I've found Dodge insanely useful in my runner. My runner is a build speciliced in mobility, I give it high HP and Iniciative, and it's loadout is light armor, a dog, a bucklet and a dagger. I mostly use it for sneaking around and killing archers, the necromanser, or backstabing enemies. With Dodge he is almost never targeted and when it is targeted it has high defense and when it hits it's high HP with Nimble keeps it alive. This was initially an experimental build, but it has worked pretty well.
@@bjornefellhanded9708 It's all fun and games until he gets stunned. Then it's good bye. I had multiple pathfinders and every single one of them would eventually get stunned, and the rest of the team would be too far from him to get him out.
In defense of Dodge as much as initiative is a stat not worth investing points in (unless you get really bad roles in other areas) and dodge scales with initiative that does not make Dodge worthless. For example a Hunter starts with an average of 107 initiative which translates to approximately 15 melee and ranged defense. Like having a week shield when you don't have a shield. I think Dodge really shines on build where I don't have points to put into defensive stats like hybrids. For me it fulfills a similar role to anticipation preventing them from being killed at the beginning of the fight, by a sniper or necro. Part of this may be that you are much better at the game than I am and better able to protect vulnerable characters from these threats. I look forward to the rest of your guide, I have already learned a lot.
I was thinking about the same, Dodge for the hybrids/archers and to increase the Initiative instead both defences. With 2 or 3 stars in Ini, you raise it by 6-7 points so it a +1 to both defences, not sure how that would scale during the fight but on archer with iron lungs and bow mastery i think it would give you constant bonus to both defences. Also what about the back 2H guys that do not get fatigued as often? they attack only once per round so they dont get much fatige and they have no shiled so having those few moe points in ranged defence seems to be good. I don't know, i would like to test but i am still learning the BB from your videos. Maybe you would try the build I can think of or maybe you (@filthyrobot) would think some build to make that perk usefull in the next of your BB season?
The worst thing about dodge is that initiative is reduced with stamina and as the fight goes on and you spend stamina your initiative will plummet and so your dodge bonus will go off the window. Still is a usable niche skill (i use it on my dagger swordmaster with crazy high stam, initiative and melee) but you have to have high stamina on top of the high initiative and recover skill also so you can at least maintain some of that dodge bonus throughout the whole fight.
The 'Hold Out' perk has changed to 'Resilient', which is the following: 'Any negative status effect with a finite duration (e.g. Bleeding, Charmed) has its duration reduced to 1 turn. Status effects that have their effects grow weaker over several turns (e.g. Goblin Poison) are at their weakest state from the start.' What do you rate this perk?
I always use archers or crossbow/long weapon dual specialist vs zombies because zombies move slow so I can do a few turns of skirmish. Also, most zombies have damaged armor so the second shot usually does health damage. My tactic is to do fair amount of damage against zombies with ranged units (3-4 out of 12 ranged) and then my frontliners take just 1 hit to kill most of them.
Btw Taunt have some better use. Like some fights Like in the forest, or Elavation points, where u taunt the enemy and he Goes to this bad spot when he surrounded by 3of Ur men. Or being 1level down to ur boys and coz of taunt use. Its gr8 skill, removing a lot of RNG from harder fights.
I find stuff like Dodge, Cripplings Strikes and Nimble are leftovers from when Nimble Duelist builds were king in this game. Especially before the Perk Tree was reworked . With Nimble builds giving way to Tankier builds in the final version it's harder to find a home for these old and outclassed perks.
I am surprised you have to defend Gifted. Its best perk in the game. Also, what you have been talking about dodge - defense at start of round on your archers - is why it's very good on archers - to survive brigands/goblins. Yes, it works only for 2-3 turns, but it's time when your archers usually do or die.
Georgiy Yamov gifted might be good early game with bad stat bros, but late game that perk is nullified, since bros can level beyond 11 now. So an extra 3 or 4 points early is negated when you have a level 17 bro who put points in those areas anyways. Better to spend that perk on something that will help late game.
Also: it's interesting you raise that about Iron Will. I might consider giving it to more Mercs. It would save me ever having to level Morale beyond one or two expenditures.
