Three AWESOME Spearmen Builds For The New Wartales Update!

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what's going on everybody this is cloudy and fair let's talk about war Tails Spearman builds Edition I've gotten a few requests to do build videos such as this over the course of my War Tales content and I decided that it was a pretty good idea for me to go ahead and toss in my two cents now after doing some research and poking around the Discord for more information I realize that there is a lot of misinformation on YouTube right now and I wanted to make sure that I wasn't someone who was going to spread misinformation so all of that being said these builds that I will be sharing with you guys I'm going to explain the reasoning behind them but these aren't necessarily going to be Min maxed I'm not going to be digging into the overall balancing or mis balancing of War Tales because that's enough content for an entire video in and of itself and this one's already going to be pushing a little bit on the longer side and yeah so let's just focus on what we're here for spear boys now first and foremost we're going to be talking about stat points for your spearmint which means aptitude points and what you should and or shouldn't allocate your aptitude points and if you want to have a efficient or Min maxed build and I'm just going to say this right now you don't have to min max and War tails in order for you to actually eat the game or beat all the content out there you can create incredibly inefficient builds and still have fun with the game so this is just explaining the math behind everything you can still do whatever you want because that's what the game's about first and foremost we're going to be talking about strength now strength is your primary damage output ability and attribute for Spearman as well as most other units strength when increased increases your minimum and maximum damage as well as increases your critical damage modifier overall I would normally say put a ton of points into strength but during my research I found out that it's not really worthwhile putting points into strength I'll expand upon that later the second Point dexterity dexterity is the secondary damage stat for most classes in the primary damage stat for Archers and Rogues so the only real bonus you would get out of pumping up dexterity on a Spearman is the increase to critical chance it's basically dump stat don't put anything into it for a spearmint because well quite frankly critical chance in and of itself is its own stat point and you get better returns off of it so don't put anything into the dexterity third we have Constitution I personally like using constitution on other more designated tank builds but it's not really worth it it should be a dump stat you already gain a lot of constitution upon level ups for most characters and you really don't need to ever put points into Constitution itself the only side bonus is that it increases carrying capacity but quite frankly just by a horse or a pack mule and and increase constitution on that don't put points in the con now we're going to start digging into the actually good stats willpower now willpower is arguably the most broken stat in the game the reason why I say that this stat is arguably the strongest stat is because of the willpower mechanics once you hit a certain threshold you trigger the galvanized State galvanized is overpowered in this game and the best way to play the game is to just maximize the galvanization now the rough math on galvanized is essentially every single unit in your party you add up all of the willpower that you have stat wise and then you divide that by the total amount of willpower of every unit on the battlefield and once that hits roughly 70 percent you trigger galvanization and then once it hits roughly 90 you trigger a route now whether not you let people run away yeah it's up to you but that 70 Benchmark is pretty useful the quicker you're able to get galvanization the quicker you're able to do more damage and honestly instead of putting you know four or five levels into strength putting four or five levels into willpower and then defeating one enemy and triggering galvanization that boosts everyone's damage output on the entire field now the next stat is critical hit increasing critical increases not only your critical hit chance but also your critical damage it's both secondary stats from strength and dexterity except better my personal favorite stat is movement once you get to the later game and you're able to actually start damaging people and like removing them from the board before they're able to move well you're gonna want to be able to move in and engage upon other units and eventually for the action economy you want to essentially just beat enemies before they're able to act the best defense is a really good offense in this game and removing damage from the board before people are even able to move you don't have to worry about making a super good tank or anything like that if you're able to just kill your enemies before they can attack you so that being said make sure that you don't skip out on increasing movement so you're able to daisy chain from one unit to the next to the next to the next overall your stat summary especially on Spearman you should prioritize movement willpower and critical hit chance arguably you should be using that prioritization on basically everyone always grab whatever rolls the plus two option out of those and I highly recommend grabbing career plans as a knowledge feature so you're able to burn influence to increase your stat gains on whatever you choose to a maximum of two that way you're able to fine tweak your willpower critical or movement rules now that we've finally gotten stat points out of the way let's dig into the meat of things specializations honestly I was originally planning on explaining every single specialization and depth but that's honestly probably going to take way too much time so instead we're going to just put them up here on the screen and I'll let you guys see the tool tips for all of them and let you decide how that works as I go in and explain the Synergy of the builds that I'm going to be showing here now none of the builds that I am going to be showing you today or in any of my videos are going to rely on specific weapon types these are all going to be specialization builds because I don't know where all of these legendary weapons are and building a very specific build for a legendary weapon is nice but it's not