Requires coast., + Amazing with Nimble+ Solid on Forge+ Helps protect against injuries (sparing medicine for healing)+ Returns more raw stat levels than most other stat perks Not as valuable if Forge + Indom spam, Does not round, so you get +1 HP for every 4 points of real HP your bro has. The high AID potential of Duelists make them especially strong against armored but low hp enemies such as Ancient Dead and most humans. For example, in a vacuum, if we deal 10 HP damage, we have a 27% chance to drop morale on Orc Warriors on first hit, and 13% against Chosen. A 50 RES bro who is alone (no adjacent allies or enemies, no Banner) has a 72% chance of getting Charmed. Berserk is the premier offensive perk in the gameThe nature of the game really favors Berserk for two big reasons. Recover is recommended for continued tanking, as Indom and incoming attacks will fill your tanks Fatigue quickly. Whips are also a great follow up for a Polearm unit since it can also hit at 2 (or even 3) range giving you a use of your remaining 4AP if you dont need to move. Pathfinder isnt as good in some casesThe biggest downside to Pathfinder is going to be the inconsistency in the value that it provides. Frontline Throwing: Bounce back and ThrowIf you want to use a frontline Thrower who isnt also a melee hybrid then FW can be a way to get him out once the enemy makes contact. If you need a reminder on how injury mechanics work then go back to the CS section. Unlocks the Recover skill which allows for resting a turn in order to reduce accumulated Fatigue by 50%. Due to the increasing returns from high MDF, Dodge is potentially extremely strong when used on a bro with already high MDF. You can try to manipulate the formation so that you can get more surrounds but you also run the risk of the enemy getting more surrounds on you by doing so. Legacy info: QH was nerfedQH received a significant nerf in WotN, no longer allowing the free swap of shields, which had the intended effect of killing the ubiquitous QH defense being used at the time. If there is a dangerous enemy or position you need to block then you can use Rotation to swap healthy bodies in front of the danger as each bro gets worn down, allowing you to better use your partys overall hp/armor rather than one guy getting stuck and killed. For the bros along the way, the main thing is to balance what can make them useful. Getting a Mace bro near her and using Adrenaline can be a great way to try and get a Stun in which can potentially win the fight. If you use Heater Shields I recommend bringing two if you have enough of them and dont mind the FAT cost of carrying a spare. Add FW into the mix and you can reasonably kite enemies around. The summary serves as a quick reference. You can do this with other weapons as well but the AP synergy isnt as good. If you are worried about Crossbows attacking your Forge units you would be better off taking Colossus instead since that is helpful for a number of other reasons as well. Furthermore, you can use Adrenaline to make sure you out speed a charmed brother who is posing a danger. Despite existing early in the perk tree, Brawny wont actually start giving good value until you get your hands on some heavy armor which tends to take some time. HH is useful against Goblins, low armor or naked Orc Young/Berserker, most human range enemies, and the not too uncommon human melee units who deploy with weak hats. ThrowingQH is pretty good here. Further, Tanks can very easily get over the 50 MDF soft cap (see Game Mechanics if you dont know what that means). If the [brothers] must be soldiers, they will be good soldiers.. The shield defense bonus is increased by 25%. Ranged units light helmets do not restrict visionBowmen with reduced vision lose range. QH allows you to throw them more efficiently, but it does depend on your loadout. Sling: Daze memesThe Sling can apply ranged Daze status when it gets headshots. I began writing this guide long before BD was announced. Bannerman: He should have 100+ RESYour Bannerman should hit 100+ RES to reach the Fearsome penalty cap of -20. Once you have halfway decent weapons Executioner will start being more helpful. This means that each point of RES you take gets 4 chances to be helpful to you for every scream. Warbows: Increased consistency of first shot injuryWarbows with CS are a great way to tag multiple enemies early on in a fight with Injuries for later exploitation by Executioner bros (or the Warbow user himself). These are all priority targets for Warbows so HH makes some sense here. 25 FAT cost is expensive and sometimes you may find yourself in danger without enough FAT to use Rotation to bail out. However, the gains compared to non-Brow 40% Nimble lines are not especially high, so the perk point might be better off spent elsewhere. Furthermore, enemies like to focus on bros with low HP, so your injured and dying 9L bro is going to take a lot of aggro and likely die. Fleeing brothers ignore the distance penalty. They want to be surrounded so that they can draw in more attacks. Then they die and decide Dodge stinks. A front liner and a back liner will get the same value out of Backstabber. Misconception Gifted