I love the polearm mastery skill. You can move 2 tiles before attacking which is sometimes the difference between getting an attack in or having no attack and combo'd with berzerk you can get you 2 attacks in 1 turn.
This sort of content is truly where u shine! The detail you go into is amazing even as an experienced player i learn so much from this! Keep the awesome content up mate!
Polearm mastery is (they changed it with update maybe) useful cause you can travel two tiles and engage with it. It adds maneuverability and allows you to hit and run (if it's 2 AP two move of course)
On Throwing Mastery: Thrown weapons are mostly novelty, but there is one build I really enjoy using them for. Crossbow/Throw hybrids. Why? The goal is to create a ranged character that also retains his usefulness vs. undead. (Throwing Axes) without having to allocate stats towards Melee Attack. Sometimes you'll find a recruit that suits this better than a dedicated archer or polearm hybrid...Or you just want to use those shiny relic throwing weapons sitting in your stash. Since crossbows are relatively low on perk investment to make effective use out of you can afford to grab a suite of damage perks related to throwing weapon use. Snipe with the crossbow, when the lines clash switch to throwing weapons for more damage. Build looks something like: Student, Bullseye, Steel Brow, Anticipation, Crossbow Mastery, Throw Mastery, Bags & Belts, Quickhands, Berserk, Duelist, Killing Frenzy. Bullseye could be cut for headhunter (which works great with crossbow mastery and javelins due to armor penetration) if you have dependable bowmen to snipe priority targets. It's a fun build, but a bit of a late bloomer.
Throwing wapons arent just for novelty. You can go full Throwing and still do probably better than sticking in a crossbow. Heck you can do even as good as a full marksman. Javelins have 45% armor pen compared to crossbow 50%, the thing is; throwing weapons do work with the duelist skill (in fact, is the best weapon to use the duelist skill "safely") and thus javelins can have a whooping 70% armor penetration. Yeah they have sorta crappy damage but you can boost that with executioner (even without crippling strikes you will be injuring anything that can be injured with that high armor pen), throwing mastery and killing frenzy for up to 75%+ damage which is kinda retarded. If you are lucky to find a named javelin than you will do obscene amounts of damage per turn. On top of that you can fire javelins 2 times a turn compared with just one from the crossbow. Against the undead just switch the javelins for the axes. Another advantage of going full throwing is that you dont care about vision penalty and thus can go full heavy armor taking perks like brawny and battle forged which will increase your survivability substantially if compared to a crossbow hybrid or even a marksman. The only downside this unit will have is the decreased range. Is more like a second row damage dealer.
Hey filthy, any chance of you making a early/mid/late game guide, what goals to aim for roughly for a new player. I can't get past the early mid game as i feel like im behind compared to the enemies and suffer. Maybe its just poor decision making
awesome video once again. The use i have found for throwing mastery is paired up with duelist, but you are correct in that there are very few legendary throwing weapons out there. At the end of the day builds in BB are very dependant on: available perk combinations/synergy, gear tiers (mechanically), and available gear drops. There can be great perk synergy, but if the weapon they are tailored for isn't top tier(mechanically), then what's the point. Similarly, can be there are great perks and it is a good weapon, but if it never drops, similar scenario.
Dagger mastery is actually surprisingly nice to have on the 2handers since they only use 6 AP per strike. If you have quick hands on 2H weapon guy you can switch to dagger and add some extra oof each turn. It especially good with Man splitter since its strike usually removes all the armor from both head and body and T3 dagger with double grip can deliver decent amount of damage. It most definitely not worth to spend perk point on in tryhard build but very enjoyable to play with.
I find i skip the mastery for one handed hammer builds, funnily enough, in favour of Fearsome. Because every strike guarantees at least 10 hitpoints damage; I can always proc a morale check on armoured living enemies. A dedicated dagger build is prederable for sure; but much harder to come across the right Brother for it.
