Helpful. Spank You for taking the time Brother. Just starting my career in BB (what a brilliant game). Im coming from 20 yrs of total war, civ, and WoW > and Im slowly getting the 'builds'. This video is a straight up Epiphany. I got it now 🍻.
Nimble tanks are for large monsters (Lindwurms, Unholds Schrat and Ifirit) with few high damage attacks with high AID, not to tank a bunch of weak attacks. Fur padding helps BF against AID too, but only for hits to the body.
Hmm, for a potential nimble tank, the perks would at a minimum be: - colossus - dodge - relentless - underdog - nimble I'd add these, IMHO: - shield spec - resilient Others potentially nice to have: - recover - dagger spec + overwhelm - just for the debuff against the deadliest enemy held up Though I have to agree that goblin spears or 3 headed flails would generally be better to hold enemies down. It's the main reason I keep goblin famed weapons + goblin pikes - the fatigue cost and versatility is awesome Edit - I love taunt and rotation as well, I guess those would be the last perks instead of recover etc
There is a difference between a nimble tank and a dodge tank. All dodge tanks are nimble (to keep init high), but not every tank that takes nimble utilizes initiative. For a standard nimble tank, drop BF and brawny. Pick up nimble and you have a spare perk for whatever you want - pathfinder, BF again for nimbleforged, steel brow, bags and belts, etc. For a dodge tank, drop BF and brawny. Pick up nimble and dodge. Now you need relentless, but what do you drop? Gifted is the first choice, next is rotation. If you need fortified mind, then you have to drop both gifted and rotate. Recover is near mandatory on these tanks to keep indom up when you need it. Dodge tanks are perk starved so I would not try and add both dagger spec + overwhelm (or even one of those perks). Get someone else for that if need be imo. It's better in my mind to taunt an enemy to roll on a 5-15 against a tank than to triple overwhelm them yet still allow that enemy to swing on whomever they want.
@@CarveaHole fair enough. I do prefer the BF tanks, just saying what would be possible for a nimble version. Also, for a BF tank, I'd probably try to find a spot for bags and belts as well - extra shield + spear, and then axe + hammer for utility - smashing shields or armour
@@wilsonkok4754 Take this as critical, not criticism: Why would you want an extra spear? and who's shield would you want to break? You don't have axe spec so most shield enemies would require like 4 hits.
I didn't see much sense in tanks. Then I decided to continue 400+ days campaign. Fights against 30+ orks and a Black Monolith really show the need in tanks...
Great vid, working on northern raider campaign with early tank. About 80 days in but my teams really coming together. Following your guide, hope to have 2nd tank soon.
I feel like it's useless to take more than 2 of this build in a fight because each one of these bro reduce your damage output. In the end I think that dealing damage is a good way to defend yourself. You can use one on each flank to prevent being overhelm but I think more is not really a gain. PS : Good vid as usual :)
I used to run with 2 mammoths and that did work fine, but once I got to 3 I found that battles were actually quite safer for my company. I think in particularly large battles (like the ones linked in the description) you can send two mammoths off on the flanks to trap 6-12 enemies and then still you have one to do whatever else you need. Your battle line has a top, mid, and bottom, so having a mammoth in each part to control the fight saves lives. You do sacrifice damage output, but only by 1 bro. However, you reduce enemy damage output by a far larger degree, because every single hit taken against a mammoth, whether taunt or ZoC trapping, is damage not done against your frontline. That being said, 4 mammoths is overkill in the sense that you're talking about. Thank you :D
I like taking 3 in a front rank of 7. That way your mammoths can taunt your opponents front rank leaving your strikers free to attack. I typically equip my mammoths with swords or spears depending on what I have but rarely use them until the back end of the fight. My back row tends to do the majority of the damage and killing. The fights are a little longer but less risky and because you are directing attsxks towards mammoths your repair bill is lower making each fight more profitable.
I do a very similar thing, typically running a 7/5 frontline/backline. I've started dropping pure archers to fit in 3 hybrids in every fight, which is working very well and better than I thought it would. I think minimizing risk and bad RNG is the way to play, because it ensures consistent positive results. Relying on "I'll win the DPS race" is a surefire way to get screwed by bad luck.
@@CarveaHole I've largely dropped pure archers for your hybrid build. I take pure archers for specific fights as and when I think I will need them for example against goblins or necromancers.
