Mordheim: City of the Damned

Mordheim: City of the Damned

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kingts Nov 11, 2017 @ 11:38am
Weapons
I thought for fun. We could help some new players out of how to build and what vital skill is important to a character when you choose a Single Weapon build, Have them use a Dual Weapons or Dual One handed Build.
Ofcourse you must decide DODGE or PARRY for each.
I will do one for an example, I have two Vampire leaders in my warband both build differently.
VAMPIRE
I went with a dual handed SWORD with Master SIDESTEP with fatality, vital strike, underdog, weak spot and deep wounds build. I felt dodge was better for this purpose than a Sword and Shield Parry build.
Where my:
AUGUR I went dual knives with SIDESTEP, Swiftness, knowledge tactics and made her dodge so high, that engaged she is impossible to hit. I use her only for scouting, stealing and long fast movement than engaging.

I get alot of questions regarding. Well what if I decide to do a Sister Tank build using a one handed Hammer with heavy armor, or A sister with dual hammers, do I do a dodge or stance build? Using my two examples above. Why Can't I make my Augus a tank build with one handed hammer, or Why can't the Vampire use a giant sword? You get the idea.
So discussing the proper build
DUAL sindle weapon
SINGLE weapon
Two handed weapons
Range
and discussing what skill is vital to each would be fun. Much love to my Mordheim brothers.
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Showing 16-30 of 30 comments
kingts Nov 17, 2017 @ 8:21am 
Originally posted by Palaz:
Great explanations king! I'm surprised that only u are putting some build. It's really strange. I"m not expert so i don't really know if i can help. I have decent builds for skaven, mercs and cult and i can put some build for axes but i have no experience on pvp. i've only saw a few match of kitten in live.

I am helping. I can't give away all the builds and secrets to the game, but give you guys a nice head start. Understand the weapon is a key start to your build.
There are some guides to each warband with one point of view to them.
For example you will find a nice old guide that will give you a build for each Sister's member, but there are other fun diversified chances you can do and have fun with. My Augur Ninja is an example. If others wish to take my explanation add a build or two. They can, but don't have to.
Just trying to help
kingts Nov 17, 2017 @ 5:47pm 
Ok tonight let’s discuss the GIANT SWORD.
At Masterwork Critical hit chance is 9 percent. You can enhance this percentage with an enchantment. It has great powerful attack potential, but like all 2 handed weapons. Some negatives. The key to any build using 2 handed weapons is how can I limit the negatives.
I find the Giant sword is not meant to be in long dragged out confrontations. You want to swoop in and destroy. That simple. Though you can neutralize the SLOW effect of the big baby, TIRE can prove to be difficult if you’re in long drawn out battles. Especially against late game tank units.
First you must decide PARRY or DODGE. Neither are super great choices for the great sword. Dodge you will need to try a light armor or cloth build using enchantments to increase your dodge percentage, or go tank with a parry stance with high resiliency. Early game the Giant Sword is extremely deadly.
Its main purpose is to Critically HIT, that should be your goal in any Giants word build. High Damage, High critical chance and “You’re going to get HI HI HI, ok sorry for that Wings reference.

Let’s look at one of my favorite builds
BUILDS
LEADER: WITCHHUNTER SAY WAAAAH SLICER
STR: 12 TOU: 6 AGI: 15 plus
LEA: 12 INT: 6 ALERT: 15
WEA: 9 BAL: 13 ACC: 10
SKILLS
• INTIMIDATE
• SIDE STEP
• VITAL STRIKE (ONE HANDED)
• WEAK SPOT (2 HANDED)
• FATALITY
• QUICK DRAW
• DEEP WOUND (2 HANDED) OPT
• STRONG BLOW 2 handed opt
Thoughts: The point here is to go out shoot your enemies with the idea of swooping in and crushing his wounded dog with one massive blow. Quick Draw is the surprise move here. If he dares to engage you the quick switch does not hurt you and then you attack and set up your Vital Strike, Weak Spot< Deep Wounds to destroy. You can use Strong Blow instead of Vital Strike and add Vital Shot instead, but remember the Giants Swords main purpose is to Critical Hit, not dance. Your Dodge is high enough to counter anything thrown at you, but you do not want to be surrounded. Now you can increase his Ballistic and Accuracy to insure a more potent attack either way. Enchantments are important here.
For my second build here. It’s the best offense is a good defense approach.

