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Also check this: http://www.bannersaga2.com/whats-new/
TL;DR: Talents are unlocked once a stat is maxed. You need to spend points on Talents to unlock their Ranks. To get the "+Talent Rank" attributes from items, you need to have put at least one point in a Talent. Items can boost Talent Rank beyond 3.
With enough levels and item boosting, talents can become a really nice bonus.
Dabbling a bit here and there isn't practical unless you use those rank 10 items.
However, everytime I one-shotted somebody with a critical hit I would usually grimace. As my original intention was to leave them at 1-2 HP or let a different hero get the killing blow for the Promotions. Critical hits ended up messing with my strategy a lot.
@Aleonymous: Is it true that you need to have 1 point in a Talent to have the items affect them? The description seems to state that you gain ranks anyway, even with the associated Talent still locked. It would seriously limit the effectiveness of those items if it were the case. Especially since you can only choose one of two talents every time.
During the beta playtesting you did have to have spent at least one point on Talent(s) to get any item bonuses. Not sure if they tweaked something in the last weeks. One way to see what happens is checking the Talent rank with the item equipped in the Heroes Tent. Of course, this doesn't confirm if the Talent procs during a battle, so that is the only way to make sure!
With most of those +Talent items being of Rank 6+, the idea is that you've already spent some points on Talents...
It seems pretty (and by that I mean almost) since you need a level since you must choose which of two passive you want.
it would be way too OP to get +3 to all talents, both branches of each included.
Yeah, one of the first items you get is +2 to all Talents. Looked pretty OP to me.
Defy, Robust and and dodge. It's hilarious and goes in character with Rook.
I did make Tryggvi go ded :(
In this episode, there's a very wide array of possibilities to make the enemy move around and thus take damage. The Pig Stick ability is also great if you're a position-focused kind of player. I'm never been one (and I find Raidmasters boring), but there's obvious potential in getting almost-guaranteed crits when you need them.
It's kind of hard to decide whether or not to include Tryggvi though. Not because he's bad, but because there's so many good options in TBS2. There are a ton of good alternatives (whereas in TBS1 many characters were clearly above others), and it depends on your strategy.
Personally, I use Tryggvi a lot because aside from a few Breakers who can also perform in other areas (Mogr as a Taunter for instance), most of my team is focused on dealing direct damage and mostly ignoring armor in the first few turns so that I quickly eliminate all threats to my units' health.
Say is artery strike even that good? Was thinking on making my characters robust instead, artery strike would go for the archers "Oddleif and Alette. While robust to more tanky characters such as Hakon and Iver.
However is dodge a good idea for archers? since I cant give them robust no more.
Iver becomes an unstoppable tank if you give him an item with 3+ armor, if you have the scales from banner saga 1, and that Aggro helps a lot.
As for Rookie well I made him very fluffy, made him robust and gave him defy. He literally hangs in there as long as necessary. Cause he's got nothing to loose no more. Well, Except Odd.. ;P
Artery strike is great, but only on a few select characters. Since the game is all about maiming and not outright killing because of turn advantage, it can be actively detrimental to give it to your maimers, and unneeded on high-strength Varls.
Personally I give it to my low-break, average-strength damage dealers, eg Alette (Overwatch ftw), Bolverk (because he tends to lose strength by getting hit a lot, and Cull the Weak is great for crits), Oli for his axe throws, and Tryggvi to get as close to 100% crit as I can. Keep in mind I haven't used every single unit in the game though.
I did not used Artery strike on Oddleif and Yrsa, simply because I give them both Slag'n'burn and Rain of Arrows, with the Willpower per turn Talent. They almost never outright attack their target now, hence the lack of need for Artery strike. They were mediocre in TBS1, but here the extra ability reveals quite an insane ground control potential. Oddleif was probably the best surprise for me, she's a monster. Especially since as I said before, I like to be able to ignore armor almost entirely and use a "forced moves"-focused team. Even the best-armored foe on the field won't be much of a threat once he got tagged by Tryggvi, pushed through slag by a horseborn and force to walk 6 tiles just to get in fighting range again.
Iver is awesome, yeah. He's a tank with very high strength for a tank (a bit like how Hakon is a damage dealer with very high armor for a damage dealer). I gave Robust to most of my Varls, along with Armor regen.
I didn't try Dodge to be honest. It's a bit too random for such a critical role, I prefer focusing on Willpower Talents and base stats for my archers. Aside from Oddleif and Yrsa (discussed above), even DPS archers need that extra WP to boost their Breaks in the beginning of the fight.