Misconception Heavy Armor + Forge = SafeNo. Dodge is often perfectly fine without Relentless. Most enemy compositions will feature plenty of easy to kill enemies with maybe a few elites to go along with them. In this way, Gifted is actually very strong on a bro with 40+ MDF already. Specifically, early game Stun or Lash spammers can benefit a lot here. It can also be of poor value against really weak enemies who just die immediately (i.e. You can . Adrenaline is good against the common early game Brigands and Beasts you will be fighting. If the [brothers] must be soldiers, they will be good soldiers.. Once you've got a good gun team or decent throwers your backline can get focused on killing power as well, but earlier on throwing is more expensive, bow/pikemen are a great cheap alternative early on. Then start the next turn by jumping into the enemy backline which works very well against Goblins and other ranged enemies. Second being that morale drops with Fearsome were too unlikely to occur. This is very expensive on Fatigue and you should really try to either kill that enemy or smack him away with a different bro, but if you want your spearman to have his own ability to do so then this is an option. CS is good against them. Then Brawny will apply after, rounding up again Ex. Once per turn, upon killing an enemy, 4 Action Points are immediately regained. The length of the fight and desert terrain promotes Recover and Pathfinder. If you have FW then it puts less burden on your teammates to solve your problems which can be valuable. Costs 5AP and 25 FAT and lasts until the start of your next turn Mitigates both HP and armor damage taken Stacks with other mitigation abilities like Nimble and Forge Halves the damage earlier in the damage formula, before mitigation from 10% of remaining armor and before the headshot bonus. Negative morale is a nasty debuffFearsome helps drop morale, and every level of lost morale is -10% to global stats including RES, which makes it then easier to get further Fearsome drops. Because Nimble gets huge mitigation to HP damage taken it is capable of face tanking with its HP stat. I will say again that Colossus is better than Brow on Forge units and you should only use Brow after Colossus is already taken. Understanding Warrior control is the biggest step to safely skipping on FW. As a result, heavy armor is good at negating HP damage from weapons with low AID but is still vulnerable to attacks dealing high AID. What makes Duelist so strong? Resolve can help you dodge the ever dangerous Charm status. Student gives you a helping hand with levelling up. With every attack, hit or miss, against an opponent that acts after you in the current round, inflict the Overwhelmed status effect which lowers both Melee Skill and Ranged Skill by 10% for one turn. Regular armors aren't efficient enough to try NimbleForge on though. Most 2Handers and Duelists can easily deal more damage than this and thus not benefit too much except against beefy enemies like Warriors. Overwhelm forces you to attack on your first action if you want to get value. Acid should never even hit you because you shouldnt be fighting Lindwurms in melee. With Duelist these go up to 65/75% which is huge. Cleavers make for good to great Duelists potentially, but there are strings attached. This doesnt reflect on your current Initiative, meaning that Dodge is not affected. As I go through the various masteries Im not going to be talking much about Fatigue. What about 2H Cleaver? Nimble bros will face more Fearsome checks than forge bros. Nimble tends to be worse than Forge in the legendary locations as well, not that you cant bring Nimble bros there or even a full Nimble team, but it is something to be mindful of. 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. Nimble Brow has some advantages compared to regular Nimble. Misconception Executioner is needed to capitalize on CSNo. Anti-synergy with Adrenaline, Rotation, Footwork, Indomitable, TauntWhile none of these perks make Dodge bad, liberal use of these skills will fill your FAT quickly and lower your Dodge value. The reason Lances/Axes are better than Swords, because they have easy/cheap access to 1-2 range.. Third problem is that enemies can attack you before you get a chance to attack them depending on battlefield conditions, meaning you have no Reach value on their opening strike. Well protected archers could even rely entirely on it to defend themselves against the occasional hit. Bullseye doesnt make shooting guys in cover reliable enough to make me want to actually try shooting them (best you can get is 47.5% chance, i.e. While I would recommended that you raise that aggressively and use things like Colossus