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Recovery helps in long battles/vs undead/close fights.
Rotation or Footwork help with suvivability. Pick one. Rotation is good for 2H since you can have a guy stand in front and "throw" a 2H in melee range. And save them too. Footwork mainly just saves the guy using it, rotation can put another brother at risk.
Macemen are very useful mid-game onwards. The 100% stun if they hit works on everything but Geists and the higher tier orcs (warriors, zerkers and warlords).
For example, my end-game build for 2H characters is currently:
Pathfinder
Quick Hands
Brawny
2H Mastery, Polearm Mastery
Reach Advantage, Underdog
Berserk, Battle Forged
Killing Frenzy
Thus. perk picking ends up being something like:
Pathfinder, Student, Quick Hands, Brawny, 2H Mastery, Battle forged, berserk, reach advantage, killing frenzy, underdog + polearm mastery.
It isn't a big deal how I pick their perks though, since they tend to level up quite rapidly and are fairly hard to kill due to high armour.
However, this only the case in end-game.
If it was early,game, I might build some characters which I don't plan to keep long term. After all, even the worst hedge knights tends to have better stats at lvl 11 than a 2* farmhand and such.
In which case, these characters would probably go for skills focused on early game, such as:
fast adaption or colossus, gifted, nine lives, colossus or fast adaption, steel brow, pathfinder.
Anyway crippling strikes is pretty good too, I give it to most of my characters who don't deal too much damage, such as archers and 1h users. They can inflict the injuries and the real damage dealers get executioner to finish the injured off.
Student and training grounds buffs stack in some fashion (I've had them get nearly twice as much XP for much less kills) . Extremely fast levelling.
Also what Sikker said, it lets you skip that tier if you're going for a high-perk build.
You should also dump/get-some-mercenaries-killed and hire someone better down the line. I got a Level 1 around mid game who cost like 1.5k, but is the equivalent in stats to a 4k Sellsword, has a Tiny trait and all the right stars in the right places. Now it's as tanky as my Level 8 Tanks even though it's just level 5.
Nine Lives is also inadvisable, especially since it's the early game where most of the mercenaries you hire are not really good and just for the sake of bolstering your numbers. Let them get killed and protect your main choices. But of course, let them get killed smartly, or the morale drops are gonna rekt the hell out of you.
They're also kinda harder to find and train. Melee troops have less requirements to be helpful (i.e. they have to be alive and not panicked), since they can provide surround bonuses and act as ablative hitpoints. Ranged have to, y'know, hit targets.
If it's for "fodder" or mercs you will plan on replacing, good early picks are Colossus, Fast Adaptation, Pathfinder, Recover on the first row. On a "fodder" merc, Gifted is arguably the best pick in the second row as it gives you a free level with maxed rolls to give them a needed DPS/survival boost. Steel Brow or Fortified Mind can be interesting, especially since you'll be dealing with a lot of negative morale checks early on (e.g. people dying, being outnumbered, etc).
Just my 2 cents.
student.
dodge (geez, I love that one, during early game the def added is such a huge thing)
shieldmastery.
the defens from dodge is just such a huge benefit as long as you can afford heavy armor.
In most cases between 10-15 def for both ranged and melee.
close to the same from shields. combine it and you are really save during early game.
Spending less fatigue on moving AND being able to retreat in (almost) every situation is a HUGE boon for me.