LW can even help an archer shoot elevated Phylacteries. If you can skip on Brawny then you can obviously take a different perk instead, so think about what is more valuable to you (perk/statwise) rather than just assuming Brawny is needed. Another short an obvious answer is that Duelists make the best use of your famed 1Handers. Properly built Nimble characters can do just as well as heavy armored Forge ones and even better in some cases. Bags can help you carry these new potions and they are all quite good. Since Overwhelm requires you to attack it is common to kill enemies and not get value. Colossus and Brow, on the importance of HPFor heavy armored characters, Colossus, though weaker overall, can actually do better than Forge against some enemies. Tremendous amount of work! 2Handers: Good AP synergy with RotateSince 2Hander swings cost 6 AP and Rotation costs 3, they synergize well. Gifted is fine still but it does take two of the rolls. + One of the best perks for your damage dealers+ Does better in the larger/more dangerous encounters+ Can use the extra AP for defensive skills or mobility as well Need Fatigue to make use of the extra AP Can be wasted if there are no targets, FAT, or useful things to do with the AP, Effectively allows you to have up to 13 AP, which is enough for three 1Handed strikes or two 2Handed strikes Can only proc once per turn, even if you kill multiple enemies at once Does not proc on opportunity attacks against fleeing enemies Can be followed by Recover if you get back to 9 AP. Footwork gives you an easy out. Stagger/Daze/Control (2H Hammer/Mace/Polearm/Whip/etc.) There is nothing about Duelist that favors it going for Nimble vs. Master how to remove your pommel and end them rightly.. Greatsword, Bardiche, Hammer: AoE gets more stacksThese are your go-to AoE weapons as their AoE attacks are easy to make use of without risking hitting your own troops. Unless you want to play with a wiki tab open you arent going to memorize all injury effects. Specifically, early game Stun or Lash spammers can benefit a lot here. For example, a Killer on the Run with a Berserk Chain would have an average 66% headshot rate. Problems aside, Reach is still a good to great perk to be considering for 2Handers, just be aware of the pros and cons when you are making your decision. 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. Each hit with a two-handed melee weapon adds a stack of Reach Advantage that increases your Melee Defense by 5, up to a maximum of 5 stacks, until this character`s next turn. As of BD, Tails now have ZoC which makes kiting a lot harder (and more dangerous). For example you can move 5 tiles in one turn by having someone rotate a bro forward and then that bro moving 4 tiles. If you are worried about keeping your range units alive then FW is definitely something that can give you some peace of mind. A kill increases all damage by 25% for 2 turns. Throwing Mastery is very good. Nimble/ForgeSee discussion section for detailed thoughts on these. QH is also popular on the Banner, so you can pack a Warscythe and do some AoE sweeps for Fearsome value, and then swap back to the Banner all in the same turn. Be thankful that they dont have Executioner. AP is the lifeblood of your turn, and Berserk lets you get 44% more turns in a loose sense. This means that each point of RES you take gets 4 chances to be helpful to you for every scream. That by no means makes Duelists bad or that you shouldnt use them, but it is something to be aware of. Legendary locations feature long battlesThe legendary locations are long fights that will test your endurance. Misconception Nimble is all about Initiative, Dodge, Duelist, Footwork and flankersThis is a trope. Its not a rating scale. Attributes are character stats that affect combat performance. Chosen (updated 8/11/20)Duelists vs. 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. Being able to redirect their throws to a bulky Nimble or Indom bro can let the rest of your team breath easier. Archers & Throwers Base ammunition should sufficeSome players favor Bags on archers. The BD Fearsome buff is a concern for Nimble, who tend to get chipped for small hp damage through armor early. The backbone of the Gilded are their Nimble Conscripts. Misconception Dodge is married to Relentless/Overwhelm/NimbleNo, you can build a Nimble unit without Dodge, and you can build a Dodge unit without Relentless or Overwhelm. Barbarian Chosen are too dangerous to leave alive for long so it becomes a damage race. 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? 