What do you think about the Bags and Belts+Quick Hands combo? I've been using it to give my front linemen greater flexibility to carry a wider variety of weapons to which I can switch for free. I actually start my front linemen with throwing spears and shields, and if the enemy enters melee range, they are resistant, or I can't get a good shot, I switch to another appropriate weapon. When I was carrying just two weapons (i.e. without bags and belts) I often found myself wishing I had a different weapon in battle. I've been having a lot of success with this combo, but I'm wondering if it's worth using two perk points to use since I haven't really challenged the end-game enemies yet.
Throwing weapons I end up putting on someone both ok Ranged and Melee attack, Get larger bag and free item interaction. Maybe at some point getting Path finder down the line and slap on a wardog. The good and bad it's a more flexible dagger to run around killing key targets. Namely they are good at flanking around and killing Ranged Units. Sending their dog in and with their shield it makes it easier then other ranged people to get closer. The problem is, in Melee because it's more of a flanker type build who would be alone a lot more in 1 on 1 melee combat they are not the best. Maybe giving them a spear with Spear wall if they get focused too hard but over all just to deal with ranged units. Even then, meh? It's a lot committed to make throwing weapons work
I'm going to try and get swap early and be prepared for necros with nets. Their a pain in the ass. Do you get the net back if you kill the necro? How long does the net put enemies in a rooted state?
4:10 mace 1
6:06 flail 1
8:00 hammer 4
10:08 axe 5
12:50 cleaver 3-4
16:02 sword 4
18:38 dagger 1
19:47 polearm 5
22:13 spear 1
25:08 crossbow 2
27:13 bow 1
27:56 throwing 1
I love the polearm mastery skill. You can move 2 tiles before attacking which is sometimes the difference between getting an attack in or having no attack and combo'd with berzerk you can get you 2 attacks in 1 turn.
This sort of content is truly where u shine! The detail you go into is amazing even as an experienced player i learn so much from this! Keep the awesome content up mate!
Polearm mastery is (they changed it with update maybe) useful cause you can travel two tiles and engage with it. It adds maneuverability and allows you to hit and run (if it's 2 AP two move of course)
These videos are brilliant and extremely well presented - played about 400-500 hours but still learned loads, thank you!
On Throwing Mastery: Thrown weapons are mostly novelty, but there is one build I really enjoy using them for. Crossbow/Throw hybrids. Why? The goal is to create a ranged character that also retains his usefulness vs. undead. (Throwing Axes) without having to allocate stats towards Melee Attack. Sometimes you'll find a recruit that suits this better than a dedicated archer or polearm hybrid...Or you just want to use those shiny relic throwing weapons sitting in your stash. Since crossbows are relatively low on perk investment to make effective use out of you can afford to grab a suite of damage perks related to throwing weapon use. Snipe with the crossbow, when the lines clash switch to throwing weapons for more damage.
Build looks something like: Student, Bullseye, Steel Brow, Anticipation, Crossbow Mastery, Throw Mastery, Bags & Belts, Quickhands, Berserk, Duelist, Killing Frenzy.
Bullseye could be cut for headhunter (which works great with crossbow mastery and javelins due to armor penetration) if you have dependable bowmen to snipe priority targets. It's a fun build, but a bit of a late bloomer.
Throwing wapons arent just for novelty. You can go full Throwing and still do probably better than sticking in a crossbow. Heck you can do even as good as a full marksman. Javelins have 45% armor pen compared to crossbow 50%, the thing is; throwing weapons do work with the duelist skill (in fact, is the best weapon to use the duelist skill "safely") and thus javelins can have a whooping 70% armor penetration. Yeah they have sorta crappy damage but you can boost that with executioner (even without crippling strikes you will be injuring anything that can be injured with that high armor pen), throwing mastery and killing frenzy for up to 75%+ damage which is kinda retarded. If you are lucky to find a named javelin than you will do obscene amounts of damage per turn. On top of that you can fire javelins 2 times a turn compared with just one from the crossbow. Against the undead just switch the javelins for the axes.