BUILDS
HERO: CHAMPION GUAL SWIFT DEVIL
STR: 15 TOU: 15 AGI: 3
LEA: 6 INT: 6 ALERT: 12
WEA: 16 BAL: 3 ACC: 15
SKILLS
• DAREDEVIL (MST
• SWIFT CHARGE (MST)
• GUARD STANCE (MST)
• STRIDER
• RESILIENT
• COMBAT EXPERTISE
• ADAPT DEFENSE

Thoughts: This is plain and simple a finisher. He will come is as a secondary fighter to an engaged enemy and destroy, you can go Mighty Charge, but Swift Charge has a better hit rate and then its Daredevil time. Guard Stance is there if you need it and you can alter combat expertise for Hardy or more defensive options, or offensive skills, but this is meant to kill and leave. He is the Devil.
You can use this on other heroes and henchmen like Dark souls and others
One is critical the other high damage with critical percentages, both fun.
Your armor enchantments are flexible on both builds, but remember their purpose.
GIANT SWORDS can be fun swift killers, but not great prolonging fighters.
Tomorrow Dual Swords…thanks
Last edited by kingts; Nov 17, 2017 @ 6:24pm
kingts Nov 18, 2017 @ 12:07pm 
Ok for today
THE DUAL SWORDS
First let’s look at why you would go with 2 swords instead on one. The obvious answer is more damage and more critical hit.
2 -1 handed Swords (purple): 51-65 base alone Dmg, gives Parry, and +8% Critical chance +10 Ini, -10% hit and parry stance.
Remember this:
• IF your unit has less than 4 OP (offense points) I'm always using two-handed, much more damage.

Unit has 4 OP then using shield + weapon is worth to choose, because you have 2 attacks with weapon and shield, against only one in 2-handed

Your unit have 5 OP then you must choose two attacks with 2-handed or two attacks with shield + weapon, 2-handed will make so more powerful attack.

Your leveling now your unit have 6,7 OP, then everything depends on your tactics, three attack with weapon + shield, or two attack with 2-handed.

A unit now has 8 OP, really worth to choose weapon + shield, four attacks with one handed weapon will deal same damage like two attack with 2-handed and you have shield

Lastly, your maxed and you have 9 OP (you can deal four attacks with weapon + shield or three attack with 2-handed, you must decide. 2 handed will deal more damage, on this stage I prefer weapon + shield, because I can charge, and still I have four attacks, if you have 2-handed, after charging you have only two attacks.

Ok now what? When you consider the dual weapon, you must figure the end-result of your build. There plenty who start with the dual weapon and go single or change, but if your main goal is centered around Critical Damage. Then Dual Swords will do three attacks late that can be very deadly if you set up your enchantments, skills and critical attacks to its best potential. In PVE, Dual is erratic if you don’t utilize them properly, but can end a fight quickly with charges. Most elite players prefer the single weapon for the fourth critical hit strike, but they must hit all four.
Dual weapons can be used for a variety of builds and great benefits
Lets look at three fast builds