so that you arent injured by the enemy sneezing, 9L can help alleviate the risk of having low HP levels if you are concerned about durability. If you are bringing a super tank as a core piece of your Monolith strategy then Mind can be helpful due to being surrounded by a large number of Ancient Dead being a quick path to Fleeing even with the Undead Trinket to protect from the Priests. You can do this with other weapons as well but the AP synergy isnt as good. Gifted provides a flat +10 stats always and Backstabber is usually at least +5 accuracy. + Crucial for some builds to function+ Fuels other strong skills+ Probably mandatory for the Kraken* Not needed on many builds in majority of battles Costs a whole turn to use, Mechanics Costs 9 AP Rounds odd numbers up in favor of the user. If you are in contact with a Chosen then you can FW back, throw a Javelin at him, and then move 1 tile back (Pathfinder recommended) for 9AP. He virtually never gets injured the 1st time he gets hit and 2. Since Chosen are one of the most dangerous enemies in the game, this can potentially be worth a pick. Frenzy boosts it further. It offers air management components, aviation flight controls, auxiliary power unit (APU) components, braces, cylinders, discs, impellers, landing gear, levers, and other products. 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. You can also use Spearwall to delay the Warriors contact. + Improves injury rates and consistency+ Better against harder to kill enemies+ Helps set up Executioner strikes Injuries are inconsistent in their usefulness Killing enemies is preferable to leaving them alive and injured Not very useful on higher end weapons against weak/average enemies and some enemies are immune, Injury MechanicsInjuries are inflicted by dealing a % threshold of HP damage to a target. Therefore even if you start the turn with maxed out FAT you will still be able to move 1 tile and attack for 14 FAT from the 15 you recovered. . Would love to do the same with some better talents if I find another decent candidate as I have another piece of close to min max nimble armour. Getting a Mace bro near her and using Adrenaline can be a great way to try and get a Stun in which can potentially win the fight. This logic also applies to the Handgonne. 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. Standing next to adjacent friendly bros grants +3 hidden RES bonus for each bro. 2H Mace: High damage and high AID2H Mace has probably the highest AID in the game and is even capable of one shooting Raiders/Footman depending on their armor loadout. Heavy Javelins at two range with Mastery/Duelist will outdamage melee Duelists (not Orc). With Recover and Adrenaline in the mix you can easily keep up a permanent Spearwall like this. Early game: High return on durabilityIn the early game when your armor/hp are low, 9L actually offers the greatest durability boost of the row one perks. There are other enemies like Unholds, Wolfriders, and Necrosavants that could potentially reach your vulnerable units, but there are means to control these enemies as well and you shouldnt even have archers deployed against Necrosavants. Anti-OrcOrcs are both easy to hit and durable, both of which favor Reach to both gain stacks and survive the counterblows from the surviving Orcs. Since Polearms require very little FAT to use, it nearly guarantees that your Rotation will be available when you need it. A unit with lower accuracy might be better off taking accuracy perks instead of Frenzy to improve his damage. Nimble is better against high armor penetration strikes. Some perks especially shine in the early and mid game and Im going to be pointing this out. Gifted provides only 3 defense but it is always worth 10 pure stats or again 3 max rolls. Attributes are character stats that affect combat performance. But if those items arent really used in combat then Bags is basically wasted. Is Gifted bad in the long-term?No. + 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. AoE attacks: More targets, more checksRegular AoE attackers like Warscythe or Greatsword can do well with Fearsome, as they can sweep into multiple enemies for more checks. You can of course use Berserk without Recover, but if you are worried about this bro running out of steam then this combos nicely. Super tank: Distract large portions of the enemy teamThis is one of the easier ways to make use of LW. Indomitable, Taunt, and/or Nets will prevent Warriors from pushing and should be used to control the edges. Many fall in the face of chaos; but not this one, not today.. Executioner is inherently better on bros with other damage modifiers. The advantage of a formation like this is that your frontline has