Instead of getting footwork on my archers i give them rotation and a dog, when shit hits the fan I spawn a dog and rotate with it, this way whatever was attacking the archer has to deal with the dog before chasing the archer again
I think QH is S tier. Pretty much all the meta builds use it which tell you how powerful it is. It gives you so much flexibility once you start using it you never wanna go back
Very true. But I'm a firm believer that you can do anything with just 1 weapon. So even though it's strong, from a build making angle I don't think it's essential.
This is such an underestimation of taunt and 9L! I think people have a tendency to evaluate and read as-is, instead of understanding what opportunities they open. For example, Taunt can also be considered "silence" on units that can attack or cast. A taunted nomad cant sand, a taunted nacho cant eat, a taunted shield user cannot shieldwall, a taunted necrosavant MUST teleport and attack the target. Taunted kraken tentacles must attack the tanks in phase 2! Infinite uses.
Taunted (Ancient) Pikemen don't attack damage dealers. Schrats go for Taunts if no 2 Bros in line are available. Orcs go for Taunt if no charge is available. Chosen come back to Taunters after having 75% flanked you already. Taunt is superb
I still think taunt is highly underrated. Once u know the situations is does not work in, its awesome. Necrossavants come to you wasting attacks (always make sure to cross taunt / make them fly with multiple tanks). Ancient undead Pikemen will happily ignore your more squishy damage dealers. As will Barbarians. And Orc Warriros, if u do not give them charge targets. And Schrats if u dont present them in-line attacks. Its just a great pick that works without cheesy tricks like naked runners.
@@Abp.Mars-Assembly How is a net more effective vs. ancient undead? Or Schrats? And Taunt is not a consumable. It can be used over and over again. Nets are good yes. Superb under some cirumstances. But if I go into the wilderness with several high level camps to clear and I have to chose between nets and 3 Taunt tanks it would be taunt all the time
@@duedman-alleswasknallt5775 Net isnt a choice you permanently commit to, while Taunt is as permanent as perks get. Nets also work on almost all enemies and dont require any other circumstances to function. A vulnerable target that is being harassed by a pursuer can also Net, it doesnt have be exclusive to a certain build. It can even use a Flash grenade, both buy time for the defense to intercept and also give the defense better advantage. There's many other good things about the net. Net is way more flexible as a control measure and anyone can use it without commitment.
@@Abp.Mars-Assembly I know nets are good and you have a more DPS on the field without tanks. But some taunt & rotate tanks are relatively easy to come by and allow for a very relaxed playstyle even with mediocre Bros. And it's unlimited use. I'd wager an average lvl11 band with 3 Taunt + Rotate tanks will dispatch swarms of ancient undead or necros faster and with a lot less dmg to armor / hp than a band with no tanks but nets. (not that these enemies are challenging lategame). They can even use Nets and Grenades on top. On single very hard fights nets might be better. But imho taunt is more sustainable
Crippling strike crossbowmen + executioner throwers works well enough to more or less effortlessly swing all the random early fights in the beginning in your favour, before the enemy gets a chance to overwhelm your plebs. Must have early game combo if you can't drag yourself out of the financial hole to face the crisis in force, good for learning the ropes without resorting to beginner difficulty, and dedicated archers have perks to spare. It is subpar against stronger opponents you may seek out on your own later though.
Fast Adaptation, Crippling Strike, Executioner, Overwhelm on an archer is phenomenal. It injures on average and drops serious hit points and makes the enemy damn well near useless. This is why I prefer archer to arbalest. Greatest range, double overwhelm, high chance to cripple as an opening act and serious damage. You wont see it shine unless you have all those perks. But even without Executioner and Overwhelm, its beneficial. Thats four offensive perks that are constantly working for the build in most situations.
Also worth noting dodge will get worse later in the combat when fatigue levels are high, as that in turn lowers your initiative, so far less benefits after the start of the battle.
