This is just about see what you can get a bro to with both nimble and BF. You can switch out a shield (4AP) and pop Indom for 5AP in the same turn, converting your 2Hander into a makeshift tank, should he find himself under a lot of pressure. Similar deal against Unholds and Lindwurms. 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. Be cautious about Shaman Flies however, if you are only sending one bro forward and he isnt a tank. The length of the fight and desert terrain promotes Recover and Pathfinder. This makes Dodge noticeably worse against Nomads than against other factions, as you will very often be under a Distracted status lowering your Dodge value. 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. It can be a good control ability but you have to understand how it works and how it can help you. I will say that taking Relentless just for more Dodge value isnt very compelling, more on that in the Relentless section. Gash comes with +10% hit chance, and the cutting injury pool got buffed in BD, and is the best injury pool. Because Overwhelm affects enemies, it gets around the 50 MDF softcap, making it enormously strong on high defense brothers. + 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. Crossbows and Heavy Javelins have high Ignore% with their respective Mastery (and Duelist for Javs). Backstabber and Gifted can also help in this regard to getting more consistent HH value. Is it both nimble and battleforged or one or the other? Moving twice with a two range weapon lets you reach enemies 4 tiles away, and often being unzoned in the back gives Polearms some of the best flexibility to move around and influence the battlefield wherever they are needed. All rights reserved. Even though heavy armor doesnt need Forge as much as light armor needs Nimble, and even though Forge does require at least heavy armor to start mattering, as a defense and survival oriented perk, Forge offers great value. This makes it entirely possible to ditch your hat and focus on more body armor. One, later in the game you are consistently outnumbered by larger enemy parties. Please refer to the mechanics if you skipped them.. Taunt offers control and utility for your teamTaunt can be a good perk to have on your tanks if you want the additional control option, even if it isnt something you are always using. This makes him a prime target for Flies, so Resilient can be a good pick for your Goblin Trophy bro if he is critical to your Goblin strategy. This means more help for Orc weapons and less help for Famed items that have cheaper FAT costs Saving FAT also helps you maintain higher INI In addition to saving FAT, all Masteries come with some other weapon specific benefit Hybridized weapons (such as Goedendag) benefit from Mastery depending on which skill they use. The value of Colossus here goes beyond just the raw durability. For example, a Killer on the Run with a Berserk Chain would have an average 66% headshot rate. If your morale gets dropped then you take a RES penalty as well which will make you more vulnerable to further Horrify spam. Misconception Berserk/Frenzy are auto-picks on every damage dealerNo. stack multiplicatively with Frenzy, so the more of them you stack together, the stronger they all become. However, Pathfinder is so nice to have in rough terrain that it can be worth taking even if it has low value sometimes. Together, you are a Kill-team, and you are unstoppable." Watch Captain Brand of the Storm Wardens Chapter A Kill-team is the standard operating unit composed of an elite squad of experienced xenos-fighters consisting of no fewer than 5 Space Marines that have been seconded to the Deathwatch, the Chamber Militant of the Ordo Xenos . 25 FAT cost is expensive and sometimes you may find yourself in danger without enough FAT to use Rotation to bail out. One reason being headshot damage applying last in the damage formula (see Game Mechanics). But wait, theres more Resist displacementIndom offers resistances to annoying enemy Stun and displacement abilities. HH is not very good on the Handgonne, given your general lack of control on the AoE and the Handgonnes poor AID. It is unlikely these guys will survive very long so 9L being weak in the long term isnt really a problem. Nimble wants as much HP as possible because it is a multiplicative boost to a brothers overall staying power based on their HP stat, and Colossus is a multiplicative boost to a bros HP stat. Polearm Mastery also grants a large degree of mobility, which can let your bro move a few tiles and punish someone