a lot of freedom to do AoE attacks, and enemies that jump into the pockets between your frontline are also going to be very vulnerable. + 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). Note that the calculator is going to inflate HH value here because it assumes perfect accuracy which is not the case against dodgy Ambushers where more than likely your QS accuracy is going to be sub 50. Having your slower range units with Executioner to capitalize on injuries dealt by the archer in front of him is a good way to get value. On the galley the British found Nimble ' s log book, some oars from the British vessel Brothers . QH and Polearm Mastery are great also. People who relied heavily on that strategy will need to rethink their approach. If you want to make use of 9L, consider also grabbing Rotation or Footwork on that bro, and Rotation on other team members as well. This build appreciates other high Ignore% attackers such as Duelists, 2H Mace, Crossbows, or other Puncture users assisting as the goal is to kill enemies without bothering much or at all with their armor. Tanks: Get in and out of dangerThere are three good reasons that Tanks may want Rotation. 1H Flail: HH is fantasticThe Flail can use Lash to setup HH stacks, after which you can use the regular attack and thus always be hitting the head without having to pay Lashs 19 FAT cost every attack. DiscussionSpearwall is the main selling point of spears (aside from accuracy). Provides +1 trade routes and increases the amount of gold gained from trade routes. You can use it for mobility or repositioning for next turn. Mansplitters are also entirely capable of 2 shotting most bros so Indom can be handy to have in the event that you allow a Berserker or Warlord an opportunity to attack you. Download the zip, and place it in: steamapps/common/Battle Brothers/data 2. Added Duelist with Firelance Ignite mechanic. Nimble forged lw after a potion of oblivion. : Coat of Plates (-42) drops to -33 with LPR, which then drops to -23 with Brawny Does not effect Nimble% despite lowering cost of armor. Fearsome however, will make a difference into the speed and consistency of enemy morale drops, giving your team a quicker edge. Characters will benefit from Bags as long as the extra given tools are being used. Nimble back liners have little to fear from enemy range attacks so for them it doesnt mean much (can help against Gunners though). You cant always just stand around and let the enemies walk into you. The only reason Forge might care about Brow is to help offer some passive (non Indom dependent) protection against high Ignore% attackers like Chosen Mace/Hammer, and Heavy Crossbows. Reduces Reload cost for Hangonne from 9AP to 6AP. To unlock the second perk row, you need to spend one perk point. For example, an unarmored character with 40% Nimble (60% reduction) effectively has 2.5 more HP (1 40% = 2.5). + Doubles accuracy when shooting into cover (25% 50% of base hit chance) Making use of Bullseye means intentionally halving your accuracy Half accuracy is still not reliable enough to justify shooting into cover Shooting into cover means more missed shots than just not trying to use Bullseye in the first place, A target is in cover when standing behind another unit or obstacle (like a rock/tree) You can tell when a target is in cover when aiming at them if you see a red/orange shield icon appear on the object in front of the target The 50%/75% hit chance penalty is multiplicative Without Bullseye, shooting a covered target when you would normally have an 80% hit chance gets dropped to a 20% hit chance With bullseye in the same scenario, we would have a 40% hit chance The game technically rolls obstruction separately, and then if you pass the obstruction check it rolls your actual shot as per normal. It is worth noting that this is based on current RES and not base RES, so things like the Banner aura, Lionheart Potions, and Lone Wolf will boost the Fearsome penalty. Essentially, rather than thinking of FW as a panic button, you are thinking of it as a justification to hold your ground because you can always get out if needed. 