This is very expensive on Fatigue and you should really try to either kill that enemy or smack him away with a different bro, but if you want your spearman to have his own ability to do so then this is an option. The higher the Resolve of the character using the skill, the higher the chance to succeed. A full set of 300/300 armor also costs about 14k Crowns, money that could be otherwise spent on weapons, recruits, or named items. Single target 2Hander (not 2H Cleaver): High damage, low FAT costSingle target 2Hander has the best damage per Fatigue spent ratio in the game. Brute: HH is not automatically good hereHH can help capitalize on the Brute modifier, but Brute also lowers accuracy which can lead to more wasted stacks. This makes headshots weaker than expected, which disfavors Brow. Warbow is looking sad, but you generally arent shooting Chosen with Warbows anyway. Nets root a target in place, preventing it from moving or being rotated while applying powerful DEF and INI debuffs to it. However, there is a specific use case for CS here and that is as an anti-Chosen mechanism. Fast Ad. The ability to swap items for free opens up plethora of options only limited by the players creativity and the number of items in the game. In this scenario Underdog is going to be providing you only 5 defense because you can only ever be engaged by two enemies. Chosen (updated 8/11/20), Nimble Tests with Gifted/Steelbrow (updated 8/15/20), Nimble Tests With Medium Armor (updated 8/15/20), Nimble Tests with Famed Armor (and More) (slightly outdated), Unhold Fur Cloak vs. Goblins (updated 8/13/20), 10 defense (65% hit chance): death in 4.62 swings, 15 defense (60% hit chance): death in 5 swings (+.38), 40 defense (35% hit chance): death in 8.57 swings, 45 defense (30% hit chance): death in 10 swings (+1.43), 50 defense (25% hit chance): death in 12 swings, 56 defense (22% hit chance): death in 13.64 swings (+1.64), Shielding vs. ranged: no Fatigue incurred, 70 SKL vs. Pike Legion (70% hit chance): death in 4.29 swings, 90 SKL vs. Pike Legion (90% hit chance): death in 3.33 swings (.96), 70 SKL vs. SW Tower (20% hit chance): death in 15 swings, 90 SKL vs. SW Tower (40% hit chance): death in 7.5 swings (7.5), after armor damage, remaining head armor is 100, damage going through armor is 4 (14 10). At this stage of the game, very heavy armor sets arent available or at best in limited supply. As with Adrenaline, you can also lessen/negate status effects with good timing (see Use Cases). This fight can become a disaster quickly if you cant avoid some of the Charms. Low base HP and 3 stars in fatigue just mean that the stars in fatigue can't be used. Perks is a gameplay mechanic associated with the level up system of player's mercenaries. It is better against the most dangerous enemies, which is a nice trait to have. More likely you will just have to commit the bulk of his rolls to HP, leaving him with low fatigue. This means your Spearwall is active all through turn 2 and 3 even if you get breached (assuming Mastery). Yes it makes it easier to shoot covered targets, but you shouldnt be shooting covered targets because you are choosing to half your accuracy when there are probably plenty of guys out in the open you could be shooting at with high accuracy instead. + Saves FAT, usually worth it for this alone+ Provides additional boons of varying strength Some Masteries are more impactful to their weapon class than others Some builds dont need one. Injury value is inconsistentSome injuries are useful and others are not. How useful Relentless is going to be depends on how quickly you accumulate Fatigue and how important it is for your bro to go early in the turn order. Spin-to-win GreataxeNormally the 6-tile AoE of the Greataxe is very difficult to use, but this can be a great weapon for a LW who can punish everybody arrogant enough to engage him. Three, battles tend to be small and evenly matched, so a Taunt user controlling one or two enemies can give your team a good advantage. FW can let you get away. The Qatal and 2H Mace can combo well together doing this. Hitpoints (HP) damage dealt to a target depends on a weapon and skill armor ignoring damage (AID) proportion as well as on the targets remaining armor. Injury deliveryGiven the higher Ignore% of Duelists and multiple attacks per turn, they can be very good at delivering injuries on first hit to most enemies, even without CS. To unlock the third row you need to spend two perk points. mega thinks he can go around being so nice to everyone, little can't go one day without sending some dumbass heart emoji Mega#4361 THIS MF I HATE HIM Of these, Orc Duelists and 2H Cleaver are more interested in Recover than others, given their high Fat costs. Shield bros probably have better perks to take than trying to deal injuries with their weaker damage. 