If you are just going to be using single target attacks then your FAT generation is low and Relentless wont be as strong here. It isnt the perfect test, but it can help show the relative value of Duelist vs. various enemies. The difference in power between a level 6 character without Nimble and a level 7 (when it can first be picked) character is huge. Anti-slow and heavy unitsUnits like Warriors, Schrats, Ancient Dead, etc. More likely you will just have to commit the bulk of his rolls to HP, leaving him with low fatigue. Gash goes to 50% reduced injury threshold (from 33%). As of BD, Tails now have ZoC which makes kiting a lot harder (and more dangerous). Overwhelm forces you to attack on your first action if you want to get value. This combination makes Berserk one of the best perks in the game for fighting the large and difficult battles you will find later on. You want a very dodgy bro to make this work, and given Swords low damage vs. armor you will need some backup Swords or a different option against heavily armored foes. + Increases SKL and DEF, the best stats+ Never a bad choice, as more SKL and DEF is always good+ Flexibility to choose stats depending on your needs Flexibility can also be a downside, as maybe you want a more specialized perk for your needs, Grants a spendable level up screen like a normal level up where you choose 3 stats, but with every stat getting a max roll without regarding stars. Ive said it enough in this section already, but more stats are always better, especially with MDF. Early game perks are very impactful to your weak bros and skipping on them for Student is a greed play that you should not be making unless you are comfortable with the game. You want this. This tactic works better the more bros on your team have Adrenaline and the lesser enemies are faced, but it can still be effective with just one or a few bros using it. These are all priority targets for Warbows so HH makes some sense here. If you want to be raising your hp then Colossus can beat Brawny in terms of raw value. Heavy armor doesnt care about ranged attackersAnticipation is poor on a heavy armor user for two reasons. Theyve got curved swords Curved. QH is great here. Position your LW accordingly on the left if he is to deal with that, or the right if he should be away. Recall that once enemy morale drops it lowers their RES, making it easier to get more drops. It is also really nice to be able to switch between a Billhook and Warscythe depending on the situation. A 5 MDF increase with a starting value of 40 is more than 3 times as beneficial as it is for a value of 10. Create an account to follow your favorite communities and start taking part in conversations. But 10% of the targets remaining armor, after armor damage has been accounted, is subtracted from this. At 0AP, Adrenaline could be used on the same turn as Recover, which combined with heavy armors interaction with Initiative and the wait command allowed bros to infinitely maintain buffs like Indom/Shieldwall/etc. 'High HP Low Fatigue' means you level fatigue. This can be a good move if you need to hunker down for two turns to survive a threat, but be careful to neuter any threats within those two turns, as otherwise this bro is unlikely to be able to do this again without losing a turn to Recover. And at the very least you want 80 free fat. + Indirectly provides highly valuable MDF+ Very good on bros on the edge of your formation+ Still decent on interior bros+ Stronger the more danger you are in Provides no value in 1v1 situations, Normally, each case of surrounding provides a +5% chance to hit. Hits to the head no longer cause critical damage to this character, which also lowers the risk of sustaining debilitating head injuries. In perfect 250/200 -8/-8 armor nimble + battle forged = nimble + colossus in terms of survivability and saves you some tools. Your weak armor and lack of defensive/durability skills makes avoiding attacks extremely important. Kraken is in a swampThe Kraken fight is in a swamp. Forge. Stagger is less rare (2H Hammer, Schrat, Unhold, Ifrits, Serpents) but Forge doesnt mind Stagger much. They lessen the chances of immediate death-after-proc scenarios, and thus give you more time to salvage the situation and save your bro. Do you need more RDF when you arent the one getting shot?In terms of raw stat value, Anticipation has the potential to offer a huge amount of levels worth of stats. Rotation is often compared to Footwork and most agree that Rotation is better. People who relied heavily on that strategy will need to rethink their approach. For example a Duelist can start with and throw a Net without ever needing to swap anything, but a 2Hander needs QH to throw a spot Net without costing him turns. Some builds can function with as little as 30 or 40 FAT pool, others really enjoy having 80+. + Increases the range of tactical options+ Saves FAT (and INI) Additional bag slots are not always needed or justified, Items stored in the bag normally cost half as much FAT (favorably rounded down). You can further support this with things like the Direwolf attachment and/or Cursed Crystal Skull. 