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  • in reply to: How do you build archers? #20776
    Avatar photoMGL
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    Often when i start levelling up a new archer, or in the earlygame for that matter, i often find it a bit challenging keeping them alive. That is mostly due to their low ranged defense making them an instant high priority target for all enemy marksmen, and their low level meaning i cant really equip them with too much armor due to fatigue. So “cuddling” them for a while, if you have found a good trait/background bro, is smart.

    I go Nine-Lives on the first tier (unless im for some reason leveling an archer who starts out with under 50 in ranged, which i rarely do, but then i would go fast adaption.), I literally cant count who many times my 80+ ranged attack bro on current save has had his nine lives triggered and gotten away. I a duel with and archer it is invaluable for survival. It also affords you one more turn if an orc warrior or something gets in melee with you, for rotation or something (later i get footwork though)

    On the second tier i always go Gifted. I know there is some debate on this, but there isnt any in my head. I get max rolls (3-4) on ranged attack, ranged defense and fatigue, what more can a guy ask for?

    On the third tier I go anticipation, survivalbility is the priority with my perk selections. When you start getting them up to 70 ranged attack you will be hitting more then you are missing, so its about being able to stick it out and keep harrowing those arrows.

    On the fourth tier i go Bow mastery, i have very rarely used crossbow, only after i get a crossbow from and overseer or an heavy crossbow i might consider it.

    On the fifth tier i go Footwork. Its freaking great, getting engaged in melee is no longer the hassle it once was. Get a melee bro to surrond the guy, use footwork one tile away fire off a quickshot.

    On the sixth tier I go Berserk. More actionpoints, Especially handy when fighting wiedergangers or orc young etc.

    On the sixth tier I go Killing frenzy, however this is not a high priority in my book, i usually go back and pick and another perk from tier 5 Overwhelm or Lonewolf.

    On my stat level ups. I am quite consistent in picking ranged attack, ranged defense and fatigue. Unless I am going hybrid, then i usually level up melee attack at the expense of fatigue (depending on the base fatigue though, if under ca 110 then i will have to sacrifice some ranged defense). Also if I am going an dodge build i might level up some initiative, this has nice synergy with going overwhelm later in the build.

    in reply to: Original stats of brothers, quality of life #20511
    Avatar photoMGL
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    I have had the exact same thought! Everytime a few of my brothers hit level 5 and i consider which mastery perk to go with I have to undress half my roster to get a feel of the base fatigue and melee/ranged defense.

    in reply to: Best Talents to pick #19322
    Avatar photoMGL
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    Tier 1: Nine lives, crippling strike, pathfinder or maybe colosuss
    Tier 2: Gifted, every time, regardless build. On my seargents and archers i go back and pick fortified mind/quickhands later on.
    Tier 3: Brawny, backstabber(polearm dudes) or shield expert.

    From thereon out, its usually Reach advantage-berserk-killing frenzy. or Rally the troops-seargent-*insert flavour*.

    My decent background, skillstar bro’s who dont fit the bill for polearm/seargent or 2H, i usually go down shield expert-rotation-battle forged.

    in reply to: A few valuable suggestions :) #18931
    Avatar photoMGL
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    To your 2. point. It is heartbreakingly hard to decide to dismiss your level 10 brother who has been a badass, who at times had more or less kept the company alive single handedly, due to his partly collapsed lung and broken elbow joint. And to then replace him with a squimpy green recruit that isnt fit enough to wear his armor, and much less worthy of wearing it.

    in reply to: Scrollable initiative bar #18555
    Avatar photoMGL
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    Great idea! Now i must hover over every enemy for the “acts in XX turns” in the tooltip.

    in reply to: New throwing weapon #18504
    Avatar photoMGL
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    In my opinion, throwing holy water seems like exactly the kind of low-fantasy superstition that might fit BB. Assuming its not too strong, maybe just debuffs their melee defense/attack or something like that this could be a cool addition that really enforces the whole, you have to prepare and plan for how to fight different enemies thing that seems to be a goal.

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