags. Chosen mace has 60% Ignore armor and 115% Armor modifier. Make no mistake, spending a whole turn on Recover is a huge cost. When being attacked with ranged weapons, gain 1 + 10% of your base Ranged Defense as additional Ranged Defense per tile that the attacker is away. 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. This is not what you should be doing. See the Game Mechanics section if you are unclear on this. Anti-synergy with Adrenaline, Rotation, Footwork, Indomitable, TauntWhile none of these perks make Dodge bad, liberal use of these skills will fill your FAT quickly and lower your Dodge value. can often find themselves hitting in this window, and will therefore enjoy a lot of extra checks with Fearsome. Very heavy named armors benefit even more. 77 mdefense?? New Fearsome helps get that ball rolling and continue to feed into itself. It's an action, adventure, exploration, narrative driven, musical-laser-light-battle kind of game. So 60 base HP gets +15 and 63 base HP also gets +15 Higher maximum HP makes you more resistant to injuries Updates along with maximum HP (also influenced by injuries and traits like Fat or Old). See how well critics are rating the Best Video Games of All Time - Page 40 FencersFencers enjoy spamming Lunge constantly and Lunge does more damage at high Initiative (low Fatigue). 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. Accuracy is important and Backstabber offers the mostBackstabber is a solid perk because it is hard to have too much accuracy and compared to FA and Gifted, Backstabber can give the largest amount of skill. Brow negates headshot bonuses and this makes it harder to get your quick kills and HH value. It gives a passive damage reduction which helps avoid serious head injuries. Reach suffers from some problemsFirst is a win-more problem. Also good against Swordmasters/Blade Dancers and other dodgy enemies, especially in the Arena where your normal counters and ganking may not be available. You can bring FA users into legendary locations. Updated Overwhelm maximum stack count (there is none). The downside here is that burst damage is usually preferred rather than waiting around for Bleeds, and Decapitate is expensive and requires setup. Overwhelm forces you to attack on your first action if you want to get value. Unless you really hate Hexen then you probably wont be taking Resilient on all of your bros. I'm not saying that fatigue is ALWAYS bad on front liners. The high AID potential of Duelists make them especially strong against armored but low hp enemies such as Ancient Dead and most humans. If you dont have any clear shots then move to a better position rather than shoot at half accuracy. + Saves lives by bailing out yourself or other endangered bros+ Provides tactical flexibility and security+ Can be used offensively Expensive to use, you may not have enough FAT when you most need it With smart play and good positioning it usually isnt needed, Costs 3 AP and 25 FAT and ignores Zone of Control Can be used to swap with NPC units such as Dogs or allies Can be used multiple times per turn if AP/FAT allow Cannot be used by or with bros who are rooted or disabled (stun/vines/net/sleep/etc.). Brow and GiftedThe aforementioned discussion also analyzes the impact of Brow and Gifted on Nimble.Gifted provides an additional 3 Defense and 5 HP (Colossus) which particularly benefits Nimble. Resilient is the best counter to some dangerous effectsThe main draw of Resilient is of course the reduced Charm duration. You can also use weapons that have their own debuffs or control abilities, where going first may be crucial. tend to be less impactful here. Characters with high HPThe higher the HP, the better Nimble performs. Its not required, but it does help solve heavy armors biggest weakness, and the combination of Indom & Forge offers incomparable durability. Edge brosUnderdog is far more valuable on the edge. 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. For example, by the end of a 20+ zombie fight you are probably pretty Fatigued, but do you really need Recover to mop of what is left? Some of the weapons perform far better than the others. Using Recover at the end of the fight is unlikely to matter, and may even slow you down. Softer hitting bros like shield bros, Swords, Daggers, Spears, Warscythe, Warbow, etc. That would have Nimble beating out Colossus in terms of value. These stats are displayed in the lower left area of the character screen. This is the important part. They are not a package deal of course. Given that enemies have defense and some of them high, it is hard to have too much SKL. With weaker weapons HH still suffers from its old malaise of splitting your damage more, and as such HH should be avoided on weaker weapons. Often, one or two turns are all you need to solve the dangerous problem threatening your bro into wanting to use Indom in the first place. Early game: Battles are short and units are fragileBecause early fights are short you have plenty of Fatigue to burn, you could reasonably cast Adrenaline several times. Swords.. All endgame 2Handers have the damage potential to gain HH value. A common scenario where this is helpful is against Ancient Dead where you need to push toward their Polearms and this can put your bro into dangerous