One (and only) situation I've found where the axe/flaiil roundswing is super useful is versus serpents. You send your 2H axe dude out front to get roped into the back of the snakes. When he's surrounded - 6 snakes served as sushi. Really satisfying when it happens.
Axe Spec is crucial for a certain build I like, a fatigue neutral build that uses the orc 2h axe "manspliter" its so easy to build for and does insane dmg for a very easy to obtain weapon.
Yeah the 2h axe stam neutral build can have a mansplitter for when you don't move, a 2h axe for when you move 1, and a longaxe for when you move 1 and need a reach weapon. Good build!
I quite like 3-headed flail. They are great vs raiders, great vs nomads (they have good shields), great vs Necroservants (3head garantees kill), great vs Geists (again garantee kill), good vs zombies, good vs goblins, good vs nobles, good vs legenaries(again good shield) good vs Orc berserkers, ok against orcs because 3head procs morale check 3 times and orcs are susceptible to morale breaks. Same reason it works against mass of beasts. The only thing bad is Barbarians.
3-headed flail on a bro with high initiative and resolve with fast adaptation, overwhelm and fearsome can be fantastic. Send him up against whatever is the scariest (and often slowest) on the battlefield and nerf the fuck out of them. They can't avoid being hit cuz of fast adaptation They can't hit back much due to overwhelm. And they'll be shitting their pants with every head proc morale check. It's my go-to for shutting down otherwise scary heavy hitters while my can-openers (mace\hammers\cleavers) do the killing.
Everyone has their own playstyles so use what works for you but I would personally drop rotation on more guys and I value quickhands highly. On any frontliner using a mace, hammer or cleaver, quickhands is incredible in it's flexibility. It's arguable on like sword or axe users since they have access to split weapons. I also just value the stamina saving on weapon mastery enough by itself to warrant usage on basically everyone. If a guy is getting berserk then he needs to save fatigue so recovery and weapon mastery go up in value.
I value rotation for offensive and defensive reasons, which I've made a short video about that I suggest. I can totally see the value of quickhands frontliners, the 2h hammer / polehammer combo is probably better than my idea of a 2h weapon + polearm spec, but my idea is arguably more flexible. After trying more builds I've found that I don't *need* weapon spec as much as I thought I would - but hey the standard frontline build has it and I call it the standard for a reason.
@@CarveaHole quickhands does offer some similar offense/defense since you can focus fire your attacks on individual targets super easily with reach weapons. I find I need rotation less for that. I still use rotation on tanks so they can rotate into situations to save people. Rotating in and attacking with a melee 2 hander can do more damage I suppose but it's more fatigue intensive and less flexible imo. Anyway I like your videos and appreciate people making BB content in general.
Well, rotation is to good when u know how to use it. IT can put AP from 1 brother to another. 4example u Hit+rotate (so fresh bro can Swing and then move swing again) its 2different games u play with or with out rotation.
I cant tell if sarcasm or not. But if you think slings are somehow bad you are clueless. Nomad Slings deal 35-50 damage and counts as 2H thrown, therefore they fully benefit from Throwing Weapons Mastery. They also trigger a status effect (dazed) and have a good synergy with the "headhunter" perk because of that. They also have infinite ammo. Their only downside is using them a long range sucks, but as soon as the enemy is 2 or 3 tiles away they basically become the best thrown weapon in the game. You basically could have a crossbow dude shoot at max range then switch to slings with quick hands and get 2 shots instead of 1 and deal same damage with chance for status effect + no ammo consumption. This might be bad against orc, but against everything else its great. Same thing for handguns btw, many players are just clueless and dont know how to use them. This game is very well balanced and almost everything is viable.
@@Triumph633 No idea why does singleplayer only game need to be balanced though, pigeon holes you into playing optimal stuff and never roleplaying. Like, why is pure archer build not viable in late game, for what reason other than developers have certain idea how they want you to play, which is fine for first 200h, but everything above that it's beyond repetitive.
With the Polemace I really like using 2h 1range Mace, Polemace and Qatar Dagger with quick hands. That way you have a backline flank guy who can use the polemace against the front line of enemies and switch to the regular mace/qatar enemies when enemies flank the group.
