Berserk is the premier offensive perk in the gameThe nature of the game really favors Berserk for two big reasons. It isnt uncommon that I see people say that Backstabber is an easy +10 accuracy for Polearms but this isnt the case. Then when your second move comes around you stand still and then flip back to your control, negating the Charm entirely. Brawny is going to end up being about 4 levels worth of Fatigue generally, which is competitive with most of the other stat perks. Brow negates headshot bonuses and this makes it harder to get your quick kills and HH value. 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. 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. It can beat Mace in some matchups, but their kill rates tend to be similar overall while Mace is better at dealing injuries. Clarified how obstructed hit chance is rolled for in Bullseye mechanics and how it relates to the combat log. DiscussionBurst damage is preferred to waiting around for Bleeds to apply, but you cant always burst everything down so every bit of extra damage is nice to have. Essentially, it acts as a multiplier on total armor durability. Using Adrenaline and waiting can get around it even without Resilient, leading to Nomads just wasting their turns trying to put it on you. LW builds are perk starvedLW appreciates many perks.. too many. Swinging his Banner (12) and movement is unlikely to accumulate FAT. Your LW forgoes his adjacency support and can face a lot of enemies at once for more penalties. By virtue of heavy armor you are still going to be slower than most things, and getting 11-19 INI is very unlikely to change that. Make no mistake, spending a whole turn on Recover is a huge cost. 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. Using Colossus on top would still be good, just pointing out this interaction as Colossus is a good pick on Forge, so by extension if Nimble can be better then it is also a good pick. You might be wondering why Im creating a perk guide when several already exist. Shield bros: Berserk is not a priorityWhile you can technically use Berserk with shields, it isnt really the role of your shield guy to be getting kills, so he probably has batter perks he can be taking instead. Duelists also have an easier time getting through Savant 9Lives (than 2Handers do). This means every frontliner can be engaged by four enemies. Also good in the Library. Is it both nimble and battleforged or one or the other? + 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. Duelist Mace has a 5-27% chance of a first hit injury without CS depending on their armor, and a 40-88% chance with CS. Smoke bombs steal some of Rotations thunderThe Smoke bombs introduced in BD can allow any QH user to save an endangered bro with a well timed Smoke. You can try to manipulate the formation so that you can get more surrounds but you also run the risk of the enemy getting more surrounds on you by doing so. It also helps when daggering down enemies. Heavy Javelins at two range with Mastery/Duelist will outdamage melee Duelists (not Orc). ( Swordmaster Teaches) May learn from a hedge knight for +1-4 . Perk Description Nimble Specialize in light armor: the lighter your armor and helmet, the more you benefit! Forge bros can use their slow speed to get two turns out of activated skills when using Adrenaline. Dodge supportYou certainly do not need Resilient to make use of Dodge, but there are a number of status effects (Stagger/Daze/Poison/Flies/Distracted/Shellshocked/Withered) that will reduce your Initiative and kill your Dodge value. This also means that Reach will be easier to use against easy to hit enemies like Orcs, and will be worse against an Ancient Dead established Shieldwall. They trade protection for range and even though they must get closer to the enemy line they gain increased accuracy in the process. The Blunt head injury pool is rather small, so CS can really help you land these desirable injuries. The reason Lances/Axes are better than Swords, because they have easy/cheap access to 1-2 range.. Dodge is a compliment to proper defensive investment, not a substitute for it. Perks is a gameplay mechanic associated with the level up system of player's mercenaries. This is your warning! The more i use is good for bf, yeah ok, but they get even slower. So with little or no investment into HP Colossus is already outpacing the other raw stat boosting perks in terms of raw numbers. Well that +25% Ignore damage is a lot stronger than you might expect it to be. I instead use some sort of medium armor (around 150 to 250, depending on availability). 