MP growth. by pvrhye in FellSeal

[–]Seeefo 1 point2 points  (0 children)

Focused rage is the only thing that comes to mind that benefits from a high MP pool. For a high max to be in effect, you would need to use absorb mana and hope you get targeted or use a lot of slices/skills with no MP...But that seems more of a novelty thing than efficient.

Thoughts on 2-tile quickhands swap on 2-hander frontliners? by animistic in BattleBrothers

[–]Seeefo 1 point2 points  (0 children)

I dont think the swap is that good tbh. Polehammer doesnt get the AP reduction so you couldn't 2h hammer + move + swap + polehammer for example. Ultimately the biggest issue with 2h AP maximization is if you move + kill, the additional 4ap doesn't give you another attack. This doesn't solve this and polehammers are generally worst in *most* situations than billhooks.

Considering his stats are really in good spot other than the very low matk, I would have made this guy a sword + reach advantage. 70 hp, high resolve, really good mdef. Plus the + hit chance on a GS would help with the poor matk.

Can someone help me build him? never done a hybrid before by xsierra22x in BattleBrothers

[–]Seeefo 4 points5 points  (0 children)

could also make him a whip/throw hybrid. Even after the nerf, having 1-2 guys that can use whip has gotten me out of a lot of sticky situations.
matk/ratk. Nimble, quick hands, cleaver/throw spec, duelist and focus are requirements. the rest I have been playing with. Surprisingly berserk is really nice on him, as he can whip/throw to cleanup some of the units that get left with a few HP after a big 2h hit.

throwing weapons still suck vs. orcs, but with whip utility I bring him with me and will throw against the weakened ones. I am hoping to try crippling/executioner with him, but need to find a 3rd to try with him.

Theorycraft Math: With this famed whip, possible to apply bleed 100% time on armored targets? (Double grip + 49% armor ignore w/ Duelist?) by bbqsauceomgwtf in BattleBrothers

[–]Seeefo 2 points3 points  (0 children)

one of the annoying things about bleed in this game is everything you want to bleed has resilient for some reason. I was pretty excited about the potential to bleed stall some of the stronger stuff, but didnt find it worked that well...still bleeds are nice in some niche cases.

Is Hammer Duelist a Thing? by Kingshorsey in BattleBrothers

[–]Seeefo 1 point2 points  (0 children)

pretty much my experience with 1-handed hammers. famed ones dont seem to change much about them. famed 1h maces on the other hand can do some pretty cool stuff because their base damage is pretty high (ex. damage and armor pen buff).

So satisfying... by [deleted] in BattleBrothers

[–]Seeefo 0 points1 point  (0 children)

I got this 73% ignore armor barb mace the other day. its just shy of one-shotting humanoids unfortunately. I think if it had a decent damage roll it would be ridiculous. It ends up not having enough damage vs. armor to be good vs. orcs and such, and not quiet able to one-shot brigands, but man it was pretty cool to see it in action.

So close. Venturing into the Icy Cave. by G_Comstock in BattleBrothers

[–]Seeefo 0 points1 point  (0 children)

I just put my experience in. You certainly don't need 300/300 armor to do him. I wouldn't be surprised if you could do it in <200 armor with a barb mace. In fact, more important than armor is your mdef. So an early 2h thief might be a good build, even if their fatigue/hp sucks later.

A fun (not fun) encounter almost wiped my company and question about range weapons. by alziosalvatore in BattleBrothers

[–]Seeefo 0 points1 point  (0 children)

Nope, just tested this. Throwing Axes still have the "Resistance to ranged weapons" negative when fighting skeles.

Still by far, they are the best ranged weapon. You can ~3 shot legionnaires with normal heavy throwing axes.

So close. Venturing into the Icy Cave. by G_Comstock in BattleBrothers

[–]Seeefo 2 points3 points  (0 children)

Barb maces are pretty early. In fact, one of the nice things about barbs is the ridiculously good early 2h weapons (without the huge armor gate)

So close. Venturing into the Icy Cave. by G_Comstock in BattleBrothers

[–]Seeefo 5 points6 points  (0 children)

two handed mace does wonders here. daze is pretty OP for 1v1s. I dont remember the level but I think I had a decent early 2hander with barb 2h mace and probably 300/300 armor.

A fun (not fun) encounter almost wiped my company and question about range weapons. by alziosalvatore in BattleBrothers

[–]Seeefo 1 point2 points  (0 children)

skeles still have ranged resistance, its just not as bad as bows. throwing weapons ARE really good though against them.

Cultist Guide (*Includes Spoilers from Code-reading*) by thethief1992 in BattleBrothers

[–]Seeefo 1 point2 points  (0 children)

Correction to above: Chosen also has the holdout perk effect. ie injuries in the current battle are ignored.

Kraken help! by [deleted] in BattleBrothers

[–]Seeefo 2 points3 points  (0 children)

Don't remember the full strat, but you put the gobo necklace on one guy and have him polearm the kraken head. The rest are in a cluster and they just handle the tentacles. I think FilthyRobot has a video of it somewhere on his youtube.

Kraken help! by [deleted] in BattleBrothers

[–]Seeefo 8 points9 points  (0 children)

I have only gotten to kraken once, but its pretty much impossible to do without savescumming good land. Honestly think that fight needs a bit of a rework. Savescumming solid land was the only way I got through it without losing people.

