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Current setup is this: 3 axemen (2 2 handers & 1 dual wielder with a sickle), 3 swordsmen (1 two hander & 2 tanks), 2 maces (1 2 hander & 1 tank), 3 rangers (2 assassins & 1 mobile team leader) & 1 archer beast master. Only animals I recruit are Alpha wolves, Bears, and Sows. Sows are cannon fodder, Bears are tanks & Alpha Wolves are zerg damage dealers. Animals are disposable to my battles. It's like trading rope for pork and wolf meat to feed the rest.
My single handed swordsmen and maces are tanks with heavy armor and shields. They destabilize and peel enemy armor while tanking enemy damage dealers.
Single handed axeman is another heavy armor guy... I wish I made him into a berserker. The riposte skill costs too much to be useful. The sickle as his off hand weapon is useful though. The versatility of the extra guard, throwing damage and debuffs giving is useful on this build.
My archer is infantryman so I use him as a ranged killer and zone control. Beast master gives him some versatility and protection.
Two handed axemen are 2 builds: AOE & Single target killers. Berserker skill is for boss killing, the round swing is for mob killing. The mob killer is one of my best guys. He hits like a truck and every battle he racks up 2-3 kills nearly every turn he moves.
Two handed hammer guy has the mace that hits extra on armored targets and the poisoned attack on bleeding targets. Good group damage, efficient on action points, just wish they could bring heavier armor but otherwise he is my setup man for all my killers.
The two-handed swordsman is my other AOE killer. Great swords, and that double attack sword move with the fury finisher. Mostly a strength and mobility build. Get in, thrash up a group of enemies then race back out. He can be an off tank if needed.
Rangers are either damage dealing assassins with attacks from behind and high crit, dexterity and mobility. I give them daggers as off hand weapons for added lethality. The tactician ranger is more mobile but trades lower damage in return. His ability is the smoke screen and the sergeant ability and the dash move and first aid too. His weapon is the dagger that attacks 3 nearby enemies and disengages. Off hand is a sickle.
A sentinel is probably the single most useful character to have. Ovation initially seems underwhelming because it relies on you having the max number of units engaged before riposte makes it worthwhile, but once you get a skill upgrade book to give you party wide inspiration it is completely awesome - everyone moving at double speed just makes battles so much easier. Give them any of the high end axes, single or double handed, and the upgraded recklessness skill and they can start every fight with a real bang
The one spearman I wouldn't be without is a harpooner with upgraded skill armed with the unique weapon "crocsting". If you add in a few range enhancers, including the aim skill you can set big numbers of enemies bleeding and then knock them back and slow them down. Along with hunter archers I find this build gives you the most effective crowd control without the high VP cost of the spearwall or the inflexibility of the infantryman barrage
Everyone gets legendary or at least upgradeable weps as soon as I can acquire them. Everyone gets upgraded skills as soon as they can,
This setup provides a nice balance of dps, aoe dps, ranged and tanking, but it's not a guarantee I'll walk away from every fight without losing someone.
I'm sure there are better ways to make a team that does more damage or has higher survivability, but this is my 'favorite' mix, not necessarily the best that could be made.
The scholar is only really busy after you've raided a tomb. So I tend to get him late and then 'park' him in a trading post when not studying relics.
Bard I use here and there, and often as a captured prisoner. (CON and WILL can be picked up on other mercs, and its a profession that's quite limited)
Woodcutter, Thief, and Fisherman are in the middle. I tend to keep dedicated, but you can swap them out.
The rest (Smith, Cook, Miner, Tinker, Alchemist) I keep as 'essential'. Smith because the crafted armor is good for most of the game. Cook gets you super foods for buffs, and the Miner for late game materials. Tinker upgrades your camp. Alchemist because oils are so good.
I keep to about 12 mercs, and will mid to late game fill out specialized roles and park them in the trade posts until needed. I take 1 or 2 bears to tank.
now the ♥♥♥♥♥♥ part:
my spearman harpooner has mixxed results. functional duo is ♥♥♥♥, the damage is too low, upgraded piercing throw is decent, and fervent support only is good if you have another weapon but the crafted spear ability is meh. also balling too many units near each other is really bad against aoe or fire.
my cutthroat is also mixxed. against Stars or Bosses he absolutely melts faces. but half the fights he idles around waiting for an opportunity to kick in, so hes useless often. it takes alot of setup to make him work, and thats a problem as my executioner takes also a lot of setup to work, but if i jump my executioner correctly he takes down 4 people and just keeps on attacking until everything is dead.