@@CloningIsTooGoodForSheep Same here, I only have 1 pure archer in my roster now, archer are great early game but they need to be hybrid to be effective in late game
I usually only do nimble front line for bros I’m building into knife or fencer builds. These are bros who you can push with (works great with noble and orc forces)
I beat them by kiting them into a city with resident soldiers and helping them kill the damn things. First destroy their armour then bleed them out. So billhooks polehamners throwing axes... Then whip the fuck out of them. Keep your distance to avoid acid. Why have soldiers help you? Easy. They act as meatshields and distract the thing so you can kill it.
You can definitely do the end game content with the classic two hander builds but in my opinion that is so totally wrong. An oversight in the game's design and balance.
@@CarveaHole It feels closed ended to have the optimal build based around a single role, two-hander. Then what happens? All your brothers become two-handers. But builds that require tanks, always require OTHER roles as well. Different brothers do different things and this is would be more satisfying gameplay.
Just started a peasant militia campaign and my starting team had a thief with 3 stars in fatigue and melee defense with sure footing and starting melee defense of 15 :D. Going to be nigh unkillable beast.
I haven't been playing for long but i like to make dodge tanks by finding guys with stars in melee defense, initiation and hp and just level those. I go dodge relentless and BF and keep their stam real low so dodge is better because higher initiation, at level 6 you have at least 45 melee defense with shield, dodge is giving at least a shields worths of melee defense. Moving first is also kinda nice for positioning. What do you think?
@@CarveaHole for example i would Like to See a good nimble build, duelists and 2 handers i've got the Problem that i don't find any good Brothers to Progress in the late Game because i don't get good late game brothers. For example in my hedge Knights campaign the only real good Ines i Had was the starting hedge Knight and some archers the Others are Just Kind of medium...
@@sundown4509 The recruiter retinue member is very good, try using him so you can tryout all the good backgrounds. It's really up to luck if you get good bros, which means you need to recruit as often as you can afford to. If you get bad stam bros, you can always go stam neutral.
Query: Isn't there a pretty big opportunity cost to using a hedge knight as a mammoth? As in, aren't they pretty good at other things? I'd think you'd want backgrounds that are good at *just* mammoth as mammoths, ideally, since they're walls (tanks take hits *while also doing damage themselves*)
I'm against suggesting that there is a single "most powerful" team comp. That being said, for my playstyle, my ideal team is 3 mammoths, 3 hybrids, a banner, and 5 frontliners (of which two have whips/cleavers). This is oddly specific but is my most general concept of a strong team. If you have 8 more dudes in reserve then you can add more specialty builds like a fencer, throwers, gunners, etc. Again, this is just my idea of a strong team and I don't think there's a single "most powerful" comp out there. Hope this helps :)
@@spiderboy6413 Either 2h bros or duelists. I don't have big preferences between 2h axe/mace/hammer, depends on what famed items I get. Duelists can be good too, whether mace/axe/cleaver. Swords are good for lower matk bros too.
I don't understand your reasoning on nimble tanks. You don't need good armor on nimble tanks, that's the whole point of nimble. 120+hp and 100 armor translates into 400 effective hp, just like 320 armor and 80 hp on battle forged guys. Except now you're not vulnerable to enemies with stupidly high armor penetration (hello, barbarian chosen), or extremely high armor damage like high tier hammers.
It's because when you run out of armor you take a lot more damage. AFP attachment makes BF bros have much higher effective HP too, making nimble takes less good. Old video, so my opinion has evolved. Both types are good. I stand by BF tanks being better for long battles because their armor can take way more hits without going to 0.
Yes, they will get hit often enough to where the high armor comes into play. Think especially for legendary locations. Or even an orc berserker/warlord - those guys do at minimum 150 something armor damage with a 2h axe. Battleforged gets better with higher armor. You do have a point though! I'll give my mammoths high+heaviest armor, but give my highest+heavy armor to my other dudes because those other dudes will get hit more. Mammoths don't need your highest armor, but they should be in at least 300/300 if possible by late game.
Because of how legends work your characters will be very different. On the plus side you can get massive bonuses for using preferred weapons which opens up the possibility for some interesting and powerful combinations.