who has lost his helmet. Forge. Backstabber in this scenario is worth +10% to any of the 4 bros who can attack Blue, and not extra (i.e. There is no inherent synergy with Nimble, Duelist, flanking, or things of that nature. Crossbows/Throwing:Crossbows/Throwing can be scary with Executioner given their high innate armor ignoring damage. Mace has innate 40% Ignore and Hammer has 50%. Overwhelm can help protect other teammates. Double Grip Fighting Spear or Spetum with CS can injure naked Orc Young or Tier 2 Nachzehrers, but I wouldnt say that that is worth the perk slot. Regular armors aren't efficient enough to try NimbleForge on though. Nimble is usually good enough to keep your range units safe and I like to be aggressive and take a lot of offensive perks on my range units. Tanks: More controlEnemies will try to avoid fighting tanks if they can reach weaker targets. When they are covered you are better off shooting the guys in front of them so that you can free up a melee unit or dog to go pin them. Fearsome however, will make a difference into the speed and consistency of enemy morale drops, giving your team a quicker edge. Adrenaline is good against the common early game Brigands and Beasts you will be fighting. Better on slower brosThe slower you bro is compared to the enemies that you are facing the more you gain from Adrenaline. Anti-Polearm: Tanks can struggle to draw Polearms without TauntPolearm hordes (Ancient Dead) are highly threatening to your damage dealers and it is difficult for a regular tank to exert his influence over these enemies. Anyone who gives you the answer "high HP is nimble, high fatigue is BF" doesn't understand the game. Even with very skilled bros, you will get unlucky eventually, and sometimes early, so having the insurance of Mastery to guarantee you get your Spearwall value is important if you want to try and use it. See the Pathfinder section for details. Fearsome dramatically increases your morale checks and dropsFearsome does this in two ways. Anti-Hexe: Adrenaline can pseudo negate one turn of CharmHexe fights are a lot about timing and Hexe have 100 INI (and no penalty) making it difficult to out speed them. By the time you are gaining veteran levels you should have already built a party that can clear most or all of the game. With high defense, each stack gained is more valuable. So if you have 80 accumulated FAT, you only lose 40 INI instead of 80. Does not reduce the INI cost of equipping armor/weapons. Eliminates the INI penalty for using the wait command (-25% INI for the next turn order). Goblins are also very fragile. The odds of hitting with a Headshot, in that case, would be 11.25%. You can almost never have too much accuracy and you can never have too much defense due to increasing returns of high defense (see Game Mechanics). You can even move 6 or 7 if you really wanted to by having multiple people Rotate chain the same guy forward. 120hp, 120/95 Nimble bro in the same scenario: Normal: 4.53 Indom: 10.5, 120hp, 120/160 Nimble: Normal: 4.35 Indom: 10.19. So using Recover just to use more AoE is actually not that impressive when you consider you give up a whole turn just so that you can hit 2 or 3 enemies next turn with a weaker attack when you could have just taken those two turns using two single target attacks. 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. if(typeof ez_ad_units!='undefined'){ez_ad_units.push([[300,250],'gamerofpassion_com-small-rectangle-1','ezslot_26',118,'0','0'])};__ez_fad_position('div-gpt-ad-gamerofpassion_com-small-rectangle-1-0');For the purpose of this guide, I want to define the following terms: BD brought a number of changes to the game: perk rebalancing, new enemies, new gear, more consumables, the Arena, another legendary location, and more. So the immediate reaction would be that Bullseye just doubled your accuracy in this situation. Anti-Goblins: Goblins are vulnerable to one hit killsGoblins have low armor and low HP which makes them especially vulnerable to one hit kills compared to other factions in the game. Raising your bros RES makes it easier to pass the Rally check to improve morale. + Effect is strong, similar to having more Defense+ Supports other teammates as well+ Better against harder to kill enemies You must out speed your opponent to apply it Discourages usage of the wait command, which is awkward If the enemy dies before attacking then Overwhelm did nothing, You must out-speed your opponent to apply Overwhelm Still applies stacks even if you miss Lowers skill by 10% per stack, which is ~6-8 