positions. This is the ceiling for Brawny value. Espaol - Latinoamrica (Spanish - Latin America), https://steamcommunity.com/sharedfiles/filedetails/?id=2249596421, https://steamcommunity.com/sharedfiles/filedetails/?id=2250236832. Pathfinder also allows two-handers to move in a Oasis/Swamp tile or elevated Forest/Snow and still attack whereas without Pathfinder these terrain types cost 4AP, preventing them from moving and attacking. Going first or early in the turn order is valuable as acting before enemies can allow you to kill or debuff them before they get to act. Again, both have pros and cons. A unit that is surrounded by multiple enemies is exactly the unit that wants to have a bunch of extra defense to survive that dangerous position. + Provides a ton of MDF, which is highly valuable+ Very strong on builds with low Fatigue generation+ Better in the early, more dangerous parts of fights Benefits slightly from INI investment, but does not require it Value drops during the fight Poor on heavy armor and/or Fatigue guzzlers Vulnerable to drop-off from various status effects that lower INI, Value depends on current INI, not starting/max INI Current INI updates in real-time as you accumulate FAT during the battle Heavier armor/weapons reduces your starting INI Using the wait command reduces INI by 25% next turn but this is only for turn order and does not factor into Dodge in any way Debuffs like Stagger/Daze/Distracted/Nets/etc. An example would be a speedy Hammer guy who smacks enemies down the turn order with Stagger while stripping their armor so that your other bros can grab the kill and Berserk. In that regard, Underdog gives more value the worse the position becomes, and thats a nice trait to have. 0% injury on first shot. The softcap only slows this down by a little. Ultimately, NimbleForge is a niche combination that can potentially be great depending on luck with named armors but its not a strategy that can be relied on and Nimble characters can already make use of efficient armors. 2Handers: Berserk synergy or insurance buttonThe nerf to 5AP took away the natural AP synergy that 2Handers used to enjoy with the 3AP Indom. . CS Shamshir does have some advantages. Would love to do the same with some better talents if I find another decent candidate as I have another piece of close to min max nimble armour. Insane hp and good fat , good mdef, avearge mattack(80) nimble bf zweihaender. If you start with a stack going in, the first target will aim for the head, and then subsequent targets are at base chance again and are capable of still getting a new stack for this action, as you have not yet gotten one. A 50 RES bro (with no adjacency modifiers or Banner) will have a 65% chance to drop morale on Horrify and a 55% chance of getting stunned (checks rolled separately). As distance closes, you will get dropped to the base +10 RDF gain. Damage dealing builds will enjoy having it if you have the space. It can also prove difficult to find enough good throwing weapons (heavy ones) to fill all slots. That would be 10 or 15 defense from Underdog which is huge. You're making the choice based on the brother's mdef and your gold/forged armor reserves. Fast Ad. SomeWyrdSins 1 yr. ago. The Warriors cannot push if there are no empty tiles to push people back into. Pathfinder can help here. Because head injuries have higher thresholds to injure compared to body injuries (see CS), Brow does a better than expected job of mitigating head injuries. Since two-handed weapons do not really benefit from Bags, the latter makes more sense for one-handed items. Pathfinder helps here, especially in the cases where the camp is elevated above your starting position. Going from 6AP to 5AP is a huge deal, vastly improving the mobility and utility of the weapon class. You dont need Dodge to run a Nimble front liner, but they can actually enjoy some free RDF in the opening turns whereas usually the stat is irrelevant. Executioner helps you kill them faster which is very welcome. Nimble and Forge: Nimble and Battle Forged are the go-to mitigation perks so they will be referenced a lot when talking about other perks, as most bros will want one or . Since Polearms require very little FAT to use, it nearly guarantees that your Rotation will be available when you need it. With CS they will even injure Chosen consistently and headshots are more likely to get Concussions or Fractured Skulls which are some of the best injuries. For example, Overwhelm Warscythe and Warbow will appreciate the help, but Overwhelm Sword might not need it. Further, Tanks can very easily get over the 50 MDF soft cap (see Game Mechanics if you dont know what that means). Skills build up 25% less Fatigue. In normal battles, Ambusher Poison isnt usually a big problem, but the length of the City fight and the number of attackers means you will get worn down, which means you will start getting poisoned at some point. Unlocks the Footwork skill which allows you to leave a zone of control without triggering free attacks. Hh is good on it Overwhelm Warscythe and Warbow will appreciate the help, but is... Not need it cost 2AP, they cost 6 FAT it if cant. The camp is elevated above your starting position the help, but it does help solve armors. 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