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Flesnolk
Apr 11, 2012
A number of in-game days since the event with the minstrel saying war has started. Every noble contract is just "patrol this bit of road" or "clear out these goblins in the exact same place you've cleared out like five times already" so far.

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GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
Ugh. I have not been able to find any uniques for like thirty days despite hardcore raiding lairs and poo poo.

Additionally the last two uniques I saw were weapons that somehow managed to be worse than the non unique versions which I have never seen before.

I have so much money but nothing to spend it on!

Miss Lonelyhearts
Mar 22, 2003


I just saw unique armor for 100.000 in an allied Capital city, I was only 80k short, most expensive thing I've seen by far.

Hunt11
Jul 24, 2013

Grimey Drawer
It is amazing just how unfun it is to fight Goblins.

Roobanguy
May 31, 2011

Hunt11 posted:

It is amazing just how unfun it is to fight Goblins.

imagine how orcs must feel when they go up against you

Hunt11
Jul 24, 2013

Grimey Drawer

Roobanguy posted:

imagine how orcs must feel when they go up against you

My limited experience with orcs is that it is just two battle lines smashing into each other as you desperately pray that the orcs break before you do.

vyelkin
Jan 2, 2011

Hunt11 posted:

My limited experience with orcs is that it is just two battle lines smashing into each other as you desperately pray that the orcs break before you do.

You're probably using goblin tricks against them even without thinking about it too much, even in the middle of a battle line. Archers overwhelming slow orc warriors, daggers puncturing their armour, spear walls to keep them at bay while you shoot them with archers, and so on, those are tricks goblins use against your tough guys that you in turn probably use against orcs.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
But orcs have the ability to move through your lines to get to the juicy archers...

Anyway I love fighting gobbos. And they drop poisons which are great!

I think my "normal" build might be like perfect goblin counters though, since I like to have lots of heavily armored archers with high accuracy and good ranged defense and a few spear/shield guys (who also have swords, axes, and maces/hammers now that BaB is good again) to keep normal folks at bay. Goblin poison doesnt do much if they cant get through your armor, and the knives dont come out if you dont close.

Actual orcs are much scarier. You cant hold a line. You cant reposition your guys. You cant peel their armour before they close.

Still way better than fighting skeletons though.

Anyway I finally decided to use my money to fire half my team and spend a while churning recruits so lets hope I can get them to a useful point before the crisis kicks off for real...

vyelkin
Jan 2, 2011

GlyphGryph posted:

But orcs have the ability to move through your lines to get to the juicy archers...

They do, but so far I've had good results just switching my archers over to daggers (using quick hands) and using them to continue overwhelming any orc that breaks through. That usually reduces their melee attack enough that they aren't able to hit my archers too badly, and any orc that's broken through is now surrounded by four of my bros instead of two in the battle line and gets top priority from all four and any polearm support that can reach them. They usually don't last more than a turn or two taking that kind of sustained assault before their morale breaks and they're done.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
Hmm, good point

Also when the hell did they add an option to reset equipment after battles?

How did I not notice this?

Oh man, all that busywork I'll never have to do again, this is incredible.

Miss Lonelyhearts
Mar 22, 2003


Orcs weakness is Morale, anticipate one or two crashing through to your backline and have everyone attack and surround them, they break quickly enough leaving reduced morale and numbers for all the rest. Your front line needs to be able to survive a few rounds and hope they don't get their shield broken while you kill the few that overextended. I actually did the entire Orc invasion without Footwork on my 2 crossbow users but it helps, the orcs will usually charge to catch a backliner wearing weaker armor and no shield.

dogstile
May 1, 2012

fucking clocks
how do they work?

GlyphGryph posted:

Hmm, good point

Also when the hell did they add an option to reset equipment after battles?

How did I not notice this?

Oh man, all that busywork I'll never have to do again, this is incredible.

Time to play this game again.

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund

Miss Lonelyhearts posted:

Orcs weakness is Morale, anticipate one or two crashing through to your backline and have everyone attack and surround them, they break quickly enough leaving reduced morale and numbers for all the rest. Your front line needs to be able to survive a few rounds and hope they don't get their shield broken while you kill the few that overextended. I actually did the entire Orc invasion without Footwork on my 2 crossbow users but it helps, the orcs will usually charge to catch a backliner wearing weaker armor and no shield.