I love polearm not every melee bro is tank-able and 1 less AP make it more flexible than other 2 range weapons also they can deal big damage , they make good use of Berserk and Killing Frenzy
Also there are polearms with scythe-type swing attacks making it AOE weapon. Being able to instakill or damage 6 targets in 1 turn and then still step aside one tile comes in handy sometimes
Indom does provide immunity to size3 nachzehrer swallow now. Though you can also use shield slam or stun. Still, I think it’s worth getting on dedicated tanks.
fast adaptation is mandatory to save my sanity, everyone hits twice start with it. It’s in a triple S tier by itself. The best way to improve survivability is killing enemies by hitting them.
@@nathanielpatterson6963 Same reasoning can be applied to pretty much all perks. In general I pick perks for when things don’t go my way, fast adaptation is just perfect in that regard, you get it on first level up which is when it’s most relevant, even on good bros, it’s effect is always present in every fight. Perks like colossus is great, but more of icing on the cake, you can pick it on your veteran bros. Health is the most useless stat imo.
Fast adaptation to me mechanically serves the purpose of adrenaline but kind of worse. Adrenaline allows you to initiate combat with a pick-off if the odds go decently in your favor, and a quick-ending playstyle where you burst damage before the enemy can slug you out. Fast adaptation allows you to better slug the enemy out, and it sounds as if it's good for bursting enemies down because it costs less stam than adren, but in reality your initiation and battle will be stronger/quicker/safer with adren over adaptation. Tldr: adren increases the odds of killing an opponent before they can strike, whereas fast adaptation increases the odds of killing an opponent after they strike
@@Ok-Runki I used to pick adrenaline on every backline pike bros, but nowadays I just take initiative instead, and it slowly spreads to all bros with reasonable starting initiative, initiative is so good, dodge is just a side Benefit. Fast adaptation is still a must have, it’s not negotiable.
I totally agree. Fast Adaptation and Backstabber mandatory for me on all melee. Fast Adaptation is also mandatory for me on all ranged. Even with single attack users, getting that +10 is huge. And if he misses again, thats a +20. It greatly reduces the chance of a blunder happening because everyone is more reliable. Backstabber doesnt get enough recommendation because people just dont compensate for Backstabber. They just auto click and dont gather their troops around the enemy to get that phenomenal +20 or +30 to attack. If I have 3 troops adjacent to an enemy, they all get +20 to attack which is huge. Add a reach weapon user to that stack and it gets +30! Which Is why I love the Polemace. If any of them miss, Fast Adaptation gives +10! So now not only do I have reliable damage output, I also dont waste as much stamina which means the enemy will gas out if they arent wrecked. Which means they will die by the next round after they get Fatigued or Exhausted. With the Polemace, it often happens faster that I expect because Knock Over reduces stamina by -10. Dont see any uploader on the internet keeping eye on enemy stamina either. If thats not good enough, throw a net on the pest and tell me what happens. If they arent some ultra deadly encounter, its a cheese fest every time, lol. Net + Stun effect is a good time everytime!
could you not argue that rally and quick hands are build defining? A lot of common builds use quick hands as a crutch and they can't exist without it and Rally is what makes the Bannerman more than just a statboost.
Hmmm I forgot about the mace + dagger build that quick hands is crucial for, but for most builds it's just make things more convenient. Anyone can swap items the hard way 😆
@@feediefood Have you seen the Polearm Spec + Duelist build? I have a couple brothers using that, and they can swing both polearm and 1h wep once each.
@@feediefood I'll follow up with you on discord tonight and show you my bros. They would use Billhook and Fighting axe for example. I start them on backline but they tend to be on Frontline by end of the fights.
I can’t agree with a few of these. Adrenaline is a run defining perk. If you have all your brothers with it early game it lets to take harder fights and let’s you progress rapidly. Late game it can be huge with goblins and chosen. Having even just one round where you use it to get a round of first swings can determine a fight/prevent unnecessary hits. Flail spec, although terrible late game can be VERY good for a brother you know you don’t want late game but may have good starting stats. Use it to farm early raider gear and progress your gear quickly. Shield wall ignore on the head hit attack.. big. Just because flails aren’t good late game does mean the perk is useless. It is very impactful for what flails are used for. Gifted should be A tier. Enough said. Dodge is highly debated.. but I would say that throughout a fight it becomes less and less useful, maybe A tier, but not S tier worthy.