What are you actually taunting with this build? I find taunt to be exceptionally bad in the current game. Also, gifted and sheld spec make a lot more sense earlier in the build when you need the crucial mdef, unless you're leveling the guy to 11 on the backline and then sticking him out front. It also seems like 60 resolve is too low for this build. 4 enemies moving in on him would drop his flag a stage more often than not. Resolve translates directly into mdef via confidence. I don't even see much need for brawny. What do you need 100 usable fatigue for on a build that just needs to press shieldwall every turn? With a famed shield you regenerate enough fatigue to use it even if you get swung at. Dropping taunt and brawny for colossus and lonewolf if you use him that way or fort mind gives you more useful stats that keep you from getting hit more often and give you more hp when you do get hit. Of course, this game is easy enough that you can play whatever way you want and find success, just my two cents!
I estimate that I throw a taunt out on one of my three mammoths every 2/3 turns. I taunt necrosavants, orc warriors, footmen and ancient legionaries spamming shieldwall, billmen/ancient pikemen, hedge knights and swordmasters, orc berserkers, chosen, champions... Really anyone that could hit somebody that isn't a mammoth. Taunt saves lives and speeds up battles - I see this as virtually in disputable. I love having high stam so I can shieldwall, indom, get swung at, and taunt multiple enemies before I have to recover. This is why I use brawny. I agree that their resolve is lower than it should be. I experimented with no fortified mind this campaign and found that I really didn't need it though. You'll see in an upcoming video where I get screwed by resolve failures, but these mammoths are generally good enough without it. I'd drop gifted if I had to for fortified mind. Shield spec and gifted and min-max perks and hence are not as necessary as others (taunt, recover, BF, rotate, indom, underdog). That's why I take them last. You do bring up good points :)
Taunt may be more attractive if it weren't resistible. Breaking shieldwall is a decent use of the perk, but I find that Ancient shield boys aren't threatening in the slightest, and barbarian thrown weapons delete them. I guess it depends on your company build style. I normally have reach weapon in my 2h bro pockets to step into the shieldwall and bonk the pikemen behind the shieldwall, and just use thrown weapons to delete the shieldwall. If you don't do this and instead try to cut through the shieldwall, taunting might gain merit. I've ran tauntless since the barbarian dlc and haven't found myself missing it at all. I barely even use indom nowadays because it also just feels pretty weak. I also find whips to be incredibly strong and reduce the effectiveness of taunt even further. Pre whips I think taunt was stronger relative to the rest of the game.
@@nicholasgraves3149 Taunt very very rarely gets resisted, in my experience it's more that taunt breaks rather than gets resisted cause it works >95% of the time. I haven't taken polearms on my frontliners yet, although I was planning on doing that in the future. Hence, I do need to break through the shieldwall.
@@nicholasgraves3149 You answer to the weakest aspect of taunt (preventing shield wall). Versus the other enemies he mentioned, its far more useful. Also I fear no one uses whips anymore after the nerf. They where totally OP with 4AP Disarm. Then it changed to 5AP. Now they added minus to hit something. Taunt is absolute boss perk imho. You save tons of worldmap time in armor repair if u can divert heavy blows away from 2H Glasscannons into glancing of the shield of a tank
I don’t have any dedicated tanks, my shield bros are also my duelist dps, for example they go in shieldwall first turn, then break enemy shield wall with axes, drop the shield on bros who are not focused and they become duelist dps. Meanwhile backline pumping damage all the time, my “archers” are really duelist hybrid throwers who can handle necrosavants in melee, as well as snipe key targets if needed, couple orc warriors in their face, they’d just footwork away. Throw in a few two hander aoe bad asses( I have strict criteria for melee two hander users, they are the elite), you got a full dps team that kill so fast, it’s the beauty of the game really, I never understood the need for tanks, I mean I’m not playing World of Warcraft lol
@@graceevigael8583 It's on all the episodes in the description, but here it is docs.google.com/spreadsheets/d/1w92trbLB4fp00E8mckcJQJAQ4c1GkIxe9LKFqdDOC7I/edit#gid=0 My lineup (if i have more than 12 characters) is 3 hybrids, 3 mammoths, 2 cleaver/whip bros, 4 frontline 2h or duelist bros. I haven't played lone wolf or gladiators, but I'd bring in a banner and drop a frontliner I'd think.
I love how Tiny perk looks like,just a little head poking out
Watching this video made me realize how stuck in a tiny box my thinking was. I'm a few years late but thank you.
Helpful. Spank You for taking the time Brother. Just starting my career in BB (what a brilliant game). Im coming from 20 yrs of total war, civ, and WoW > and Im slowly getting the 'builds'. This video is a straight up Epiphany. I got it now 🍻.