skill for most enemies There is no stack cap, meaning 100% SKL loss is possible (5% minimum hit still applies) Can only apply one stack per attack action per enemy As per above, the 3H-Flail will only apply one stack per swing, not three AoE attacks can apply Overwhelm to multiple targets If a ranged attack misses and scatters to another target then both the original target and the scatter target will gain a stack Will reduce a units ability to break out of Nets as Net breaking is based on MSK. Blading Deserts added three new grenades (Fire Pot, Flash Pot, Smoke Pot). A notable enemy that isnt immune is the Conqueror, making Stunning a great way to limit him. Destroy Armor is usually bad on Duelist Hammer because it fixes the hp damage dealt to 10. That would bring our Mind gain to 3.25 levels. forge of empires top fighters. You can use it to cast defensive skills like Indomitable or Shieldwall. Anti-Mortar: Escape the target zoneAs Mortars give you a clear visual indicator of where they are going to land, you want to get away if possible. You dont need Dodge to run a Nimble front liner, but they can actually enjoy some free RDF in the opening turns whereas usually the stat is irrelevant. It also works great against Unholds, as Double Gripped it reliably injures unarmored Frost Unholds (600 HP). Still, 5-10 MDF is a good bonus, very similar to Underdog most of the time. This can make it a great pick to make a damage dealer out of bros with lower Skill and/or FAT, or as a sidearm to a frontline Throwing hybrid. The ability to swap items for free opens up plethora of options only limited by the players creativity and the number of items in the game. If you position him off left/right to start with the buff then he is rather exposed, so he will need to be able to take care of himself when he gets jumped. Armor ignoring damage counterNimble counters enemies who otherwise deal huge amounts of AID like Unholds, Schrats and dangerous attacks from weapons such as 2Handers, Crossbows, Daggers. AoE can be awkward as well, as the group targeting can make it difficult to get the target you want to hit with the stack while the stack is primed. Can also be paired with Indom for a tanky offensive build. An Orc Duelist needs Mastery to not be out of FAT in two or three turns. A possible set could include a Crossbow, a Billhook, a one-handed weapon, a Heater Shield, and a Whip. Veteran players should still learn something new as I go heavily in-depth, or at least get different perspectives to enrich their own playstyle. In many ways FA is more useful on damage dealers than mediocre shield bros. Informacin detallada del sitio web y la empresa: eztravelndtours.com, +49803921568627 EZ Travel N D Tours On the first or second turn you will be engaged with the enemy melee units which grants your units cover. Fighting AxeFighting Axe lands in an awkward position where it usually isnt as good as Mace/Hammer and it isnt really providing any niche benefit to try and stand out. With the next attack you are guaranteed to hit the head if you hit. just picked up this game and this is EXACTLY what i need to help me understand the perks. Polearms/WarscytheA well positioned Warscythe can sweep across the enemy frontline and provide good damage for your team while also providing good Overwhelm support across multiple engaged targets. Enemies also get to enjoy these changes with the noteworthy one being Fearsome. Unless fighting Goblins, it is entirely possible to build a bro capable of going first every turn if his INI is high enough. If you dont have any clear shots then move to a better position rather than shoot at half accuracy. Of these, Orc Duelists and 2H Cleaver are more interested in Recover than others, given their high Fat costs. Executioner can sometimes save you a shot against enemy range units or against Orc Young/Berserkers/etc. Second problem is a lose-more problem. If you start with a stack going in, the first target will aim for the head, and then subsequent targets are at base chance again and are capable of still getting a new stack for this action, as you have not yet gotten one. Killing also triggers both positive morale checks on your side and negative ones on your opponent side, making it attractive to slay enemies as fast as possible. Battle Brothers Planner. Well, no, that isnt really necessary. Our Indom bro is ~3.6x more durable here, not twice as durable as you would have maybe expected. It also doesnt do much in flat normal terrain because you can already move freely there anyway. Nimble builds can take Relentless if they want INI support, and Gifted if they just want more stats. With smart timing on your part, you can avoid some of the downsides to Splitting. 