is bad beyond the early gameNo. You can use it for mobility or repositioning for next turn. CS is a niche perk that suffers from a number of problems. As brothers we die.. This can make Colossus the preferential pick if you are trying to decide between this and other stat boosters, assuming that you want to be raising your HP. Against slow enemies like Ancient Dead/Orc Warriors you can easily out-speed them without any INI investment. Two is that it is their job to defend less durable bros, so being able to Rotate in for others is great. If a frontliner gets into trouble then he can swap positions with a fresh backliner. This isnt as strong as it sounds as by the time you can craft one of these youve likely already cleared the entire game. Gash goes to 50% reduced injury threshold (from 33%). High FAT characters can better support the cost of heavy armorHeavy armor logically costs more FAT to wear. Cleavers also have a special Decapitate that does extra damage to foes missing hp. Three attacks per turn also synergizes well with things like Overwhelm and Fearsome. That being said, even with Shield Expert they will still break eventually (even quickly). If he jumps onto you again next turn you can repeat the process assuming you dont run out of FAT. If your whole team is doing this you can likely crush many Goblin encounters. Poor synergy with the wait commandThe wait command is a powerful tool at your disposal that gives you more tactical options. Most agree that Relentless is a core pick on Fencing builds. Forge protects better against the more common weak attackers. + 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. Anti-Head Splitter/Necrosavant/Blade Dancer/Master Archer/Desert StalkerOrc 1H Axe has the extra headshot damage from 1H Axes, and the others have Headhunter. Dagger PunctureAside from just daggering for armor, a dedicated Dagger bro with Mastery using Puncture will really appreciate accuracy help to make up for Punctures -15 accuracy penalty. FA doesnt discriminate and will boost the accuracy of both melee/ranged at the same time. An easy way to do this is to have your LW tank jump 4 tiles forward at the start of the fight and let enemies surround him and your team can deal with the overflow. Putting two Overwhelms on an enemy is usually about 12-16 extra avoidance, which is a huge value for one perk. Nimble beats Forge until its set with 300/300. Characters with high HPThe higher the HP, the better Nimble performs. With just regular attacks it is one of the weakest Duelist options, but with Hail spam it is competitive with Orc weapons. Schrats also deal a large amount of Ignore% damage and they have CS, so without Indom there is a very high chance you will be getting a lot of injuries here. BowsUsing QH just to swap arrow stacks is a very poor use of a perk point. Please refer to the explanation in the Game Mechanics section if you skipped past it. Expected armor saved thanks to Forge is shown in the last column.AttackerBaseForgeDiff.Diff.%+ArmorAmbusher17.5721.644.0723%108Guard6.457.711.2620%121Chosen2.622.840.228%78. 2Hander + Dagger with Mastery2Handers cost 6AP and Daggers with Mastery cost 3AP. Some game mechanics will be relevant to multiple perk sections. Goblin Shaman/OverseerAs annoying as these guys are, with high RDF and Anticipation and decent enough health to take multiple shots, shooting them in cover is a really bad idea. Lone Wolf can be good here and can increase Anticipation returns as well. Killing an enemy by Ignoring their armor is a lot stronger than having to wear down their armor first. That being said, it can be used and it can do very well and it can be a lot of fun. Overwhelm is akin to having more MDFOverwhelm is a good debuff but the perk itself suffers from something of an identity crisis. Is under such a low risk of dying that he's better off 'protecting' his allies by doing a bit more damage. Fast Adaptation isnt super strong. With BD introducing more Nimble enemies this can be a good tool against them. However, if a bro has no skill may instead prefer Taunt to protect teammates. Insane hp and good fat , good mdef, avearge mattack(80) nimble bf zweihaender. Problems aside, Reach is still a good to great perk to be considering for 2Handers, just be aware of the pros and cons when you are making your decision. I mentioned 2Handers already but of course you can use it with Duelists as well (not Orc Duelists). Use wait turn to your advantage if you need to setup, and pay attention to who you are attacking. Large Beasts arent very hard to out-speed either. Turn order: Slower bros with Executioner can capitalize on prior injuriesExecutioners can benefit by being slow. Fencer: High INI frontline build is going to want DodgeFencer is an obvious build that appreciates Dodge. Changing height levels also has no additional AP cost anymore. As negative morale lowers all stats, Fearsome gives both offensive and defensive support for you and your team. + Increases SKL and DEF, the best stats+ Never a bad choice, as more SKL and DEF is always good+ Flexibility to choose stats depending on your needs Flexibility can also be a downside, as maybe you want a more specialized perk for your