25 FAT cost is expensive and sometimes you may find yourself in danger without enough FAT to use Rotation to bail out. Warriors have enough armor that most weapons will have a Fearsome window against them. However if it something you might use once or twice a battle then Recover shouldnt be necessary. Lets say you had a 90+ Matk 30+ Mdef bro at 11 and his starting stats are 65 HP, 95 FAT, 40 Res and 100 Init, which direction would you go? It works great with the Handgonnes ability to hit six targets at once. When you are Fleeing you get a 30% RES penalty which will make it harder to pass the Rally check. Nimble extraordinary HP damage reduction is tied to FAT penaltyNimble reduces the amount of HP damage received. I will also focus mostly on the first 100, maybe 150 days. Spetum: Reach builds while SpearwallingSpearwalling with a Spetum does grant stacks, making it very easy to gain 25 MDF while you have Spearwall going. The second way to get more Reach value is to attack more times per turn. You can wait for the enemies to act, then move at the end of the turn, and then move again at the start of the next turn because of your speed, just like Adrenaline. + Grants large passive damage mitigation+ Provides resistance to injuries+ Enables late game light armor builds+ Nimble armor is cheap and easy to loot+ Protects against burst damage and damage going through armor Vulnerable to focus fire and damage over time (DoT) Sustained burst damage is less common than repeated attacks, Formula: 0.4 + (FAT penalty above 15)^1.23 0.01A 20 FAT penalty gives: 0.4 + 5^1.23 0.01 = 0.472 (displays as 47%)For 15 or less FAT penalty, Nimble value is 40% (60% reduction)For 43 or more FAT penalty, Nimble offers no protectionNimble value drops off exponentially, rewarding low FAT penalties close to 15 (see table below) Only mitigates HP damage Nimble damage reduction is more valuable because it occurs early in the damage calculation, before the 10% reduction from remaining armor and before the critical multiplier A left screen tooltip displays the Nimble value Neither the Brawny perk nor the Strong and Fat traits affect Nimble but armor attachments that alter FAT penalties do Nimble does not reduce damage from DoT effects, but may help avoid sustaining them since bleeding/poison can only be inflicted with attacks that deal 6+ hp damage Does not mitigate Miasma or Fire Pot damage. Relentless can also help. An unassuming bro with FA, Gifted, and Backstabber can be viable through end game. Even 80+ skill bros can find situations where FA can be helpful. This is silly. (Focusing solely on stats and not the stage of the game, how many good armors you have, etc.). Weapons that only attack once per turn have less time/action efficiency to capitalize on stacks gained. 2Handers: Good AP synergy with RotateSince 2Hander swings cost 6 AP and Rotation costs 3, they synergize well. Landing a kill with a first 4 AP attack means you can Recover after Berserk which is an efficient use of AP/Fatigue. AP is the lifeblood of your turn, and Berserk lets you get 44% more turns in a loose sense. DiscussionIf you are just using a 1H Sword and no specials then Mastery is more skippable than usual due to Swords already having lower FAT costs. Dragon Quest VII : La Qute des vestiges du monde. Having Rotation(s) in the backline is also a good idea. Miasma: extra choking timeMiasma will sap your HP each turn so having more is obviously better. HH is good against Goblins and can increase the odds of one hit kills for many weapons. Just keep in mind that Chosen have Crippling Strikes so even if you do survive you are going to get injured. So Overwhelm very much wants you to attack on your first action and immediately end turn and not wait. Head Hunter and Fearsome got reworked from being two of the worst perks to actually being good now. 30% injured by 3rd shot. However, those stats dont make your bro un-killable which presents a bit of a problem, because if hes off Lone Wolfing and gets into trouble then he is very hard to save. Even though RDF has increasing returns just like MDF does, it is difficult to actually make use of it because the enemies will just shoot somebody else. 10% injured on first shot. If you do want Brawny, grab it later once you have your heavy armor and it makes more sense. Defensive Polearm: Shield swap shenanigans are possibleSince Polearms cost only 5 AP with Spec they can operate similar to the pre-nerf Quick Hands builds but without QH. Shielded Fighting Spear will only proc on very light Young. Multiplier stacking: The more the betterDamage modifiers stack multiplicatively, meaning if you have Frenzy up already then Executioner is worth +25% instead of +20% because Frenzy is also multiplying it. You use Lash to setup your stack and then QH to a different weapon to capitalize. Frenzy is good in these fights. Berserk is great to get more attacks per turn. Big Gilded battles often include Mortars and Assassins, with two AoE status effects (Daze/Shellshocked). Press question mark to learn the rest of the keyboard shortcuts. Row, you need it, they synergize well good against the occasional hit with.... Is tied to FAT penaltyNimble reduces the amount of gold gained from trade routes and increases the of. 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