Everyone gets a throwing weapon. If everyone on your frontline already has quick hands, just throw a throwing ax in their inventory. Some of the better backgrounds get a spare 50+ ranged skill base that usually just isn’t used at all. It makes everyone on your frontline super versatile.
I can't hear you over the screams of anguish of my enemies. My bros are too busy slaughtering people in melee and then out of stamina or out of position to throw. I've given all my bros dogs. If they need the adjacency bonus, release a dog. If they need to stop an enemy from flanking them, release a dog. If an enemy needs to be run down, release a dog. Sometimes I just need more manpower or a distraction: release all the dogs. I don't use dogs against nachos tho. That would be free dog food. It seems undead and humans ignore dogs if there's another target. Geist target dogs (perfect) and orcs/goblins will sometimes go out of their way to attack dogs.
Btw about Axe swing. Ive find to use it only when U have teamplayer bro. AND u need a tank to rotate this big guy to save AP. U warm up some enemy with archers/Xbow/throwers. Move ur tank to the spot. Rotate with BigAxe, and axe have 2swings coz u save this. Ita Fun more then effective. But maan, so many fleeing after 4-5 targets insta die With head decup😆😅.
Only reason i like flail mastery is because i somehow ALWAYS build a guy to smash people with the berserker chain Similar thing goes for the Man Splitter with Axe Spec
Dagger mastery is so good that my qatal dagger build is playing out more like a cross between assassin and berserker. I have a swordmaster as my guy for it, and early game I scored the jackpot, a named qatal dagger with -2 from the max damage rolls on both min and max damage (37 damage minimum, my named normal dagger has a max damage of 40) so with that, ive found going for the stun is a complete waste of time, and he does better just spamming regular attacks, since he can actuslly one shot low tier enemies and his high attack stat means he rarely misses. Instead of the mace I honestly just keep some nets around for when i think a target deserves the deathblow. Same AP requirement and it often lasts long enough that their dead before it breaks.
Quickhands Whip Master who can switch to a war cleaver or 2H cleaver is deadly lol. Disarm dangerous enemies, then switch to kill stuff. You can make them into a nimble+dodge+overwhelm build so they have good initiative and can contribute in multiple ways lol.
yes, though they vary insanely. some are literally worthless (if you want to play with that certain weapon). reach, 2H-spec or cleaver are insane. bow/cb are good. dagger and flails.. welp. nah, you dont need to wait for a famed weapon. if you find a nice background with stars and good starting specs, you should already know what type of build that bro gets. even most tier2 weapons are already insanely good with spec. if you have a "general good" one and you dont have a specific build in mind, sure then save it up for max level. though i dont like the disclaimer, bc 0*0 is still 0 (i.e. even good specs cant save bad weapons). but here are my two cents to support most of your points: mace = stun is the magic. flails = *cough* hammer = i thinks its underwhelming bc most hammers are. they arent bad per-se but i feel they get outperformed by axes, cleavers and swords. destroying armor is like barking at windmills.. waste of money/loot and damage. axe = round swing is a waste, else axes are good and thus this mastery is good. cleavers = disarm is good, but stacked bleed is good as well, esp. with whips. swords = fatigue is most valuable here, sadly split and swing dont get enough love (maybe bc they are still stupidly good). gash as said could have its place. dagger = if you take daggers = no brainer, as said. polearms = no brainer spear = only for spearwall tanks cb/b = no brainer throwing = nah. it shows even more why throwing is flawed compared to others. you get the most out of it with 2T distance, and there reach weapons are plain better. 3 tile, CB/B are plain better.
Very informative vid, mate, instant sub!! In your opinion, What other perks should I spend on a dagger build beside Dagger mastery? I followed your advice, buying adrenaline, best perk I've ever bought by far, especially on the early game. some people advice crippling strike with executioner.
Thank you! Depends on what your dagger build does. If it's a damage dealer then Duelist / Fearsome / Berserk / Frenzy are great as usual. For an overwhelm tank go with Overwhelm / Shield Spec. In most cases you'd want some staple perks like Colossus, Dodge, Pathfinder.
