Indomitable/Rotation/Footwork/Shieldwall/Adrenaline/etc.Theres a lot of useful and expensive skills that you can get. Gain additional 20% experience from battle. Nimble: Indom is still amazingAlthough technically Nimble tends to benefit less from Indom than Forge does (relatively speaking), it is still incredibly strong, and Nimble-Indom can beat Forge-Indom in some matchups. + Better against high damage enemies+ Useful for sacrificial decoys Does nothing for you if you arent dying Doesnt solve the problem if you are dying; high possibility you die anyway, When it procs, saves your life with 5-10 HP returned Can be procd by DoT effects like Bleeding/Miasma When it procs, will clear any existing Bleeding/Poison stacks When it procs, grants +15 MDF/RDF/RES/INI until bros next action. This is why even though perks like Colossus and Brow can be nice for the extra passive defense and injury avoidance for Forge, if you are using Indom, Brow is almost irrelevant and Colossus isnt as impactful as normal either. There's two main reasons for this. However, all 3 hits can apply checks at 15+ damage, and all checks benefit from the Fearsome penalty Split Man: Only primary hit can use the 1-14 damage effect, both hits can apply checks and both benefit from the Fearsome penalty AoE: Each hit of the AoE is capable of procing Fearsome Undead and Ancient Dead are immune to morale checks Enemies with monster Resolve (Lindwurms, Schrats, Unholds, etc) are either immune or mostly immune to Fearsomes effects, as their RES is so high that even the penalty doesnt bring them above minimum drop chances Assumption: The minimum %chance to drop morale is likely 5%. If you run a standard connected frontline then your interior lineman will never be facing more than two enemies at a time (unless you break formation). This is your warning! This is due to Indom doing an insanely good job at mitigating armor ignoring damage that no other perk can really compete with except Nimble. Are there any downsides?Underdogs only real downside is that compared to other defense perks, it doesnt provide any value in 1v1 situations. As brothers we die.. All forms of ranged units are very good at dealing damage and enjoy having Berserk, except for the Handgonne where the AP and targeting is clunky which can make it difficult to capitalize on Berserk gain. Depending on a bros role, he may prefer one of the other (or neither). 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. Reason 2 is that getting 300/300+ armor takes a long time, especially for many bros, and Nimble will outperform low Forge easily, especially Raider tier Forge. Nimble is better against high armor penetration strikes. Pathfinder works especially well there in conjunction with Adrenaline to reach the enemy back line. It is better to use the 320 piece if you dont mind the cost. Anti-Orc/Barbarians: Your shield wont last long without Shield ExpertOrcs and Barbarians have dangerous axes and 2Handers. However, Spetum and Duelist Fighting Spear are capable of getting procs on Orc Young consistently right away. The Arena: Some perks do better in small battlesYou often have Fat to burn so Adrenaline or other activated skills can do well. Ultimately, NimbleForge is a niche combination that can potentially be great depending on luck with named armors but its not a strategy that can be relied on and Nimble characters can already make use of efficient armors. My late game crisis is looking like war, I'm only on day 81 so I'm expecting it any day now. Against slow enemies like Ancient Dead/Orc Warriors you can easily out-speed them without any INI investment. Has anyone run calculations for a Battle Forged / Nimble build best armor combination? This does not work well with Puncture however due to the very high cost of Puncture spamming. If you use Heater Shields I recommend bringing two if you have enough of them and dont mind the FAT cost of carrying a spare. 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. "Alone, you are great warriors, exemplars of your Chapter. Conscripts are notably tanky, and if you can land early injuries then Executioner will be great. Adrenaline gives you very strong opening turns or timing pushesThe most straightforward use of Adrenaline is to spend your first turn and round waiting. Action Point (AP) costs for movement on all terrain is reduced by -1 to a minimum of 2 AP per tile, and Fatigue cost is reduced to half. You might say who cares, I want the Fatigue anyway and thats fine, but if you are trying to decide between Brawny and a different stat boosting perk then you may want to consider that Brawny gets weaker with Famed armor. Out of all of the MDF perks, Underdog is the one with the least strings attached. You are much more resistant to injuries with 80-90+ HP than with 60 HP. Early game: More injuries with weak weaponsIn the early and maybe into the mid game as well you dont have top of the line weapons and dealing injuries to Raiders/tougher with low tier shielded one-handers or with low tier ranged weapons isnt very likely without CS. As with Adrenaline, you can also lessen/negate status effects with good timing (see Use Cases). Recover support: Berserk into RecoverWith 4AP weapons you can nab a kill and then use the Berserk AP to user Recover, which is an excellent use of a turn if your FAT pool is capped out. Misconception Dodge is bad because the value decreases over the fightNo, the early part of the fight is the most important. 