Nimble tanks are for large monsters (Lindwurms, Unholds Schrat and Ifirit) with few high damage attacks with high AID, not to tank a bunch of weak attacks.
Fur padding helps BF against AID too, but only for hits to the body.
What is aid?
@@okipoki818 armor ignoring damage
@@Blacksnyder thanks
Hmm, for a potential nimble tank, the perks would at a minimum be:
- colossus
- dodge
- relentless
- underdog
- nimble
I'd add these, IMHO:
- shield spec
- resilient
Others potentially nice to have:
- recover
- dagger spec + overwhelm - just for the debuff against the deadliest enemy held up
Though I have to agree that goblin spears or 3 headed flails would generally be better to hold enemies down.
It's the main reason I keep goblin famed weapons + goblin pikes - the fatigue cost and versatility is awesome
Edit - I love taunt and rotation as well, I guess those would be the last perks instead of recover etc
There is a difference between a nimble tank and a dodge tank. All dodge tanks are nimble (to keep init high), but not every tank that takes nimble utilizes initiative.
For a standard nimble tank, drop BF and brawny. Pick up nimble and you have a spare perk for whatever you want - pathfinder, BF again for nimbleforged, steel brow, bags and belts, etc.
For a dodge tank, drop BF and brawny. Pick up nimble and dodge. Now you need relentless, but what do you drop? Gifted is the first choice, next is rotation. If you need fortified mind, then you have to drop both gifted and rotate.
Recover is near mandatory on these tanks to keep indom up when you need it. Dodge tanks are perk starved so I would not try and add both dagger spec + overwhelm (or even one of those perks). Get someone else for that if need be imo. It's better in my mind to taunt an enemy to roll on a 5-15 against a tank than to triple overwhelm them yet still allow that enemy to swing on whomever they want.
@@CarveaHole fair enough.
I do prefer the BF tanks, just saying what would be possible for a nimble version.
Also, for a BF tank, I'd probably try to find a spot for bags and belts as well - extra shield + spear, and then axe + hammer for utility - smashing shields or armour
@@wilsonkok4754 Take this as critical, not criticism:
Why would you want an extra spear? and who's shield would you want to break? You don't have axe spec so most shield enemies would require like 4 hits.
@@CarveaHole hmm, when the battle winds down, the axe or hammer could be useful when getting on to mopping up
Just an idea for a little extra utility
I didn't see much sense in tanks. Then I decided to continue 400+ days campaign. Fights against 30+ orks and a Black Monolith really show the need in tanks...
Yeah, they really shine best in those huge numbers fights. In your regular brigand/nomad fight they're still good but no way necessary.
Thank you very much for this video, truly very helpful!
You're welcome!
Great vid, working on northern raider campaign with early tank. About 80 days in but my teams really coming together. Following your guide, hope to have 2nd tank soon.
Awesome! Let me know if you have any questions :)
Great explaining, thanks for the details of tank build. I join for the request for beating lindwurms video, thanks
I feel like it's useless to take more than 2 of this build in a fight because each one of these bro reduce your damage output.
In the end I think that dealing damage is a good way to defend yourself. You can use one on each flank to prevent being overhelm but I think more is not really a gain.
PS : Good vid as usual :)
I used to run with 2 mammoths and that did work fine, but once I got to 3 I found that battles were actually quite safer for my company. I think in particularly large battles (like the ones linked in the description) you can send two mammoths off on the flanks to trap 6-12 enemies and then still you have one to do whatever else you need. Your battle line has a top, mid, and bottom, so having a mammoth in each part to control the fight saves lives.
You do sacrifice damage output, but only by 1 bro. However, you reduce enemy damage output by a far larger degree, because every single hit taken against a mammoth, whether taunt or ZoC trapping, is damage not done against your frontline. That being said, 4 mammoths is overkill in the sense that you're talking about.
Thank you :D
I like taking 3 in a front rank of 7. That way your mammoths can taunt your opponents front rank leaving your strikers free to attack. I typically equip my mammoths with swords or spears depending on what I have but rarely use them until the back end of the fight. My back row tends to do the majority of the damage and killing. The fights are a little longer but less risky and because you are directing attsxks towards mammoths your repair bill is lower making each fight more profitable.