Another advantage of going full throwing is that you dont care about vision penalty and thus can go full heavy armor taking perks like brawny and battle forged which will increase your survivability substantially if compared to a crossbow hybrid or even a marksman.
The only downside this unit will have is the decreased range. Is more like a second row damage dealer.
Nice write up!
U can see how his room is getting darker.
Hey filthy, any chance of you making a early/mid/late game guide, what goals to aim for roughly for a new player. I can't get past the early mid game as i feel like im behind compared to the enemies and suffer. Maybe its just poor decision making
awesome video once again. The use i have found for throwing mastery is paired up with duelist, but you are correct in that there are very few legendary throwing weapons out there. At the end of the day builds in BB are very dependant on: available perk combinations/synergy, gear tiers (mechanically), and available gear drops. There can be great perk synergy, but if the weapon they are tailored for isn't top tier(mechanically), then what's the point. Similarly, can be there are great perks and it is a good weapon, but if it never drops, similar scenario.
Dagger mastery is actually surprisingly nice to have on the 2handers since they only use 6 AP per strike. If you have quick hands on 2H weapon guy you can switch to dagger and add some extra oof each turn. It especially good with Man splitter since its strike usually removes all the armor from both head and body and T3 dagger with double grip can deliver decent amount of damage. It most definitely not worth to spend perk point on in tryhard build but very enjoyable to play with.
I find i skip the mastery for one handed hammer builds, funnily enough, in favour of Fearsome.
Because every strike guarantees at least 10 hitpoints damage; I can always proc a morale check on armoured living enemies.
A dedicated dagger build is prederable for sure; but much harder to come across the right Brother for it.
These perk guides (and what i hope is coming): build guides are just what my own game needed, fuck the huge orc camps!!
watching this in 2022, still the most useful knowledge thank you. Loving playing Lone Wolf. how far can you go with just one Bro?
Mid game if you're willing to use a decoy each fight
At what point do the crisis' start happening? How many days in do I have to get my BB prepared?
What do you think about the Bags and Belts+Quick Hands combo? I've been using it to give my front linemen greater flexibility to carry a wider variety of weapons to which I can switch for free. I actually start my front linemen with throwing spears and shields, and if the enemy enters melee range, they are resistant, or I can't get a good shot, I switch to another appropriate weapon. When I was carrying just two weapons (i.e. without bags and belts) I often found myself wishing I had a different weapon in battle. I've been having a lot of success with this combo, but I'm wondering if it's worth using two perk points to use since I haven't really challenged the end-game enemies yet.
Throwing weapons I end up putting on someone both ok Ranged and Melee attack, Get larger bag and free item interaction. Maybe at some point getting Path finder down the line and slap on a wardog. The good and bad it's a more flexible dagger to run around killing key targets. Namely they are good at flanking around and killing Ranged Units. Sending their dog in and with their shield it makes it easier then other ranged people to get closer. The problem is, in Melee because it's more of a flanker type build who would be alone a lot more in 1 on 1 melee combat they are not the best. Maybe giving them a spear with Spear wall if they get focused too hard but over all just to deal with ranged units. Even then, meh? It's a lot committed to make throwing weapons work
how up to date are these rankings?
I'm going to try and get swap early and be prepared for necros with nets. Their a pain in the ass. Do you get the net back if you kill the necro? How long does the net put enemies in a rooted state?
What spec would you use for solo lone warrior?
Lone Wolf
17:51 ok i was about to say beacuse everything before that was you basically saying two handed weapons are fucking trash haha
wow, I always pick polearm mastery for my bannerman
They buffed it after he made this video. It's amazing now, especially with Pathfinder.
Axes became vital with the new update... Do i even have to say why?
Y
It's big, wooden, and fucks you up if you dont have any axes.
@@math2222322 I didn't even understand you when I first read it but seriously fuck schrats.
oh, tree man
I have to speed you up. You have to get the point faster man. You talk too much.