Remember our Undead Vampire Critical Single sword build. Well let’s try her lady


HERO THE DEADLY LUCY WESTEREN THRALL
STR: 11 TOU: 5 AGI: 15 plus
LEA: 12 INT: 12 ALERT: 6
WEA: 12 BAL: 5 ACC: 12
SKILLS
• INTIMIDATE
• SIDE STEP
• VITAL STRIKE MST
• WEAK SPOT (2 HANDED)
• FATALITY
• UNDERDOG
• DEEP WOUND (2 HANDED) OPT
Thoughts: Simple, deadly and to the point. She, like her master, will decimate you with critical strikes. Complete dominance early because of her high elusive sidesteps and high dodge. She is a perfect companion to swoop in on engaged warriors. Get her accuracy and strength up and mastering 5 key skills, makes her a formidable slave. Make sure she can disengage and never let her be surrounded.
Now that one was easy right, what about another warband

SKAVEN GREAT SKREELEN DESTROYER
STR: 11 TOU: 5 AGI: 15 plus
LEA: 12 INT: 12 ALERT: 6
WEA: 15 BAL: 4 ACC: 15
• SKILLS
• SWARM
• MIGHTY CHARGE
• VITAL STRIKE
• FRENZY
• DEEP WOUNDS
• STRIDER
• FATALITY
• DEFENSIVE BREECH

Named after the famous Skreelen who mastered it. Adding the Helmet of movement would be wise, protect u against stun and more versatility, mark of havoc and the other a mark perforation, Clothing or slayers is a nice idea or something that allows you more damage and if you feel too vulnerable some toughness, but go with power. This is nothing but absolute hit and run destruction. He is all about swooping in kill, and run a way. A killer of Range and massive movement and agility.
Lastly let’s say you want a more Defensive Critical Abuser. A nice compliment to Skreelen here is the Grey Ghost Adept Defender. He uses the Parry ability with high accuracy, weapon skill, toughness and strength, can engage first to wear down the defenses of any unit. Let’s look at a similar build of the Grey Ghost but using another warband

Mercenary STANLEY CRITICAL PHYSICIAN BUILD
STR: 11 TOU: 5 AGI: 15 plus
LEA: 12 INT: 12 ALERT: 6
WEA: 12 BAL: 5 ACC: 12
SKILLS
• GUARD STANCE
• MIGHTY CHARGE
• VITAL STRIKE
• STRIDER
• COMBAT EXPERTISE
• MOMENTUM
• RESILIENT
• FATALITY
Thoughts: The main purpose of your henchmen with swords should not be defense. Heroes can be much better on this build but why not try it on a henchman. This supporting tank or primary charge tank build is meant to stall. He engages and if he’s hurt his opponent. He leaves that warrior open to Supporting Hero critical builds like Lucy and Skreelen. There are options to this build you can go like taking more parry percentage and enchantments I did not even touch. Strider, Fatality and Momentum can be great builders, but if you wish to replace fatality with an assisting skill to help your Might Charge be more successful or add more defensive options. Your call. This is a nice critical balanced tank physician. Yes, the Sword and Shield can also fit this build, but the dual damage output and critical increase for mighty charge can have devastating results.

Three different ideas for the dual sword implementation. Dual swords may not be your primary weapons on all, not a wise decision, but one or two can have some wonderful results.
Bloodscape Nov 18, 2017 @ 11:15pm 
Oh man! As a self-taught, that code was huge. Anyway, I can transfer the info now. I will link the page hub.
Bloodscape Nov 19, 2017 @ 12:12am 
Ok, so on the first build I can see that I need to refine just a few edges on the template but it will work well. Also, a bit of liberty on my part. It is a wikia though so anyone can change that. I took the "constitution" rune in helmet to mean "true grit" and assumed heavy armour:

http://mordheim-city-of-the-damned.wikia.com/wiki/Steam_User:kingts

EDIT: also, if this is the type of thing you would like to record, a link to the Character Planner is easiest.