@@CarveaHole Thank you, I'll try that. Observing from your vids, it seems like you're a conservative modding player, I haven't seen you talking about Legend or any other drastic change mods yet? I just started playing the game for a few days, I noticed that there've been a lot of hype [and popularity] surrounding Legend for a big while. Is it good? since it doesn't work for now, I think asking for an experienced player would be informative XD
@@nobodyproud3607 I think you should become an expert with the base game before considering going to legends. There is enough in vanilla to keep it exciting for many hours.
Fearsome only procs once per swing with the 3h flail, although it has a higher chance of occuring since you roll to hit 3 times. I have a full video on fearsome builds, I found the hammer to be the strongest overall but a special riposte build to be best against barbarians.
i planned on making a xbow/gun bro who will use xbow at long range and use aoe gun/fearsome at close range when needed, but got trouble because the weapon in bags will not loaded and switching both weapon and ammon, even with quickhand is a pain too. look like throwing and xbow/gun will be a better combo i like gun because it's new weapon but it seem weak, what do you think?
I don't use them myself, but if you get 3-4 guns with overwhelm/fearsome you will be monstrously OP and win against everything (especially things with morale). What you do here is take a pocket gun and a main one, reload the other one, and then quickhands to shoot twice on turn 2. With 4 gunners that's 8 fearsome procs so everything flees or dies. I don't think that's particularly fun lol but you do you. On a less extreme note, you need a lot of guns to make them any good, and the damage is weak so get some debuffs like overwhelm or fearsome. I should use them more.
thanks for advice, the biggest problem with gun is it's damage pretty weak, and BB is a game where you need to kill things fast xD think i will equip gun on my throwers, will not reload and just use it as a one-shot weapon xD
Great guide, although one thing needs to be clarified. About the general tip no.3, not choosing the weapon perk until lv11 (the last perk) means your bros will deal with a huge amount of battles without this significant buff for a very long time. Is this strategy really worth it?
For a long campaign (400+ days) I would say definitely. I play really long campaigns, like 800+ days so the time spent waiting vs time spent with the good famed is not bad at all. If you're doing like 3 crises then just take that weapon spec. Really depends on how long you wanna go for.
omg i was 8 hours watching yous videos. 2 days i stop to play with 49 days to serch about perks and builds. My front line sucks, five tanks and three archers, i am soo fuking mad.
Rotate costs 25 fat so it doesn't work with 0 stam. As for CS, I don't remember the specific build you're talking about but it's probably cause I wanted other perks more and CS isn't super helpful on most builds.
One (and only) situation I've found where the axe/flaiil roundswing is super useful is versus serpents. You send your 2H axe dude out front to get roped into the back of the snakes. When he's surrounded - 6 snakes served as sushi. Really satisfying when it happens.
You have found the one use lol, good on you.
@@CarveaHole Also amazing for LW builds with reach advantage and berserk. Just run into the middle of everything and beyblade for +50mdef
@@babaganoush9237 caps at 5 stacks so +25, and you gotta hit them all lol.
@@CarveaHole Oh that sucks. But with berserk and you kill someone and miss a few then you can still get some more hits.
@@babaganoush9237 Combine with overwhelm and you can reach an effective +45, more if you also break enemy morale.
Axe Spec is crucial for a certain build I like, a fatigue neutral build that uses the orc 2h axe "manspliter" its so easy to build for and does insane dmg for a very easy to obtain weapon.
Yeah the 2h axe stam neutral build can have a mansplitter for when you don't move, a 2h axe for when you move 1, and a longaxe for when you move 1 and need a reach weapon. Good build!
I quite like 3-headed flail. They are great vs raiders, great vs nomads (they have good shields), great vs Necroservants (3head garantees kill), great vs Geists (again garantee kill), good vs zombies, good vs goblins, good vs nobles, good vs legenaries(again good shield) good vs Orc berserkers, ok against orcs because 3head procs morale check 3 times and orcs are susceptible to morale breaks. Same reason it works against mass of beasts. The only thing bad is Barbarians.
Only one morale check per whole swing. It's definitely best versus geists and necrosavants, I have to agree.
3-headed flail on a bro with high initiative and resolve with fast adaptation, overwhelm and fearsome can be fantastic. Send him up against whatever is the scariest (and often slowest) on the battlefield and nerf the fuck out of them.