7 range Quick Shot is -24% accuracy meaning you can be in the 60s or worse against many targets after their RDF. Misconception All backliners should take FootworkNo. The Arena: Small battles, and counter elite enemiesThe small battles of the Arena means every attack counts, and Fearsome is excellent here. Mortars do pretty low damage, so while you could just eat the Mortar, you would like to avoid the morale check and the Shellshocked status if you can. Finally, Berserk depends on being able to consistently hit and kill things. Non-Cleaver Chosen cannot move twice and still attack. Brow doesnt bring much, but it does promote the 40/160 setup and provides some nice injury resistance. Battle Forged. It comes with a hefty FAT cost and -15 Accuracy so you do need a bro with high FAT and Skill to make this work reliably. Counter high defense enemiesAncient Legion with Tower Shield using Shield Wall will have 50 defense + more if they are lined up together using it. This duration can be reduced with Resilient but the damage itself cannot be resisted by Nimble (only Indomitable). Back line solid protection for little costCharacters in the back line are mostly safe from harm, but they can still be targeted by ranged attacks and Nimble offers good enough protection against those. Misconception Indom is dependent on Recover to be goodNo. So unless 9L gave you just enough time to solve the problem, odds are your bro is going down next turn or worse later in the same turn order (BD buffs help alleviate this issue). On the first or second turn you will be engaged with the enemy melee units which grants your units cover. Berserk is great to get more attacks per turn. as quickly as possible then Student will help you get there faster, but it will make you weaker in the short term. Unlocks the Recover skill which allows for resting a turn in order to reduce accumulated Fatigue by 50%. This build can also freely use a shield since Puncture cant get Double Grip anyway. Anti-AlpRally will wake your whole team (if in range) which can improve action economy in Alps fights. It can also be of poor value against really weak enemies who just die immediately (i.e. 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. Otherwise, LW is quick ticket to the obituary. Sunken LibraryThe Library is our newest legendary fight. Despite the awkward parts of Overwhelm, it can still be a good perk for certain bros or builds to provide general team support because again, the effect is strong. In the Black Monolith and Sunken Library, legendary locations filled with Undead resistant to piercing damage, being able to carry more Throwing Axes would prove especially useful. Related Perks Adrenaline, Relentless, Reach Advantage, Overwhelm, Indomitable. Relentless starts with nothing and gains some value over time. Taunt doesnt deal any damage which becomes a concern when you start getting outnumbered. Dodge can help against enemy Gunner spraying into your formation. You can use it to cast defensive skills like Indomitable or Shieldwall. Furthermore, wait command gives you a 25% INI penalty for the next turn order which means that if you wait once it is going to be harder to Overwhelm on the next turn. It is now updated with BD in mind. It also helps you gain and maintain Confidence status which boosts your stats. You should be solidly in control or outright winning by the time your Dodge value is waning. BannerA common complaint about the Banner is that it is weaker than most weapons you will be using later in the game. Due to the increasing returns from high MDF, Dodge is potentially extremely strong when used on a bro with already high MDF. Due to nimble ownership and management, the Market's "financial picture has improved . You can also use the extra defense to be aggressive and double grip a 1Hander or go for an early 2Hander (I dont recommend this if you are a new player and still learning). Changing height levels also has no additional AP cost anymore. This makes it a great candidate for QH so that you have the Disarm available if you need it but you can use a better weapon when you dont. If your Resolve target is 60 (going from 48 to 60) then you are getting 3.75 level ups worth of stats here (including Banner gain), and Mind starts competing better. Due to diminishing returns from Berserk across the party as well as its other limitations that I described, it is completely fine to skip Berserk on some bros. For some bros it just doesnt make a ton of sense to use