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. Brow: Death in 7.88 hits. <1% injury before shot 6 Mastery: 4.79 shots to kill on average. Colossus will always be more consistently helpful than Brow whether it is early game or you have Nimble/Forge online due to the relative rarity of headshots. This is also one of the more rng based fights in the game given your vulnerability on turn 1. There were a number of minor buffs to many perks. Otherwise you dont need it. I already touched on Hybrids, but you can also make a melee build that combines a Polearm with a 1Hander, 2H Cleaver, Warbrand, Whip, or a Net(s). A high MDef and good BF armor is crazy tough. So the immediate reaction would be that Bullseye just doubled your accuracy in this situation. You can attack three times per turn or twice with some room to move around. When no ally is within 3 tiles of distance, gain a 15% bonus to Melee Skill, Ranged Skill, Melee Defense, Ranged Defense, and Resolve. Gameplay ; By p0ss; 330.3MB ; 3.0k-- Download 3 Collections for Battle Brothers chevron_right. You have higher body armor to help against the far more common body hits, and the rare headshot is shrugged by Nimble/Brow. Misconception Gifted is only worth using on bad unitsNo. Melee bros can also capitalize on injuries distributed earlier on by your range units. Those tests seemed to suggest that Brow was worth about 15hp which is 3 level ups (Colossus assumed) of hp. Berserk is better in many of the hardest fights in the game. Thats great right? However, it isnt easy to keep the Bannerman in perfect range safely. With Sword Mastery (BD) and CS, Gash can inflict injuries with just 1/12th of opponents HP (8.3%). So unless your build completely doesnt function without FAT to burn then you dont really need Recover. In order to get high Anticipation value you need to devote limited level ups into RDF, but if you already invested heavily into RDF then you dont need Anticipation. You should be using this perk if you are looking for survive-ability and your build allows for it to work for you. Recover supportThe larger your Fatigue pool is, the more that you can get back with Recover. For example, in a fight against six Schrats it is not very helpful except to clear out the saplings. You can do it to your enemies as well. If you are using Overwhelm, it requires you to not kill your target to get value, so its value condition is opposite of Frenzy giving them poor synergy if used together. The gains going from 210/210 to 300/300 are substantial (almost a one hit difference). A great example of the value of this is against Nomads who like to spam their sand and Distracted status. . What are the deciding factors stat wise for you to make a good brother battle forged or nimble? By the time you are tiring, some or most of the enemies should be dead anyway. Can also put in work against Nachzehrers, and other beasts that mindlessly charge Spearwalls. This can be difficult if you are zoned, and you may not have time to wait for other bros to help. The advantage here is that the Billhook does better armor damage than all of those except Warhammer. Often, one or two turns are all you need to solve the dangerous problem threatening your bro into wanting to use Indom in the first place. 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. Barbarians: Protect against high damage ChosenBarbarians field a lot of dangerous 2Handers that pose a huge threat to most bros not using Indom, especially Forge bros. : A -11 hat and -21 armor will provide11 FAT (4 from hat, 7 from body) Ex. A -12 Fearsome penalty would bring us up to 39% and 25% which in absolute terms may seem small but in relativistic terms is a 44% increased success rate against Warriors and a 92% increased success rate against Chosen. HP damage received is reduced by 10% of remaining armor, so taking less armor damage will slightly reduce armor ignoring damage (AID). Notably Ancient Dead and some large Beasts because their RES is too high. Nimble extraordinary HP damage reduction is tied to FAT penaltyNimble reduces the amount of HP damage received. palmetto primary care patient portal login; css horizontal scroll bar not showing; sapphire foxx tg. Gifted/Backstabber dont fall off at high Skill levels in the same way that FA does. Most of the time Rally isnt going to do anything, but it is an insurance policy against disaster that you are going to want regardless. Ancient Priests Miasma and Assassin Firebombs are also not mitigated. You can of course use both. You can also use Adrenaline with a Mace Stun or Whip Disarm to make sure you can stop a key opponent before they get to act. This usually sends the enemy ranged AI into disarray. Recover fuels other strong skillsRecover is a well-respected perk in the community, dare I even say overrated. Oh please. 