They can't avoid being hit cuz of fast adaptation
They can't hit back much due to overwhelm.
And they'll be shitting their pants with every head proc morale check.
It's my go-to for shutting down otherwise scary heavy hitters while my can-openers (mace\hammers\cleavers) do the killing.
Cleaver mastery bleed is good against Lindwurms for those first few hits before switching to decapitate.
Flails are mainly useful if you get strong ones with head hit chance and +armor pen. Head hits wreck anything without Steel Brow.
Everyone has their own playstyles so use what works for you but I would personally drop rotation on more guys and I value quickhands highly. On any frontliner using a mace, hammer or cleaver, quickhands is incredible in it's flexibility. It's arguable on like sword or axe users since they have access to split weapons. I also just value the stamina saving on weapon mastery enough by itself to warrant usage on basically everyone. If a guy is getting berserk then he needs to save fatigue so recovery and weapon mastery go up in value.
I value rotation for offensive and defensive reasons, which I've made a short video about that I suggest. I can totally see the value of quickhands frontliners, the 2h hammer / polehammer combo is probably better than my idea of a 2h weapon + polearm spec, but my idea is arguably more flexible. After trying more builds I've found that I don't *need* weapon spec as much as I thought I would - but hey the standard frontline build has it and I call it the standard for a reason.
@@CarveaHole quickhands does offer some similar offense/defense since you can focus fire your attacks on individual targets super easily with reach weapons. I find I need rotation less for that. I still use rotation on tanks so they can rotate into situations to save people. Rotating in and attacking with a melee 2 hander can do more damage I suppose but it's more fatigue intensive and less flexible imo. Anyway I like your videos and appreciate people making BB content in general.
Well, rotation is to good when u know how to use it. IT can put AP from 1 brother to another. 4example u Hit+rotate (so fresh bro can Swing and then move swing again) its 2different games u play with or with out rotation.
we all know the sling mastery is the best
The ranking cut off the top where Throwing (slings) was above "Defines the Build" smh
we demand in the next DLC will have more tier for sling, like catapult or chebuchet
I cant tell if sarcasm or not.
But if you think slings are somehow bad you are clueless.
Nomad Slings deal 35-50 damage and counts as 2H thrown, therefore they fully benefit from Throwing Weapons Mastery.
They also trigger a status effect (dazed) and have a good synergy with the "headhunter" perk because of that.
They also have infinite ammo.
Their only downside is using them a long range sucks, but as soon as the enemy is 2 or 3 tiles away they basically become the best thrown weapon in the game.
You basically could have a crossbow dude shoot at max range then switch to slings with quick hands and get 2 shots instead of 1 and deal same damage with chance for status effect + no ammo consumption.
This might be bad against orc, but against everything else its great.
Same thing for handguns btw, many players are just clueless and dont know how to use them.
This game is very well balanced and almost everything is viable.
@@Triumph633 No idea why does singleplayer only game need to be balanced though, pigeon holes you into playing optimal stuff and never roleplaying. Like, why is pure archer build not viable in late game, for what reason other than developers have certain idea how they want you to play, which is fine for first 200h, but everything above that it's beyond repetitive.
@@MrMrtvozornik what do u mean archer isn't viable ?
You give the 2handed flail to a bro with the Team Player trait for threshing, and you otherwise use the bro to go after shielded enemies.
With the Polemace I really like using 2h 1range Mace, Polemace and Qatar Dagger with quick hands. That way you have a backline flank guy who can use the polemace against the front line of enemies and switch to the regular mace/qatar enemies when enemies flank the group.
Everyone gets a throwing weapon. If everyone on your frontline already has quick hands, just throw a throwing ax in their inventory. Some of the better backgrounds get a spare 50+ ranged skill base that usually just isn’t used at all. It makes everyone on your frontline super versatile.