Berserk such as bros with very poor FAT, shield bros, Overwhelm bros, or setup bros who are designed to help other bros proc Berserk rather than proc it themselves. Gaining skill does become less helpful the more you have though, so lower skill units will benefit more than higher skill units. Furthermore, it doesnt cost a perk point since Bow or Crossbow Mastery can be picked instead of Bags. A healthy HP count, AFP, and even Brow if you are worried can all help a bro survive a few more hits, as can debuffs like Daze on enemies. Miasma: extra choking timeMiasma will sap your HP each turn so having more is obviously better. Against Heavy Crossbows Brow offers a decent chunk of survivability and very good injury avoidance. Colossus into Gifted is a good opening that can help you if you struggle in the early game. Even 100 RSK archers will appreciate Gifted. 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. There are also a lot of large camps like Sea of Tents where Berserk shines. Furthermore, enemies like to focus on bros with low HP, so your injured and dying 9L bro is going to take a lot of aggro and likely die. Nimble gets exponentially worse the higher the FAT penalty, so best keep close to the 40% value. Pathfinder is good on any unit. 8.2% Death in 3. Squire (Background) min./max. This build is a good way to make use of a unit with high MSK and FAT but maybe has poor MDF as the shield can compensate. Use Colossus if you expect your Nimble bro to be seeing danger. Dodge can offer more raw MDF than any other perk in the game aside from 4-5 stack Reach Advantage or 4-5 surround Underdog. There is no need to unzip it. New books on Robert Johnson, Nick Drake, goth, and Karen Carpenter. Reading through the entire guide start to finish will take some time, so it may make more sense to focus your reading on sections that interest you. Although you can use Frenzy without Berserk, Berserk makes it a lot stronger, and is generally the better of the two anyway, so youve probably already got it. Rotation can very well save lives in a way that no other perk can compete with (Footwork kind of). This would be 120 helmet and 95 body. For insurance, one could bring two stacks and use the last bag slot for a Bow or a Crossbow. Adrenaline can be seen as a utility or control tool, opening up your list of options in battle. This is a 3vs1 adjacency so all three of these bros get 2 surround bonuses. Rotation is not a silver bulletRotation isnt perfect however. 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. 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. Even Hedge Knights can enjoy having Gifted, especially for stacking more MDF. Student can also help you rush to higher tier perks which can be more powerful than lower tier perks. A build like this can do well in Monolith to stall the northern enemies, though the LW will probably die there unless the rest of your team is fast. Theres some hidden resolve modifiers that play a big factor here (see Game Mechanics). An INI based build doesnt necessarily need Relentless. The problem is that there arent really that many status effects for Resilient to mitigate (see the mechanics section). Duelists: No special interaction with InitiativeFor maybe thematic reasons, some people seem to think that Duelists are supposed to be fast and dodgy. High HP Nimble stays competitive throughout the whole game. You can also use Spearwall to delay the Warriors contact. Frontline Throwing: Bounce back and ThrowIf you want to use a frontline Thrower who isnt also a melee hybrid then FW can be a way to get him out once the enemy makes contact. This is the common case where you maintain a consistent frontline. You dont need Fearsome to accomplish this. If you just want the dang FAT regardless of what the future might hold then just take Brawny and dont worry about it so much. + Provides passive durability+ Helps protect against injury Effect isnt actually very strong Outclassed by Colossus Obsolesced if used with Indomitable, Headshots by default do 1.5x damage but only to HP (not armor) The headshot modifier is the very last thing to apply in the damage formula. Dragon Quest III. Even though Forge doesnt improve heavy armor as much as Nimble does light armor it still provides a decent amount of durability making it a valuable, if optional, perk. CS is a niche perk that suffers from a number of problems. They also have Backstabber. Resilient is the best counter to some dangerous effectsThe main draw of Resilient is of course the reduced Charm duration. : A -13 hat and -23 armor will still provide11 FAT Ex. Just like in the Colossus section, I am going to separate the discussion here based on whether you want to go Nimble or Forge. 