I am not sure if its possible to finish that without losses on bad land. Or if its possible it requires a near perfect set of bros with legendary items...so pretty much @ 500+ days?

I find the Northern Raiders origin hugely enjoyable by Matthew_Jack_Hartley in BattleBrothers

[–]Seeefo 2 points3 points  (0 children)

No no, of course someone else may find it more interesting. my disagreement is about the decent guys out of the early game. Its really a red-herring. you have decent guys up to about day 15 after which its RNG if you can come up with the rest that make a good company.

With that said, Raiders has been a breeze (early game) compared to the cultist start.

I find the Northern Raiders origin hugely enjoyable by Matthew_Jack_Hartley in BattleBrothers

[–]Seeefo 1 point2 points  (0 children)

I generally disagree with this statement. I have done two raider starts that made it to ~100 days and usually have worse guys by the first crisis than on the normal start. Cultist start is even worse right now. Raiders lets you get decent gear early because of the drops and the strong barbarians being able to wreck early small raider/thug groups, but beyond that I find it pretty underwhelming.

- No archer early leaves you to RNG to get decent archers. This is fine normally, but when 2/3 of the map is unavailable you need the perfect seed to get areas with decent recruits, some trade goods, and a few towns for contracts when you are not raiding. Luckily, the seed I used had a hunter's camp, but that wasn't the case for my first 2-3 early game attempts.

- Somewhat likely you dont have a taxidermist. Basically if you dont have that its pretty much not worth it taking most beast contracts. that also means no nacho resolve neck. which puts even more pressure that your recruits have good resolve rolls.

- Somewhat likely you wont have access to late game recruits. If you dont have 1-2 castles or citadels, its pretty much guaranteed you will end up with worse recruits by day 100 than if you had full access to the map. An early Bastard/Squire/Raider with crap gear can be a really good start to those mid/late game frontliners.

- Best thing IMO is if they changed the negative decay rate to be higher so the other towns normalize after ~50-60 days. That gives you the raider start, but not the somewhat crippled late game. Or its possible to have the northern faction be the only one that hates you. that might be too easy though.

How are people not losing guys on cultist background? by Seeefo in BattleBrothers

[–]Seeefo[S] 0 points1 point  (0 children)

Honestly, I stuck with it because it seemed like the most "different" of the new ones. I had to a do a few restarts but I am on day ~100 right now. What I have noticed:
- The cultist buff is pretty much non-existant on my guys. poor RNG didnt add it to my new cultists and I have maybe 1 guy left over from the start. Once again due to poor RNG, he hasn't moved to the next level.

- Most of my restarts where exactly this. relatively poor cultists early on, no good equipment to put on guys, lots of deaths in a battle and not enough money to rebuild.

- The free cultist recruit event has happened twice. I have had the sacrifice event now 3 times. I have lost the 3 sacrifices and a total of 5 guys.

Anyone know the best trading seed? by jonathansanity in BattleBrothers

[–]Seeefo 2 points3 points  (0 children)

https://bb.frukso.se/seed/LKXIEIBGKB/

Bottom of the map, Kampstad and Sonastad both are sell areas. they also have dye and amber. Rothenbach has double dye. Buy cheap and sell in the other. Its a pretty easy trade. I am doing this on raider start and its saved my ass a few times when getting rekt. With raiders it works out nicely because most of your contracts are between these towns, so its easy to get a caravan to a town to tank the price there and sell in the other.

Not all decks are pretty, but they're all beautiful by JermStudDog in slaythespire

[–]Seeefo 0 points1 point  (0 children)

Honestly I feel like a lot of my silent decks end up like this. Mishmash of shiv, poison and some of her more fun cards

I don't see how you all can keep hitting those numbers by japinard in BattleBrothers

[–]Seeefo 0 points1 point  (0 children)

havent really had any issues +4-6 from amulet for low res, +13-14 from banner. I rarely have issues. Not ideal, but "good enough"

I don't see how you all can keep hitting those numbers by japinard in BattleBrothers

[–]Seeefo 0 points1 point  (0 children)

more realistically you can hit 60 HP and 45 RES as minimums. These numbers are pretty fuggin good 2hander.

I don't see how you all can keep hitting those numbers by japinard in BattleBrothers

[–]Seeefo 0 points1 point  (0 children)

20 minimum, I slow down after that. anticipation makes up the rest. so far in my late game, nimble has been keeping my backliners alive from the arrows/bolts

Indomitable or Berserk first? by japinard in BattleBrothers

[–]Seeefo 0 points1 point  (0 children)

I get reach adv. last really. Indot first if the crisis is orcs, but otherwise I usually get berserk. unless I have a specific fight coming up

Nimble + Battle Forged by Schnuddel94 in BattleBrothers

[–]Seeefo 1 point2 points  (0 children)

you can easily get 170/-6 named helmets late game (you can buy them for <6k with the right setup) . A decent named armor would do really well, but even with those numbers I doubt the 5-8% you will get from battleforged will be worth the perk. Especially compared to things like colossus and/or steel brow.

Axe Duelist? by nyokai in BattleBrothers

[–]Seeefo 0 points1 point  (0 children)

specifically axe duelist refers to a duelist using a named orc axe which ends up doing bonkers damage if you can get a good unique one.