I can't hear you over the screams of anguish of my enemies. My bros are too busy slaughtering people in melee and then out of stamina or out of position to throw. I've given all my bros dogs. If they need the adjacency bonus, release a dog. If they need to stop an enemy from flanking them, release a dog. If an enemy needs to be run down, release a dog. Sometimes I just need more manpower or a distraction: release all the dogs. I don't use dogs against nachos tho. That would be free dog food. It seems undead and humans ignore dogs if there's another target. Geist target dogs (perfect) and orcs/goblins will sometimes go out of their way to attack dogs.
@@FarmingUnclear dogs save lives, better to lose a dog or a few than a good brother you have invested time and money in 👍
@@redstarling5171 agreed
@@FarmingUnclear WHO LET THE DOGS OUT?????
I like flail as semi-tank. Is able to fight against enemies with shield having relatively low melee skill.
Btw about Axe swing. Ive find to use it only when U have teamplayer bro. AND u need a tank to rotate this big guy to save AP.
U warm up some enemy with archers/Xbow/throwers. Move ur tank to the spot. Rotate with BigAxe, and axe have 2swings coz u save this.
Ita Fun more then effective. But maan, so many fleeing after 4-5 targets insta die With head decup😆😅.
Only reason i like flail mastery is because i somehow ALWAYS build a guy to smash people with the berserker chain
Similar thing goes for the Man Splitter with Axe Spec
21:46
Me giving named Jagged Spike 19%-chance-to-hit-head to my bro juggler.
Him: You sure about that?
Me: F*cking phenomenal, use it!
On a playthrough i had a juggler with 3 stars on 🏹🎯....it was phenomenal also with a legendary bow . Those headshots were easy...
Dagger mastery is so good that my qatal dagger build is playing out more like a cross between assassin and berserker. I have a swordmaster as my guy for it, and early game I scored the jackpot, a named qatal dagger with -2 from the max damage rolls on both min and max damage (37 damage minimum, my named normal dagger has a max damage of 40) so with that, ive found going for the stun is a complete waste of time, and he does better just spamming regular attacks, since he can actuslly one shot low tier enemies and his high attack stat means he rarely misses. Instead of the mace I honestly just keep some nets around for when i think a target deserves the deathblow. Same AP requirement and it often lasts long enough that their dead before it breaks.
Quickhands Whip Master who can switch to a war cleaver or 2H cleaver is deadly lol. Disarm dangerous enemies, then switch to kill stuff. You can make them into a nimble+dodge+overwhelm build so they have good initiative and can contribute in multiple ways lol.
you are insane, a monster, i saw a lot of your videos. I learned a lot.
yes, though they vary insanely. some are literally worthless (if you want to play with that certain weapon). reach, 2H-spec or cleaver are insane. bow/cb are good. dagger and flails.. welp.
nah, you dont need to wait for a famed weapon. if you find a nice background with stars and good starting specs, you should already know what type of build that bro gets. even most tier2 weapons are already insanely good with spec. if you have a "general good" one and you dont have a specific build in mind, sure then save it up for max level.
though i dont like the disclaimer, bc 0*0 is still 0 (i.e. even good specs cant save bad weapons).
but here are my two cents to support most of your points:
mace = stun is the magic.
flails = *cough*
hammer = i thinks its underwhelming bc most hammers are. they arent bad per-se but i feel they get outperformed by axes, cleavers and swords. destroying armor is like barking at windmills.. waste of money/loot and damage.
axe = round swing is a waste, else axes are good and thus this mastery is good.
cleavers = disarm is good, but stacked bleed is good as well, esp. with whips.
swords = fatigue is most valuable here, sadly split and swing dont get enough love (maybe bc they are still stupidly good). gash as said could have its place.
dagger = if you take daggers = no brainer, as said.
polearms = no brainer
spear = only for spearwall tanks
cb/b = no brainer
throwing = nah. it shows even more why throwing is flawed compared to others. you get the most out of it with 2T distance, and there reach weapons are plain better. 3 tile, CB/B are plain better.
axe or flail mastery is bread and butter for lonewolf fearsome builds
Yeah I did my first kind of successful campaign good brother a 2H flail main and I'm really regreting it lmao
LOL we all have those stories.
Very informative vid, mate, instant sub!! In your opinion, What other perks should I spend on a dagger build beside Dagger mastery? I followed your advice, buying adrenaline, best perk I've ever bought by far, especially on the early game. some people advice crippling strike with executioner.