I do a very similar thing, typically running a 7/5 frontline/backline. I've started dropping pure archers to fit in 3 hybrids in every fight, which is working very well and better than I thought it would. I think minimizing risk and bad RNG is the way to play, because it ensures consistent positive results. Relying on "I'll win the DPS race" is a surefire way to get screwed by bad luck.
@@CarveaHole I've largely dropped pure archers for your hybrid build. I take pure archers for specific fights as and when I think I will need them for example against goblins or necromancers.
@@CloningIsTooGoodForSheep Same here, I only have 1 pure archer in my roster now, archer are great early game but they need to be hybrid to be effective in late game
Amen to Taunt Perk.
I usually only do nimble front line for bros I’m building into knife or fencer builds. These are bros who you can push with (works great with noble and orc forces)
Another fantastic video. Request: Please, how to beat lindwurms! I think they're the only common mob that I cannot beat.
Thanks dude! But don't make me fight more lindwurms...
@@CarveaHole I can't kill the bastards lol
Yes, Lindwurms plz
Pin them with a tank and kill them with reach weapons and thrown weapons.
I beat them by kiting them into a city with resident soldiers and helping them kill the damn things. First destroy their armour then bleed them out. So billhooks polehamners throwing axes... Then whip the fuck out of them. Keep your distance to avoid acid. Why have soldiers help you? Easy. They act as meatshields and distract the thing so you can kill it.
Thanks for the upload. Hope school is going great.
Thank you my man!
yeah, without these tanks it's impossible to fight lindwurms.
You can definitely do the end game content with the classic two hander builds but in my opinion that is so totally wrong. An oversight in the game's design and balance.
What do you mean?
@@CarveaHole It feels closed ended to have the optimal build based around a single role, two-hander. Then what happens? All your brothers become two-handers. But builds that require tanks, always require OTHER roles as well. Different brothers do different things and this is would be more satisfying gameplay.
"Nimble is kind of shit", hah yeah what an expert
Not my best line lmao
Thanks. Using this and my guys are decently tanky.
Just started a peasant militia campaign and my starting team had a thief with 3 stars in fatigue and melee defense with sure footing and starting melee defense of 15 :D. Going to be nigh unkillable beast.
I haven't been playing for long but i like to make dodge tanks by finding guys with stars in melee defense, initiation and hp and just level those. I go dodge relentless and BF and keep their stam real low so dodge is better because higher initiation, at level 6 you have at least 45 melee defense with shield, dodge is giving at least a shields worths of melee defense. Moving first is also kinda nice for positioning. What do you think?
You could also make them nimble to make the init higher. I like those tanks and they're good for early game when you don't have BF armor
@@CarveaHole I feel like maybe BF is just more reliable than nimble
@@CMZneu it is, but BF without heavy armor is useless. Without at least 250/250 I wouldn't use BF
Always funny hearing someone with a squeaky and nasal filled voice use swear words! Love your vids!
Those numbers are ridiculously high! Gosh, 1000 hours?
Which numbers are you referring to lol? If you mean my playtime, it's *only* 732 hours as of now.
Cheers dude
Bro lmfao the way you emphasize
I really Like your content could you do a Video Like this Form your every "common" build. I prefer your Guides ober filthy's. Keep it Up ! :)
Well that's a welcome compliment! What do you mean by "common build"? Regular frontline and archers and whatnot?
@@CarveaHole for example i would Like to See a good nimble build, duelists and 2 handers i've got the Problem that i don't find any good Brothers to Progress in the late Game because i don't get good late game brothers. For example in my hedge Knights campaign the only real good Ines i Had was the starting hedge Knight and some archers the Others are Just Kind of medium...
@@sundown4509 The recruiter retinue member is very good, try using him so you can tryout all the good backgrounds. It's really up to luck if you get good bros, which means you need to recruit as often as you can afford to. If you get bad stam bros, you can always go stam neutral.
Query: Isn't there a pretty big opportunity cost to using a hedge knight as a mammoth? As in, aren't they pretty good at other things?
I'd think you'd want backgrounds that are good at *just* mammoth as mammoths, ideally, since they're walls (tanks take hits *while also doing damage themselves*)
If you roll a hedge knight and get a bro that's an epic tank, not a bad idea to use them as a tank.
Thx for the info
Why gifted? If you give colossus instead, the points in health will outweight the complessive gifted roll which could potentially even be a bad one.
right into it, i like that:)
I don't have time to waste your time
Surprising that you go steel brow over resilient. Why is that?
can you give the most powerful team composition? it will really help to see the conclusion of the best team in this game.