Also it helps not making your ranged guys completely one-task, I like giving them a spot of melee defense and 2H weapons. It doesn't always work, mind you, but one time I dropped excess war brands on my archers and they completely blended an orc warrior advance that broke through the line, killing two and maiming two others :feelsgood:

Miss Lonelyhearts
Mar 22, 2003


I usually just give them daggers like everyone else and it helps/works.

Flesnolk
Apr 11, 2012
Sorry for my constant posts, but one last one. I'm doing the war stuff, I'm currently not on contract, and nothing happens when I try to attack settlements. I know I'm pressing the right keys, anyone know what might be up?

Hunt11
Jul 24, 2013

Grimey Drawer
How much worth is there in giving pathfinder to big weapon wielders when they already have most of the skills you want?

Demon Of The Fall
May 1, 2004

Nap Ghost
I thought the general consensus was to give pathfinder to every Bro, regardless of what they do. It's a very useful skill.

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund

Hunt11 posted:

How much worth is there in giving pathfinder to big weapon wielders when they already have most of the skills you want?

Still a lot. You want to be able to get them unstuck post-haste if you have to fight something tough in a forest or swamp.

Pornographic Memory
Dec 17, 2008

Demon Of The Fall posted:

I thought the general consensus was to give pathfinder to every Bro, regardless of what they do. It's a very useful skill.

Yeah I give everybody pathfinder personally. Unless you somehow fight without ever moving your dudes around, it's absolutely essential in any kind of non-standard terrain. If anything, "big weapon wielders" need it more than most characters, because in my experience they tend to move around a lot since they need to move to engage new enemies more often than typical shield and one hander brothers.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
Pathfinder is very good but I can't find the space to put it on every brother, 2hand tanks need all their perks for murdering faster and being able to take a crossbow bolt to the face.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
I think its good on two handers because mobility is a big deal, but less important than some other perks.

Only guys I dont bother putting pathfinder on is my archers because they dont move much and are always short of the perks I want even at max level.

GlyphGryph fucked around with this message at 18:55 on Aug 1, 2017

Coolguye
Jul 6, 2011

Required by his programming!
pathfinder's one of those perks that you absolutely adore most of the time you are raising a brother up through the ranks, and then slowly begin to resent when he gets to the point where he can at least pretend to stand on his own

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
I dunno, I don't think I ever really regret taking pathfinder on my melee dudes.

Anyway, this is the sort of "builds" I've settled on for the back half of the game (my initial batch of recruits will take a different path that focuses on abilities like fast adaptation and gifted to get them reliably dealing damage as fast as possible, but eventually I replace them with dudes like the following)

I'd like some opinions on ways to tweak it people think might be better.

First: "General Purpose" - these dudes handle the flanks and are good holding the line and bringing the right tools to bear. Their equipment varies from fight to fight, but I tend to favour dudes with very high accuracy for this role. They almost always carry a dagger on them as well as an extra shield.
Pathfinder -> Quick Hands -> Rotation -> Brawny -> Spear Mastery -> Battle Forged -> Berserk -> Recovery -> Bags and Belts -> Killing Frenzy (or Gifted, if my stats, esp. fatigue, aren't where I want them to be by this point due to bad rolls)

Second: "Two Hander" - These dudes are my centers and main damage dealers, using great swords or greataxes.
Pathfinder -> Recover -> Brawny -> Axe/Sword Mastery -> Footwork -> Battle Forged -> Berserk -> Killing Frenzy -> Underdog -> Colossus or Gifted depending on stats

(I know people swear by reach advantage, but maybe I just don't understand it - the bonus is only 20% and requires you to hit someone to get it which at 20 melee defense is still only like... +4. Situationally. I'd rather the guaranteed defense bonus plus fatigue plus accuracy of Gifted the vast majority of the time, since it still counts even if I get stunned or otherwise put in a bad position or need to recover...)