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. Are you really sure you want to be halving your accuracy?Lets start with cover mechanics and how they affect accuracy. If your healer gets hit with this it is probably a reset.. I want to put out a guide that is current to the existing DLC, that goes into a high level of detail and nuance for each perk and their general usefulness, while also providing use cases on when you might want to choose a specific perk. This process is dependent on understanding the turn order and who is going to get dragged and when. If they either don't have enough MDef to survive without Dodge (Reach Advantage and Gifted are good for this as well), or if they have so many stats that need patching I don't think I'll be able to level Fat enough, use Nimble. If you want to throw these then QH is handy. It doesnt have to be something you activate every turn for it to be good, and activating every turn will be too expensive to sustain for long. Against Goblins, Frenzy increases the chances of one shot kills which is highly valuable when you are trying to gun down 30+ of them. How much you care about Recover is going to depend a lot on your builds and playstyle. Misconception Forge builds are better than Nimble buildsIt depends. This is very noticeable, especially on Nimble units who will take a lot of Fearsome chips. They are also far worse at dealing injuries than the above options. So a nimble 109 fat bro is minimally viable, but forged will need at last 137, or 150+ without Brawny. Most enemy range units actually have fairly poor RSK, and by the end of turn 1 or on turn 2 you can have your frontline in cover behind the enemys frontline forcing their range units to try and shoot past their own troops or move forward. Sometimes you find a bro with great defense and other stats but his skill isnt great. Perk rebalancing: Some winners and losersSee the above list for the perk changes. Legacy info and Blazing Deserts buffsFearsome was historically a weak perk, but received two changes in BD that addressed two of its biggest problems. Misconception HP is unnecessary for heavy armored characters with ForgeNo. The Berserk AP allows you to immediately attack again with a Frenzy buff. A 50 RES bro (with no adjacency modifiers or Banner) will have a 65% chance to drop morale on Horrify and a 55% chance of getting stunned (checks rolled separately). LW can even help an archer shoot elevated Phylacteries. Brow negates headshot bonuses and this makes it harder to get your quick kills and HH value. Shamshir will want the help on Gash. The Qatal and 2H Mace can combo well together doing this. You can use it, but skipping it is fairly common by players. You want your characters to be able to survive without being wholly dependent on Indom. Even 80+ skill bros can find situations where FA can be helpful. 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. If I have 20 RDF then I certainly dont need Anticipation because Im already not getting shot at. Smart positioning of your tanks may make Rotation not as relevant, but the utility can be nice to have to help other bros when things go wrong. Backliners have an easier time leveling INIT and picking up support perks due to being in less danger. Spamming these skills will likely need Recover to support it. Other interesting points of note is that the Brow Nimble line had the best injury avoidance, and that Brow was relatively more useful on lower hp units and lower defense units. 6AP 2Handers can try and take advantage by adding a 1Hander and QH to switch to on a turn where you want to Recover, provided that there is a kill set-up for you to take advantage of. Premium heavy injuriesFractured Skull and Concussion are among the best injuries in the game. This doesnt reflect on your current Initiative, meaning that Dodge is not affected. One, later in the game you are consistently outnumbered by larger enemy parties. Some builds can want multiple A Mastery isnt helping if you switch to a different weapon, FAT reductions do not round, so for every 4 FAT normally spent, you get 1 FAT subtracted FAT reduction calculates after addition/subtraction by Orc/Famed items. This is great if you want to skip the first perk line or if you want to take a large number of perks from the bottom half of the tree. Escaping dangerAny unit that you think might be getting themselves into danger and you want an escape ability can make use of FW. It isnt a practical idea to be splitting everyones shields and most annoying shield enemies have Shield Expert which makes their shields more durable. It is a defensive perk that requires you to attack (offense) but also not kill the enemies you are attacking. Famed weapons: Duelist shinesDuelist gets stronger the higher your base damage and Ignore%. Indom and a fully stacked Glorious Endurance offers extraordinary durability, and makes the Bear significantly more tanky than any regular bro with the same stats. Lastly, with a good understanding of the game and how to properly position your team and formation, you often dont need Rotation at all. Having Indom can help you safely shrug off the opening hits to build up stacks. Sling: Daze memesThe Sling can apply ranged Daze status when it gets headshots. The extra damage on headshot does not save it here. Honor Guard is 55. A couple of damage dealers doing this can make short work of whoever is unfortunate enough to be in their way. 