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Viewing 15 posts - 16 through 30 (of 37 total)
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  • in reply to: Nachzehrer Devour Needs Save #20338
    Avatar photoWanderer
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    I would also add onto the list of ways to deal with them, since Devour takes all of their AP:

    Two-handed Hammer Shatters. Just ping-pong them while smashing their face in.

    in reply to: Survey: Repairs at blacksmith #20337
    Avatar photoWanderer
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    It was stated some time ago. Just that the directions to use the repair services are not in the most obvious of places.

    You can see on the bottom of the screen that you alt-right click on the armor or weapon to be repaired. It has to be in your inventory to get repaired (yes, you have to strip your Brother if all of his gear needs to get fixed, as much as that may sound awkward to some people).

    in reply to: Student Perk #20284
    Avatar photoWanderer
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    I pretty much always use the perk. Very little reason to not cut leveling time by 20%. A good number of the lowbie perks you don’t really need until you get to the higher levels where the brother becomes valuable enough to get Nine Lives and Recover (which are the two perks that I typically pick at lvl 11). Otherwise, some of the perks are still a bit too situational to rely on for a low level brother. (E.g. Injury perks, which are useless against undead, Dodge only really work for Archers, Colossus benefits more when you actually have more hit points to multiply, Iron Mind only for Sergeant, etc)

    in reply to: Improving some lackluster perks #20128
    Avatar photoWanderer
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    Regarding Fast Adaptation. It is basically a necessity if you want to reliably hit Necrosavants at some point with non-90+ melee skill fighters, since Necrosavants have at least 30 melee defense.

    Adrenaline I use on my Longaxe with Berserk Brother; weaken in one round, hit Adrenaline, kill and trigger Berserk to whack another guy in the same round. Since he has to Fatigue to spare.

    Similarly, I end up using Recover pretty often on my Greatsword user, because he consistently racks up at least 35 Fatigue a round from setting up double splits. Among other things the reason he’s racked up around 350 kills on my 150 day playthrough so far.

    The thing that Polearm mastery includes, but is rather rare to use, is the Warscythes, which give you two-tile distance AOE. You tend to draw up lots of Fatigue if you’re cleaving a lot of wiedergangers.

    Lone Wolf assumes you have a badass with a Great Axe to maximize Swing potential. Not that you would train somebody up with a Great Axe while you’re still building a company of 11+ characters.

    Edit:

    Other things to note: Fast Adaptation stacks in order on AOE attacks. Meaning if you miss the first guy, Adaptation triggers for an additional 8% to hit on the second hit. If miss, that’s two stacks in one round. In reverse also, if you hit the first guy, but miss the second, you’ll still have one stack at the end of the round to use elsewhere.

    Other uses of Adrenaline: getting two actions before doggies (Direwolves) or Necrosavants get another turn to eat your archers.

    in reply to: Mission Completion Typo #19892
    Avatar photoWanderer
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    I must concede that apparently ‘not a one’ is used; I’m not sure even for the poetry reason to create a jarring effect it is appropriate here, if the mercenaries are not surprised that no one thanks them.

    The ‘a’ just seems to be a waste of a syllable, when it could be shorted to just ‘not one’ or emphasized with ‘not a single one’.

    in reply to: Mission Completion Typo #19875
    Avatar photoWanderer
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    With the slash. You see in the example sentences they don’t have the a/one in the actual sentence, just the one.

    in reply to: Mission Completion Typo #19828
    Avatar photoWanderer
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    The problem is ‘Not a one’, which I tend to think for most speakers of English is not a proper usage of ‘a’ as a grammar particle.

    in reply to: Necrosavant Rework Needed #19783
    Avatar photoWanderer
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    Half of the difficulty is preparation; if you know you’re fighting a bunch of necrosavants, you can just give everyone a shield and put your best fighters on the corners (who are more likely to get jumped by multiple necrosavants).

    Other half of the difficulty is the lack of on-battle map formation adjustments; necrosavants become pretty simple if you can get your men into a square, but the fact that you start as two lines makes for hitting the juicy bowmen really simple.

    in reply to: Headhunter seems like an absolutely worthless perk? #19766
    Avatar photoWanderer
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    Depending on how you look at it, if you’re already at 80% head-hit rate, that means going up to 90% cuts the chances of getting a body hit in half, whereas going from 10 to 20% is not really a noticeable difference.

    With how current enemies are, however, I don’t take headhunter on my heavy armor characters, because their either A. focused on defense or B. two-handers that are spending all of their perks on more noticeable offense effects, like Berserk for getting two Splits on the greatsword character, Killing Spree, and Recover because getting consistent double-splits in one turn racks up fatigue pretty quickly.

    Edit: If it was 10% additional head hit chance on miss or body hit, it would make the perk a lot more valuable; as it is, due to enemies with high evasion chances (Necro-Savants, shield Legionnaires), Fast Adaptation is the go-to general offense perk in the low levels.

    in reply to: Considering the War Bow vs. the Heavy Crossbow #19760
    Avatar photoWanderer
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    One would also wonder how good of shots your archers/crossbowmen are to be shooting people’s bandanas off without killing the guy.

    in reply to: Beta 22.02.17 feedback #19667
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    One little detail concerning shields: a miss is considered a hit on the shield. The hit on the shield still deals 1 damage to the shield, meaning if it only had 2-3 hit points after using Split Shield, it might break anyways.

    in reply to: does monk heal? #19604
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    In exchange, historians apparently decode treasure maps for you if you try to buy one from an event.

    in reply to: Beta 22.02.17 feedback #19603
    Avatar photoWanderer
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    It is more expensive (typically) than buying the tools to fix. You’re basically trading time for money when you’re fixing things at the armorer.

    When you’re walking around with 20k+ cash though, the amount requested is a lot smaller than the high end contract payouts. Saw a 1.1k advance + 4k completion orc mission that I skipped because I knew it would involve a warlord + 8 warriors, and I only have one heavy armor character at the moment.

    Necro-savants are basically reskinned vampires. They basically are the reason that Fast Adaptation is a requirement, by virtue of their high melee defense (on an account of basically starting with 70 hp with basically no armor, which means two hits with a 1-handed weapon or one hit with a two-hander will instantly trigger Nine Lives).

    in reply to: Beta 22.02.17 feedback #19595
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    Ambitions give you extra stash space. From 81 to 107. And caravan hand background has an event to increase your stash size to 117. Haven’t found any other events or ambitions that increase stash space so far.

    Edit: Also, on spare armor, depending on where you’re fighting, you don’t need to bother; you just walk into an armorer and get your gear fixed instantly for a small amount.

    in reply to: Beta 22.02.17 feedback #19457
    Avatar photoWanderer
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    It’s actually quite interesting that you want to keep the Craven/Dastardly mercenaries around as reserves, because they don’t lose satisfaction while they’re being held in reserve. I wonder if this was intentional to reduce the amount of work people do to ‘check’ recruits in town for secondary characteristics.

Viewing 15 posts - 16 through 30 (of 37 total)