Finally, my archers, which I think is a pretty basic build. I tend to favour pumping fatigue, initiative, and ranged accuracy on these guys, counter-sniping the ranged enemies and then clearing the field with three attacks per turn most turns.
Recover -> Bullseye -> Quick Hands -> Bow Mastery -> Overwhelm -> Berserk -> Brawny -> Killing Frenzy -> Crossbow Master -> Bags and Belts

Does that seem like decent builds, what do people think?

Coolguye
Jul 6, 2011

Required by his programming!
i should be more clear; it's less that it becomes less useful, and more that its value decreases over time relative to other choices. pathfinder on a fresh recruit means they stay with the group and stay less vulnerable, pathfinder on a level 10 guy with heavy armor and a good shield means that...i dunno, he's one hex behind. he's not so vulnerable that he can't afford to be one step behind the group, especially if that one hex means that he has another weapon mastery or another defensive perk he wouldn't have had otherwise, which is now stacking on his numerous levels to probably add a substantial percentage bonus.

dudes who routinely use a two-hand option get way more benefit though since it'll frequently be the difference between being able to attack that round and not, though, so that's part of the equation here too.

Coolguye fucked around with this message at 19:14 on Aug 1, 2017

ditty bout my clitty
May 28, 2011

by FactsAreUseless
Fun Shoe

Miss Lonelyhearts posted:

I just saw unique armor for 100.000 in an allied Capital city, I was only 80k short, most expensive thing I've seen by far.

If only it was available as paid dlc

Hunt11
Jul 24, 2013

Grimey Drawer
So when do people start getting legendary gear? I am almost at day 90 and despite a decent amount of dungeon exploring I haven't seen anything special besides the moral skull which I chucked on my two handed sword guy.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.

Hunt11 posted:

So when do people start getting legendary gear? I am almost at day 90 and despite a decent amount of dungeon exploring I haven't seen anything special besides the moral skull which I chucked on my two handed sword guy.

I got two legendary weapons, two armors, and a helm in the first 20 days.

Then I basically saw nothing else for 50 days, and then I got a legendary shield from killing a bandit leader.

Have you gone out into the far wilds? Dungeon delving there seems more likely to turn things up.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
Man, Noble War is definitely the most fun crisis. It's my first time getting it and god drat does it have some satisfying poo poo going down. And you get equipment from everyone who drops!

aparmenideanmonad
Jan 28, 2004
Balls to you and your way of mortal opinions - you don't exist anyway!
Fun Shoe

GlyphGryph posted:

I know people swear by reach advantage, but maybe I just don't understand it - the bonus is only 20% and requires you to hit someone to get it which at 20 melee defense is still only like... +4. Situationally. I'd rather the guaranteed defense bonus plus fatigue plus accuracy of Gifted the vast majority of the time, since it still counts even if I get stunned or otherwise put in a bad position or need to recover
Reach advantage is amazing, especially as you get into fights against larger packs of enemies and get bros with better stats. An endgame bro with 40+ def and a greatsword/hammer will be consistently at 56-60 def every turn, and occasionally pop up close to 80 when you get bonus AP from berserk kills and get to swing twice. This lets him hit 2-5 times per turn with over double the damage per hit of a shield bro who will need to be shieldwalling to get comparable defense. You are not going to beat black monolith and will struggle against ancient dead in general without reach advantage 2H builds (or with 20 melee def bros for that matter).

That said, gifted is a great perk for starting tier bros who are struggling with mediocre stats. Something that isn't mentioned often enough is that there are great early-mid game build strategies and perks that are quite useless late game (gifted, crip strikes, executioner, etc). And just so I'm clear, here's what I mean by that:
Early game - leading up to first crisis
Mid game - first crisis
Late game - building up to taking on black monolith

For those who haven't experienced black monolith, ranged weapons are largely useless, the 30-40 enemies have no ranged weapons, tons of armor, and either tough shields or nasty 2handers. There's constant unavoidable HP drain (miasma) and a fear/stun combo AE effect (horror) that requires high resolve to avoid. I shoot for 90+ melee attack, 40+ melee def, 60+ resolve, and enough fatigue to have 70+ left after gear. Over 60 HP is preferred as well, though I still use swordmasters with bad starting HP since they can end up with 50+ melee def. Really good/lucky brawlers and wildmen can get these stats along with sellswords, nobles, and swordmasters. Adventurous Nobles tend to be the easiest which with to achieve most of these things.