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. The synergy is obvious. Therefore, CS, Executioner, and Fearsome all have more targets and the overall % of immune enemies has decreased. Unlocks the Rotation skill which allows two characters to switch places while ignoring zone of control as long as neither character is stunned, rooted or otherwise disabled. . If you are interested, check outthis threadwhere I tested various Duelists vs. You can use this to almost completely avoid status effects if the timing works out. 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. : 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. Any unit with QH can now just drop a bomb down quickly and run away if needed. They want Underdog to help protect them when they do get surrounded. Even 80+ skill bros can find situations where FA can be helpful. Any attack that inflicts at least 1 point of damage to hitpoints triggers a morale check for the opponent, as opposed to only if at or above 15 points of damage. Miasma: extra choking timeMiasma will sap your HP each turn so having more is obviously better. For that reason and because quivers do not cost any FAT, Bags brings nothing to pure archers. Click To Watch Free 'NAACP Image Awards 2023' Live Stream. A tank that cannot use his tanking abilities isnt going to be doing his job as well as he could be. If you want to throw these then QH is handy. If needed, additional stacks can also be carried and dropped by allies. An Anticipation archer left in the open may even draw arrows away from other units, which may be advantageous. So I'm not sure what the answer is? temporary phone number for verification; oral cumming pictures; chaminade high school famous alumni. Duelists also have an easier time getting through Savant 9Lives (than 2Handers do). I began writing this guide long before BD was announced. This is silly. Ancient Dead for example will get a -12/-16/-20 Fearsome penalty to your RES (depending on their tier) compared to prior. The extra 17 HP provided by Colossus does a lot to reduce the odds of injury and death here (less so if AFP is assumed). Fencing: FW is not very practicalIt might seem like FW is a good idea on Fencing to setup Lunges, but the cost in AP/FAT makes doing so very impractical and it will just make you Fatigue out faster and weaken your Lunges. This build could also reasonably run Dodge since you are just doing a 12 Fat attack once per turn, allowing you to further stack up MDF. You will find yourself against multiple enemies all the time and Underdog will be consistently useful. Hybrid backliners may appreciate Dodge more, if you expect them to hold the back flanks and expect them to see danger. 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. This is regardless of dealing 1-14 or 15+ damage. I do not recommend playing Ironman when you are first practicing with LW. QH allows you to throw them more efficiently, but it does depend on your loadout. However you cannot gain more than one stack during the process regardless of when you gain it. Polearm back liners also enjoy having a stronger melee weapon to swap into should they get jumped on by a flanking enemy or Orc Warrior. Be wary, as they can do the same to you. It can be a good control ability but you have to understand how it works and how it can help you. It just doesnt work that way. Fencer: High INI frontline build is going to want DodgeFencer is an obvious build that appreciates Dodge. The 20 FAT cost is not cheap but sometimes just one or two rounds of Adrenaline can win you the fight. The more time they spend breaking your shield is more time that they are wasting. Barbarians try doing this to you and it is terrifying. These units are great for farming armor safely and/or disabling high threat targets and they will need Recover if you want them doing this for an extended duration. Armor damage = 90 * 0.7 * 0.5(Indom) * 1.15 = 36.23. 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. Assassin armors are rare/hard to acquire, however. Shamshir is also slightly weaker than a Noble Sword, trading 10% armor damage and Riposte for the ability to Gash. With each new character level reached by your mercenary he will gain 1 Perk point in addition to Attributes stats points. There's two main reasons for this. Gifted often gets compared against other stat perks in the game, lets see how it compares. Also applies 20% of the attackers Resolve as a penalty to the defenders Resolve for damage calculations. If you want to be aggressive in the early game then Dodge is one of the best perks to take to help you survive without a shield and without other defensive staples like Nimble and Forge. At all times your Initiative is reduced only by 50% of your accumulated Fatigue, instead of all of it. But if those items arent really used in combat then Bags is basically wasted. If you want to play until day 1000 and have level 25+ units then sure skip some stat