Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I feel like Fearsome is way too good to skip. 3 Overwhelms + 3 opportunities for morale checks makes for an absolute 1v1 demon.
I keep telling myself to actually go try it out but somehow always ends up with my usual build
I go this route too with Dagger specialist. Pit one against an Orc Warlord and the guy can route the entire orc party by himself.
Assassin builds require mobility, so there's a high chance I take pathfinder too, but I might go for fortified mind...
I also find pumping FAT a couple of times necessary, just to be on the safe side especially in the absence of Pathfinder with Fearsome.
It's rare to find a fresh recruit with the perfect starting stats/stars even trait mix, so I tend to play the bro as he develops rather than stick to a major template. However, the OP's leveling list is much the same as I go, although I will bring QH in a bit sooner, often replacing Student for it - if I need a bro to level more quickly I'll spend dosh on training rather than a perk point. That way I get both a more useful perk earlier plus quicker levelling.
https://steamcommunity.com/sharedfiles/filedetails/?id=3348350316
I do wish that the melee skill were higher (just 89 at level 11) but, if I'm not mistaken, this as good as one can get with a cultist (max roll and 3 stars to boot). If there had been space, I would have taken Gifted to boost it further. Besides MAtt and MDef, how should I spend my level up points- e.g. how many level ups to health, initiative or resolve?
I want to include both Fearsome and Overwhelm, which would mean high initiative and resolve but I'm not sure what values of both would suffice and I won't be able to increase both at every level-up.
Even light armor, main weapon, and pocket-carried weapons take quite a chunk of initiative away, so I'm guessing I'll need at least 3 to 4 level-ups in initiative to keep the value at 100+?
It's too bad that, with this build, you can't take both Fearsome and Killing Frenzy. I can see how you can make an argument for either. I have yet to see Fearsome work for me in an obvious way and am motivated to continue testing it. However, undead enemies are immune and some creatures have such high resolve that you will never break them, whereas Frenzy applies to any creature, so it is a bit of a painful trade-off.
I guess the solution would be to have two dagger dueilsts- one with Frenzy as the final perk. And the other with Fearsome, and use them as the situation demands. But finding the right convergence of stats and stars for this build seems kind of rare, as you need 4 stats to be good. Often I will find someone with great resolve and initiative but lacking in melee skill or defense.
Well, I plan to experience everything I can in the current campaign. Having fought Honor Guards and legionaries on multiple occasions, I have learned that Greataxes and 2-Handed maces are indeed the preferred weapons against them. Greatswords' split attack are decent against the pikemen too, even though they don't always give one-hit kills. Having a few of these weapons, as well as polehammers, long axes, and billhooks allowed me to finally defeat their camps by day 100+, whereas I struggled to do so at days 50 to 70.
I found that long axes and billhooks are almost mandatory, as it is tough to break through or outmaneuver the phalanx, so it helps for your Battleforged bros to press up against the front line and strike the pikes in the second rank (there don't seem to be to-hit penalties for that). Once the pikes are gone, the front rank is relatively easy to mop up.
In fact, other weapons almost seem redundant, as I have yet to encounter any enemy that does not succumb to greataxes. long axes, and 2-handed maces to the face. But as a relatively new player, I'm still trying out different builds. Worst case scenario, I don't deploy him against undead or use him as a back-up axe/mace/hammer wielder.
Even though I can now win against them, I don't particularly enjoy fighting Ancient Undead, as it always feels like a frantic DPS race to kill their pikemen before they get too many hits in. Even with high level bros, the battles are never relaxed, as it takes just a few unlucky misses on your part for one of the team to take heavy damage. Heavy armor does mitigate some of the risk but the fights can still feel harrowing even with proper maneuvering and tactics.
I thought Nimble tanks were supposed to do fine until the end game but I find that they don't do particularly well in Ancient Dead fights, even with shield specialty, as there are lots of pikemen and they all have Fast Adaptation, making it likely that they will hit your Nimble characters and shred their armor, just through the number of lucky rolls they will eventually get (if you don't kill them quickly enough).
It does not help that, even though I have busted a lot of camps now, at day 150, I have yet to find a single named weapon, so my DPS is limited to mundane tier 3 Greataxes and Maces (I found one 320 durability helmet and a suit of leather of 126 durability, in all my forays). It looks like I might have to start searching the edges of the map in hope of getting some.
Does the nimble tank have indomitable? That's still the best tank perk you can get, otherwise a few lucky hit and they're out of the fight.
PS: Ancient dead does not get fast adaptation, it's the noble that spam that perk.
Thanks for the tips. The Nimble tank indeed has Indomitable as well as Colossus, Dodge, Shield Expert, Taunt, Underdog, and Pathfinder (for the FAT savings). However, no Rotation or Recovery, as I chose Fast Adaptation and Gifted instead which, in hindsight, may not have been the best choices (I wanted him to at least be able to hit something with a sword). But I was inexperienced and did not appreciate how many perks were needed for a pure tank (I essentially turned him into a partial tank and secondary attacker).
Because his Fatigue pool is only 74 at level 12, with all equipment, I have been quite hesitant to use Indom for fear that he will be out of FAT by the time he really needed it. But given that I did invest in the perk, I should probably use it. My problem with all these activated perks is figuring out the right time to use them (it's the same issue with Recovery). One use of Shield Wall and Indom and he will be mostly out of FAT.
Without using Shieldwall, his Melee Defense is 65 (higher once Dodge bonuses are factored in), so he hadn't needed Indom in most fights.
As for using indom/shieldwall, that depends on the enemy. If shieldwall can dunk their hit chance to less than 10% then only shieldwall every turn. If it doesn't then only indom every turn. You cant really afford both, so dont really bother unless the tank is near death.
Worth noting that any point of mdef past the first 50 will only have half efficiency, this is a soft cap. So you need somewhere around 110 mdef (equivalent of 80) to drop most enemies to 5%. Quite difficult to achieve without many factors converging.
By the way, a named shield with -3 fatigue cost combined with a bro with iron lungs (or second wind potion) will allow the bro to use shieldwall every turn without recovering. This can be key in fights where the slightest lapse in shieldwall uptime can ruin your day.
Not to derail with a n00b question, but are two handed weapons really that much better than a one handed weapon, where you not only have two attacks but also a shield?
The list of 1H + shield disadvantages is VERY long.
1. 1H+shield deal roughly 1/3 of 2H damage per swing. And it not only deal less damage/turn but also consume much more fatigue.
2. With 2H you may move and attack at the same turn without losing damage.
3. 1H have no AoE attacks.
4. Damage perks(berserk/killing frenzy) works much better with 2H.
5. There are no 2 and 3(goblin pike) range attack. 1H attacks only have 1 tile range.
6. 1H + shield require much better recruit because of high fatigue consumption. Shield additionally consume a lot of fatigue.
7. If you use 1H + shield bros you have to use blacksmith retinue.
8. 1H + shield can lvl up initiative only with special builds and thus will usually take his turns after enemies. Which means taking extra hits.
9. No initiative means no overwhelm. Overwhelm on 2H bros may sometimes fix defence difference. 2 stacks of overwhelm(1 from 2H and 1 from swordlance backliner) and enemy will only have 5% chance to hit your 60 mdef 2H frontliner.
10. Shield reduce your defence against flails. That's old well known issue but I've never heard it was fixed.
So I do not recommend using shields even in early game except on dedicated tank bros.