Last game I beat black monolith I used this build for all my tincan 2handers
2 student*
3 pathfinder
4 brawny
5 hammer/sword/polearm mastery
6 reach advantage
7 berserk
8 battle forged
9 killing frenzy
10 underdog
11 recover *colossus/fortified mind depending on stars and levelups

I typically level these guys up with a longaxe in the second row as they have garbage ranged defense and can get wrecked from focus fired crossbows or throwing weapons. Pathfinder is there for two reasons - first, I can't loving stand leveling without it, and second, it's useful in black monolith for headhunting priests and retreating. If I hypothetically were going to grind another set of bros up to 11+ without it, I'd take both colossus and fortified mind. Steel brow is good as well, but aside from the occasional lucky pikeman, ancient dead don't do many headshots that are worrisome with 300+ head armor. I've also debated taking overwhelm, as even the slowest bro will typically go before most ancient dead.

Having a bannerman with resolve as high as you can get it (120+ is pretty easy with the sergeant sash and good enough with 60 resolve bros to make them largely immune to horror) is essential, and as you'll be using rally pretty much every turn, you can skip the offensive stuff. You'll usually have a spot for two warscythe bros as well depending on your formation and taste. These guys can skip underdog for stuff like overwhelm/rally/quick hands depending on what you prefer. You'll need at least one backup warscythe per man if you want to fight for very long because those things are super fragile.

This is the formation I typically use for black monolith. This composition is pretty close to my most recent victory and is what I'd consider ideal (I had a ton of legendary greatswords in my last game so I was down some hammerbros). Hammers are a better weapon due to the high armor/low hp on ancient dead, but greatswords can be useful as well since they let you reach that 2nd rank of polearm shitheads right away and can hit multiple targets without endangering fellow bros when not on one of the formation's corners. Greatswords are also better against the wave of necrosavants that will typically come say hi to bros in the back of your formation where the ancient dead have left gaps.
B = bannerman
H = two handed hammer
S = greatsword
W = warscythe

aparmenideanmonad fucked around with this message at 06:18 on Aug 2, 2017

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
That's almost exactly how I run my groups, all front liners have 2handers and the back line is just a banner guy plus 1 or 2 archers / polearm users (often just frontliners levelling up).

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
Yeah I guess I can see the advantage on truly legendary bros but I honestly dont know how you find that many people with stats that high. Just churning expensive recruits and brutally culling everyone who reaches max level that doesnt fall short? 40 is a ton of melee defense to have on a dude if you are also pumping fatigue and attack and occassionally need to drop some points in health and resolve. Even with two stars you need them to start with a base melee defense of at least ten and select it every single level up, right? And also give them a really high accuracy that can reliably trigger reach advantage even through high defense enemies. And enough fatigue to do it turn after turn.

Also if I was pursuing that build I would probably swap out pathfinder for footwork so I could push the two handers deeper into enemy lines and fill holes as soon as I make them to insure I am getting those multi attacks and hitting back line dudes.

aparmenideanmonad
Jan 28, 2004
Balls to you and your way of mortal opinions - you don't exist anyway!
Fun Shoe
Having one bro set up to go solo can be done but he has to have pretty amazing stats as well as iron lungs. You give him the undead necklace so you don't have to worry about horror while he's out of range of your banner man and then your best legendary 2h flail or axe so he can take full advantage of being surrounded. If you're lucky enough to have the cultist armor, he gets that too. Swapping in footwork and lone wolf for colossus and pathfinder works. He will largely stay out of miasma so the need for hp isn't as great.

This really isn't necessary though, as it only takes one ancient priest left alive to douse you in miasma and spam horror. Your main force can't be mobile enough to have everyone avoid it and still go to work actually killing things, so it's easier to just build with a solid turtle formation in mind.

That said, as you speculated, getting bros with these kinds of stats is not easy. Brave, fearless, tough, iron lungs, dexterous, optimist, strong, sure footing are all traits to look for along with high starting base stats and stars in places of weakness - for instance, you don't need stars on a swordmaster with 73 starting melee attack, but you're almost certainly going to need a star or two on his 80 in fatigue. The nice thing with recruiting late game is that most of these bros come to you at level 4, so you typically don't have to level them at all on your own to see if they'll be worth it.