Is nine lives really that bad? I sometimes take it on throw away characters that are hired at game start, saves their lives fairly often and allows them to be rotated out. Makes you get value from super cheap fodder guys and its not a huge perk loss anyway because they are such bad characters that it doesnt matter. Its particularly nice when its a guy who costs 100 or less crowns that has survivalist too.
Been wiki'ing quite a lot and am having trouble finding some numbers. When something like impale says +10% chance to hit, is that flat 10% added to your melee skill or is it 10% of the melee skill? The way you worded it talking about backstabber seems to suggest it is flat.
the philosophy of battle brothers, how dare you say resolve and dodge are useless, how dare you Sir! Have to say, i do love the game. As an original xcom guy and a person who likes challenges, super dooper game. I was playing on veteran and getting an ass kickin, switched to beginner and after the start i find it too easy at day 60. I don't want to spoil the game for myself!!! Think I will quit and wait for the DLC to start another Veteran level game. Some reviewers say its too grindy, any advice on avoiding grind?
Hi FilthyRobot, playing the game since a week, I love your videos, very helpful. Before someone gave me your channel, I was wondering for another use of "taunt skill", I would like to have your opinion about that. My idea is really for my actual situation, I'm still in early game, trying to survive, and have no good fighters nor good armor. What if a second line bro' use taunt ? - Is there no effect because foes can't reach him through the first line ? - Or do they became easier to hit (the skill says that they don't think to defend properly) by the first line, with my taunter safe behind ? Thanks for your videos.
The enemy won't take defensive actions (like shieldwall) and will attack the guy taunting IF they can reach them without moving. If they can't reach them, they attack whoever they please.
Thanks, so it can be useful to hit them easier with my first line and my second line with forks. I thought there were more beginners videos, I almost finished it (still have perks 3 et 4 to see, but my brothers don't have that level yet). Each time I play I think about new things. Ho I think about something right now for example, the importance of jobs of guys we hire. I hope one day you'll do some kind of "after debutants guide", "advanced" is still early for me. :-D I will look at your last run, I'm sure I'll learn a lot of tricks. It will take some months, I'm french so I'm not always focused to look at all english video. ;-) Wish the best for your channel.
Question; you say nine lives is useless because it doesn't happen often enough, but like steel brow because it does the same thing, but less often. Why would you take steel brow over nine lives? Thank you, I'm new to the game and this is very helpful.
When nine lives procs, you're still dead because you're left with one hp, and most the time you'll die before you get your turn. When steel brow procs, often it was a death that you just prevented, and you still have more hp left. Plus you know steel brow will prevent a death against inevitable headshot crits (headhunters). Steel brow is a niche but reliable safety net, whereas nine lives delays death until something farts on your character. If nine lives didn't leave you at one hp then it would be different.
he's like "i love the perk system in this game, it's so good and so deep, but this perk, and the perk before it, and the next perk i'l talk about, in fact all the perks in this game are useless garbage except for one or two " lol seriously makes me hate this game even more.
0:42 executioner 2
4:34 bullseye 1
5:17 dodge 5
8:52 fortified mind 2
10:57 hold out N/A it does something different now
12:56 steel brow 3
16:02 quick hands 2
17:48 gifted 2
22:00 backstabber 2
24:00 anticipation 1
25:19 shield expert 3
27:57 brawny 1
28:32 rotation 1
32:10 rally the troops 1
34:28 taunt 2
Liker wtf this vid is so fucking long for no need at all, 60% is just talk over nothing
Thanks for sorting it out. The streamer is putting so much efforts in detail, and it is worth to finish watching entirely.
I've found Dodge insanely useful in my runner. My runner is a build speciliced in mobility, I give it high HP and Iniciative, and it's loadout is light armor, a dog, a bucklet and a dagger. I mostly use it for sneaking around and killing archers, the necromanser, or backstabing enemies. With Dodge he is almost never targeted and when it is targeted it has high defense and when it hits it's high HP with Nimble keeps it alive. This was initially an experimental build, but it has worked pretty well.
That's freaking awesome. I'm stealing this. I think I'll label him an assassin. Great idea. Thank you for sharing.
