Compare to other perks where you always know what you are getting. 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. If the Hexe decides to ignore your Resilient guy then he can try and make his way over to stun her. 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. However, Swords have a lower FAT cost than the above options and a bonus +10% accuracy. Turn order: Slower bros with Executioner can capitalize on prior injuriesExecutioners can benefit by being slow. While the value may be lost on weaker foes, it will help in harder battles (yep, Chosen). Due to the nature of increasing returns from defense you may decide you want Relentless anyway just for additional defense stacking and thats fine if you deem that worthy of your perk point, but it is by no means necessary or even particularly strong to use Relentless just to support Dodge. 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. While Relentless does support Dodge slightly, that isnt a very compelling reason to select it by itself, even with increasing returns from defense. For sake of simplicity we are going to say that our Chosen rolled 80(middle) on his HP damage roll and 90(max) on his armor damage roll. Great job man much appreciated. The problem is that there arent really that many status effects for Resilient to mitigate (see the mechanics section). It is very similar to Duelist. With Nimble however, HP is armor so as long as theres life, theres hope! It is true that Fencers will out-speed most enemies, but Fencers are also really good at killing, enjoy the wait command, and are highly perk starved. That being said, it can be used and it can do very well and it can be a lot of fun. Relentless can hard counter their tactics and cause them to waste turns trying. Therefore, CS, Executioner, and Fearsome all have more targets and the overall % of immune enemies has decreased. Legends Mod. Disagreement is healthy and Im not arrogant enough to claim that other guides are completely wrong or that my guide is perfect. Settlement Situation Tooltip. Having Rotations whether they are on your frontline or backline can be a great way to help distribute damage across the whole party instead of putting the full brunt of it onto the frontline. The value of Colossus here goes beyond just the raw durability. <4% injury before shot 4. Mastery: 3.9 shots to kill on average. Duelists: Damage perk stackingHigh AID Duelists like Mace can make use of HH. An example would be a speedy Hammer guy who smacks enemies down the turn order with Stagger while stripping their armor so that your other bros can grab the kill and Berserk. 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 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. 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. Reach can still be used on single target 2Handers for some extra defense if you desire, but other defensive perks might make more sense. To be clear, you do not need to be able to Overwhelm every enemy for the perk to be good, but you do need some stat investment (which is an opportunity cost) if you want to be able to use it against more foes. 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. What about 2H Cleaver? 51% injury on first shot. Dragon Quest Rivals. Thanks for reading the introduction! The bonus Dodge defense also makes it easier to safely ditch the shield so that you can use these weapons. 50% damage reduction makes you more than 2x durableLet me illustrate using a 300/300 Forge unit vs. a Chosen Mace. You dont need to use it on anybody else. Simply put, these changes increase 9L consistency in actually giving you a chance to save your bro. The key to Gilded fights is to remove the Gunners, so formulate your strategy accordingly. The downside here is that burst damage is usually preferred rather than waiting around for Bleeds, and Decapitate is expensive and requires setup. Anti-displacementTaunt blocks Warrior pushing and Unhold throwing. All rights reserved. Taking Relentless just for the sole purpose of maintaining high Dodge value is not very compelling. Bags can help you carry these new potions and they are all quite good. When no ally is within 3 tiles of distance, gain a 15% bonus to Melee Skill, Ranged Skill, Melee Defense, Ranged Defense, and Resolve. These changes wont make 9L incredible, but they are welcome changes to improve the consistency of 9L usefulness. Ive had 60 Resolve tanks drop to Fleeing just from Ancient Dead walking into his zones at the start of Monolith. 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. This mobility is a huge advantage for Polearm users and one of the reasons why Polearm Mastery is so good. They include impactful accessories like nets, grenades or consumables, weapons granting reach, control (Whip or Mace) or shields for protection. However, this is a very luck-based strategy, and as the loading screen likes to tell us if your plan relies on luck then maybe it isnt a good enough plan. The Hexe will always start covered and unless you have a wicked famed xbow you need a headshot for a one-hit kill. 