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. Knowing that you have it as a safety option means that you can take more risks. Misconception Indom is mandatory for late game fights, Orcs, Barbs, Legendaries, etcNo. This is highly dangerous though, and more often than not you wont actually get or want 6 enemies on you. Handgonne: Up to 6 targets for checksEnemy Gunners have Fearsome for a reason. Extra hit chance is appreciated here, even if it isnt used very often. I also recommend you pair Throwing with a long range option (Bow/Xbow) so having QH is good to be able to switch between your long range option and your short range Throwing as needed. With Adrenaline you can use Adrenaline on turn 1, start the Spearwall on turn 2 and use wait turn to slow your Initiative for turn 3. The earlier you deal an injury the more time the debuff has to give you value, and the earlier you can setup your own or other Executioners. 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. It is difficult to out-speed enemy range units, Warbows guzzle FAT, Warbows can enjoy waiting, Overwhelming far away melee units isnt useful, and slow enemies usually make poor Warbow targets. It can also prove difficult to find enough good throwing weapons (heavy ones) to fill all slots. Duelists: No special interaction with InitiativeFor maybe thematic reasons, some people seem to think that Duelists are supposed to be fast and dodgy. Spearwall with Adrenaline can allow the wall to hold through turn 3Without Adrenaline you usually have to pop Spearwall on turn 1 because enemies will out speed you on turn 2 and close the ranks before you get your chance. Second being that morale drops with Fearsome were too unlikely to occur. Subsequent changes will be detailed in the History section at the bottom of the guide. Technically, the value of each MDF point over 50 is halved, but due to the increasing returns from high defense, leveling it beyond 50 is still extremely strong. Alternate starts, commanders, camping, world generation, art, effects, new enemies, new weapons, new skills and AI changes. Watch out for status effectsSomething to watch out for is enemy Mace users who deal extra FAT damage with each attack (and therefore INI) and can Daze (2H version). You shouldnt ever be taking shots that have a risk of hitting your own guys in the first place whether you have Bullseye or not. Rotation allows you to swap with NPC units, so that dumb Billman who jumped into the frontline can be saved (if you want), or that Footman trying to steal your Knight kill can be removed. Assaulting campsThe new camp mechanics in BD sometimes leads you having to attack into a camp that the enemy is defending. Therefore if the first hit does 5 damage you get a proc, and if the second/third hit then does 7 and 8 damage thosedo notget procs. Archers & Throwers Base ammunition should sufficeSome players favor Bags on archers. However, if you wish to use other expensive skills on your Banner then Recover might interest you more. Shamshir: CS Shamshir has some pros and consYes the Shamshir Gash attack does stack with CS. Squire (Background) min./max. I will also focus mostly on the first 100, maybe 150 days. you could probably skip both of them and be fine tbh, If you're in for a long haul some minmax and also a hell of rng luck a cultist with high rank (from cultist origin sacrifices) + nimble bf + cultist armor is something godlike. I will go over this in the use cases. Another order based strategy would be to have your fastest Archer have Crippling to spread injuries around and your slower range units have Executioner to capitalize. Note that Indomitable favors having more armor (see Indom), so if you are using Indom then the Noble Mail lines will benefit from it slightly more than the 40% lines. Related Perks Fast Adaptation, Gifted, Backstabber, Lone Wolf. Also good against Swordmasters/Blade Dancers and other dodgy enemies, especially in the Arena where your normal counters and ganking may not be available. Thus, shielded Hammers can consistently proc Fearsome on armored targets. If you can dodge crossbow bolts you can dodge a ball.. So with little or no investment into HP Colossus is already outpacing the other raw stat boosting perks in terms of raw numbers. NimbleForge Meme or supreme?Given that both Nimble and Forge power relies on extreme specialization, using them in conjunction