lili
Unwanted
- Joined
- Feb 26, 2017
- Messages
- 193
Nine Lives: a god-send
Nine Lives: a god-send
I use adrenaline on guys with big guns- halberds etc. Helps prevent damage from enemy, and deal with enemy pike users.Nine Lives: a god-send that has saved my bros about ten trillion times.
Colossus: helps you avoid injuries, which given the price of medical treatment... still, I only put it on bros who reach around 70 health naturally.
Crippling Strikes: don't know, never use it.
Fast Adaption: I have started experimenting with it because I fucking hate skeletons. If I can increase the odds of landing one shot each turn around those shields, then it's very valuable.
Bags & Belts: I don't use it much (if ever), but in previous versions it eliminated the fatigue penalty for carrying extra items. Which is quite valuable when you want to bring a bucket of throwing axes or whatever.
Pathfinder: agreed. solid perk. I hate Swamps/Snow/Forest.
Adrenaline: Don't know, rarely use it. I guess if you have a person out on the wings in the smaller battles, it would be helpful for racing towards the archers/necro with a lone wolf bro.
Recover: I have started giving this to a couple of bros in order to survive the long battles against the undead. Sometimes my bros just get tired, not every 200 gold scrub is a professional athlete.
All 2H troopers should have Berserk and Killing Frenzy, IMO, which is half the distance. If you feel really ballsy, pumping both kinds of defense, running naked with an axe across the battlefield, then Underdog, Reach Advantage, Axe Mastery (ofc), Nimble, and probably Indomitable would be flavourful and might keep him alive longer than 30 seconds.Is it possible to make a barbarian kind of character? What kind of perks, stats and weapons should he have?
Skittles
Agesilaus, there are two ways to grind uniques. One is to raid lairs and ruins, as far away from civilization as possible. The other and more efficient way is to take a caravan contract to a settlement with a weaponsmith or armorer. After completion, the town will be "well-supplied," and the chance of a unique showing up will be higher.
In conclusion, I actually dont know if I would give a non-apprentice merc the XP perk... Trending towards Nope.
You're ignoring the fact that there's only one other good perk you can take at level 2 and it's one that is less useful in the early levels than in the later levels, at low levels you're usually advancing only slowly, if at all, across the battlefield. The benefit of being ahead of the level curve by only a handful of battles isn't huge, but 1) every little bit helps when you're training raw recruits up, 2) there's not a lot of competition for decent perks; do you actually feel behind a perk?
To illustrate what I'm saying from the lens of melee combatants:
Fast Adaptation: The CTH bonus is almost inconsequential and this perk becomes more useless the better your bro becomes. It'll be utterly useless at level 11, but Student gives you a perk back, at least.
Crippling Strikes: I like this one as a higher level debuff perk, but your lower level guys aren't going to benefit from it much and it doesn't contribute to their survivability.
Colossus: A trap. It's terrible if you have low health. It's okay if you have high health. If the latter, why waste a perk on health? Besides, more than 60-70 health is redundant.
Nine Lives: I guess it improves survivability, but 9/10 when it triggers, your guy's going to go down anyway. It's very, very rarely useful. I guess it's nice for people who are frustrated by archers?
Bags & Belts: Hahahaha. Fatigue over everything. 2 slots is loads already.
Pathfinder: A solid perk, but it's not so necessary for low level guys who'll be fighting in formation and moving little, if at all, during a line battle. Much more useful on 2H troopers and as such can wait a bit.
Adrenaline: Costs too much and is only useful in limited circumstances. You're better off stunning the shit out of targets rather than trying to jump them in the initiative queue.
Recover: Another trap. Most useful for guys with low fatigue, but the lower your max fatigue, the more useless this is.
I have trouble coming up with 3 essential melee bro perks by level 5: Pathfinder, Brawny, and Weapon Mastery? Others are occasionally useful, but not so good as a straight level advantage in a few battles per level after level 3, none that can't be delayed a level, and none that refund at level 11.
On that note, I've started giving dagger mastery as well as overwhelm to my backliners. This allows them to give a nice 30% debuff to those pesky orc warriors who think it's a good idea to push through your line. Give them duellist and fearsome too for some added hilarity. Seriously, most orc warriors who try to do that end up at least breaking if not fleeing straight away, which means they suffer from 40% to 50% debuff to their stats.I really like Quick Pockets from the 2nd tier, for the bros with decent range and melee skills. I makes a big difference I think, and enables building backliners that start with bows/x-bows and switch to polearms when it gets tight.
Agesilaus, there are two ways to grind uniques. One is to raid lairs and ruins, as far away from civilization as possible. The other and more efficient way is to take a caravan contract to a settlement with a weaponsmith or armorer. After completion, the town will be "well-supplied," and the chance of a unique showing up will be higher.
I did the former and found 0 unique in the last few games. I'll keep trying.
In terms of caravans, it's not affordable. On expert difficulty I can barely afford scale armour (5,000+ gold) let alone a luxury unique for 15,000+. The heaviest armour I have is just ancient honour guard suits, nothing else is economically feasible. I basically roll around in mid-level chain with a few nice helmets.
It seems to be pretty random. Last time I got to day 75-ish and got zero uniques despite going out of my way to attack random ruins in the fog, now I'm almost at 100 and have 2 helmets, 4 armors and 1 billhook, two times I even got 2 from 1 fight.I did the former and found 0 unique in the last few games. I'll keep trying.
- In-Game ambition should not be set by the player, rather - it's a check list of stuff the band can achieve that spread its fame in the world. It's gained organically through the game, not through a 'pick a goal' event. Have 2000 gold? Time to get a banner? Slaughtered band of 12 ? Wiped out a goblin camp? Have 3 Master Bowman? Trigger the events and award the reputation/mood accordingly.
What if there were ambushing orc warriors? With crossbows!Some consumables really need to be improved. The antidote for example. It cost 6 ap to purge the poison but you can still be poisoned again at the beginning of the next round making it useless. I can't decide if I hate ambushers or orc warriors the most.
What if there were ambushing orc warriors? With crossbows!Some consumables really need to be improved. The antidote for example. It cost 6 ap to purge the poison but you can still be poisoned again at the beginning of the next round making it useless. I can't decide if I hate ambushers or orc warriors the most.
Agesilaus, there are two ways to grind uniques. One is to raid lairs and ruins, as far away from civilization as possible. The other and more efficient way is to take a caravan contract to a settlement with a weaponsmith or armorer. After completion, the town will be "well-supplied," and the chance of a unique showing up will be higher.
I did the former and found 0 unique in the last few games. I'll keep trying.
In terms of caravans, it's not affordable. On expert difficulty I can barely afford scale armour (5,000+ gold) let alone a luxury unique for 15,000+. The heaviest armour I have is just ancient honour guard suits, nothing else is economically feasible. I basically roll around in mid-level chain with a few nice helmets.