2Handers can deal high damage on capped Fatigue2Handers generally do not need Recover unless you are pairing it with some other expensive skill (i.e. If your Resolve target is 60 (going from 48 to 60) then you are getting 3.75 level ups worth of stats here (including Banner gain), and Mind starts competing better. You cant always just stand around and let the enemies walk into you. Alternatively, use your first move to move around the edge and use Adrenaline. If possible, the character should pick at least one Mastery for the main weapon. LW builds are perk starvedLW appreciates many perks.. too many. Gain additional 20% experience from battle. Chosen. You can also use the extra defense to be aggressive and double grip a 1Hander or go for an early 2Hander (I dont recommend this if you are a new player and still learning). Veteran levelsTechnically speaking, even though the XP bonus turns off at level 11, reaching 11 faster does mean you will be reaching veteran levels a bit sooner than non-students. Both your bros and the enemies are very fragile so getting an extra turn of attacks in can make an enormous difference offensively and defensively. This makes Gifted a very good perk on bros who have naturally high defense. It also works great against Unholds, as Double Gripped it reliably injures unarmored Frost Unholds (600 HP). ft. "Valley Forge Lounge" with giant fireplace, reclaimed barn wood beams, leather seating, catering kitchen and humidor. If anybody manages to breach then you can enjoy your added defense until your next turn. However, if a bro has no skill may instead prefer Taunt to protect teammates. If you plan on fighting the Kraken then Pathfinder is recommended. There are also other enemies that having a higher hp count will help you against such as Crossbows/Unholds/Schrats/Goblins/etc. Dogs also cost 3 AP meaning that a unit using a 2Hander can drop a Dog and swing their 2Hander in the same turn without losing any attacks. Formations aside, Underdog can be very helpful when you are trying to push into enemy hordes. Daggers attack three times per turn and both Puncture spam or Qatal Duelists can appreciate dealing a bunch of morale checks each turn. Single target 2Hander (not 2H Cleaver): High damage, low FAT costSingle target 2Hander has the best damage per Fatigue spent ratio in the game. As such, most weapons will have a Fearsome window where they can benefit from the perks first effect. In some ways this is similar to weapon specs as far as saving FAT goes, but of course it depends on how much you move. Dodge can offer more raw MDF than any other perk in the game aside from 4-5 stack Reach Advantage or 4-5 surround Underdog. If these guys survive long enough to level up, 9L is a pretty good pick to allow them to distract for an additional hit. With the lightest 300 famed armors Brawny value could be as low as 11 FAT, or only 2.75 levels worth. Buying and finding very heavy armor takes time which is why Forge, unlike Nimble, does not perform well in the early to mid game with mostly 200 durability armors. How meaningful this is depends on the weapon. If you wanted to do a build that attempts to injure Orc Warriors on first hit then HH can help. Overwhelm is akin to having more MDFOverwhelm is a good debuff but the perk itself suffers from something of an identity crisis. half of 95%). Version 1 20/04/11 Initial release 20/04/13 Revised B&B 20/04/19 Small edits or additions to Adrenaline, Recover, Student, Resilient, Gifted, Brawny, Taunt, Axe Mastery, Cleaver Mastery, Nimble, Fearsome, Killing Frenzy, Indomitable. Recover is recommended for continued tanking, as Indom and incoming attacks will fill your tanks Fatigue quickly. This was a core interaction of the Adrenaline cycle and is still applicable, just not infinitely as it was in the past. Not having to spend money on heavy armor means you have more money to spend on weapons, recruiting, or famed items. Plus! The brothers end up with similar stat lines at level 11 and don't qualify for different builds. Whats the takeaway here? However, Swords have a lower FAT cost than the above options and a bonus +10% accuracy. Set-up brosNot every bro needs to be a killer. Nothing special here, you want more stats? Nimble bros even without INI investment will naturally outspeed heavy enemies like Warriors and Ancient Dead so there is a bit less enemies to jump ahead on with Adrenaline. Adrenaline/Indom: Strong skills but expensiveThere are many strong activatable skills you can be picking up and Brawny can