I use this template for it:
http://mordheim-city-of-the-damned.wikia.com/wiki/Template:Build
Last edited by Bloodscape; Nov 19, 2017 @ 12:21am
kingts Nov 19, 2017 @ 3:38pm 
Originally posted by Bloodscape:
Ok, so on the first build I can see that I need to refine just a few edges on the template but it will work well. Also, a bit of liberty on my part. It is a wikia though so anyone can change that. I took the "constitution" rune in helmet to mean "true grit" and assumed heavy armour:

http://mordheim-city-of-the-damned.wikia.com/wiki/Steam_User:kingts

EDIT: also, if this is the type of thing you would like to record, a link to the Character Planner is easiest.

I use this template for it:
http://mordheim-city-of-the-damned.wikia.com/wiki/Template:Build

Blood I think I gave you enough. Others need to help you as well. I do them on the planner, but don't save them because I have too many and it gets to be a pain. Plus the planner really doesn't cover Enchantments and you can go many ways with them to the "template" builds I gave you.
Gave you a nice round explanation on Daggers and Swords. I can do more, but want to slow down so your not overwhelmed.

I also gave a good tutorial on what guys should be looking for before you build anything. OP output, what the weapon does...
Did my best for ya
Bloodscape Nov 20, 2017 @ 2:13pm 
Ya, thats fine. I will transpose them for you to refer to via link. They will be your permanent suggestions for use anytime in the future (once the transfer is done).

Just saying that if you decide to do more, the link to the planner is easiest to transpose.

Edit: also, there are parameters that include # of warriors suggested (along with the enchantment information and short description). For instance, I have been playing with warpguard dodge tanks and parry tanks with the suggestion of 1-2 parry tanks and the rest dodge.
Last edited by Bloodscape; Nov 20, 2017 @ 2:17pm
kingts Nov 20, 2017 @ 4:44pm 
Originally posted by Bloodscape:
Ya, thats fine. I will transpose them for you to refer to via link. They will be your permanent suggestions for use anytime in the future (once the transfer is done).

Just saying that if you decide to do more, the link to the planner is easiest to transpose.

Edit: also, there are parameters that include # of warriors suggested (along with the enchantment information and short description). For instance, I have been playing with warpguard dodge tanks and parry tanks with the suggestion of 1-2 parry tanks and the rest dodge.

I can give you builds on the planner but it will not include FULL enchantment placement. I will leave that open to the players. They can ask for suggestions.

I will work on the Hammer next, but probably after the holidays. Hopefully some of the players will give you more suggestions on Dagger, Sword builds that I discussed.

Enjoy your holidays
kingts Nov 21, 2017 @ 6:43am 
I just realized we were discussing two different planners lol. Your talking about yours. I use Pyros

http://www.pyrospace.co.uk/mordheim/
Bloodscape Nov 26, 2017 @ 8:58am 
I will actually make a new discussion for this. I will also revisit this thread to get all of your builds linked to your hub page:

http://mordheim-city-of-the-damned.wikia.com/wiki/Steam_User:kingts

I am finding a few technical difficulties on the builds. For instance, your early posts must have been done rather quickly since the "fury killer" uses focus and righteous fury while righteous fury is not part of the skills selected.

At any rate, I will muddle through and add the builds as best I can and link them all to your hub. I can also tweak the builds (with your instruction) if changes need to be made. You can also tweak the builds directly, of course.

Anyway, I will offer this same set-up to anyone who wants to store builds in a linkable format (on a seperate thread). Thanks for allowing me to work out the kinks to be able to offer this to the community.
Last edited by Bloodscape; Nov 26, 2017 @ 8:58am
kingts Nov 26, 2017 @ 9:33am 
Originally posted by Bloodscape:
I will actually make a new discussion for this. I will also revisit this thread to get all of your builds linked to your hub page:

http://mordheim-city-of-the-damned.wikia.com/wiki/Steam_User:kingts

I am finding a few technical difficulties on the builds. For instance, your early posts must have been done rather quickly since the "fury killer" uses focus and righteous fury while righteous fury is not part of the skills selected.