for me - 12 is ideal number
3 rangers, 1 in each mini group of 4 mercs each; 1 ranger focuses on poison, one on bleeding, one on fire
1 archer
1 pike
1 sentinel
1 executioner
1 fighter
1 fighter
2 destroyers
1 2h with dagans
split them into 3 groups of four mercs each, gear weapons, armour. belts, oils all coordinated to yield poison, infectious, bleeding, infectious, and fire, infectious - captain is pike, 2 lt's are rangers - this gives me a number of great attacking options depending on the enemies.... so i organize my battle map to keep the poison givers together, the bleeding givers together and the fire givers together - for example, all my fire guys are immune to fire - 2 fighters, 1 ranger with fire salve belt, 1 archer with appropriate bow, as needed... the game has any number of different skills and builds - experiement with what you like and what works best - if you want a guide without spoilers read Kruppes Crucial Clues here on steam; i'll update it with the next patch/update - enjoy and good luck
Swordsmen: Protector 1H + shield, Swordmaster 2H
Protector is main tank. Counter attack, Hardcore training + shield with ripost
Swordmaster is off tank/DPS. Bulwark, Hardcore training + "Prosperity" legendary 2H sword with knockback from Bernna's Arena
Warriors: Berserker 1H + shield, Berserker 2H
Recklesness, Battle cry for both of them.
The 1H axe is the Legendary "Nepti's Axe" from vertruse tomb. 3m AoE srtike with 1H axe
The 2H axe is an upgradable rare axe with Raging spirall skill
I play with Desereter starting team, they handle the special challenge: Kill the leader first
Brutes: Destroyer 1H + shield, Smasher 2H
Destroyer is main tank. Armor breaker, Guard breaker + shield with ripost
Smasher is DPS. Armor breakeer, Guard breaker + "Dagans hammer" legendary 3m AOE from Tiltren tomb
Spearmen: 2 Harpooner
2 ranged/long reach melee DPS with multiple destabilization and bleed skill
One of them: Sweet spot, Preparedness
The another: Fervent support, Preparedness
Rangers: 1 Assassin, 1 Poisoner
The assassin is full throwing build, "Rain of dagger" main weapon, poisoned throwing knife
The poisoner is the finising member. "Viper" legendary poison build dagger from Smot's Arena, poisoned throwing knife
With the Instinctive Throw skill they are very mobile. Both are excellent against enemy archers.
Archers: 2 Hunter
One of them: Reinforced arrow skill with a bow that is guaranteed to do critical damage on a full HP opponent. One shot kill on opponents with weak armor.
The another: Precision skill with "Knock back" skill.
Everyone uses two oils. The first is the "Sharpening oil" for everyone. In addition the 6 heavy melee uses Sticky oil (start the battle with Deflection), the hapooners uses Shielding oil, and the 4 DEX based characterr uses Swiftness oil.
Starting Composition - Apprentice Friends
Main Lineup: 10
FOUNDING FOUR
- Ranger - Strategist (Captain)
- Swordsman - Fighter (1st Lieutenant)
- Brute - Destroyer (2nd Lieutenant)
- Archer - Hunter
OTHERS
- Spearman - Halberdier
- Warrior - Berserker
- Ranger - Assassin
- Archer - Hunter
- Fighter - Fighter
- Brute - Destroyer
The composition for the team would change according to what tasks I'm undertaking, as well as which Region I'm working at, but this list will be my general go to, with the Founding 4 members always staying within the team unless I'm training a new recruit for both level AND Trait acquisition.
In terms of general go to battle approach, I'd usually divvy em up into 2 groups of 5, each with an Archer and at least 1 Tank. The other approach I go with is 3 groups of 3 and 1 lone "Champion" to solo enemies while I keep others to work as a group. The Champion role will change depending on the composition of the enemy we fight, but it's almost always a damage dealer. My Founding Fighter usually undertakes this role.
Every unit I build and train always aims to achieve at least 16 Movement, Willpower at the Cap and at least 20% base Crit Rate. This is my go to approach when it comes to training units, as such, whenever I try to recruit new guys, besides looking for key traits, I do my best to look for those with 15+ Willpower, if not, at least close to it. This way, I can spend less AP on Willpower and spend more of them on Crit Rate or Movement.
I'd only deviate from this training method IF I have a very specific build in mind and the unit is likely to stick around for that one very specific purpose. This would include Profession designation and gearing as well.