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Orc Duelist is stronger of course, but then you do need to think about Fatigue and maybe consider Recover.
Generally speaking, you are more likely to find a famed Orc Cleaver (due to Champions) than you are to find a famed regular Cleaver, so that could be something to consider as well in long games.
And in addition to Iron Lungs, it's a Davkul run, so I will have a lot of supplemental Fatigue.
Is BF or Nimble desirable with a character of this profile - that is, relatively low Fatigue pool but Iron Lungs, and eventually Davkul mini-Iron Lungs and Prophet scream? ;)
https://tumult.cc/bb-calc.html?1-8&1-6&1-3&4-5&5-4&6-3&7-2&6-1&7-3&6-4
If you want BF pick brawny instead of nimble, use 350+ helmet and do not tank chain berserkers.
Short fatigue calculation.
100 base + 4*3 + 3*4 = 124 after lvl ups.
You'll use around 30 for gear and 18 for chopper.
124 - 48 = 76 after equipment. That's very low but should probably be enough with all fatigue recovery buffs.
What if I eventually end up with Davkul armor set. Is Nimble viable then?
The worry about Battle Forged on this guy is indeed Fatigue, as I never use characters with such low Fatigue on the front-line. But then he's got Lungs, and he's got Davkul Stamina support...
Edit: And yes, I am now super careful about Berserkers! ;)
Okay, I had another thought: How about make him a BF character but giving him one Ijirok piece and one Davkul piece?
He's level 11 now, and he has 102 Melee Attack and 41 Melee Defense (which will eventually be 46 - albeit another 200 days probably).
By the way, famed military cleavers hit hard. OMFG. I had no idea cleaver duelists hit this hard - or else I would have tried building one in the past! ;)
without light padding attachment on dakvul body armor its 38 fatigue total and nimble hp damage is all the way up to 87%.
keep in mind brawny doesn't effect nimble's damage only light padding body armor attachment will.
I think lategame nimble is far more viable as cultist then battleforged, it's like everyone is so biased against nimble not factoring in enemies targeting them more and then being scared of bleeds.
compared to Orc Beserkers, barbarian's kings, Orc Warlords, champion frenzy fallen hero hitting some Battleforged dude in the head, or pretty much any champion.
goblins will be harder for a full nimble squad but that's like compared to lindwurm's scrath's barbarian's, orc beserker's Ifrits.
I think the strongest nimble builds as cultist's are overwhelm build's, taking dodge, relentless, and overwhelm as perk's, and lvling some initiative to a certain point.
There's some trap's that could be easy to fall into, it's not worth sacrificing melee attack or melee defense for more Hp unless it's like a 1.
there's many things that can reduce initiative, like two handed mace or hammer's attacks, unholds charge, pocket sand, lindwurm's specific tail attacks, being netted or rooted, goblin poison, shaman's insect swarm.
Those thing's completely kill initiative, like a completely exhausted dude with 120 initiative with gear, would still get around like 14 melee and ranged defense from dodge.
getting hit with one of those status effects and dodge can go all the way down to 3+ only.
Then for initiative 120 to 140 with gear and hyena attachment's is good enough to reliable start before most enemies, goblins are an exception, if your at 140 then you reliable beat skirmisher the melee goblins but not ambusher's.
goblins kinda have so many initiative killing moves anyway, it's not really worth being faster then them.
For Nomads blade dancer's and assassins their have adrenaline anyway, so initiative is moot same with Barbarians but since it now cost's 1 action to activate adrenaline even barbarian's use it a lot less so you get to apply more overwhelms on them.
(Necroservant's the rarest enemy in the game when you need them who cares)
so yere sorry abit of a long rant, but melee attack king cause if something's dead then it can't hurt you, melee defense second, cause relying on dodge for the missing defense stats can easily get your battle brother killed when getting a status effect.
and leveling to much initiative is a waste, personally I think fencer builds are complete trash.
now for armor southern mail shirt is a good armor to buy in southern city's 11 fatigue 110 durability + hyena attachment 125, cost like 400-500 gold, can find it broken in market for around 200 to, then zweihander helmet 7 fatigue, from enemy patrols with zweihander human's don't need to dagger them down just smash enough of them and you end up with enough helmets eventually.
that's 18 fatigue so 46% of damage reaches hp only 6% more compared to 15, it may be an odd choice combo but the head should be more vulnerable Nine Lives is such a better pick then Steelbrow, have to say it's better then colusses to as cultists if you have less then a 100 hp.
this combo is also more to resist the first bleed attack from varies enemies depending on damage roll or goblin poison from arrow's. yere bleeds hurt so does being battleforged and getting hit in the face by enemies.
Obviously Battleforged.... Since he stars are MATK MDEF FAT and Iron lungs
had you said he had stars in HP or a big pool of HP then that would change the dynamic...
Famed head choppers hit hard. Military cleavers are just OK.
I don't think it's mentioned where the third stars are, just because the last star isn't in health or initiative doesn't mean you can't make a nimble overwhelm build out of him.
With all level ups going into melee attack and defense, then the last ones switching between HP and Initiative.
At level 11 he would have 41 melee defense, if he levels initiative a bit as a duelist cleaver with a hyena attachment trying to reach around 120 after equipment.
With a gladiator starting around 105 initiative, and initiative going from 3 to 5 on level ups without stars if we take 6 level ups in initiative and the - initiative from armor and a - 12 from a military clever he can still end up around 120 initiative.
that adds 18 melee defense fully fresh, and even completely fatigued out with relentless, and max 100 natural fatigue that still be around 14 melee defense being added.
so he might end up with a lot less HP but he generally have 55+ melee defense at level 11, + the 5 from cultist fanatic he goes over 60+ and when becoming confident he can reach over 70 melee defense.
build could look like this http://www.bbplanner.xyz/?perks=QkAQEAqm
Could you explain why mixing the two armor pieces don't work specifically? I thought Ijirok would give me HP regeneration and Davkul would give me lighter weight armor that regenerates while still sturdy enough for Battle Forged.
Unfortunately, I already made him a Battle Forged duelist before you guys posted today! ;( Given the absence of knowledge, I just stuck with what I am used to doing - which is make everyone except ranged characters Battle Forged. I am boring and conservative that way...
https://tumult.cc/bb-calc.html?1-6&1-8&1-3&2-1&5-4&6-1&6-3&7-3&7-2&2-3
In my last run I got Wildman with good stars, so I did not use Colossus perk, which is good, but not great because I had to use Gifted to patch him a bit, although his stamina and hitpoints were so well above the average.