At any rate, I will muddle through and add the builds as best I can and link them all to your hub. I can also tweak the builds (with your instruction) if changes need to be made. You can also tweak the builds directly, of course.

Anyway, I will offer this same set-up to anyone who wants to store builds in a linkable format (on a seperate thread). Thanks for allowing me to work out the kinks to be able to offer this to the community.

I will look over the build. Have about 108 builds, so I will review Fury.
kingts Nov 26, 2017 @ 9:47am 
Originally posted by Bloodscape:
I will actually make a new discussion for this. I will also revisit this thread to get all of your builds linked to your hub page:

http://mordheim-city-of-the-damned.wikia.com/wiki/Steam_User:kingts

I am finding a few technical difficulties on the builds. For instance, your early posts must have been done rather quickly since the "fury killer" uses focus and righteous fury while righteous fury is not part of the skills selected.

At any rate, I will muddle through and add the builds as best I can and link them all to your hub. I can also tweak the builds (with your instruction) if changes need to be made. You can also tweak the builds directly, of course.

Anyway, I will offer this same set-up to anyone who wants to store builds in a linkable format (on a seperate thread). Thanks for allowing me to work out the kinks to be able to offer this to the community.
K I recall now. Yes I was not clear. Rightous Fury/Combat Focus is one option to that build. You can add Swift Charge as well. Giving two offensieve options, one prior to engagement the other while engaged. Should have said Combat Focus, not just focus also.
I will be more clear in those descriptions
Bloodscape Nov 26, 2017 @ 7:10pm 
Your fine

If there is any misunderstandings on the final pages, we can fix those then. I can have you look them over when they are done.
kingts Nov 27, 2017 @ 2:48pm 
Morning all, as I continue my weapon lessons.
Let’s talk today about The Axe-It does a simple 6 percent armor absorption bypass, to a masterwork does a nice damage of 32-36 damage bypassing 12 percent bypass of armor absorption. Dual can do double the damage and 24 percent. Plus, you can increase this more with certain skills and enchantments, making the Axe a very formidable weapon. I will not touch the Axe mutation, but simply what to do with the Axe itself.
You must understand what armor absorption does and what it does not.
• Plain and simple- it absorbs a % of physical damage received.
An example if you do If your unit rolls 100 damage to an enemy, and that enemy has 20% armor absorption, you will do 80 damages. Remember that.
Most Warbands use Axes and some have advantages in using bypassing Absorption, so when you decide to use an Axe. You want to have skills that fit its purpose. Chaos benefits from the Axes due to their mutation abilities but other warbands can make some tough Axe builds as well.
I will strictly deal with two simple approaches. I will touch another day on the Dual Axe and Heavy Axe, and if your going to use one single weapon. A sword only, An Axe, A Mace, whatever. You could be creative and build some fun builds around a single weapon and Hey if I am going to play a one-armed unit. Darn it I am going Axe baby, not a bad choice. I want those 4 attacks per turn.
As the game gets in its later stages, Dodge, Parry and Armor Resistance will become factors. Let’s look at two builds that work well off the Axe.
The first you would not think of is the Magister. Yes, he is a caster and should be more concerned with casting, but because he is so weak early. Can you make him a support fighting caster? Yep

LEADER: MAGISTER VASAL BATTLEMASTER
STR: 10 TOU: 12 AGI: 6
LEA: 20 INT: 20 ALERT: 10
WEA: 15 BAL: 5 ACC: 9
SKILLS
• BLOOD SACRIFICE
• WEB OF STEEL
• SHIELD SPECIALIST
• CHANNELING
• IMPROVED CASTING
• WAR CRY
• INSULT
• ADRENELINE RUSH WEAK SPOT