Thank you! Depends on what your dagger build does. If it's a damage dealer then Duelist / Fearsome / Berserk / Frenzy are great as usual. For an overwhelm tank go with Overwhelm / Shield Spec. In most cases you'd want some staple perks like Colossus, Dodge, Pathfinder.
@@CarveaHole Thank you, I'll try that. Observing from your vids, it seems like you're a conservative modding player, I haven't seen you talking about Legend or any other drastic change mods yet? I just started playing the game for a few days, I noticed that there've been a lot of hype [and popularity] surrounding Legend for a big while. Is it good? since it doesn't work for now, I think asking for an experienced player would be informative XD
@@nobodyproud3607 I think you should become an expert with the base game before considering going to legends. There is enough in vanilla to keep it exciting for many hours.
Another great video! But are you going to post more stoneshard videos as well?
I should! I haven;t been playing as much but I really do intend to.
EDIT: I don't think I am knowledgeable enough to create meaningful content yet.
For a character with nimble how much are you willing to go over the 15 fatigue, and is that a combined fatigue or is each item have to be 15 and under
It's combined. I typically like to stay under 50%.
Thanks for the video, Will the devs be adding anymore content to the game?
I've heard that they have but I don't know any more than that.
Is Fearless+flail mastery on three-headed flail is good?
Fearsome only procs once per swing with the 3h flail, although it has a higher chance of occuring since you roll to hit 3 times. I have a full video on fearsome builds, I found the hammer to be the strongest overall but a special riposte build to be best against barbarians.
does headhunter work with the 3 headed flail/ worth?
Or fast adaption? X
i planned on making a xbow/gun bro who will use xbow at long range and use aoe gun/fearsome at close range when needed, but got trouble because the weapon in bags will not loaded and switching both weapon and ammon, even with quickhand is a pain too.
look like throwing and xbow/gun will be a better combo
i like gun because it's new weapon but it seem weak, what do you think?
I don't use them myself, but if you get 3-4 guns with overwhelm/fearsome you will be monstrously OP and win against everything (especially things with morale). What you do here is take a pocket gun and a main one, reload the other one, and then quickhands to shoot twice on turn 2. With 4 gunners that's 8 fearsome procs so everything flees or dies. I don't think that's particularly fun lol but you do you.
On a less extreme note, you need a lot of guns to make them any good, and the damage is weak so get some debuffs like overwhelm or fearsome. I should use them more.
thanks for advice, the biggest problem with gun is it's damage pretty weak, and BB is a game where you need to kill things fast xD
think i will equip gun on my throwers, will not reload and just use it as a one-shot weapon xD
@@Ruki1411 Yeah DPS is basically king, I agree.
Great guide, although one thing needs to be clarified. About the general tip no.3, not choosing the weapon perk until lv11 (the last perk) means your bros will deal with a huge amount of battles without this significant buff for a very long time. Is this strategy really worth it?
For a long campaign (400+ days) I would say definitely. I play really long campaigns, like 800+ days so the time spent waiting vs time spent with the good famed is not bad at all. If you're doing like 3 crises then just take that weapon spec. Really depends on how long you wanna go for.
Thanks for the sharing. Don't know why UA-cam didn't notice me of your reply.
@@kvnsun4289 Because it sucks probably lol
Hey @CarveaHole
, do you still hold to this video?
I do.
omg i was 8 hours watching yous videos. 2 days i stop to play with 49 days to serch about perks and builds.
My front line sucks, five tanks and three archers, i am soo fuking mad.
Why at 0 stam build u didnt take rotation? And use crippling strike?
Rotate costs 25 fat so it doesn't work with 0 stam. As for CS, I don't remember the specific build you're talking about but it's probably cause I wanted other perks more and CS isn't super helpful on most builds.
@@CarveaHole yea my bad. Think about it only after😅
@@CarveaHole but ive dont like crippling any way. Coz 2many immune to. And u put it on 0 stam build)
The nope slingers
Better microphone! w00t!
But what is a "handgon"?
DLC weapon with blazing deserts - rudimentary firearm
Flail spec is shit coz flails are shit 🤣🤣🤣 god the voice made me giggle