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. Throwing Mastery is very good. Instead I will be talking about other aspects of the Mastery. Great job man much appreciated. Investing in Dagger Mastery (and even QH if you werent already using it for something else) is usually not worth the cost of a perk for a bit of extra damage when you arent getting a Berserk proc. In that regard, aggressively leveling HP and grabbing Colossus will go a long way to make Nimble better for you. Giants Giants Giants Become unstoppable.. Super Tank: Holding dangerous positions will lead to more morale checksDedicated tank units will want a high Resolve score if you plan on putting them into situations where they are going to be surrounded and taking a lot of hits and especially if they are leaving formation. View range and maximum firing range increased by 1. Of course I will talk about perk tips, synergies, relative strength, and builds here and there, but Im not creating a build script for you to replicate. 4AP attacks also have Berserk/Recover synergy if you use both of those. Beginners start to panic when a character armor is gone because it meant certain death in the early game. Later in the game it is still very strong due to increasing returns from defense. While not influenced by perks, the in game tooltips struggle to tell the full story here. Bros are usually distinguished as Nimble bros or Forge bros when discussing perks/builds. You killed my father. I have cleared crises in a no-perks challenge and Ive beaten Monolith with a team of Beggars/Cripples, so you do not need to stress so much about min-maxing or creating perfect builds. . 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. See the Game Mechanics section for clarity The normal headshot modifier is 1.5 Brute increases the headshot modifier by .15 1H Axe increases the headshot modifier by .5 Is not effected by the secondary hit of Split Man from 2H Axes, but the primary hit follows normal HH logic Ifrits do not have heads to damage and have Brow (if that even matters), so HH is functionally irrelevant against them. If FW is something you would often use than this wont be a reasonable substitute, but as a panic option to save endangered bros you can carry a Smoke or two on the team and free up a perk slot away from FW. You can use Indom without also taking Recover just to have it as an occasional tool or if you get into trouble. Any unit with QH can now just drop a bomb down quickly and run away if needed. Unless you want to get greedy, every Nimble brother you expect to be seeing danger (front liners) should be taking Colossus whether the guys got 50 or 100 HP. The bonus goes to +10 when Shieldwalling and that is quite good, even if you probably wont be Shieldwalling all of the time unless it is a super tank build that never attacks. Taunt can protect other frontliners so that they can deal their damage in peace, or taunt can babysit dangerous enemies. 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. I do not recommend playing Ironman when you are first practicing with LW. Theyve got curved swords Curved. Disarm no longer has a -15% accuracy penalty. Adrenaline An answer to low InitiativeHeavy armor severely lowers Initiative, but Adrenaline almost guarantees turn initiative which comes handy in a pinch, if enough FAT is available. For example, a unit with 85 skill using a 2H Hammer is skilled enough that he can function well without Backstabber but not so skilled that Backstabber has become bad. This makes headshots weaker than expected, which disfavors HH. This build can work very well in Goblin fights with the Goblin Trophy to prevent rooting (and Resilient to protect from Flies). Fatigue support and arrow diversionIf you want to be sure that someone is not going to get shot at then you can take Anticipation. Hybrid backliners may appreciate Dodge more, if you expect them to hold the back flanks and expect them to see danger. The following tests retain only the twenty five strongest, most damaging enemies.ArmorBaseForgeDiff.Diff.%210/2103.844.240.410%250/2504.445.040.614%300/3005.326.280.9618%300/3205.566.641.1219%. 6AP 2Handers have better AP synergy with skills like Rotation/Footwork, but Duelists have better AP synergy with Indom. Tanks are also a great candidate to Adrenaline flank the enemy backline to spook enemy range units into running around instead of shooting. 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). Frontline Warscythe can enjoy this as well. People say that since you slowly gain stats in Veteran levels that Gifted must be bad, but if thats the argument then all of the other perks Ive compared Gifted to must also be bad right? 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. Puncture is a strong attack, and a skilled bro (to handle the -15% accuracy) with high FAT (to handle the 15 FAT cost per Puncture) can do pretty well for himself. You dont need superstars to beat the game. HH is useful against Goblins, low armor or naked Orc Young/Berserker, most human range enemies, and the not too uncommon human melee units who deploy with weak hats. Are there any downsides?Underdogs only real downside is that compared to other defense perks, it doesnt provide any value in 1v1 situations. Another downside to Executioner is the potential for it to be a win-more perk. Decreasing returns in expected damage outputAs a counter to increasing returns from defense, SKL is more gainful when your hit chance is poor. As can be seen in the last example above, we get 4.5 levels worth of +4 RDF and that is going to be even higher at 7 or 8 tiles range. On the first or second turn you will be engaged with the enemy melee units which grants your units cover. Unlocks the Footwork skill which allows you to leave a zone of control without triggering free attacks. Forge: Colossus protects against armor ignoring damage (AID)Colossus and Forge is not as straightforward as Nimble. These will be returning in March of the Machine but were not a part of Phyrexia: All Will Be One. i think nimble's problem is that it only reduce health damage - barbarian can hit you once for 200 damage and thats it, even if you take no health damage - your armor will be in shambles. Nimble builds can take Relentless if they want INI support, and Gifted if they just want more stats. 