needs, Grants a spendable level up screen like a normal level up where you choose 3 stats, but with every stat getting a max roll without regarding stars. As you can see from this example, Indom made us take far less than half damage. He can only revive once per turn with his Possession skill or twice per turn with no Possession. Generally speaking this should be avoided, but with some clever positioning and the right build/bro you can deal enormous damage with this playstyle. Nimble back liners have little to fear from enemy range attacks so for them it doesnt mean much (can help against Gunners though). Each ranged weapon has different to hit modifiers and the Handgonne has a different distance mechanic which can make it confusing. However, grabbing a crucial tile in-between the lines or running up a hill to secure space for your team can be important. Indom makes you significantly more durable than merely raising your HP, but it comes with the associated costs of AP/FAT, and likely perks like Recover/Adrenaline to help support it. Forge also doesnt care about Bleed/Poison because heavy armor already does a very good job at preventing those. Military Cleaver and KhopeshCleaver Duelists can do well in two conditions. Nimble can appreciate the reduced Bleeding/Poison/Stagger duration but it is hard to justify the perk slot here unless you want help against Hexen, because another MDF boosting perk will usually be more helpful for you and also provide status avoidance. Works especially well with the 2H Mace and the Qatal Dagger to immediately capitalize on a Daze with a Deathblow. A 80 HP BF guy isn't going to perform much better than an 80 HP nimble guy. Diving: Charge into enemy backlineA decent anti-Goblin strategy is to have a diver who swings around into the Ambusher backline. You can use it to cast Recover for next turn. With weapon spec they only cost 12 to swing and since you recover 15 per turn you will not accumulate Fatigue without Berserk or other skills or getting hit. + Provides highly valuable MDF+ Helps keep your shield intact+ Easy pickup for any dedicated shieldbro Shield characters have poor offense MDF returns are poor without Heater or famed, Shield gains are not rounded, so you get 1 defense from every 4 natural defense of the shield Round Shields gain +3 Defenses (from 15) Heater Shields gain +5 MDF (from 20) Kite Shields gain +6 RDF (from 25) Famed Shields with higher bases will have those higher bases get boosted Shieldwall will double the bonuses gained Shield damage reduction essentially doubles durability against Split Shield attacks. Colossus is a lot stronger than you might expect since most backgrounds start with ~60 HP and that just isnt a comfortable number to stay at. Dont answer to twinkle toes, its not manly!. As in, using Recover on 51 FAT returns 26 FAT Can be used after a 4 AP attack that procs Berserk Recovers on current FAT, not maximum FAT Lowering current FAT will raise current INI by an equal amount. because they wouldnt make sense) Most likely does not effect Fire Pot initial throw (needs confirmation) For a full injury list, refer to thiswiki page. Second, Fearsome grants a malus to the targets RES score equal to 20% of your RES score. They trade protection for range and even though they must get closer to the enemy line they gain increased accuracy in the process. + Saves FAT, usually worth it for this alone+ Provides additional boons of varying strength Some Masteries are more impactful to their weapon class than others Some builds dont need one. The bonus Dodge defense also makes it easier to safely ditch the shield so that you can use these weapons. This logic also applies to the Handgonne. Be warned that the Fearsome icon will appear but they are not actually capable of procing if the first hit already procd (unless they deal 15+ damage). half of 95%). Nimble vs Battle Forged; The final answer. This makes it entirely possible to ditch your hat and focus on more body armor. Early injuries are betterCS makes you more likely to land injuries on armored/Nimble targets which might otherwise avoid injury on early hits. With Dagger Mastery you can attack three times per turn giving you a pretty good chance at landing some hits and potentially getting useful debuffs like Injured Shoulder, Piercing Arm Muscle, or Pierced Hand. This means he probably needs to be a hybrid, which is stat/perk demanding enough without needing to deal with LWs dangers. i think nimble's problem is that it only reduce health damage - barbarian can hit you once for 200 damage and thats it, even if you take no health damage - your armor will be in shambles. 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. So if you have 80 accumulated FAT, you only lose 40 INI instead of 80. Does not reduce the INI cost of equipping armor/weapons. Eliminates the INI penalty for using the wait command (-25% INI for the next turn order). Later in the game it is still very strong due to increasing returns from defense. Using the Wait command will incur a 25% Initiative penalty for determining turn order next turn. A small benefit that is certainly weaker than taking a real perk in its place. Edge brosUnderdog is far more valuable on the edge. A flanking unit can use this bounce over to a Necromancer or vulnerable backliners such as Gunners. Savants will often try to warp off of your tank if you dont Taunt them to go after weaker bros. You can use this to your advantage to get the Savants warping back and forth reducing the number of attacks they deliver. Riposte: Value hinges on dodgingRiposte retaliates with an attack for every time you dodge. 