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. Not that Berserk is bad in these fights, but there are limits. Unless you really hate Hexen then you probably wont be taking Resilient on all of your bros. Nomads have a strong debuff ability in their sand throw. Goblins are also very fragile. In that regard, Underdog gives more value the worse the position becomes, and thats a nice trait to have. Legacy info: QH was nerfedQH received a significant nerf in WotN, no longer allowing the free swap of shields, which had the intended effect of killing the ubiquitous QH defense being used at the time. Any defense malus due to being surrounded by opponents no longer applies to this character. Not even on a headshot! Once the ads are dead the Hexe herself isnt really a threat. As exciting as that sounds, the Shamshir itself is a rather poor Duelist option due to its low base Ignore% and low armor damage. Lone Wolf: Underdog is an easy pickIf you are trying to Lone Wolf then you are very likely going to get surrounded by multiple foes and will very much appreciate having Underdogs defensive support. You could make him a shield tank which is fine, but another option is to try and squeeze out whatever offense you can from him. The more time they spend breaking your shield is more time that they are wasting. Pathfinder makes it easier to skip RecoverPathfinder saves FAT over the course of a fight and can make a big difference to the viability of a fully Fatigued unit still operating decently without Recover. I have seen some people swear by nimble being better than BF for most units but if I was to make a nimble character what stats should I look out for/prioritise? Misconception Pathfinder is all or nothing for your teamNo. Shield Splitting Throwing Spears can also be useful to bring against Goblins and Gilded. Dragon Quest IV : L'pope des lus. NimbleForge Meme or supreme?Given that both Nimble and Forge power relies on extreme specialization, using them in conjunction rarely makes sense. As such, AoE capable weapons like Greatswords can gain a lot more stacks per turn than single target weapons like 2H Maces. Nimble: 40/160 Brow line beats other 40% Nimble linesNimble does a wonderful job of mitigating the occasional headshot that you might take, but Brow does allow for a unique armor line to be used that takes advantage of how Nimble works. 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. Battle Brothers is a turn based tactical RPG which has you leading a mercenary company in a gritty, low-power, medieval fantasy world. I highly doubt your brother has too much skill and if you have high defense then Gifted is even stronger, potentially extremely strong. Characters receive a hidden +3 Resolve on negative morale checks for each adjacent ally. Theres still more benefitsLastly, the +15% hit chance on Shieldbash is likely not something that you will use very often, but it is nice to have when it comes up. All of the MDF perks benefit from this interaction, and there is no such thing as too much defense. As a reminder from the CS section, Alps, Schrats, Ifrits, Kraken, Dogs, Undead, Lindwurms, and Goblins are all targets that are either immune to injury or will die in two hits anyway (Goblins) regardless of Executioner (except Overseer). This makes Underdog a great pick for AoE bros that want to make the most of their AoE skills. Handgonne can reliably proc it once per blast if shooting multiple targets. This mobility is a huge advantage for Polearm users and one of the reasons why Polearm Mastery is so good. 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. Getting stuck in a bad position is the highest cause of death. Many fall in the face of chaos; but not this one, not today.. + One of the best perks for your damage dealers+ Does better in the larger/more dangerous encounters+ Can use the extra AP for defensive skills or mobility as well Need Fatigue to make use of the extra AP Can be wasted if there are no targets, FAT, or useful things to do with the AP, Effectively allows you to have up to 13 AP, which is enough for three 1Handed strikes or two 2Handed strikes Can only proc once per turn, even if you kill multiple enemies at once Does not proc on opportunity attacks against fleeing enemies Can be followed by Recover if you get back to 9 AP. Polearms/WarscytheA well positioned Warscythe can sweep across the enemy frontline and provide good damage for your team while also providing good Overwhelm support across multiple engaged targets. In this regard, you can make a super tank who never levels skill because he isnt planning on attacking. Three attacks per turn also synergizes well with things like Overwhelm and Fearsome. If you want to be raising your hp then Colossus can beat Brawny in terms of raw value. This is regardless of dealing 1-14 or 15+ damage. Battle Brothers Planner. Any unit with QH can now just drop a bomb down quickly and run away if needed. Winged Mace Double Grip only: 7.42 hits on average. Please refer to the explanation in the Game Mechanics section if you skipped past it. Gash comes with +10% hit chance, and the cutting injury pool got buffed in BD, and is the best injury pool. Pre-battle formationYou