SPELLS
• WEAPON OF DESTRUCTION (Cast on himself)
• BOON OF CHAOS
• CHAINS OF CHAOS
Thoughts: You can go Sidestep Dodge with one Axe here or dual axes, or the famous Chaos Magister Vasal. Enemies would target him by mistake and would be surprised by his deadly supportive attacks. He is the classic Battle master, Casting in support of his brethren or if attacked. Can fend for himself with tough armor absorption attacks. Use your enchantments to balance both his spell casting and his armor absorption attack percentage. Most build their Magisters as staff casters, but Vasal was an evil general well placed behind his wall of evil. Casting in support, War Cry, Boons, and swooping in to destroy or if targeted, defend. You can go tank, but lowering his dodge percentage or parry percentage depending how you go, may not be wise. Early, Mid or Late, the Battle master spell caster can be deadly. Vasal can be the difference in close matches. His focus is support of his mutant members, but they will think twice in going after him as an easy kill.

BUt hey you said one Axe, well let's try a fun one to show. one Axe builds can be done to any axe weilder. The Vampire Slicer, The Warrior, The Captain and even the fanatic Flagellant

Henchmen: ICHABOD Flagellant HATE YOU BUILD
STR: 10 TOU: 9 AGI: 12
LEA: 5 INT: 6 ALERT: 12
WEA: 15 BAL: 5 ACC: 15
SKILLS
• BLOOD SACRIFICE
• PRECISE STRIKE
• FRENZY
• FANATISM
• AVOID
• KNOWLEDGE TACTICS
• UNSTOPABLE
• WEAK SPOT opt.
• JAW STRIKE opt.

Thoughts: Why use two. You want that extra attack, then make your henchmen a wrecker early. Ichabod’s hatred is well known. You not only utilize the high dodge and solid movement, but counter the stun resistance with Unstoppable and slice his armor away. He is nuts so make that shirt and dodge count. In PVP, ambushes are hard to pull off. Precise Strike opens for more bypass damage, but you can go Jaw Strike to stop those casters. A fun balanced build you can add fun enchantments and add more to his physical or martial attributes. Ichabod even late game can wreck rangers, casters and come in secondary on tanks to cause havoc. Pendant, Cloth and Axe or nothing. Never leave Ichabod in the open.
Last edited by kingts; Nov 27, 2017 @ 6:09pm
kingts Dec 2, 2017 @ 5:21pm 
Let’s now look at the Dual Axe build and the 2 Handed Great Axe. First you must understand that dual weapons with one axe in each hand is differently worded than 2 handed.
Let’s look at some of the benefits and problems with both
2 HANDER-Great Axe for example

• 2-Handers deal more damage than dual wielding.
• 2- Handers do 20 percent damage per subsequent attacks and increased OP cost
• 2 Handers have bonuses to critical damage
• 2-Handers only offer one Enchantment option
• 2-Handers have in this case Bypass Armor Absorption
• 2-Handers have penalties on enemy helping dodge
• 2-handers have stackable tiring factors and negative melee percentage per successful attacks
DUAL WIELD OR 2 AXES
• The Dual wield, Axes in this case, not counting mutations or enchantments
• Duals deal slightly less damage
• Dual wielding adds tiring, which makes subsequent attacks on the same turn cost one more offensive point for each attack. This burst you early, especially with low dodge or parry chances and one attack. Ex: A low rank henchman can do one attack (or charge) (3OP), and a low rank hero can do two attacks if they don't charge. (5OP).
• Dual have 2 potential high stackable enchantment potential options
• Dual Axes have a base 24 percent bypass armor to 2 Great Axes 21 percent at masterwork level.