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. Both can use Duelist effectively, and Nimble Duelists do not necessarily lean toward using Dodge and/or Initiative either. Dagger Puncture: Injure almost everything consistentlyBecause it completely ignores armor, Puncture is a great way to set up injuries and with CS you can injure just about everything in the game, even Orc Warriors. You can also use weapons that have their own debuffs or control abilities, where going first may be crucial. Supporting Dodge value is a nice side effect, but not the main reason to use Relentless. So another option for your Forge guys could be to take Colossus, raise your HP, and that makes you less dependent on Indom to survive and frees up your AP/FAT/perks to do other things. If they get hit then they will spend their turn trying to move back toward your line and then immediately flip back to your control without doing you any harm. Many of your early game team is likely destined for Nimble so Dodge will still be useable later. Picking up Dodge/Relentless/Underdog, maybe also Gifted/Reach/Overwhelm can allow for even units with poor stats to effectively wield 2handers and achieve a good degree of passive durability due to increasing returns from defense, while still dishing out decent damage. This also allows Indebted to reach the bottom line of the perk tree which is otherwise unreachable for them without Student. Even if you had multiple 100 skill Bullseye archers (which you dont lets be honest) this strategy still isnt reliable. Frontline: The Arrow MagnetAn interesting use case for Anticipation comes from understanding enemy AI tendencies. Also reduces Fatigue cost of Nets/Grenades. You can attack (5 AP) and swap to a Heater (4 AP). Whiffing on a Shieldbash is extremely annoying because it prevents you from taking that high ground tile. Compared to other damage perks, Berserk is usually better, but Berserks faster damage output does cost more FAT while Frenzys does not. Normally the rarity of headshots can make them prohibitive to actually killing enemies as they have a healthy helmet to absorb the blow. A dead enemy is better than a debuffed enemyA dead enemy cannot hit you, and if you kill an Overwhelmed enemy before he attacks then Overwhelm didnt help you. Polearm back liners also enjoy having a stronger melee weapon to swap into should they get jumped on by a flanking enemy or Orc Warrior. If your morale gets dropped then you take a RES penalty as well which will make you more vulnerable to further Horrify spam. Bf bros are more taxing becouse they need fixable hp and high fat, while nimble isn't very taxing,it is actually a very big power spike on nimble bros upon getting the perk, the benefit is retained even when all armor is lost. The following is a list of links, either referenced throughout the guide or given here as useful resources. Three attacks per turn also synergizes well with things like Overwhelm and Fearsome. For example, Overwhelm Warscythe and Warbow will appreciate the help, but Overwhelm Sword might not need it. Chosen mace has 60% Ignore armor and 115% Armor modifier. Misconception Underdog is an auto-pick on every frontlinerNo. You can clear Monolith/Library with a few dead perks. Most backgrounds have an average base INI at 105. The way to go is Necromancer/Assassin Hat (40) and Noble Mail body armor (160) preferably with Bone Plate attachment. Understanding how the AI works makes FW less relevant as a panic button because you will get better at preventing those panic scenarios from happening in the first place. Fatigue support and arrow diversionIf you want to be sure that someone is not going to get shot at then you can take Anticipation. Friday's invite-only (and non-televised) awards dinner will go on as scheduled from L.A. Live Event Deck, a popular event venue located . This guide was written by turtle225 and Abel and was added with their permission to this blog. Of course you can use Adrenaline beyond the early turns as well for clutch timing control. What returns can be expected from increasing MDF for different starting values? Premium heavy injuriesFractured Skull and Concussion are among the best injuries in the game. Reddit and its partners use cookies and similar technologies to provide you with a better experience. + Improves highly valuable accuracy+ Helps weak to average characters contribute offensively+ Provides more help in bad situations Low return with high base hit chance Can be outclassed by Gifted/Backstabber, Returns are inversely proportional to hit chanceThe following tables show the expected hit chance gain (EHCG) from FA for a base hit chance (BHC).BHCEHCG20%13.8%30%10.9%40%8.4%50%6.4%60%4.7%70%3.2%80%2%BHCEHCG58%5% ( Backstabber)64%4% ( Gifted Ranged)72%3% ( Gifted Melee). Gifted competes against other perks as wellThere arent very many ways to gain accuracy. The Qatal and 2H Mace can combo well together doing this. Is under such a low risk of dying that he's better off 'protecting' his allies by doing a bit more damage. Again, decide for your needs whether or not more accuracy is worth your perk slot in these cases or if you would rather have a different perk. Better armor for less Nimble worth considering with lower HPGoing above 40% Nimble is better in some cases and worse in others.Generally speaking, 40% Nimble is recommended with high HP.For HP values of 80 or less, more durable armor performs slightly better, as long as it is still efficient. 120/115/42% (Sallet/Mail) makes a good starting basis. 120/160/47% (Sallet/Noble) sometimes wins, sometimes loses, so Noble Mail is not a must buy. Assassin Robes are generally preferred if available.As a rule, the higher Nimble value options do slightly better against weak fire (from Goblin Ambushers, for instance) and weapons causing bleeds, while the 40% Nimble setups get the edge against heavy attackers like Chosen. 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