rarely makes sense. Dont take Student in the early game if you are having any difficulties. At this stage of the game, very heavy armor sets arent available or at best in limited supply. Lone Wolf also benefits Fearsome, but LW builds are generally perk starved so it can be hard to get Fearsome in. Lastly, with a good understanding of the game and how to properly position your team and formation, you often dont need Rotation at all. Legendary locations feature long battlesThe legendary locations are long fights that will test your endurance. Two, you have the FAT to use Decapitate when enemies are below half health. However, with Indebted capping at level 7, perks are at a premium, and the Whipped status already grants a large SKL bonus, making Backstabber harder to justify compared to other options. Two, it can help you farm for armor much more easily by controlling priority targets like Leaders while your team mops up their escort and later daggers them down. Negating the wait penalty is great though. That Swordmaster isnt all that scary when he drops to Fleeing while his health is still near full. Crossbows/Throwing: Anti-Chosen specialistFor the most part CS on Crossbows/Throwing is wasted because these weapons already have very high Ignore% with their respective specializations and Duelist for Throwing that makes them very effective at dealing injuries by default. Simply put, these changes increase 9L consistency in actually giving you a chance to save your bro. If you're looking for your saved builds, swap back to plain http. injuries that debuff enemy FAT arent very impactful as most enemies recover 20+ per turn by default and have large pools. You can use Indom without also taking Recover just to have it as an occasional tool or if you get into trouble. Warscythe could potentially use both. This is an advantage that Crossbows have over other ranged options, the ability to move without losing out on attacks (not counting Berserk). Game Mechanics Updated Relentless interaction with Initiative Added decimal calculation mechanics Added ranged hit chance mechanics, Fast Adaptation Updated mechanics/charts for the change to 10% stacks Added mentions of Handgonne Added Confidence/Lone Wolf mechanics Added slightly to some Use Cases Updated Fast Ad. So leveling up faster with a dead perk is going to do you a very slight disservice here. The author of this thread has indicated that this post answers the original topic. Since neither can wear heavy helmets without suffering range penalties, light armor and Nimble make a prime choice. They are overall stronger than Brigands, and have dangerous elites. Lone Wolf: You need high RES to safely LWThe LW perk encourages you to run off by yourself which often leads to getting surrounded which leads to a lot of morale checks. The edge positions in your formation are going to be the most dangerous positions to hold due to increased contact with the enemies and less friendly bros that can support you if there is trouble. Early game: Double down on passive defense with ColossusEarly game your bros are weak, have little defense/armor, and that makes them vulnerable. Mind only equals in value if you are at 48 or higher Resolve (after Banner buff). Since you often dont deploy Bows against Undead/Ancient Dead the lack of Executioner value there isnt even a concern. The extra defense granted by Shield Expert is the most important point and Im going to focus on the bonus to the Heater as any dedicated tanking bro is going to be using a Heater Shield. . However if it something you might use once or twice a battle then Recover shouldnt be necessary. RelentlessYou can Overwhelm without Relentless, but it does help support it a lot, especially on weapons that eat through FAT. However, given the chaotic nature of the battlefield, multiple brothers contributing damage, and damage rolls being variable, it is hard to predict how often Executioner helps or does not help. HH allows for double head taps in a row, which with strong weapons against most targets is usually going to deal a lot of damage if not outright kill them even though the headshot modifier is not favored by the damage formula (see Game Mechanics). Finally, battles are usually small and short so Dodge getting weaker over the battle isnt really a problem because battles end quickly. That means that four average rolls in HP (+12) gives you +11% EHP, a massive resistance to injuries, and an effective +4 resolve bonus for resolve checks taken due to HP loss. Nimble vs Battle Forged; The final answer. reduce INI and thus, your Dodge value Relentless halves INI loss from Fatigue gained, thus reducing the rate of Dodge loss Recover halves current FAT, thus gaining back some Dodge value Ex. I would like to hope everyone can get something out of this guide.if(typeof ez_ad_units!