@@nergigante. For sure. It lets you get some really nice advantageous engagements early to get good gear quick. They often aren’t end game bros anyways, so the use of the perk point isn’t terrible
Great video! I agree with most of your list. I want to try HH on more bros in the future. I watched a run recently where HH was used on throwers and backliners and the perk actually was really good in that scenario. I agree with the Flail mastery placement except for a Brute Duelist with 1h flail. I built one in my current run and the dude destroys lesser armored humanoid enemies.
Hi Feed, I really like these videos you're making promoting your channel and BB in general. While I may disagree with some of your takes, it's nice to see the perspective from a successful BB player. I also got a suggestion for you on a potential video regarding the anatomists potions. Who to use them best on and their potential implications? I've only found tidbits on this topic and there's no actual structured video on them. Anyway keep up the good work!
Aside from disagreeing with many of your placements, I found myself surprised when you would talk up a perk and then place it low or talk crap about a perk and place it high. You perfectly described how sword mastery is very situational and then put it in auto include for example. Or how quick hands is good in so many situations and on so many builds and then put it in build dependent.
I understand. I didn't rank them base on power, I ranked them base on how essential they are in making a build. Anything from S, A and B can all be found in some of the best builds out there.
Don’t know if you still respond to these but I thought crippling strikes on an archer with executioner was good. Is it just outclassed or outright bad?
@@kaydens6964 High defense armor would fix that. I tried out Anticipation on 3 active two handers for over 50 days and saw almost no difference from not having it and having default ranged defense. I tried that with 3 other two handers gave them armor and helmet above 150. They were basically either ignored or barely hurt for the rest of the playthrough as I was making sure they had the best armor I could get. And added the skillpoints to Initiative instead of Dodge to compensate for the armor penalty. I think it would work best for a shield user, but shield users are already very good against ranged, so that would be overdoing it.
Huh. I'm planning to make sword master two handed bros because i want to use it's aoe. Mace, axe and hammer are good but i don't think it'a neccesary to use mastery while sword have a good aoe skill to justify such mastery.
I agree with your opinion about the bullseye, but when u get a bow with +23%, thights like a 88% in everyone on the screen is pretty funny!!!!!!! without mods btw.
A tip about renelteless, A brow with 90-100 initiantion can do a double turn facing enimies that rushs you. I wave a bro that performace a 2H + 2H + 2H (bersek+4AP) before any enimy is in range to hit. And combs well wiht dogge cas this brows use to spend about 60 fatigue. So gives 30 more initiantion.
1- Fast Adaptanion above bags and belts and bullseye - heresy but when he started talking about overwhelm i stopped listening. I mean this is'nt very bad tier list but some thoughts in in make it non existent for me. It never existed bye.
"Steel brow is a perk I use to hate, but I learned to respect it" As soon as I heard that all that went through my head was " Poor Sir Friibo" 🤣
Instead of getting footwork on my archers i give them rotation and a dog, when shit hits the fan I spawn a dog and rotate with it, this way whatever was attacking the archer has to deal with the dog before chasing the archer again
For 250 crowns minimum, thats absurd when you can footwork and net.
@@Abp.Mars-Assembly The dog has other uses too, it is not just an expensive get out of jail card
@@LuisEdGm lol
Also leveling to foot work takes a long time, dog is instant as long as you have money. And yes dogs are better distraction
I think QH is S tier. Pretty much all the meta builds use it which tell you how powerful it is. It gives you so much flexibility once you start using it you never wanna go back
Very true. But I'm a firm believer that you can do anything with just 1 weapon. So even though it's strong, from a build making angle I don't think it's essential.
