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Yeah, I forgot about maces. I have one to stun folks all around.
Depends on his stats. Horrible melee attack (<55 at 11) but amazing defenses? Probably an ax because breaking shields doesn't require any skill. High melee attack (70ish) and excellent fatigue (>140 base at 11)? Spear on the flank. Lowish melee attack favors flails and swords, since they have some accuracy bonuses. Swords are decent, particularly if you place that merc next to somebody with an armor killing weapon so they can synergize. Swords are probably my favorite weapon for goblins.
Daggers? Everybody in the front line gets a dagger as an off weapon to be taken out to steal armor from the brigand leader or knight. Dagger as a primary weapon is alright against humans if you have high melee attack and fatigue, since it allows your tank to act sort of like a duelist in making quick injuries, but it's not so great in most other situations.
Always check the taverns and go after any tip that is specific enough to find the unique. If you feel ready to take on a hard enemy base and you don't have a great contract available (or better yet, you get a patrol mission), pay for extra tips at the tavern (up to 3 per day). This is how I find uniques without wasting time. They usually are not seen on the enemies I fight but found in the loot afterwards.
The khopesh, or any of the unique cleavers, are fine choices assuming you can keep up with the fatigue requirements. Try to find uniques that are specifically better against armour if you're looking to upgrade to uniques soon.
Swords are a dandy choice despite their relative lack of popularity since they have both fine damage, and a nice little accuracy bonus. I usually use them on high melee defense pseudo-tanks, like Swordmasters, who can make use of them against Geists and Goblins who both don't require particularly high damage to fell in a swing or two. Pair with appropriate trinkets as necessary against these enemies. As a bonus, unique swords are fairly common if you fight bandit leaders, knights or swordmasters semi-regularly.
If these are flank tanks, consider spears. They don't really require decent melee skill to get good mileage out of, and their ability to control the battlefield carries them well beyond their 'rookie weapon' status. Pair with high melee defense, a solid unique shield and good fatigue.
I don't have enough experience with maces, axes (I usually use longaxemen to handle shields) or flails to give an educated opinion on them.
You'd prefer them over unique maces?!
Maces are weakest against weidergangers although they are great against possesed enemy. Maces are also weak against goblins but the stun is still useful for shutting down the shaman and preventing one more spell before your other guys can move in or kill it the next turn.
Eventually they get outshined by your orc cleaver wielding bros, but maces are good early to mid, and have plenty of uses late game.
I tend to agree with you on maces, but what's up with all this Orc cleaver support? Isn't the Fatigue expenditure prohibitive? Also, their stats do not look that much better than unique human cleavers?
As for fatgue, it is not that bad. You don't even need iron lungs, although that is always nice. Use the cleaver mastery perk and recover perk and your bro will handle the fatigue just fine provided he is in the net 70 fatigue range
So if unique human cleavers are found, then they are better than Orc cleavers? As for Recover, I know math-wise I should probably use it, but I seldom seem to use it even though I have it on nearly everyone. Psychologically, I always feel belting out just 1 attack per turn toward the end of the battle seems better than doing nothing one turn and getting to do 2 attacks for several turns thereafter ;)
Edit: Also, you say cleavers are great late-game, but don't they actually lose value against most tough end-game foes other than Goblins?
For shield tanks I'd say maces or cleavers. Maces for general utility, cleavers for chance at decapitating. That would, somewhat, allow you to buff dmg potential of otherwise lacking tank build. Daggers with Puncture use paired up with Fearsome would also be very good for more dmg potential.
For nimble tanks definietly cleavers. Or twohanders, greatswords or warbrands work best due to low-ish fatigue cost.
Or you can just build twohander tank by buffing melee d as high as possible and stacking Reach Advantage during combat. Pair it up with battle-forged or indomitable and you have great tank.