@@bjornefellhanded9708 It's all fun and games until he gets stunned. Then it's good bye. I had multiple pathfinders and every single one of them would eventually get stunned, and the rest of the team would be too far from him to get him out.
@@Behemothius would iron chin help with that?
Rotation reminds me of the trick the legionaries do in the opening sequence of the TV series Rome.
In defense of Dodge
as much as initiative is a stat not worth investing points in (unless you get really bad roles in other areas) and dodge scales with initiative that does not make Dodge worthless. For example a Hunter starts with an average of 107 initiative which translates to approximately 15 melee and ranged defense. Like having a week shield when you don't have a shield.
I think Dodge really shines on build where I don't have points to put into defensive stats like hybrids. For me it fulfills a similar role to anticipation preventing them from being killed at the beginning of the fight, by a sniper or necro.
Part of this may be that you are much better at the game than I am and better able to protect vulnerable characters from these threats. I look forward to the rest of your guide, I have already learned a lot.
I was thinking about the same, Dodge for the hybrids/archers and to increase the Initiative instead both defences. With 2 or 3 stars in Ini, you raise it by 6-7 points so it a +1 to both defences, not sure how that would scale during the fight but on archer with iron lungs and bow mastery i think it would give you constant bonus to both defences. Also what about the back 2H guys that do not get fatigued as often? they attack only once per round so they dont get much fatige and they have no shiled so having those few moe points in ranged defence seems to be good. I don't know, i would like to test but i am still learning the BB from your videos. Maybe you would try the build I can think of or maybe you (@filthyrobot) would think some build to make that perk usefull in the next of your BB season?
The worst thing about dodge is that initiative is reduced with stamina and as the fight goes on and you spend stamina your initiative will plummet and so your dodge bonus will go off the window. Still is a usable niche skill (i use it on my dagger swordmaster with crazy high stam, initiative and melee) but you have to have high stamina on top of the high initiative and recover skill also so you can at least maintain some of that dodge bonus throughout the whole fight.
dodge works really well with polearm. since they always stay on a high initiavite due to only hit once per tern
Colossus & Gifted is something I give almost everybody. They save me a lot of rolls.
The 'Hold Out' perk has changed to 'Resilient', which is the following:
'Any negative status effect with a finite duration (e.g. Bleeding, Charmed) has its duration reduced to 1 turn. Status effects that have their effects grow weaker over several turns (e.g. Goblin Poison) are at their weakest state from the start.'
What do you rate this perk?
I always use archers or crossbow/long weapon dual specialist vs zombies because zombies move slow so I can do a few turns of skirmish. Also, most zombies have damaged armor so the second shot usually does health damage. My tactic is to do fair amount of damage against zombies with ranged units (3-4 out of 12 ranged) and then my frontliners take just 1 hit to kill most of them.
During my current campaign, i tried to focus a bit on initiative... i got the orcs and goblins invasion...*facepalm*
Btw Taunt have some better use. Like some fights Like in the forest, or Elavation points, where u taunt the enemy and he Goes to this bad spot when he surrounded by 3of Ur men. Or being 1level down to ur boys and coz of taunt use. Its gr8 skill, removing a lot of RNG from harder fights.
I find stuff like Dodge, Cripplings Strikes and Nimble are leftovers from when Nimble Duelist builds were king in this game. Especially before the Perk Tree was reworked .
With Nimble builds giving way to Tankier builds in the final version it's harder to find a home for these old and outclassed perks.
I am surprised you have to defend Gifted. Its best perk in the game. Also, what you have been talking about dodge - defense at start of round on your archers - is why it's very good on archers - to survive brigands/goblins. Yes, it works only for 2-3 turns, but it's time when your archers usually do or die.
Georgiy Yamov gifted might be good early game with bad stat bros, but late game that perk is nullified, since bros can level beyond 11 now. So an extra 3 or 4 points early is negated when you have a level 17 bro who put points in those areas anyways. Better to spend that perk on something that will help late game.
New to the game - loving it. New to your videos - very useful. subbed
Your videos have already saved my company's skin on my third try of this game. Thanks a lot!
Glad to hear!
Also: it's interesting you raise that about Iron Will. I might consider giving it to more Mercs. It would save me ever having to level Morale beyond one or two expenditures.