This is such an underestimation of taunt and 9L! I think people have a tendency to evaluate and read as-is, instead of understanding what opportunities they open. For example, Taunt can also be considered "silence" on units that can attack or cast. A taunted nomad cant sand, a taunted nacho cant eat, a taunted shield user cannot shieldwall, a taunted necrosavant MUST teleport and attack the target. Taunted kraken tentacles must attack the tanks in phase 2! Infinite uses.
Taunted (Ancient) Pikemen don't attack damage dealers. Schrats go for Taunts if no 2 Bros in line are available. Orcs go for Taunt if no charge is available. Chosen come back to Taunters after having 75% flanked you already. Taunt is superb
I still think taunt is highly underrated. Once u know the situations is does not work in, its awesome. Necrossavants come to you wasting attacks (always make sure to cross taunt / make them fly with multiple tanks). Ancient undead Pikemen will happily ignore your more squishy damage dealers. As will Barbarians. And Orc Warriros, if u do not give them charge targets. And Schrats if u dont present them in-line attacks. Its just a great pick that works without cheesy tricks like naked runners.
A net is way more effective and reliable at controlling almost everything you mentioned.
@@Abp.Mars-Assembly How is a net more effective vs. ancient undead? Or Schrats?
And Taunt is not a consumable. It can be used over and over again. Nets are good yes. Superb under some cirumstances. But if I go into the wilderness with several high level camps to clear and I have to chose between nets and 3 Taunt tanks it would be taunt all the time
@@duedman-alleswasknallt5775 Net isnt a choice you permanently commit to, while Taunt is as permanent as perks get. Nets also work on almost all enemies and dont require any other circumstances to function.
A vulnerable target that is being harassed by a pursuer can also Net, it doesnt have be exclusive to a certain build. It can even use a Flash grenade, both buy time for the defense to intercept and also give the defense better advantage.
There's many other good things about the net. Net is way more flexible as a control measure and anyone can use it without commitment.
@@Abp.Mars-Assembly I know nets are good and you have a more DPS on the field without tanks. But some taunt & rotate tanks are relatively easy to come by and allow for a very relaxed playstyle even with mediocre Bros. And it's unlimited use.
I'd wager an average lvl11 band with 3 Taunt + Rotate tanks will dispatch swarms of ancient undead or necros faster and with a lot less dmg to armor / hp than a band with no tanks but nets. (not that these enemies are challenging lategame).
They can even use Nets and Grenades on top.
On single very hard fights nets might be better. But imho taunt is more sustainable
Crippling strike crossbowmen + executioner throwers works well enough to more or less effortlessly swing all the random early fights in the beginning in your favour, before the enemy gets a chance to overwhelm your plebs. Must have early game combo if you can't drag yourself out of the financial hole to face the crisis in force, good for learning the ropes without resorting to beginner difficulty, and dedicated archers have perks to spare. It is subpar against stronger opponents you may seek out on your own later though.
Fast Adaptation, Crippling Strike, Executioner, Overwhelm on an archer is phenomenal. It injures on average and drops serious hit points and makes the enemy damn well near useless. This is why I prefer archer to arbalest. Greatest range, double overwhelm, high chance to cripple as an opening act and serious damage. You wont see it shine unless you have all those perks. But even without Executioner and Overwhelm, its beneficial. Thats four offensive perks that are constantly working for the build in most situations.
Also worth noting dodge will get worse later in the combat when fatigue levels are high, as that in turn lowers your initiative, so far less benefits after the start of the battle.
Thats why it plays neatly with Relentless
I love polearm
not every melee bro is tank-able and 1 less AP make it more flexible than other 2 range weapons
also they can deal big damage , they make good use of Berserk and Killing Frenzy
Also there are polearms with scythe-type swing attacks making it AOE weapon. Being able to instakill or damage 6 targets in 1 turn and then still step aside one tile comes in handy sometimes
Indom does provide immunity to size3 nachzehrer swallow now. Though you can also use shield slam or stun. Still, I think it’s worth getting on dedicated tanks.
haven't used the cleavr perk, gonna try it out!
thanks for the hard work man.