HisMajestyBOB
Oct 21, 2010


College Slice
I rarely take Pathfinder since I'll form up and let the enemy approach me. If the terrain is bad, I'd rather fall back to favorable terrain than advance into it. Waiting also lets me hit first and position guys to hit their flanks and roll up the line.

Except bandits, because they're bitches that refuse to charge, so they get arrows.

Hunt11
Jul 24, 2013

Grimey Drawer
So how long of a gap is there between end game events? I am just about done with the noble war (judging by the ambition) and would like to now just how much time I have to do personal projects (as in getting legendary gear) without worrying about the entire land burning down.

AG3
Feb 4, 2004

Ask me about spending hundreds of dollars on Mass Effect 2 emoticons and Avatars.

Oven Wrangler

Hunt11 posted:

So how long of a gap is there between end game events? I am just about done with the noble war (judging by the ambition) and would like to now just how much time I have to do personal projects (as in getting legendary gear) without worrying about the entire land burning down.

Between 70-100 days.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
Oh man, Noble War is most definitely, far and away, my favorite Crisis, and I wish I could replace them all with more noble wars and only have noble wars, and I encourage everyone who wants a good time to set noble war as your first crisis.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
Is it just me or is the Black Monolith a lot easier than the huge Goblin city with its 4 Shamans?
I did the Monolith for the first time today and my bros kinda just tore it apart. Or at least 11 of my bros, my lovely reserve greatsword bro failed pretty much every Resolve check until he was panicking surrounded by Honor Guards and I let him die instead of retreating. If I had kept track of the Fatigue levels of nearby bros with Rotation better I probably could have saved him, too. Not that he was worth it, but he took a piece of unique armor that got completely shredded with him.
Meanwhile, I have never managed to beat the 47 Goblins in one go. It took me 3 attempts (so two retreats after killing some Skirmishers before Puncture, Overseer shots, insects and running out of Fatigue put two or more of my bros in pretty acute danger) during my current run, despite everything happening on even ground.

Also, this appears to be a rather unequal partnership between those two Necromancers:


e: On that note, I love how Expert keeps upping the ante during the lategame. Making you fight 3 Master Archers, a Hedge Knight and a Brigand Leader in a standard bandit camp, for example, or putting a Warlord into almost every Orc camp.


GlyphGryph posted:

Oh man, Noble War is most definitely, far and away, my favorite Crisis, and I wish I could replace them all with more noble wars and only have noble wars, and I encourage everyone who wants a good time to set noble war as your first crisis.
Greenskin crisis is fun, too.
I wish I could just disable the Undead crisis, though. That one is just a loving slog.

Wizard Styles fucked around with this message at 22:18 on Aug 3, 2017

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
Yeah same, Greenskin is cooler now that you can turn off permanent city destruction which was just kind of unfun without the noble houses expanding and settling new towns.

Undead crisis was... not fun.

aparmenideanmonad
Jan 28, 2004
Balls to you and your way of mortal opinions - you don't exist anyway!
Fun Shoe
I mean, black monolith and goblin city are pretty much the opposite in terms of optimal builds. Yeah, if you're running a bunch of low ranged def 2 handers, it can be tough. But I've beaten the city with a BM squad, and I've never beaten BM with a gobbo squad. As long as I go in with a few pro archers and the gob ambition reward, I can usually do it in one go. Goblins are just way easier to kill (nearly all units are one shots with a great sword), they don't do much damage, they can be injured, and they have morale. One guy with the goblin talisman can pretty easily turn the fight all by himself as long as you have some other bros to play poisoned arrow magnet and don't get hosed by lucky armor-bypassing dagger rolls.

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Miss Lonelyhearts
Mar 22, 2003


I honestly had fun defending an allied town near two orc encampments for most of the invasion. They sent increasingly difficult waves and it was hard keeping keeping up while juggling injuries and tools and wanting to defend the city for largely sentimental reasons.

ditty bout my clitty posted:

If only it was available as paid dlc

Lol little baby is trying so hard, you contribute nothing to this thread except for bad opinions and unfunny jokes.

Miss Lonelyhearts fucked around with this message at 01:30 on Aug 4, 2017

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