It really comes down to what you want your character to do in an offensive manner. You must think offense, not defense with dual wields. Plenty of skill can make you an offensive juggernaut, or powerful melee engager, or destroying armor or defensive options.
Skill like Strong Blow, Charges, Ambushes, Daredevil, Frenzy, and others can make each of your attacks brutal to see, but you must decide what you want each attack to be, not pray for a hit.
Early
OP 3: 1- attack for each
OP 4: 1 Handed score 2x- Dual weapon 1.4x-2 Handed 1.6x
OP 5: 1 handed 2x- Dual weapon 2.8x-2 handed 1.8
Med game
OP 6: 1 Handed 3x; Dual weapon 2.8x-2 handed 2.6
OP 7: 1 Handed 3.2x; Dual Weapon 3.5x 2 Handed 3.4
Late
OP 8: 1 Handed 4x- Dual weapon 2.8x-2 handed 3.2
OP 9: 1 handed 4x Dual Weapon 3.2x 2 handed 3.6
++note-counts with no bonuses, enchantments or skills
This means as you add skills to DUAL or 2 Handed builds, you must make your attacks count since late game dodge and parry masters with high armor builds will make life miserable for you.

Let’s look at a DUAL build that takes full advantage of these factors
THE IMPRESSIVE is always a nice option for dual weapons.

AGMADAL ASH MADEEL STALKER HORROR
STR: 23 TOU: 14 AGI: 20
LEA: 10 INT: 10 ALERT: 18
WEA: 20 BAL: 5 ACC: 13

• SIDESTEP
• KIDNEY STRIKE
• ADRENAL
• MIGHTY CHARGE
• STRIDER
• FATALITY
• AVOID
• INSULT
• DAREDEVIL

CLOTH-2 SINGLE AXES in both hands PENDANT
BOOK OF STRENGTH, ABILITIES AND PHYSICAL GRID
THOUGHTS: Simple, you can do this with the Great Axe, but I find it more effective having those dual enchantments, massive strength, high dodge and brutal attacks. Immune to TIRING thus negating that effect, Terror and immune to Fear. Agmadal is king early game, Ruler mid and finisher late. Mighty Charge, Daredevil make his attacks have massive amounts of damage bypassing armor at will. You can sub Insult for Underdog incase your engaged with more than one unit, not allowing them escape and saving one maneuver there, but Kidney Strike is a killer here. A perfect example of high damage, killer use of the dual axes, and destroying things in sight fast potent attacks. Flexible and adjustable to your tastes.
But you ask, Hey King, what about a Henchmen. Can I do something with 2 axes then. Well again not counting mutations.
Let’s look at one for warrior

KEVIN MacDuff KIDNEY TANK WARRIOR
STR: 14 TOU: 10 AGI: 6
LEA: 4 INT: 8 ALERT: 11
WEA: 16 BAL: 3 ACC: 10

• GUARD STANCE
• ARMOR BREAK
• FRENZY
• RESILIENT
• MOMENTUM
• HARDY
• COMBAT EXPERTISE
• SWIFT CHARGE/STRIDER opt
• DAREDEVIL

HEAVY ARMOR-2 SINGLE AXES in both hands HELMET
BOOK OF STRENGTH, ABILITIES AND PHYSICAL GRID
THOUGHTS: Here 4 key stats to boost, Weapon Kill, Strength, Toughness and Accuracy You can add enchantments to boost parry or to negate stun, but get his power up or ensure his hit percentage. MacDuff is about destroying his armor. I use two in Swift Charge mode. One fails, the other hits. Or you can go the Daredevil/Armor Break route, but you must make sure MacDuff comes in second on attacks where your primary attacker has exhausted the dodges and parries of a unit. He is a great tank supporter. Because of the basic skill limits. Macduff need some of these basic max figures up. I enjoy this more in the PVE game mode than PVP. remember in PVP ambush is not kind. Macduff is not an ambusher, nor will he like potent rangers. He is about targeting strong tank units, getting to his casters and swarming in on engaged Range units.

DUAL AXES can be used in many Warbands, but they favor Impressives, The Cult, Secondary Tank units and high Dodge Range units that will switch to dual axes to do massive damage in short engagements.

Hope you enjoyed the lesson ty. I will give you some hints on the GREAT AXE next -Be well all.
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Date Posted: Nov 11, 2017 @ 11:38am
Posts: 30