I'm against suggesting that there is a single "most powerful" team comp. That being said, for my playstyle, my ideal team is 3 mammoths, 3 hybrids, a banner, and 5 frontliners (of which two have whips/cleavers). This is oddly specific but is my most general concept of a strong team. If you have 8 more dudes in reserve then you can add more specialty builds like a fencer, throwers, gunners, etc. Again, this is just my idea of a strong team and I don't think there's a single "most powerful" comp out there. Hope this helps :)
@@CarveaHole I saw your videos. So the hybrids will be crossbow/polearm. What about frontliners?
@@spiderboy6413 Either 2h bros or duelists. I don't have big preferences between 2h axe/mace/hammer, depends on what famed items I get. Duelists can be good too, whether mace/axe/cleaver.
Swords are good for lower matk bros too.
Do you plan on redoing this video granted news DLCs released and game overall changed a lot?
Nope lol cause this video hasn't changed. I don't take SB, and you can take Nimble and dodge over BF and brawny. That's about it.
I don't understand your reasoning on nimble tanks. You don't need good armor on nimble tanks, that's the whole point of nimble. 120+hp and 100 armor translates into 400 effective hp, just like 320 armor and 80 hp on battle forged guys. Except now you're not vulnerable to enemies with stupidly high armor penetration (hello, barbarian chosen), or extremely high armor damage like high tier hammers.
It's because when you run out of armor you take a lot more damage. AFP attachment makes BF bros have much higher effective HP too, making nimble takes less good.
Old video, so my opinion has evolved. Both types are good. I stand by BF tanks being better for long battles because their armor can take way more hits without going to 0.
Gifted is 3x3 stat points I think. I did not do the math but Id say colossus should beat it in this case
My mammoths take gifted and colossus. They're both worth taking. I've dropped steel brow in favor of colossus.
@@CarveaHole Yes. I was referring to the swordmaster at like 7:40 , sorry
@@duedman-alleswasknallt5775 Yeah I've since moved from steel brow to colossus, but ya know I'm not making a new video for that lmao.
@@CarveaHole Wait what? You wont? ;)
this is an old video, but currently, do you still believe heavy armor and dodge are mutually exclusive?
No they aren't. I don't 100% understand how to make a good heavy armor dodge build, but they're out there.
How do you get stats like 85 melee defense? When I enter a characters stats in the bbplanner, even with 3 stars in melee defense I cant get over 40.
Famed shields and shield expert are like another 30, and these bros are hella high level. I go for 30-ish raw mdef at level 11.
What do you do if they get swallowed?
I'd rather lose my tank to swallowing than a damage bro
LJ is better version of FH with better resolve so y. Why not?
Do they really need high armor if they don't get hit?
Yes, they will get hit often enough to where the high armor comes into play. Think especially for legendary locations. Or even an orc berserker/warlord - those guys do at minimum 150 something armor damage with a 2h axe. Battleforged gets better with higher armor.
You do have a point though! I'll give my mammoths high+heaviest armor, but give my highest+heavy armor to my other dudes because those other dudes will get hit more. Mammoths don't need your highest armor, but they should be in at least 300/300 if possible by late game.
What is their base fatigue, so without equipment?
Sorry for the late reply. Like 125 min at level 11, preferably 130+
@@CarveaHole
Thanks for the reply
2 tanks, 4 ranges, 5 dps 1 general with the battle standard and sash is my lineup.
Four ranged dudes is a lot imo, what do you use?
@@CarveaHole 2 bow, 2 crossbow. Sometimes i have a spear thrower.
8:50
so good vietsub
Could this build work in legends ?
I don't see why it wouldn't, but I haven't played legends. What would give it trouble?
@@CarveaHole random perks
@@belco3890 You need taunt and indom without question, the others aren't "necessary" but they kinda are lol
@@CarveaHole like 50% of perks are random this can work but need so much luck
Because of how legends work your characters will be very different. On the plus side you can get massive bonuses for using preferred weapons which opens up the possibility for some interesting and powerful combinations.