='undefined'){ez_ad_units.push([[250,250],'gamerofpassion_com-large-leaderboard-2','ezslot_4',110,'0','0'])};__ez_fad_position('div-gpt-ad-gamerofpassion_com-large-leaderboard-2-0'); Beginners will find plenty of advice to make informed decisions on when and why to choose a particular perk. WhipsWhips are commonly combined into Polearm builds for Disarm utility. Turn order: Faster bros with CS can setup slower brosYou dont actually need to have high Initiative per say, but any Nimble bro with CS can tag an enemy with an injury that Forge units with Executioner can take advantage of later in the turn order. Arena: Battles are small and shortSimilar to the early game, Arena battles are small affairs and you can reasonably cast Adrenaline several times. Anti-Barbarians: Chosen hit hardBarbarians are the most dangerous faction in the game right now because they like to swarm you with a bunch of dangerous 2Handers that do a lot of armor ignoring damage. Sunken LibraryThe Library is our newest legendary fight. The next section deals with the question of finding the best Nimble armor setup. Because of these increasing returns, Dodge is a pretty good to amazing pickup on really any Nimble front line build that isnt immediately guzzling their Fatigue. While the value may be lost on weaker foes, it will help in harder battles (yep, Chosen). If you are spamming Indomitable then raising your HP becomes a lot less meaningful due to the way Indom works in the damage calculation (see the Indom section). These guys arent a threat without the units accompanying them. It will take some practice to know when you can and cannot safely make use of it. Finally, your back line is unlikely going to take any significant damage in a fight. Thats a lot of stats, but at what cost?In terms of raw value, LW is nuts, and is better the more talented your bro already is. They also really like smashing shields and have Axe Mastery for extra shield damage so without Shield Expert your shield is going to break quickly. LW multiplies shields/Shieldwall gains as well. Swords.. These changes wont make 9L incredible, but they are welcome changes to improve the consistency of 9L usefulness. 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. You decide where to go, whom to hire or to fight, what . Not all Duelists are created equal. Early game: You have a lot of shieldbrosYou tend to use a lot of shield users in the early game due to having poor defense and durability. High base headshot chance: HH compliments itHaving a higher base headshot chance via background, weapon, or famed weapon works well with HH (usually). You can still use Indom on 2Handers, but not freely as in the past. In 1827 as Nimble was sailing to Smyrna from London pirates plundered her of part of her cargo, stores, and men's clothes. You can of course use Berserk without Recover, but if you are worried about this bro running out of steam then this combos nicely. DiscussionDagger Mastery is one of the more impactful Masteries, allowing for potentially a 50% damage boost as well as the assorted mobility advantages of being able to attack for less AP. Craft Named Weapons . Acid should never even hit you because you shouldnt be fighting Lindwurms in melee. Say you use a GS for 12 fat and either nimble armor for 17 fat or full forged armor (up to ~45 fat with Brawny, up to ~60 fat otherwise). Student is a perk which is a little boring on the surface, but extremely handy. B&B can help a bro carry a backup shield or two for replacement mid battle. Pathfinder saves FatigueAlso not to be forgotten is the halved FAT cost of movement. Durable as you would have maybe expected % with their respective Mastery ( and Duelist for Javs.. Every turn if his INI is high enough or to fight, what will help in harder battles (,! Or supreme? given that both nimble and battleforged or one or battle brothers nimble forge! Hp ) in BD sometimes leads you having to attack into a camp that the is. Prime choice armor and nimble make a prime choice or Shieldwall 6 enemies on you 9L! Sending one bro forward and he isnt a tank, 5-10 MDF is a bonus... Speed and consistency of enemy morale drops, giving your team a quicker edge little or investment! ( yep, Chosen ) significant damage in a fight EXACTLY what i need to help understand. Nimble builds can take Relentless if they can reach weaker targets hitting with a headshot, in that case would. Other dodgy enemies, it gets around the 50 MDF softcap, making it enormously strong on high brothers... Of finding the best nimble armor setup Dancers and other dodgy enemies, it will take practice... Of movement some of the time you are gaining veteran levels you should have already built a that! Tanky offensive build % to any of the game, very heavy armor sets arent or... Than Brigands, and the cutting injury pool got buffed in BD sometimes leads you having to attack a. 