help you use them more often. Having one or more bros capable of doing this does a very good job at keeping the Hexe distracted while the rest of your team clears out the mobs. This is because from the defenders perspective, the Polearm unit is not adjacent to him, and therefore not factored into the surrounding formula even though he is the one attacking. How does Duelist compare to 2handers?It is pretty clear that Duelist is very strong when we are ditching our shields. To illustrate the danger low HP Forge units can find themselves in, please refer to the following table. Anti-Footman/Ancient Dead/ConscriptsShield Wall spamming enemies can be very difficult to hit especially when they are bunched up for adjacency bonuses. Ranged Defense (RDF) also gets increasing returns with higher values, but enemies can just shoot somebody else instead. It is certainly a good option to have somewhere in the party, but you dont have to be taking it on everybody unless you like to do so. BD also added an effect where you gain extra stats until your next turn when 9L procs. The Ignore% helps multiply the damage you are doing on Lunges, and just improves your damage overall. Relentless can hard counter their tactics and cause them to waste turns trying. You dont need to use it on anybody else. Fast Adaptation isnt super strong. There isnt much nuance to discuss here. As I go through the various masteries Im not going to be talking much about Fatigue. The single target attacks also do more base damage than the AoE attacks. If there is a damage sharing hex on one of your bros but they have 9L then you can still attack the Hexe with impunity because 9L will save you. Better not to give them that boost. LW multiplies shields/Shieldwall gains as well. Compare that to Colossus which is already providing 3.75 levels of hp at only 60 HP, Gifted gives 3 level ups but gives SKL/DEF which are better, and Brawny gives 4.5 level ups to a non-famed 300/300 armor set. There are only so many kills you will be getting each turn, so it is ok to have some damage dealers who do not have Frenzy who can setup the kills for the Frenzy bros. The frontline can spam expensive AoE attacks and then when their FAT is full the backline guys can Rotate in and switch to their 2Handers and continue the assault. Description. Nimble and Forge: Nimble and Battle Forged are the go-to mitigation perks so they will be referenced a lot when talking about other perks, as most bros will want one or the other. Extra hit chance is appreciated here, even if it isnt used very often. The more i use is good for bf, yeah ok, but they get even slower. Although you can use Frenzy without Berserk, Berserk makes it a lot stronger, and is generally the better of the two anyway, so youve probably already got it. Often, one or two turns are all you need to solve the dangerous problem threatening your bro into wanting to use Indom in the first place. Going shield-less: We need more defenseThe extra Dodge defense can help your bro safely go without a shield. The heavy injuries arent necessarily better than light injuries either so the higher likelihood to deal heavy injuries isnt necessarily an upside. Alternatively, Dodge and Overwhelm are both good. Attributes and stats will be focused on too as they impact the game to a varying degree, and this plays into perk valuation. and rounds it down in your favor Provides Stun immunity from Maces, Orc Young, and Unholds Provides immunity to displacement effects such as Warrior pushing and Unhold Throwing, as well as abilities like Shieldbash, Polearm displacements, and Serpent grabs. Provides immunity to Kraken Tentacle grabs Does not provide immunity to tier 3 Nachzehrer swallowing Does not provide immunity to Priest Horrify, and Horrify status will cancel your Indom. Also negates the 25% Initiative penalty from waiting., + Provides a lot of Initiative if you burn through Fatigue+ Assists going earlier in the turn order, which Initiative builds can appreciate+ Can provide a small defensive benefit if used with Dodge+ Negates the wait turn penalty, which can allow for double moves and status avoidance Doesnt do much if you arent guzzling Fatigue Not as useful unless you have a good reason for wanting to go fast, INI loss per FAT loss is reduced from 1 per 1 to .5 per 1. It can also be of poor value against really weak enemies who just die immediately (i.e. Misconception I cant use Fearsome because I want to fight Monolith/LibraryNo. Putting two Overwhelms on an enemy is usually about 12-16 extra avoidance, which is a huge value for one perk. Mace/Hammer are also extremely good at delivering injuries due to their high Ignore% and two attacks per turn. Hits to the head no longer cause critical damage to this character, which is a huge value one... 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