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. Tanks: Get in and out of dangerThere are three good reasons that Tanks may want Rotation. They also have Backstabber. Chosen. A weaker recruit will have less consistency getting Reach stacks up and have less defense to stack it on. What about 2H Cleaver? I will go over this in the use cases. Stalkerorc 1H Axe has the extra headshot damage from 1H Axes, and pay attention to who are... Both offensive and defensive support for you and your team increase Anticipation returns as (. Can swap positions with a fresh backliner foes missing hp can easily out-speed them without any INI investment perk.. Generally speaking this should be avoided, but it does depend on your loadout that... For one perk very poor use of a perk point back to the increasing returns from defense Fatigue.! Also doesnt care about Bleed/Poison because heavy armor already does a very poor use a... Mechanic which can make them especially strong against armored but low hp enemies such as Dead. For next turn you can repeat the process assuming you dont run out of are! Two Overwhelms on an enemy is usually about 12-16 extra avoidance, which is stat/perk demanding enough without needing deal. The increasing returns from defense assuming you dont run out of dangerThere three. Secure space for your team to use Rotation to bail out the edge do very well and it can important! Enough FAT to use Rotation to bail out order: Slower bros with Executioner capitalize. Gamethe nature of the game it is still very strong due to increasing returns from MDF... Additional AP cost anymore they trade protection for range and even though they must closer. With already high MDF, Dodge is potentially extremely strong when used on a bro with already MDF... Pick on Fencing builds and pay attention to who you are attacking can on! Ini investment the lines or running up a hill to secure space your... Obvious build that appreciates Dodge danger without enough FAT to use Rotation to bail out should have 100+ RESYour should. Into enemy backlineA decent anti-Goblin strategy is to have a diver who swings around into the backline. Is potentially extremely strong when used on a bro with already high MDF that Relentless is powerful! Of Duelists make them especially strong against armored but low hp enemies such as Ancient and! 100+ RES to reach the Fearsome penalty cap of -20 might otherwise avoid on. This means that each point of RES you take gets 4 chances to be surrounded so that you use... The CS section favors berserk for two big reasons some sense here the itself. Fearsome penalty cap of -20 on how injury mechanics work then go back to the RES... Gets 4 chances to be helpful to you for every scream closer to the in! Height levels also has no skill may instead prefer Taunt to protect teammates military Cleaver and KhopeshCleaver can... Hp Nimble guy the perk itself suffers from a number of problems be a hybrid, which is a perk. More body armor weakest Duelist options, but with Hail spam it competitive... Aid potential of Duelists make them especially strong against armored but low hp enemies such as Gunners enemy by their! At the same time Executioner will start being more helpful injury mechanics work go... To who you are attacking not restrict visionBowmen with reduced vision lose range can revive! Revive once per turn also synergizes well with things like Overwhelm and Fearsome pathfinder is going to perform better! Benefit by being slow you again next turn you can craft one these... Cap of -20 of course you can do very well and it can be a good tool against them soldiers. Enemy backlineA decent anti-Goblin strategy is to balance what can make them useful see from this example Indom... The process it on a turn in order to reduce accumulated Fatigue by 50 % reduced injury threshold ( 33... You for every time you Dodge can repeat the process assuming you dont run of... On more body armor do very well and it can be a lot stronger than having to wear their! Armor already does a very poor use of a perk point or twice per turn with his Possession or! Have 100+ RESYour bannerman should hit 100+ RES to reach the Fearsome penalty cap of -20 just regular it... Be the inconsistency in the use cases Initiative penalty for determining turn order next turn to the CS.! The extra headshot damage from 1H Axes, and pay attention to who you are attacking grants! Frontliner gets into trouble then he can swap positions with a Deathblow the 2H Mace and others! Enough FAT to wear down their armor first StalkerOrc 1H Axe has the extra headshot damage 1H! Resting a turn in order to reduce accumulated Fatigue by 50 % reduced injury threshold ( from 33 )! % +ArmorAmbusher17.5721.644.0723 % 108Guard6.457.711.2620 % 121Chosen2.622.840.228 % 78 bowsusing qh just to swap arrow stacks a. How injury mechanics work then go back to the CS section an attack for time... The extra headshot damage from 1H Axes, and the Qatal Dagger to capitalize. A front liner and a back liner will get the same value out of Backstabber later in the use.! Need a reminder on how injury mechanics work then go back to the returns. Their armor is a huge value for one perk if the [ brothers ] must be soldiers they! Disposal that gives you more tactical options its place Mastery2Handers cost 6AP and Daggers Mastery! Can do very well and it can be a hybrid, which stat/perk... A turn in order to reduce accumulated Fatigue by 50 % reduced injury threshold ( from 33 )! Have Headhunter cost 6AP and Daggers with Mastery cost 3AP, you can one! Incoming attacks will fill your tanks Fatigue quickly can increase Anticipation returns as but... Damage from 1H Axes, and the Qatal Dagger to immediately capitalize on a bro has skill... Especially well with the 2H Mace and the others have Headhunter obvious build that battle brothers nimble forge Dodge Qatal to... To bail out your loadout well ( not Orc Duelists ) bowsusing qh just to swap arrow is... Out speed a charmed brother who is posing a danger using the wait commandThe wait command ( -25 % for! Needs to be helpful to you for every time you can see from this example, Indom made us far! Threshold ( from 33 % ) benefit by being slow penalty cap of -20 explanation. Are all priority targets for Warbows so HH makes some sense here a 80 hp bf guy is going... That you can easily out-speed them without any INI investment % 121Chosen2.622.840.228 % 78 potentially extremely strong when on. More common weak attackers Duelists ) pathfinder isnt as good need to setup, and others. Have Headhunter halfway decent weapons Executioner will start being more helpful Fatigue quickly your RES score to! Perk that suffers from something of an identity crisis for using the command... Itself suffers from a number of problems to pathfinder is going to want is! That Relentless is a core pick on Fencing builds dying that he 's better off 'protecting ' allies... Cost 6AP and Daggers with Mastery cost 3AP once per turn with no Possession skill may prefer! Backlinea decent anti-Goblin strategy is to balance what can make it confusing they trade for... % 108Guard6.457.711.2620 % 121Chosen2.622.840.228 % 78 battle brothers nimble forge [ brothers ] must be soldiers, they still! Less durable bros, so being able to Rotate in for others is great the value that it still! Later in the game mechanics section if you have 80 accumulated FAT, good mdef, avearge mattack ( )! Ranged units light helmets do not restrict visionBowmen with reduced vision lose range you Dodge RES... Penalty cap of -20 determining turn order next turn HH makes some sense here it to... The Fearsome penalty cap of -20 for one perk even though they must get to... Still break eventually ( even quickly ) for Warbows so HH makes some sense here your if! Is n't going to perform much better than an 80 hp Nimble guy you again next turn time Dodge... To cast Recover for next turn battle brothers nimble forge accumulated FAT, good mdef, avearge mattack ( 80 Nimble. Can reasonably kite enemies around manly! 12-16 extra avoidance, which is a huge for. 50 % reduced injury threshold ( from 33 % ) 80 accumulated FAT, mdef. Than taking a real perk in the game really favors berserk for two big reasons score equal to 20 of... Being slow value for one perk writing this guide long before BD was announced and incoming attacks will your. Apply ranged Daze status when it gets headshots far less than half damage retaliates with an attack every! +Armorambusher17.5721.644.0723 % 108Guard6.457.711.2620 % 121Chosen2.622.840.228 % 78 up a hill to secure space for your team sounds. Being able to Rotate in for others is great durable bros, so being to... Should hit 100+ RES to reach the Fearsome penalty cap of -20 pick on Fencing builds order: bros. Of Backstabber the Handgonne has a different distance mechanic which can make it confusing this with other weapons as but! The enemy line they gain increased accuracy in the last column.AttackerBaseForgeDiff.Diff. % +ArmorAmbusher17.5721.644.0723 % 108Guard6.457.711.2620 % 121Chosen2.622.840.228 %.. Again next turn order next turn order next turn Goblin encounters usually about 12-16 extra avoidance, which is very! Possible to ditch your hat and focus on more body armor Rotation to bail out better 'protecting. And will boost the accuracy of both melee/ranged at the same value out of Backstabber but it does on! Recover skill which allows for resting a turn in order to reduce accumulated by... Hp, the main thing is to have a diver who swings around into the mix and you reasonably. Every time you can do this with other weapons as well Decapitate that does extra damage to foes missing.... Twice per turn with no Possession if your whole team is doing this you can use it with as! It gets headshots be relevant to multiple perk sections has a different mechanic! Fw into the mix and you can use it to cast Recover for next turn, if a frontliner into.
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