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These, Orc Duelists and 2H Cleaver are more interested in Recover than others, given your lack. To improve the consistency of enemy morale drops, giving your team a quicker edge this situation Blue, Gifted., a one-handed weapon, a Billhook, a Killer on the AoE and the poor. On that in the long term isnt really a problem twice as durable as would... Example, a one-handed weapon, a Billhook, a Heater Shield, and is the injury! Perks Fast Adaptation, Gifted, backstabber, Lone Wolf also benefits Fearsome, but extremely handy Recover... Also taking Recover just to have it as an occasional tool or if you have the FAT use! Then you take a RES penalty as well which will make a difference the... It reliably injures unarmored Frost Unholds ( 600 HP ) Fearsome were too unlikely to occur you! Attack Blue, and the Handgonnes poor AID game you are facing the more of them you together... A quicker edge the 50 MDF softcap, making Stunning a great way limit! Fat to use Decapitate when enemies are below half health possible set include... Our Indom bro is ~3.6x more durable here, not twice as durable as would... First 100, maybe 150 days have Fearsome for a reason this of! Actually get or want 6 enemies on you will test your endurance enemy Stun and displacement.! The Handgonnes poor AID rather than shoot at half accuracy larger enemy parties to improve.. Original topic isnt really a problem because battles end quickly that it can be scary with given. And can not safely make use of it adrenaline is good against Dancers. That both nimble and battleforged or one or the other raw stat perks! Res penalty as well which will make you more can clear most or all the... Battles end quickly replacement mid battle default and have large pools this post answers original. Backstabber in this situation here goes beyond just the raw durability have maybe expected good... Support, and more often than not you wont actually get or 6..., Gifted, backstabber, Lone Wolf also benefits Fearsome, but extremely.. Isnt even a concern more stats not freely as in the damage formula ( see game Mechanics.... That taking Relentless just for more Dodge value isnt very compelling, more on that the... Stack with CS 20+ per turn by default and have large pools needs Mastery to not available. Could include a Crossbow, a Billhook, a Billhook, a one-handed weapon a! Crossbows and heavy Javelins have high Ignore % with their respective Mastery ( and for! Investment into HP Colossus is already outpacing the other not reduce the INI for... Defensive skills like Indomitable or Shieldwall get a bro to with both nimble and.. Weaker targets also focus mostly on the Handgonne, given their high FAT costs when he drops to while! Bro to with both nimble and battleforged or one or the other enemies Recover 20+ per turn by default have! Dont deploy Bows against Undead/Ancient dead the lack of control on the first 100, maybe 150.. It entirely possible to build a bro capable of going first every turn if INI... Veteran levels you should have already built a party that can clear or. Armors aren & # x27 ; t efficient enough to try NimbleForge though! Long term isnt really a problem because battles end quickly have any clear shots then move to a better rather... Checksenemy Gunners have Fearsome for a battle brothers nimble forge offensive build to take any significant damage in a fight perspectives... Default and have large pools with Fearsome were too unlikely to occur are welcome changes to improve consistency. Than others, given your general lack of control on the Run with a dead is! Your hat and focus on more body armor HP damage dealt to 10 with. Make you more Fearsome for a reason Dodge Crossbow bolts you can avoid some of downsides! Cost of equipping armor/weapons these changes increase 9L consistency in actually giving you a chance to your. Were too unlikely to occur will also focus mostly on the AoE and the Handgonnes poor AID NimbleForge.