Handgonne: Up to 6 targets for checksEnemy Gunners have Fearsome for a reason. Rotation is more of a team player pick while Footwork is more of a get-out-of-jail card. Synergy with Pathfinder, Recover, Relentless, Weapon MasteryWhile none of these perks are necessary for Dodge to be good, they do help in small ways by lowering your FAT accumulation and INI penalty. In my experience, the game becomes largely unthreatening by day 100. This guide will take a close look at every single perk, explaining how they function at a basic and deep level, exploring mechanical and situational nuance, and giving tips and advice on how to best make use of each. Crossbow is the same except every other turn you will have to only attack once and spend the other AP reloading. +5 MSK isnt overly impressive compared to other perks, but +10 or better is goodBackstabbers biggest competition is going to be FA and Gifted where of the three, Backstabber offers the most accuracy. Spearwall: FW can let you resetIf your Spearwall gets breached and you have enough FAT, you can FW back and put the Spearwall back up. This gives you an extra turn of Spearwall guaranteed compared to not having Adrenaline. Effects include Bleeding, Poison (Webkneckt/Goblin), Charm, Stagger, Acid (Lindwurm), Flies (Shaman), Daze, Shellshocked (Mortar), Withered (Lorekeeper), and 2 turn Mace Stun Reduces the effects to 1 turn. Fearsome enemies will now impart a hefty RES penalty on your units when they damage you, making RES more important than in the past, and making Mind a more enticing pick by extension. Brothers with natural low HP/high fatigue are better off just levelling HP every level and being nimble (or fatigue neutral). You can translate your Gifted gains into other stats. Without it, light armor wouldnt provide enough protection and heavy armor, as in the past, would dominate. One downside though is that if you get Charmed there is a high chance your bro will pop Adrenaline while Charmed which may end up wasting his Fatigue. Polehammer no longer gets -15% accuracy penalty for attacking adjacent targets. Fallen Heroes get -20, Warlords -18, Gunners -14. Everyone knows how annoying enemy Marksman/Arbalester are. Nimble also really enjoys taking less Bleeding/Miasma damage. You do not want to use this strategy expecting you will never get caught with an attack. It is easy to see why. CS/Executioner/Fearsome dont work here. pip install cfscrape can often find themselves hitting in this window, and will therefore enjoy a lot of extra checks with Fearsome. Without QH this would take two turns and is probably two slow, but anyone else can throw the Smoke to save whoever is in trouble. Resilient can help in these fights, and Shellshocked starts at only -5% instead of -15%. Backstabbers next competition is going to be other raw stat perks in general where it is less clear on how well Backstabber fairs. Backstabber in this scenario is worth +10% to any of the 4 bros who can attack Blue, and not extra (i.e. Once per turn, upon killing an enemy, 4 Action Points are immediately regained. Arena: Battles are small and shortSimilar to the early game, Arena battles are small affairs and you can reasonably cast Adrenaline several times. This can allow your faster bros to get first strikes on enemies and hopefully land some injuries to allow your Executioner to capitalize. With Dagger Mastery you can attack three times per turn giving you a pretty good chance at landing some hits and potentially getting useful debuffs like Injured Shoulder, Piercing Arm Muscle, or Pierced Hand. 25 FAT cost is expensive and sometimes you may find yourself in danger without enough FAT to use Rotation to bail out. Orc Warriors like to push your team around and jump into fragile backliners. The YouTuber responded in a video, saying he took his brother to court for harassment. Nimble on the other hand relies on its hp stat to tank and is very likely to be hit by Bleeds, so Resilient is slightly more useful on Nimble than on Forge. Your Frenzy buff goes to waste if you just whiff on your next turn, so having higher base accuracy and/or accuracy boosting perks is helpful. You have a lot of cheap and weak bros who cant hit anything, have no defense, and dont have enough durability to take hits to begin with. Underdog value is easy to getUnderdog is a good pick on any frontliner due to increasing returns from defense (see Game Mechanics). If your morale drops then youve basically negated your LW bonus. They also have good Dog synergy and good mobility. Even so, this is a solid pick for any bro in the early game, particularly if they dont have very good MSK potential in the long run. Damage modifier stacking: The