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Take away common offensive perks like Berserk/Frenzy/Executioner and use FA/Gifted/Backstabber instead and you can make this work. If a frontliner gets into trouble then he can swap positions with a fresh backliner. I mentioned 2Handers already but of course you can use it with Duelists as well (not Orc Duelists). Mastery makes it a lot easier to use Lash and is worth 15-25 accuracy against shielded enemies which is huge. 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 more useful and reliable if your backline is capable of taking some heat. Try and get high defense and then use Reach to further complement it. 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. A 60 Resolve bro in this same scenario has a 56% chance of getting Charmed. As nice as that sounds, you are usually better off taking a perk that is going to help protect you from damage and injuries during the fight rather than hoping 9L saves you in the end. In this regard, Gifted is even stronger on talented bros or bros with many Veteran levels, not worse. Create an account to follow your favorite communities and start taking part in conversations. 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. Even if it falls low to something like +5 then consider that +5 is the passive benefit of Shield Expert and inner formation Underdog. Thats not to say you cant use Adrenaline with Nimble, just that it is slightly better on Forge to help counter the low Initiative inherent with heavy armor. Unlimited powerIn terms of raw power, Indom is probably the strongest perk. How valuable is more FAT for this bro?It isnt all that uncommon to see people in the community claim that Brawny is an auto-pick for Forge units and I think that this is shortsighted. Usually, base FAT is sufficient for Nimble characters so leveling their HP instead should be a priority. Due the nature of increasing returns from MDF (see Game Mechanics), Reach has potential to be very strong on bros who already have high defense and/or who are capable of consistently getting multiple stacks per turn. As distance closes, you will get dropped to the base +10 RDF gain. Worse yet, attempting a rescue will turn off LW. Archers: FA for Quick ShotSince ranged units cannot use Backstabber there is less perk competition for accuracy assistance leaving just Gifted and FA. Indom does a better job at this but it is unlocked further into the tree as is more expensive. Indomitable can compensate for low HP, which would otherwise be risky. Create an account to follow your favorite communities and start taking part in conversations. It is hard to justify the perk slot for this reason though when there are plenty of other good defensive perks to choose, and they all provide better returns on survivability than Resilient does, even against Cleaver enemies. While Relentless does support Dodge slightly, that isnt a very compelling reason to select it by itself, even with increasing returns from defense. Battle Brothers is a turn based tactical RPG which has you leading a mercenary company in a gritty, low-power, medieval fantasy world. A high MDef and good BF armor is crazy tough. Experiment yourself or look to other guides for that purpose. Misconception Heavy Armor + Forge = SafeNo. Overwhelm archery appreciates a high base INI and/or Relentless to work against more targets. Helping your weak shield bro deal his weak damage more consistently isnt very exciting. They have it too by the way. Single target 2Handers have greater damage per FAT efficiency, and AoE 2Handers have nice AoE skills. Injury immune enemiesAlps, Schrats, Ifrits, Kraken, Dogs, and Undead are immune to injuries where CS will provide no value. palmetto primary care patient portal login; css horizontal scroll bar not showing; sapphire foxx tg. Faster killing means less danger for your team. 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? 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. Heavily armored enemies may avoid checks early on due to the Gonnes poor armor ignoring damage, but overall the Handgonne can deliver a lot of checks against most enemies. Tanks are also a great candidate to Adrenaline flank the enemy line they gain increased accuracy in the gameThe of. 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