Man I never thought of gifted like that.
I cant imagine how else would you think of it
Is nine lives really that bad? I sometimes take it on throw away characters that are hired at game start, saves their lives fairly often and allows them to be rotated out. Makes you get value from super cheap fodder guys and its not a huge perk loss anyway because they are such bad characters that it doesnt matter. Its particularly nice when its a guy who costs 100 or less crowns that has survivalist too.
Awesome, this is really useful! Thank you!
Great videos. Great points making notes. Keep it up
these videos are great! Thanks filthy!
Does steel brow protect against injuries like brain damage?
Really like the perk overview. Can become convoluted at times, and you repeat yourself
Its a great guide sry for the backhanded compliment
having 2 shields is 5head for one breaks. I really need to work out endgame stats for my bros
Been wiki'ing quite a lot and am having trouble finding some numbers. When something like impale says +10% chance to hit, is that flat 10% added to your melee skill or is it 10% of the melee skill? The way you worded it talking about backstabber seems to suggest it is flat.
Flat
Damn . Just started playing this game . It’s so uncucked and good.
Sooo I know this video is older but I was curious what my second tear perk should be instead of quicksands for a more aggressive front line build?
the philosophy of battle brothers, how dare you say resolve and dodge are useless, how dare you Sir! Have to say, i do love the game. As an original xcom guy and a person who likes challenges, super dooper game. I was playing on veteran and getting an ass kickin, switched to beginner and after the start i find it too easy at day 60. I don't want to spoil the game for myself!!! Think I will quit and wait for the DLC to start another Veteran level game. Some reviewers say its too grindy, any advice on avoiding grind?
Welp. You've convinced me about Rotation.
Hi FilthyRobot, playing the game since a week, I love your videos, very helpful.
Before someone gave me your channel, I was wondering for another use of "taunt skill", I would like to have your opinion about that.
My idea is really for my actual situation, I'm still in early game, trying to survive, and have no good fighters nor good armor.
What if a second line bro' use taunt ?
- Is there no effect because foes can't reach him through the first line ?
- Or do they became easier to hit (the skill says that they don't think to defend properly) by the first line, with my taunter safe behind ?
Thanks for your videos.
The enemy won't take defensive actions (like shieldwall) and will attack the guy taunting IF they can reach them without moving. If they can't reach them, they attack whoever they please.
Thanks, so it can be useful to hit them easier with my first line and my second line with forks.
I thought there were more beginners videos, I almost finished it (still have perks 3 et 4 to see, but my brothers don't have that level yet). Each time I play I think about new things.
Ho I think about something right now for example, the importance of jobs of guys we hire.
I hope one day you'll do some kind of "after debutants guide", "advanced" is still early for me. :-D
I will look at your last run, I'm sure I'll learn a lot of tricks. It will take some months, I'm french so I'm not always focused to look at all english video. ;-)
Wish the best for your channel.
Thanks for the guide
very useful video, good job bro.
is RESOLVE 25% persistently applied? if you raise your resolve later, it will be 25% higher of the newly raised resolve?
Yes just like colossus
Very useful.
Question; you say nine lives is useless because it doesn't happen often enough, but like steel brow because it does the same thing, but less often. Why would you take steel brow over nine lives? Thank you, I'm new to the game and this is very helpful.
When nine lives procs, you're still dead because you're left with one hp, and most the time you'll die before you get your turn. When steel brow procs, often it was a death that you just prevented, and you still have more hp left. Plus you know steel brow will prevent a death against inevitable headshot crits (headhunters). Steel brow is a niche but reliable safety net, whereas nine lives delays death until something farts on your character. If nine lives didn't leave you at one hp then it would be different.
@@kolaiah7243 i will like nibe life more if it turns my mna from killed to struck down 100%
I don't want to take rotate because it's not a realistic skill. It's not immersive. You can't rotate teleport in real life lol.
That might not be the best metric by which to eval BB perks
Can someone give me a summary on what perks to take? XD
he's like "i love the perk system in this game, it's so good and so deep, but this perk, and the perk before it, and the next perk i'l talk about, in fact all the perks in this game are useless garbage except for one or two " lol seriously makes me hate this game even more.
the game is bullshit.