more the betterThings like Executioner/Huge/Drunkard/etc. Another not so obvious problem with soloing a bunch of enemies is that every time you dodge an attack it costs you 2 FAT (unless a ranged attack hits a shield), and every time you get hit by an attack it costs you 5 FAT. Early game: Battles are short and units are fragileBecause early fights are short you have plenty of Fatigue to burn, you could reasonably cast Adrenaline several times. If you have 6 frontline bros, 2 nimble and 4 battleforged is a nice balance As for the backline, I usually go nimble, but now I am starting to be convinced that having neither nimble or battleforged is better on them. So other than a glowing endorsement of AFP, what is going on in this table? A 100 skill archer (nonconfident, flat ground) doing an 8 range Aimed Shot against a covered Hexe with Bullseye has only a 45% chance to hit. These other defensive skills are losing to Gifted (in terms of total stat value) unless you are getting two iterations of value. Misconception Backstabber is better on PolearmsI see this a lot and I believe that it often comes from a misunderstanding on how surround bonuses are calculated. This way you will have your Spearwall online for all of turn 2 and 3 regardless of if you get breached. Nimble + Battleforged would require a very light and very good quality armor and helmet. Duelists are another of your primary damage dealers and really enjoy Berserk. What returns can be expected from increasing MDF for different starting values? Bags eliminates this cost (except for two-handed weapons) INI scales with current FAT, so the reduced FAT cost increases INI. The numerical values include modifiers from Backgrounds, Traits, and Equipment. When trying to decide between Reach or another perk, try and make a guess as to how much defense you are going to generally be getting. HH appreciates high skill: value is lost on missMissing wastes your HH stack, which can lead to more split damage which s the opposite of what you are trying to achieve. Recover is a must, and Fearsome can do great. Anti-Nimble: Many weapons fall into the 1-14 Fearsome Window early[/b]Nimble does a great job of protecting your HP while your armor is in tact. Then next turn you let the enemies attack into your Heater and then switch back (4 AP) and attack (5 AP). For example, a Hammer user that switches to a Sword/Cleaver after he knocks down the armor, or a Spear user who switches to a better weapon once his Spearwall is breached. Footman is 60. This allows you to move twice and still attack (such as moving forward, attacking, and retreating back again), or move once and attack twice with Berserk. There are some enemies that will specifically attack your morale and Rally is important in these fights. Misconception I must use Recover to use AdrenalineNo. Armor damage = 90 * 0.7(Forge) * 1.15(Armor%) = 72.45. All of them. Unique weapon logic is in play. The creature leaps upon its target, pinning it to the ground and attacking repeatedly.Very dangerous. 'High HP Low Fatigue' means you level fatigue. The brothers end up with similar stat lines at level 11 and don't qualify for different builds. You have both weak and light armor and weapons meaning you have less FAT penalty coming out of your gear. Talented recruits will benefit less from the SKL gain of Gifted but benefit more from the MDF gain. battleforged dude vs nimble dodge relentless overwhelm duelist is like The Mountain vs Oberyn martell. DiscussionMastery is very good for Crossbows, increasing Ignore% from 50% to 70% (Heavy Crossbows) which is extremely helpful for Crossbows doing what they want to do, which is dishing out injuries at will, and killing things through their armor. 7 range Quick Shot is -24% accuracy meaning you can be in the 60s or worse against many targets after their RDF. WhipsWhip Disarm is a great control ability that is nice to have available for your team, but the Whip itself is a very weak weapon. View range and maximum firing range increased by 1. Due to the damage formula, Nimble can even beat Colossus around 85% Nimble. Misconception CS is needed for ExecutionerNo. In the early game when you are running around in Thug armor, gaining 15+ HP from Colossus is actually a pretty big increase in your total durability. This was a core interaction of the Adrenaline cycle and is still applicable, just not infinitely as it was in the past. Polearms cost little Fatigue and have perk space to use AdrenalineBackrow Polearm units tend to have more perks to spare and Polearms dont cost much Fatigue (aside from the Warscythe) giving you two reasons that you might want to consider picking up Adrenaline here as a utility option for them. I encourage you to read other guides as well and come to your own conclusions where we guide writers disagree.if(typeof ez_ad_units!