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. Super tank: Distract large portions of the enemy teamThis is one of the easier ways to make use of LW. Categories. The use cases will have many of the common ways to take advantage of QH. Fencers can also easily activate Berserk for Recover efficiency. What are the deciding factors stat wise for you to make a good brother battle forged or nimble? 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. Your LW forgoes his adjacency support and can face a lot of enemies at once for more penalties. 2-Tile teach weapons: More options to targetSimilar to ranged weapons, reach weapons have some flexibility on who they are able to target. This makes it extremely good on famed weapons with damage/Ignore% buffs. Many fall in the face of chaos; but not this one, not today.. 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. Regular attacks that hit the shield only do 1 damage regardless of Expert. It also helps defend against enemies using Fearsome since it is actually a threat now. The reason that Indom is so strong is because the reduction occurs early in the damage calculation rather than at the end. That being said you can run these without Recover as well, so while this synergy is great, dont feel like Recover is an auto-pick for these builds. This means that you do still need decent RES on your team and cant just run a bunch of clown Deserters at 30 base RES and expect to get away with it just because you have a good Bannerman with Rally. With enough Fat, and little need to patch other stats, make them BF. However, grabbing a crucial tile in-between the lines or running up a hill to secure space for your team can be important. CS is better against harder to kill enemiesCS provides the most value against Orcs and Barbarians due to their higher HP than most other flesh units. Forge impacts weak and medium attacks far more than high damage threats that heavy armor is vulnerable to. More injuries inflicted doesnt necessarily mean that you will get good ones. The nerf to 5AP cost also made Indom harder to use on 2Handers, either requiring you to skip on you attacks or Berserk into it. You dont have to build your whole team around it. 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. This guide will of course be subjected to my own biases, but I will still point out good ways to use perks that I dont personally like. They can be combined for additional protection against injuries and AID. They will just attack somebody else instead and putting a ton of RDF on your entire team comes at a high opportunity cost. Then on your second turn phase you move toward them and attack and then use Adrenaline. Mastery is important for the reliability which makes it more exciting on 1H Mace which is better for Stunning than 2H. They also suffer -3 Resolve on all morale checks for each adjacent enemy. Thus, shielded Hammers can consistently proc Fearsome on armored targets. Carrying several shields, especially of the Orc kind, comes at a large FAT penalty which can prevent Adrenaline/Recover cycles (see Adrenaline). Goblin Trophy and Resilient are recommended due to Shamans. Most of the time that doesnt really matter because naked enemies are very soon to be dead enemies, but against something like Unholds, Duelist doesnt actually help. HH allows for smart targeting for high valueCalculator tests aside, BB is a dynamic game, and we can be smart players. The more time they spend breaking your shield is more time that they are wasting. All trademarks are property of their respective owners in the US and other countries. Polearms are the same way but backliners have less need for defense boosts so you may skip it if you want to be more aggressive. Students will always be equal or behind in real perks compared to a non-student. 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. To some degree, this puts Fearsome in league with things like CS and Overwhelm, as you are attacking an enemy to give them debuffs. Dodge is mainly about getting more MDF while the extra RDF isnt a huge value. Gaining skill does become less helpful the more you have though, so best keep close to 40. Bro with great defense and other stats but his skill isnt great see Cases! Struggle in the 60s or worse against many targets after their RDF concern!: more options to targetSimilar to ranged weapons, reach weapons have some flexibility on who are! 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Mastery can be seen as a utility or control tool, opening up your list of options in battle is... Work well with Puncture however due to Nimble ownership and management, the Market #... Economy in Alps fights way that no other perk can compete with Footwork...
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