Battle Brothers

Battle Brothers

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ben Dec 16, 2018 @ 2:44pm
indomitable is bad: change my mind
Indomitable is bad: change my mind

before people rage, i dont think its a bad perk,

i just cant find a fight/ build/formation that warrants using it over another perk, especially now that they nerfed bags and belts and brawny while adding armor addtions that add more fatigue penalty. im dying for fatigue on my builds and with leveling fatigue every time my bros have 60 or so fatigue at the end of the day to play with.

having it on a few bros for orc fights seems to be generally the best use of the perk, mainly for the stun resist vs orcs i run

_ _ spear 2h 2h 2h 2h spear _ _ _
_ _ _ 2h bow bow bow 2h _ _ _ _
_ _ _ _ _ bannerman _ _ _ _ _

so my formation does not get pushed around so indomitable is not necessary for push back... i might run indomitable on 3 of the frontliners for stun resist (1 dude has the necklace) but if i indomitable at the end of the turn before they charge ive lost 20-10 fatigue (depending if they were in 2h range) and only saved me 1 turn for a perk.....it seems so-so

i guess in that situation i would indomitable right before the charge of the orc young, but it really isnt going to win you the fight and surely even gifted +3% to hit -3% to being hit 4 more fatigue is better

is there another fight other than orcs where indomitable shines? losing a perk on 3 of my 2 handers just so they can swing an extra turn vs orcs seems situtational and weak.

I look forward to your suggestions so that i can run indomitable on all my bros next run :D thanks!
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Showing 1-6 of 6 comments
Kill'em ALL Dec 16, 2018 @ 2:59pm 
Originally posted by Dirty Weeb:
Indomitable is bad: change my mind
Unholds. There, it's done!

Seriously, Indomitable is very useful for controlling the battlefield. Especially after the DLC a lot of enemies have skills which are either very damaging or move your troops around, Indomitable allows you to mitigate both of these. Most often I use it to tie down single dangerous enemy (like hedge knight with 2h) while the rest of my company is free to take care of the rest. The applications are numerous, you don't need it for everyone but it's a build-defining perk for tanks (using at least 2 of which I advocate for).

P.S. A matter of preference, but I value fatigue over armor total - I never go below 70. If you're struggling for it most likely you need a batter background/talents, you could also use some of the new craftables to help with that - replacement padding lower fatigue cost by 20% while direwolf mantle adds 15 armor at no fatigue cost.
Last edited by Kill'em ALL; Dec 16, 2018 @ 3:01pm
nightworg Dec 16, 2018 @ 3:04pm 
The prevent of orc stun is pretty god in my opinion. My tanks usually have around 80 fatigue fully equipt. 60 fatigue is not very good for a tank.

It is also useful against dangerous enemies like Warlord with mansplitter as it prevent your tank from going down fast if hit.

ben Dec 16, 2018 @ 3:22pm 
Originally posted by Kill'em ALL:
Originally posted by Dirty Weeb:
Indomitable is bad: change my mind
Unholds. There, it's done!

for unholds if you send 4 tanks in super spread out they cant get by as 1v1 the unholds wont hit thier 5% chance and wont do any unblockable attacks, then you focus fire 1 at a time.



Originally posted by Kill'em ALL:
Originally posted by Dirty Weeb:
Indomitable is bad: change my mind

you could also use some of the new craftables to help with that - replacement padding lower fatigue cost by 20% while direwolf mantle adds 15 armor at no fatigue cost.

i like your suggestion, if i cared about fatigue i should probably switch my shouldguards for bone plating which doesnt add penalty, 1 hit is better than 15 armor imo

light padding replacement isnt very good imo as it only saves 5 fatigue, as i generally get brawny. if you dont ger brawny it save you 8 so its worth it

math:
padding with brawny 42 - (42*.2) = 34 - 34*.25= 26
vs just brawny 42 - 42*.25 = 31
Chad 1999 Dec 17, 2018 @ 3:12am 
Kraken. Just Kraken
Abel Dec 17, 2018 @ 8:29pm 
Your title says it's bad and then you say it's not a bad Perk :) !

Indomitable is very useful in a number of situations. It's one of the few ways to reduce incoming damage so it's quite valuable in that regard.
It is not meant to be spammed every turn.

Say you are using pure Zweihanders without Quick Hands and Shields. And say you just missed your attack which means 0 added Defense from Reach Advantage. In that case, especially if you're surrounded, there's a very high chance you will be hit. Now imagine that you're in a position where an Orc Berserker or maybe several Honor Guards can hit you. That's one of the time where Indomitable makes a real difference.

As others said it's also used to control the flow of battle. It's not necessary against Orcs but it makes fighting them much easier.

You certainly don't have to pick it with all characters. You can mix. The flanks are more exposed to taking damage so that's where Indomitable would be most needed in my opinion.
Whatever100500 Dec 17, 2018 @ 8:53pm 
Yeah, agree with OP.

Unholds won't grab and toss as long as they can't reach softer bros/high ground/move out of swamp by doing so. Single tank on flat terrain can shieldwall multiple Unholds for ages.

Missed 2h is decent of argument for Indomitable, but I'd probably just stick to 1h weapon if threatened too badly.
1h/2h hybrids are already perk-starved enough as is. And I don't like non-qh 2h - too inflexible and easy to shoot.
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Date Posted: Dec 16, 2018 @ 2:44pm
Posts: 6