What are you actually taunting with this build? I find taunt to be exceptionally bad in the current game. Also, gifted and sheld spec make a lot more sense earlier in the build when you need the crucial mdef, unless you're leveling the guy to 11 on the backline and then sticking him out front. It also seems like 60 resolve is too low for this build. 4 enemies moving in on him would drop his flag a stage more often than not. Resolve translates directly into mdef via confidence. I don't even see much need for brawny. What do you need 100 usable fatigue for on a build that just needs to press shieldwall every turn? With a famed shield you regenerate enough fatigue to use it even if you get swung at. Dropping taunt and brawny for colossus and lonewolf if you use him that way or fort mind gives you more useful stats that keep you from getting hit more often and give you more hp when you do get hit. Of course, this game is easy enough that you can play whatever way you want and find success, just my two cents!
I estimate that I throw a taunt out on one of my three mammoths every 2/3 turns. I taunt necrosavants, orc warriors, footmen and ancient legionaries spamming shieldwall, billmen/ancient pikemen, hedge knights and swordmasters, orc berserkers, chosen, champions... Really anyone that could hit somebody that isn't a mammoth. Taunt saves lives and speeds up battles - I see this as virtually in disputable.
I love having high stam so I can shieldwall, indom, get swung at, and taunt multiple enemies before I have to recover. This is why I use brawny.
I agree that their resolve is lower than it should be. I experimented with no fortified mind this campaign and found that I really didn't need it though. You'll see in an upcoming video where I get screwed by resolve failures, but these mammoths are generally good enough without it. I'd drop gifted if I had to for fortified mind.
Shield spec and gifted and min-max perks and hence are not as necessary as others (taunt, recover, BF, rotate, indom, underdog). That's why I take them last.
You do bring up good points :)
Taunt may be more attractive if it weren't resistible. Breaking shieldwall is a decent use of the perk, but I find that Ancient shield boys aren't threatening in the slightest, and barbarian thrown weapons delete them. I guess it depends on your company build style. I normally have reach weapon in my 2h bro pockets to step into the shieldwall and bonk the pikemen behind the shieldwall, and just use thrown weapons to delete the shieldwall. If you don't do this and instead try to cut through the shieldwall, taunting might gain merit. I've ran tauntless since the barbarian dlc and haven't found myself missing it at all. I barely even use indom nowadays because it also just feels pretty weak. I also find whips to be incredibly strong and reduce the effectiveness of taunt even further. Pre whips I think taunt was stronger relative to the rest of the game.
@@nicholasgraves3149 Taunt very very rarely gets resisted, in my experience it's more that taunt breaks rather than gets resisted cause it works >95% of the time.
I haven't taken polearms on my frontliners yet, although I was planning on doing that in the future. Hence, I do need to break through the shieldwall.
@@nicholasgraves3149 You answer to the weakest aspect of taunt (preventing shield wall). Versus the other enemies he mentioned, its far more useful. Also I fear no one uses whips anymore after the nerf. They where totally OP with 4AP Disarm. Then it changed to 5AP. Now they added minus to hit something.
Taunt is absolute boss perk imho. You save tons of worldmap time in armor repair if u can divert heavy blows away from 2H Glasscannons into glancing of the shield of a tank
I don’t have any dedicated tanks, my shield bros are also my duelist dps, for example they go in shieldwall first turn, then break enemy shield wall with axes, drop the shield on bros who are not focused and they become duelist dps. Meanwhile backline pumping damage all the time, my “archers” are really duelist hybrid throwers who can handle necrosavants in melee, as well as snipe key targets if needed, couple orc warriors in their face, they’d just footwork away. Throw in a few two hander aoe bad asses( I have strict criteria for melee two hander users, they are the elite), you got a full dps team that kill so fast, it’s the beauty of the game really, I never understood the need for tanks, I mean I’m not playing World of Warcraft lol
Do u have a spreadsheet for all your build?
Yes, check the description of my Horrible Hybrids videos for two spreadsheets - HH builds and normal ones
@@CarveaHole i cant find it.. on with episode is the spreadsheet? and btw what do you think is your best line up
@@graceevigael8583 It's on all the episodes in the description, but here it is docs.google.com/spreadsheets/d/1w92trbLB4fp00E8mckcJQJAQ4c1GkIxe9LKFqdDOC7I/edit#gid=0
My lineup (if i have more than 12 characters) is 3 hybrids, 3 mammoths, 2 cleaver/whip bros, 4 frontline 2h or duelist bros. I haven't played lone wolf or gladiators, but I'd bring in a banner and drop a frontliner I'd think.
i always take pathfinder
my tank will NOT be disabled by bad terrain, and he WILL be there for a timely rotation