Can you link the *finished* tierlist?
fast adaptation is mandatory to save my sanity, everyone hits twice start with it. It’s in a triple S tier by itself. The best way to improve survivability is killing enemies by hitting them.
You can increase your accuracy with good positioning, and proper weapon choice.
@@nathanielpatterson6963 Same reasoning can be applied to pretty much all perks. In general I pick perks for when things don’t go my way, fast adaptation is just perfect in that regard, you get it on first level up which is when it’s most relevant, even on good bros, it’s effect is always present in every fight. Perks like colossus is great, but more of icing on the cake, you can pick it on your veteran bros. Health is the most useless stat imo.
Fast adaptation to me mechanically serves the purpose of adrenaline but kind of worse. Adrenaline allows you to initiate combat with a pick-off if the odds go decently in your favor, and a quick-ending playstyle where you burst damage before the enemy can slug you out. Fast adaptation allows you to better slug the enemy out, and it sounds as if it's good for bursting enemies down because it costs less stam than adren, but in reality your initiation and battle will be stronger/quicker/safer with adren over adaptation. Tldr: adren increases the odds of killing an opponent before they can strike, whereas fast adaptation increases the odds of killing an opponent after they strike
@@Ok-Runki I used to pick adrenaline on every backline pike bros, but nowadays I just take initiative instead, and it slowly spreads to all bros with reasonable starting initiative, initiative is so good, dodge is just a side Benefit. Fast adaptation is still a must have, it’s not negotiable.
I totally agree. Fast Adaptation and Backstabber mandatory for me on all melee. Fast Adaptation is also mandatory for me on all ranged. Even with single attack users, getting that +10 is huge. And if he misses again, thats a +20. It greatly reduces the chance of a blunder happening because everyone is more reliable. Backstabber doesnt get enough recommendation because people just dont compensate for Backstabber. They just auto click and dont gather their troops around the enemy to get that phenomenal +20 or +30 to attack. If I have 3 troops adjacent to an enemy, they all get +20 to attack which is huge. Add a reach weapon user to that stack and it gets +30! Which Is why I love the Polemace. If any of them miss, Fast Adaptation gives +10!
So now not only do I have reliable damage output, I also dont waste as much stamina which means the enemy will gas out if they arent wrecked. Which means they will die by the next round after they get Fatigued or Exhausted. With the Polemace, it often happens faster that I expect because Knock Over reduces stamina by -10. Dont see any uploader on the internet keeping eye on enemy stamina either. If thats not good enough, throw a net on the pest and tell me what happens. If they arent some ultra deadly encounter, its a cheese fest every time, lol. Net + Stun effect is a good time everytime!
could you not argue that rally and quick hands are build defining? A lot of common builds use quick hands as a crutch and they can't exist without it and Rally is what makes the Bannerman more than just a statboost.
Hmmm I forgot about the mace + dagger build that quick hands is crucial for, but for most builds it's just make things more convenient. Anyone can swap items the hard way 😆
@@feediefood Have you seen the Polearm Spec + Duelist build? I have a couple brothers using that, and they can swing both polearm and 1h wep once each.
@@nathanielpatterson6963 I've heard but i'm not sure how to squeeze in the perks for that. Is this for a polearm thrower duelist?
@@feediefood I'll follow up with you on discord tonight and show you my bros. They would use Billhook and Fighting axe for example. I start them on backline but they tend to be on Frontline by end of the fights.
Personally, I tried the combo "Fortified Mind" + "fearsome" on most of my team on some runs. I love it a lot.
I can’t agree with a few of these. Adrenaline is a run defining perk. If you have all your brothers with it early game it lets to take harder fights and let’s you progress rapidly. Late game it can be huge with goblins and chosen. Having even just one round where you use it to get a round of first swings can determine a fight/prevent unnecessary hits.
