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Most fights don't really take that long on my playthrough so I usually don't take Recovery on Archers (~100 Fat is enough for most fights).
If a Archer ends up with ~80 Fat on lvl 11 I'd take Recovery.
Plus, perfectly berserking archer accumulates 21 fat per turn and needs 36 free for full cycle. An archer with 100 free fat can fatigue out (as in can't fire 3 times) by turn 5 already.
There's one fight where you really need long lasting Archer fire and that's Goblin City. I don't take a perk for just one fight.
I rather use 1-2 Lone Wolf Duelists to clear up some Gobos in addition to my Archers and Shieldwall. Works out for me so far.
It's just my opinion, everybody can specc their Bros as they want.
I don't want to pick apart the list too much because it depends a lot on whether we are talking Bow or Xbow, but I will mention a few things.
Nimble should be on essential. It is far and away the best defensive option you have and you would be crazy to skip it.
Footwork/Rotation are not necessary if you have proper positioning and other bros to handle problem situations. They can be ok, but I consider them luxury.
Recover isn't necessary. By the time archers fatigue out the battle should be "won." In Goblin City and Witch Hut you can bring Second Wind potions if you are worried.
Headhunter is garbage on bow archers. Yes you can stack it up and cheese a Raider or something but for every time that works there's a time where you fail to kill something you should have killed because you hit them in the head (Run some simulations, common 140/115 Raider actually lives longer against HH Warbow than no HH, on average). It isn't completely terrible on xbows who want to pierce anyway, but I'd rather take almost anything else than a perk that might net me one or two extra headshots over a battle - headshots that might have been overkill damage anyway.
Steel Brow is bad. 70hp/120/95 Nimble survives 2.71 heavy xbows on average. With Brow that goes to 2.9. If you picked Colossus (no Brow) you get up to 3.26. Even the 4hp from Gifted gets you to 2.89. If you already have Nimble, Colossus, Gifted, and Anticipation/Dodge and still want more defense then Nine Lives is a better mediocre defensive option than Brow.
Quick Hands just to swap quivers is a poor perk investment. QH on Xbow/Throwing hybrid or Xbow/Pole hybrid is great.
I tried not taking Footwork in previous run (to make archers hexe-proof, which actually worked). But it also made big orc fights much more dangerous.
Footwork isn't bad and I won't fault anyone for using it. I just disagreed with the OP's assertion that it was "near-essential"
Unholds are more often available to be shot from afar - you don't want more than 2 bros at opposite sides of each anyway. Unholds are also more predictable, while Orc Warrior pushing somebody into empty position then using him as step-stone towards archer is a more subtle move.
Plus, Unholds are not as sticky due to knockback.
Im not usually to come in such discussions, cuz i believe everyone allowed to their own fun, but since its a recommendation - thats fair game. And Holy Davkul, this list is a meme, i wish i never opened the topic.
Archers are hard pressed for perks already... well, good ones, those who not waste it on dodge, relentless, colossus, quick hands, fearsome, et cetera. This list is a disservice and misinformation.
HH is bad, not sure why you are defending it. It is actively harmful against the majority of enemies in the game. I ran some simulations and the only enemies it makes any meaningful contribution against are Overseers, naked Zerkers, and anything without a hat. Anything else that has a hat and it is actively hurting you. Why take a perk that is actively hurting you at least half the time? Yes you can stack it up and fish for one shot kills but unless you manage to get 5 stacks it won't be guaranteed, and every time you are shooting the more normal mildly armored guys it is getting in the way.
Agreed, I've never understood the community's fascination with Dodge/Overwhelm archery. They fatigue up too fast and I don't shoot slow things like Warriors. Dodge is better than Relentless, it makes sense to be tiered above, but I don't like any of these on archers myself. Dodge can be ok as a defensive option for xbows who don't burn fatigue, but I would never consider it on Warbow.
You can use Executioner without Crippling just fine, it makes sense for it to be a tier above. I use both on archers myself. Crippling is a waste on xbows.
Gifted is fine. Even superstar 100 skill archer can still benefit from 4 accuracy. 90 skill archers are looking at 30-40% on quick shot Goblins.
Idk why you feel you are hard pressed when you apparently dislike most of the perks. I can probably guess 9 of your perks based on your post, most of which I use myself (not HH). I am at a loss for your 10th perk though.
As for Overwhelm, it can provide a -20% to Melee/Ranged, potentially to multiple targets. That is huge. It can really make a difference if one of your bro is low on health, or if you are fighting big bad guys like the Barbarian King, Lindwurms, Unholds, Schrats, etc.
If you bros are getting hit 40% of the type by melee, a -20% to melee means you half the damage received by that creature, which is huge.
A lot of people get stuck in the fallacy that Relentless is only about Dodge. It's not. It's about initiative.
This reminds me. Anybody know the initiative level to outpace goblin overseer or ambushers?
My current approach for bows is:
Always: Colossus, recover, bullseye, bow mastery, berserk, nimble, KF
Then the last 3 perks depend on if he is better in initiative or ranged defense:
Initiative: Dodge, relentless, overwhelm
Ranged defense: pathfinder, anticipation, footwork
May consider swapping relentless/dodge for pathfinder sometimes if the guy is really beefy (to skip dodge) or really fast and will overwhelm anybody necessary without relentless.
I don't agree with skipping recover at all. It may be okay for early game or easy stuff where you're holding your fire to save ammo, but for challenging battles I always use it and that's what I build for. Also I only level fatigue to 80 after equipment so maybe that influences this.
Personally, I build very offensive archers. I don't pick Footwork or Rotation because I don't like to use them as bait/off-tank.
Recover is a must. Quick Shot costs 12. That's 28 per turn, add 12 every other turn for Berserk and remove 15 per turn. That's 19 per turn. That gives 5 turns before being exhausted, more or less. Very likely to happen in difficult battles. There are actually very few builds that can afford to pass on Recover.
Executioner is a good perk, in my opinion. Especially with the new Barbarians. It will also help kill enemies like Orcs, sturdier Goblins and all humans much faster.