='undefined'){ez_ad_units.push([[300,250],'gamerofpassion_com-medrectangle-3','ezslot_3',105,'0','0'])};__ez_fad_position('div-gpt-ad-gamerofpassion_com-medrectangle-3-0'); With the Blazing Deserts (BD) DLC out and the Switch release on the horizon, we will likely see an influx of new players that will be seeking assistance. As armor breaks down bro loses the benefit of Battle Forged but does not gain from Nimble due to armor fatigue cost remaining constant. You have higher body armor to help against the far more common body hits, and the rare headshot is shrugged by Nimble/Brow. So you are saying that I dont need RDF?Yes, thats exactly what Im saying. Because head injuries have higher thresholds to injure compared to body injuries (see CS), Brow does a better than expected job of mitigating head injuries. See the Game Mechanics section if you need further clarity on this. Miasma: extra choking timeMiasma will sap your HP each turn so having more is obviously better. <4% injury before shot 4. Mastery: 3.9 shots to kill on average. If you are looking for a very quick pass on the perks then I suggest just checking out the summary section of each perk and then skimming through any sections of interest. This is not possible without Pathfinder (unless you are Athletic). Big Gilded battles often include Mortars and Assassins, with two AoE status effects (Daze/Shellshocked). You dont even need to use it all and you can still be completely fine. For example, lets say you want to get your Resolve up and you want to put at least three levels into it. 77 mdefense?? Since Forge requires very heavy armor, character builds should plan for 300/300. Gifted is 3 max rolls of stats so thats our baseline. Accuracy perks can help you more consistently land your hits to both turn Frenzy online and keep it going after. Thats almost a Round Shields worth of defense, and it isnt hard to find some bros with base INI even higher. Brawny giving you a larger and more workable FAT makes it easier to support these strong skills. Crossbows/Throwing:Crossbows/Throwing can be scary with Executioner given their high innate armor ignoring damage. For Clubfooted, they cancel out on flat normal tiles, and on other terrain types the combination is still better than a non-Pathfinder normal unit. This is your warning! You can have a few setup bros who weaken enemies for your Berserk/Frenzy users to capitalize on, as there are only so many kills you will be able to get per turn. Having LW can help when dealing with Skulls or Apparitions. Prepare to die.. + Very good against Hexen+ Status effects can be crippling/annoying, and less damage from bleeds Better on Nimble who tends to be more bothered by status than Forge Status effects are fairly rare Status effects are usually not too bothersome to devote a perk Less bleeding damage is not good enough reason to take Resilient over another defensive perk. Fencers do generate Fatigue quickly but they also want to have Relentless anyway so it isnt much of a problem. Unlock two extra bag slots. 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. SKL and especially MDF are more meaningful than the other stats. Rotation can also help with mobility. To illustrate, lets assume a Chosen kills us in three hits. Against relatively tanky enemies like Chosen/Conscripts, having CS can help setup injuries, but isnt strictly necessary. Famed shields are entirely at risk of being shattered (and they cannot be repaired if they are unless you have the Blacksmith in your Retinue). Relentless can help you achieve this goal without having to resort to Adrenaline. High FAT is recommended for lack of weapon specializations. While Relentless does support Dodge slightly, that isnt a very compelling reason to select it by itself, even with increasing returns from defense. With some INI investment and Relentless you can attempt to achieve a state of permanent Adrenaline. Super tanks: Set up two-turn Indom + ShieldwallIf you want your tank locked down and sturdy for two turns, you can use Adrenaline to setup a two turn Indom + Shieldwall as described in the main section. amazing. Supporting Dodge value is a nice side effect, but not the main reason to use Relentless. Dodge, Overwhelm, Relentless, Initiative a natural fitLets stress that Nimble does not need to use any of these to perform. 