Flail spec, although terrible late game can be VERY good for a brother you know you don’t want late game but may have good starting stats. Use it to farm early raider gear and progress your gear quickly. Shield wall ignore on the head hit attack.. big. Just because flails aren’t good late game does mean the perk is useless. It is very impactful for what flails are used for.
Gifted should be A tier. Enough said.
Dodge is highly debated.. but I would say that throughout a fight it becomes less and less useful, maybe A tier, but not S tier worthy.
So northern raiders all three run adrenaline be very good? Sense there start is kind of hard. That boost early game would help.
@@nergigante. For sure. It lets you get some really nice advantageous engagements early to get good gear quick. They often aren’t end game bros anyways, so the use of the perk point isn’t terrible
anticipation is an autopick on banner due to him attracting more arrows, so it deserves to be in Very Situational at the very least
Ayy, been wanting to see this one.
Great video! I agree with most of your list.
I want to try HH on more bros in the future. I watched a run recently where HH was used on throwers and backliners and the perk actually was really good in that scenario.
I agree with the Flail mastery placement except for a Brute Duelist with 1h flail. I built one in my current run and the dude destroys lesser armored humanoid enemies.
Hi Feed, I really like these videos you're making promoting your channel and BB in general. While I may disagree with some of your takes, it's nice to see the perspective from a successful BB player.
I also got a suggestion for you on a potential video regarding the anatomists potions. Who to use them best on and their potential implications? I've only found tidbits on this topic and there's no actual structured video on them. Anyway keep up the good work!
Thanks man!
Aside from disagreeing with many of your placements, I found myself surprised when you would talk up a perk and then place it low or talk crap about a perk and place it high. You perfectly described how sword mastery is very situational and then put it in auto include for example. Or how quick hands is good in so many situations and on so many builds and then put it in build dependent.
I understand. I didn't rank them base on power, I ranked them base on how essential they are in making a build. Anything from S, A and B can all be found in some of the best builds out there.
i think you underrated bags and belts
on tanks its very often a brawny with better flexibilty
Surprised on the low-tier adrenaline, but this is a very interesting listing
Don’t know if you still respond to these but I thought crippling strikes on an archer with executioner was good. Is it just outclassed or outright bad?
Archers actually have the perks to take CS and Executioner. It works quite well with javelins.
@@feediefood Thanks. Absolute Legend.
Glad to see anticipation in the place that it belongs 😂😂😂
anticipation is auto include for me tho, no more dead banner man from focus fire. Its actually op.
@@kaydens6964 High defense armor would fix that. I tried out Anticipation on 3 active two handers for over 50 days and saw almost no difference from not having it and having default ranged defense. I tried that with 3 other two handers gave them armor and helmet above 150. They were basically either ignored or barely hurt for the rest of the playthrough as I was making sure they had the best armor I could get. And added the skillpoints to Initiative instead of Dodge to compensate for the armor penalty. I think it would work best for a shield user, but shield users are already very good against ranged, so that would be overdoing it.
I really just can't think of any brother build goal that doesn't want quick hands, good list though. :)
Huh. I'm planning to make sword master two handed bros because i want to use it's aoe. Mace, axe and hammer are good but i don't think it'a neccesary to use mastery while sword have a good aoe skill to justify such mastery.
Thanks
I agree with your opinion about the bullseye, but when u get a bow with +23%, thights like a 88% in everyone on the screen is pretty funny!!!!!!! without mods btw.
A tip about renelteless, A brow with 90-100 initiantion can do a double turn facing enimies that rushs you. I wave a bro that performace a 2H + 2H + 2H (bersek+4AP) before any enimy is in range to hit. And combs well wiht dogge cas this brows use to spend about 60 fatigue. So gives 30 more initiantion.
feels good to double click things with your archer knowing they will die :)
1- Fast Adaptanion above bags and belts and bullseye - heresy
but when he started talking about overwhelm i stopped listening. I mean this is'nt very bad tier list but some thoughts in in make it non existent for me. It never existed bye.
warbrand is not dogshit!
the aoes are great!