perks and get something else, but the game isnt designed for such long play and youve long since become unkillable whether you used Gifted or not. Every stat is huge. When you are Fleeing you get a 30% RES penalty which will make it harder to pass the Rally check. This gives you standard 40% Nimble with a few advantages. Crossbows/Aimed Shot wont benefit as much due to their higher innate accuracy and lower rate of fire. With some luck, you can deal injuries that cut HP by a % on the first attack and potentially deal a lot of free damage. Crossbow/Bow + Polearm wants QH. The following is a list of links, either referenced throughout the guide or given here as useful resources. The less obvious reason is that every turn they spend trying to break your shield, is a turn they arent trying to kill you. While it is quite likely you will have a large number of damage dealers using both perks because they are good, there are damage dealing builds that can be run without using either perk. 2Hander + 1Hander + Berserk + RecoverRecall the synergy that 4AP attacks have with Berserk/Recover. The key to Gilded fights is to remove the Gunners, so formulate your strategy accordingly. . For Example, dealing 10% of HP on an enemy and getting a Cut Artery then cuts his HP down to 65% of maximum, meaning the injury itself dealt 25% of the targets HP pool. Helping your weak shield bro deal his weak damage more consistently isnt very exciting. To give you an idea, here are some questions the guide addresses: How does the 3-Headed Flail function with various perks? What are the pros and cons of each Duelist option? How much does Fortified Mind help against Hexen? Is Head Hunter good on bros with Brute? How does Taunt work in various situations?if(typeof ez_ad_units!='undefined'){ez_ad_units.push([[250,250],'gamerofpassion_com-box-4','ezslot_2',106,'0','0'])};__ez_fad_position('div-gpt-ad-gamerofpassion_com-box-4-0'); Answers to these questions and many others can be found throughout this guide. For backliners, I usually prefer Nimble to give them more stat boosts instead of levelling Fat every time, that and keeping their Fat pools high and init higher than most frontline; I usually use my backline to chew through armor as the enemy approaches, then use concentrated attacks to assist the killing power focused Frontline in bringing down does quickly. Anti-Undead Priest: Resist morale drops and StunsUndead Priests are rare and usually only come one at a time, but in the Monolith you will be fighting 3 and they will be spamming you with morale drops and Horrify Stuns. Guess I'm misunderstanding your post. Early game: Keep good bros aliveRotation is excellent in the early game when you have a bunch of weak and fragile scrubs that cant take more than a few hits. In the current state of the game, 60 HP 300/300 Forge can die in a couple heavy hits. In that regard, Frenzy isnt helping you at the start of the fight whereas something like Executioner can be setup for you by another bro. New enemies, layered outfits, dynamic perks, legendary locations, world customization and many more features. Shield durability is importantNot to be underappreciated, the shield damage reduction part of the perk is actually quite nice in encounters with Orcs and Barbarians. The more the better. The BD nerfs to Adrenaline and Indom make Colossus more enticing on Forge units than in the past, as the Adrenaline cycle is dead and Indom costs 5AP now (up from 3) making liberal use of it more restrictive than in the past. Injury avoidanceColossus helps you avoid injuries and this effect should not be underappreciated. Since hit chance is calculated with both your Skill and the enemy Defense, FA is more useful against dodgy enemies like Shield Wall spamming Footman/Ancient Dead/Conscripts, Goblins at range, etc. 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. So a Warhammer goes from 50% Ignore to 75% Ignore Works with a consumable in your offhand (such as a Net or Grenade), but consumables do turn off your Double Grip Does not work with shields or 2Handers Works with Throwing weapons, including the single use Throwing Spear Throwing cannot gain the Double Grip buff so they can freely carry a Net here Works on secondary skills like Decapitate, Spearwall, etc Works on the secondary Ignite skill of Firelances. Dodge + Shield: Stacking MDF is strongShields are heavy and shield bros often like using expensive support/defensive skills, but combining Dodge and a shield can get you to a very high level of passive defense, which due to increasing returns from defense can allow for very dodgy bros. Works better on shieldbros who plan on attacking as that is cheaper than casting defensive skills. 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