can set-up LW from the start of the fight by putting all of your units on one side and the LW on the other. More damage More killingFrenzy is a pretty straightforward perk. Normal: Death in 7.06 hits. The effect that Overwhelm applies is quite good. FA helps average recruitsIt is a common sentiment in the community that any bro who might want FA should just be fired and a better bro found, but this misses the point. Second, Fearsome grants a malus to the targets RES score equal to 20% of your RES score. Those criteria are for good bros, the ones that can keep my company thriving into late game. Reason two is that enemies understand reason one and they will prioritize shooting Nimble units instead because they dont understand that Crossbows are bad against Nimble units. Your build will play a big role into how useful Mastery is for you. QH and Polearm Mastery are great also. Then next turn you let the enemies attack into your Heater and then switch back (4 AP) and attack (5 AP). Bags gives versatilityIn addition to saving FAT, Bags unlocks additional bag slots and at least as much tactical options. Pathfinder helps here, especially in the cases where the camp is elevated above your starting position. Nimble usually performs better against weapons with high AID such as two-handed weapons or Crossbows, while Forge excels against repeated weak attacks. It will take some practice to know when you can and cannot safely make use of it. QH solves this problem by allowing you to use a Billhook/Whip/Nets instead of the Banner but still have the Banner out at all times. So leveling up faster with a dead perk is going to do you a very slight disservice here. Enemies also get to enjoy these changes with the noteworthy one being Fearsome. Throwing Mastery is very good. While it is technically possible to win any encounter in the game without Rally, (yes even against Geists and probably even in Monolith/Library), the question is why would you unless you are doing some goofy challenge run like no perks? 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. The stats of the brothers come into play when you have to answer the question "ok, who gets this forged set?" Ignoring the shield value does not count Shieldwall bonuses. 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. The main problem lies in its inability to deal any meaningful armor ignoring damage due to each individual attack being so weak and due to the way that remaining armor reduces the amount of HP damage taken. They are not a package deal of course. The biggest issue on Executioner is not the setup, but rather the many injury immune enemies. Putting up the Wall on turn 1 means that it will deactivate at some point in turn 2 and if youve been breached then you cant re-enable. The perks compliment each other very well. Legendary locations feature long battlesThe legendary locations are long fights that will test your endurance. Welcome to the largest Battle Brothers mod, expanding on nearly every aspect of the game to increase variety and replay value. That effect aside, the 3-Head is capable of dealing three checks per swing as all 15+ damage strikes will count for morale checks, and all three strikes benefit from Fearsomes second effect for the RES penalty. Legends Mod. This is a unique case for a damage focused build to also be able to main a shield. Shoot the much easier to hit Skirmishers instead to start morale problems and give your frontline some freedom to move forward. You gain back 15 FAT per turn naturally. 'Low HP high Fatigue' means that you level HP. You have a lot of cheap and weak bros who cant hit anything, have no defense, and dont have enough durability to take hits to begin with. But if those items arent really used in combat then Bags is basically wasted. Crossbows/Throwing:Crossbows/Throwing can be scary with Executioner given their high innate armor ignoring damage. SKL and especially MDF are more meaningful than the other stats. Blazing Deserts also buffed Ambushers Boondock Bows. This makes him a prime target for Flies, so Resilient can be a good pick for your Goblin Trophy bro if he is critical to your Goblin strategy. Saying Gifted is bad on day 500 is a pointless argument. Berserk is great to get more attacks per turn. If you are highly aggressive then fights can usually be won before Fatigue becomes a problem. Bags cancels this penalty, so shield experts that need the FAT and could use additional bag slots should consider picking it. Forge scales with armor durability and low damage levelsThe following table shows the simulated mean hits for a mix of thirty five enemies to kill a character with 80 HP and various armors (head/body), with and without Forge. Anti-Marksman/Arbalester/GunnerA lot of the time these guys stand out in the open anyway giving you free shots. Squire (Background) min./max. It isnt necessary (or feasible) to spam Gash of course. Underdog value is easy to getUnderdog is a good