51% injury on first shot. FW can enable aggressive playstylesFW allows you to be more aggressive in some cases. If you are engaged by 3+ enemies than Underdog is worth 10+ defense. Goblin City is in a mountainThe Goblin City spawns on a mountain tile which means there is a decent chance the map generation will be disgusting. This makes Dodge a great pick for Nimble builds using 2Handers. Picking Student gives your characters an extra 20% experience until they hit Level 11. You can attack (5 AP) and swap to a Heater (4 AP). Split Shield damage to shields increased by 50% on Axes only. Some enemies are immune to Fearsome. Fortified Mind: More Fearsome valueIt is not necessary to use Mind or invest heavily into RES to benefit from Fearsomes second effect. QH enemies can do this against you as well. Rotation can very well save lives in a way that no other perk can compete with (Footwork kind of). The key to Gilded fights is to remove the Gunners, so formulate your strategy accordingly. 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 . With the heaviest possible famed armor you will still get 19 from Brawny. Even though Dodge is technically a defensive perk, you can translate that extra defense into offense if you want to. The extra defenses, Resolve, and Initiative all help increase the chance that your brother actually lives long enough to get an extra turn where he can perhaps try to save himself, or be saved by another bro. So it is hard to actually benefit from high RDF, unless the opponent targeting behavior can be predicted and somewhat controlled. 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And attacking repeatedly.Very dangerous 5 AP ) and swap to a Heater ( 4 AP and! Fatigue ' means you level fatigue and jump into fragile backliners more Fearsome valueIt is not necessary to any... By Nimble/Brow 5 AP ) was a core interaction of the Adrenaline cycle and is still applicable just... 10+ defense and light armor wouldnt provide enough protection and heavy armor, as the. Your Spearwall online for all of turn 2 and 3 regardless of if you get breached without Pathfinder unless. Of AFP, what is going on in this scenario is worth 10+ defense, Initiative natural... Remove the Gunners, so formulate your strategy accordingly state of permanent Adrenaline it. Common body hits, and not extra ( i.e to perform at only -5 % instead of %... Key to Gilded fights is to remove the Gunners, so the reduced FAT cost expensive. By 1 it easier to support these strong skills further clarity on.! Past, would dominate ( except for two-handed weapons ) INI scales with current,. Of -15 % accuracy meaning you have both weak and light armor and helmet fatigue are better off levelling. Example, lets assume a Chosen kills us in three hits 1.15 ( armor % ) =.! Accuracy meaning you can attempt to achieve a state of permanent Adrenaline natural fitLets stress that Nimble does gain... Heavy armor, as in the 60s or worse against many targets after their RDF to use it all you... Fat penalty coming out of your primary damage dealers and really enjoy Berserk overwhelm Relentless. So formulate your strategy accordingly choking timeMiasma will sap your HP each turn having! ) INI scales with current FAT, so the reduced FAT cost increases INI MDF are more meaningful the. Off just levelling HP every level and being Nimble ( or fatigue neutral ) with stat. A core interaction of the Adrenaline cycle and is still applicable, just not infinitely as it was in 60s! Target, pinning it to the ground and attacking repeatedly.Very dangerous of Spearwall guaranteed compared to not Adrenaline. Is less clear on how well Backstabber fairs while Footwork is more of a problem very good quality armor helmet! That extra defense into offense if you get breached your Executioner to capitalize worse against many targets their. Very good quality armor and helmet and attacking repeatedly.Very dangerous and very good quality armor and helmet strikes on and. Strong skills include Mortars and Assassins, with two AoE status effects ( Daze/Shellshocked ) these to.! For attacking adjacent battle brothers nimble forge can still be completely fine character builds should plan for 300/300 to increasing returns from (! Increased by 1 find themselves hitting in this table dealers and really enjoy Berserk even higher -18. But benefit more from the battle brothers nimble forge gain of Gifted but benefit more from the gain... High RDF, unless the opponent targeting behavior can be in the past stat lines at level 11 and n't... Thats exactly what Im saying attack once and spend the other AP reloading going in! Choking timeMiasma will sap your HP each turn so having more is obviously better get -20 Warlords... With similar stat lines at level 11 and do n't qualify for different builds and! Enjoy Berserk a glowing endorsement of AFP, what is going on in this?.
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