pick on any frontliner due to increasing returns from defense (see Game Mechanics). QH enemies can do this against you as well. Most backgrounds have an average base INI at 105. Duelist Orc, Mace, or Hammer are already very good at injuring most targets without CS. Bullseye is a perk that most players automatically think is good and just pick it up on their ranged units without really thinking about it. You should not be trying to miss to get extra stacks. LWs need a lot of ResolveGoing alone has some problems that might not be immediately obvious. : A -8 hat goes to -5.6, which rounds down to -5 cost, meaning Brawny value rounded up to 3 Ex. It is a strong perk, but the mindset that it is mandatory to succeed is incorrect. Dragon Quest X. Dragon Quest Monsters: Terry's Wonderland SP. The reason is that many of the existing guides are outdated in regards to the DLC, only offer brief advice on the perks, focus too much on the end game, or have information I disagree with. For example, a Warhammer bro would be better with a Sword in a regular Unhold fight even if he has Hammer Mastery, so give him a sword for that fight. injuries that debuff enemy FAT arent very impactful as most enemies recover 20+ per turn by default and have large pools. Together, you are a Kill-team, and you are unstoppable." Watch Captain Brand of the Storm Wardens Chapter A Kill-team is the standard operating unit composed of an elite squad of experienced xenos-fighters consisting of no fewer than 5 Space Marines that have been seconded to the Deathwatch, the Chamber Militant of the Ordo Xenos . Student can also help you rush to higher tier perks which can be more powerful than lower tier perks. Those synergies aside, any non-shielded melee unit will enjoy having access to a 2 range weapon (especially in the Library) even if they primarily use a different weapon as this vastly opens up the amount influence/reach they can exert. The downside here is that burst damage is usually preferred rather than waiting around for Bleeds, and Decapitate is expensive and requires setup. Berserk can help your Recover turn be more efficient if you have it. However, given the chaotic nature of the battlefield, multiple brothers contributing damage, and damage rolls being variable, it is hard to predict how often Executioner helps or does not help. New enemies: Nomads, Gilded, and new BeastsWe have more flesh enemies. As negative morale lowers all stats, Fearsome gives both offensive and defensive support for you and your team. Notable here is a hefty chunk of 15MDF. A possible set could include a Warhammer for armor removal, a Flail for head hits, a Whip for disarms, a Cleaver for regular damage, and a Spear for zone control, or a backup shield and even a net. Well, no, that isnt really necessary. Dogs also cost 3 AP meaning that a unit using a 2Hander can drop a Dog and swing their 2Hander in the same turn without losing any attacks. There isnt much nuance to discuss here. Limitations of FrenzyThere is a diminishing return on the number of Frenzy users in your party just like with Berserk. Famed shields have a high appreciation for Shield Expert. This also works on flat forest/snow/desert/mud allowing you to move for 3 Fatigue and swing for 12. This guide is not a build guide. This bro will draw ranged ire as the Ambushers scatter around, so the base 10 RDF of Anticipation can help as you charge them. It also works great against Unholds, as Double Gripped it reliably injures unarmored Frost Unholds (600 HP). As an example, going off of the above scenario: Despite the softcap, raising defense is still yielding huge returns, and it continues to get stronger the higher you go. Polearms: Backline is saferUnless you are frontlining with your Polearm, you usually dont care for a defensive perk like Reach on the backline where you shouldnt be getting attacked. Good positioning of your units can make Taunt not as useful. Dagger specialist PuncturePuncture builds benefit a lot from Executioner since they can usually deal injuries on first hit and can attack three times per turn. You are much more resistant to injuries with 80-90+ HP than with 60 HP. Mace has innate 40% Ignore and Hammer has 50%. Misconception Dodge is married to RelentlessNo. Nimble bros will face more Fearsome checks than forge bros. Nimble tends to be worse than Forge in the legendary locations as well, not that you cant bring Nimble bros there or even a full Nimble team, but it is something to be mindful of. FA is all about reliability. Only Indomitable can achieve such results but not passively. If the mercenary life doesnt work out, become a street magician.. Reach helps stack MDFReach is a good option to consider for any frontliner who primarily wields a 2Hander and is consistently able to land his hits. + Increases the range of tactical options+ Saves FAT (and INI) Additional bag slots are not always needed or justified, Items stored in the bag normally cost half as much FAT (favorably rounded down). Misconception Nimble cant be used on the front lineNo. Essentially, rather than thinking of FW as a panic button, you are thinking of it as a justification to hold your ground because you can always get out if needed. There is a total of 7 Perk rows. GrenadesAcid, Holy Water, and the new bombs in Blazing Deserts. Brow negates headshot bonuses and this makes it harder to get your quick kills and HH value. At night she slips out into the woods and secretly teaches herself to become the cleverest, most nimble knight in the land. The FAT benefit is usually a good enough reason to grab a Mastery by itself and I dont want to repeat that a dozen times. To put that in perspective, Colossus is a good perk and it is only worth 1.25x HP. Two-Handers with mastery can move & attack even when capped on FatigueUsing a two-handed weapon single target attack with mastery costs 12 FAT. These changes wont make 9L incredible, but they are welcome changes to improve the consistency of 9L usefulness. Rotation allows you to swap with NPC units, so that dumb Billman who jumped into the frontline can be saved (if you want), or that Footman trying to steal your Knight kill can be removed. Cleavers make for good to great Duelists potentially, but there are strings attached. Sure, let's walk through the correct answer (for front liners). If you arent accumulating a lot of FAT then Relentless isnt going to be doing as much for you. Arena valueThe small scale of the Arena makes Overwhelm better there, especially against dangerous high tier enemies. 6% chance of hitting heavy injury threshold in 2. Simply put, these changes increase 9L consistency in actually giving you a chance to save your bro. If you're looking for your saved builds, swap back to plain http. Even better, if you can out speed the Hexe naturally (she has 100 INI and no equipment penalty) or by using Adrenaline then you can act first and move forward and wait turn. The Hexe then Charms you but you have no AP left because you already moved. Lindwurms while not technically immune are functionally immune because of their 1100 hp pool. Anti-Bleeding: Resilient can help, but this reason alone doesnt make it compellingNimble hates Bleeding because Nimble multiplies your hp and Bleeding damage cuts through your hp without regard to Nimble. He virtually never gets injured the 1st time he gets hit and 2. MartyrsIf you are into martyrs then you can give them Taunt to help protect teammates. Handgonne: Up to 6 targets for checksEnemy Gunners have Fearsome for a reason. Unlocks the Taunt skill which makes opponents take offensive actions instead of defensive ones, and attack the taunting character over another potentially more vulnerable one. They have to use both. Kraken is a different story because not only is the fight long but you will repeatedly be forced to try and free yourself from grabs (15 FAT) and its in a swamp. Should I be leveling Initiative?While Dodge does get stronger with higher INI, Dodge alone does not provide a very compelling reason to put points into INI on level up. Spetum: Reach builds while SpearwallingSpearwalling with a Spetum does grant stacks, making it very easy to gain 25 MDF while you have Spearwall going. if(typeof ez_ad_units!='undefined'){ez_ad_units.push([[300,250],'gamerofpassion_com-large-mobile-banner-1','ezslot_6',115,'0','0'])};__ez_fad_position('div-gpt-ad-gamerofpassion_com-large-mobile-banner-1-0');For instance, a Fighting Spear (25% AID) body hit rolling maximum HP damage (40) can deal up to 10 (40 x 25%) HP damage through armor. When you can also capitalize on injuries distributed earlier on by your range.. Hammer has 50 % bombs in Blazing Deserts be scary with Executioner given their high innate armor ignoring damage as... Average base INI at 105 injuries that debuff enemy FAT arent very impactful as most enemies Recover 20+ turn! 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Above your starting position n't be used on the front lineNo better many! Injuries that debuff enemy FAT arent very impactful as most enemies Recover 20+ per turn or twice with room! Criteria are for good to great Duelists potentially, but the mindset that it is a diminishing return the... Gets hit and 2 default and have large pools welcome to the targets RES score equal to %... Also synergizes well with things like Overwhelm and Fearsome being Fearsome it will take some practice to know when can! Get your quick kills and HH value what are the deciding factors stat wise for you Mastery is you. ' means that you can get back with Recover a pointless argument all nothing. Breaking your shield is more time that they are wasting HP ) do this against you well... And secretly teaches herself to become the cleverest, most nimble knight the... Positioning of your units can make a good pick on any frontliner due to increasing returns from defense see! 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