really going to help you out too much in the early game if that build is so Niche it doesn't translate well until you get that weapon right now before I get into the nitty-gritty of these builds I do want to say that these are end game builds so they may not translate the best to early game however they will work fairly well in the late game so this first build I'm going to be going over is a a flanking debuffer type role that does deal moderate damage it is not very much on the control aspect it's definitely more of a debuffer and DPS so first things first we're going to start off with valor's Victory then we're going to run with harpooner which gives you the piercing throw ability and upgraded will apply bleed to every enemy that is hit and then we're going to be moving on to Sweet Spot Sweet Spot applies destabilization to all enemies that are hit with a ranged attack and if you're using your spearmint correctly every single attack should be a ranged attack technically you're hitting them with a pull arm over a distance half a meter is technically arranged attack you just can't be engaged in combat with them as in touching them so your piercing throw once upgraded will not only apply destabilization but it will apply bleed to everybody so they have zero guard and they're all bleeding pretty solid so far next up we're going to grab preparedness so preparedness basically gives this spearmen Fury at the end of every turn so long as they are not locked into combat and upon upgrade preparedness actually gives them reposts as well which is nice but it's not really worth it so don't go out of your way to upgrade preparedness before you upgrade other more important abilities and lastly my personal favorite is Unstoppable this is just honestly probably the best selection in this tier for most units because you can just move through enemies and not have to worry about it you can just zip right through them get into that perfect position ye to spear apply destabilization and bleed to everybody and then walk back through enemies and hide essentially so I kind of like this it's a fun build um it's not going to be doing a ton of Zona control or anything like that but it will help out quite a bit considering it reduces all guard for all enemies and it also applies bleed to everybody which helps out out in the late game because there's a lot of things that deal with debuffs and buffing and whatnot moving on to our second build our second build is more of a Zona control build that deals moderate to high damage and it's pretty good at killing people especially if you combine it in tandem with our first build starting off we're going to be going with valorous Victory yet again this is where things start to split we're going to go with pikemen pikemen upon upgrade stops not only one but two people upon entering their zone of control and it applies a tax of opportunity we are also going to be grabbing team spirit make sure that you upgrade team spirit so now whenever you're next to an ally both the Spearman and the Ally that it's next to gets brutality which is a 30 damage increase but wait there's more we're gonna grab harnessing strength harnessing strength gives you a five percent damage bonus for every buff that is on this unit brutality is a buff so just flat out you're looking at a 35 percent bonus if you upgrade harnessing strength it goes to a 10 bonus so as long as this Spearman is standing next to an ally you're looking at a 40 damage increase innately that's without Fury that's without galvanization that's without anything this is going to be a high damage output Zodi control unit that can consistently deal large amounts of damage without having to rely on critical hits and finally of course we're going to be using Unstoppable because movement being able to reposition everything get right next to your Ally and lay down your spear wall yeah you're doing pretty good and finally our third build is actually going to be kind of a mix of the previous two it is going to be a debuffing a Zona control unit which I prefer because being able to stop enemies from getting close to you will remove damage from the board without having to kill them to outright necessarily and while there are other other ways to build spearmen I know that this one will be something that I would use in the early to mid game at least before I'm able to fully roll an enemy unit or Army group band whatever you want to call them but before I'm able to fully roll an enemy encounter in one or two turns I'm going to utilize the spear wall and zone of control to prevent people from dealing damage to me starting off we're gonna go with valorous support so long as you are standing next to an ally and not engage the combat you're going to be generating a bonus valid point which will help you also with your spear wall which is next and obviously upgrading spear wall gives you two attacks of opportunities since we've already covered this in the second build so that's why I went with this and we're going to be going with Sweet Spot which applies destabilization on any ranged attack notice that I haven't used fervent support at all on any of these builds that's because the damage output from receiving damage just isn't quite worth it and it's better to use team spirit to increase your damage output that way or it's better for you to use the destabilization applicator with sweet spot because quite frankly increasing the damage output of your allies or increasing your own damage output is better than poking people back once you take damage the attacks from the spear wall will apply destabilization which will help out your allies deal more damage later on next one we are going to be grabbing preparedness which is going to give us Fury that will apply to the first attack of opportunity that we will get from our spear wall so our spear wall attack is going to do 50 more damage and apply destabilization it's pretty solid of course we're grabbing Unstoppable again because alacrity just isn't really that good I would much rather either reposition people to where they don't get hit by aoes or kill the units that have high damage AOE abilities before they're able to act so it's just not really that good and weapon swap is really nice if you're building a very Niche unit or going with a lower troop count but for all intents and purposes here we're going to be going with unstoppable now these builds are essentially Universal so you should be able to get very good even early to late game usage out of these builds without feeling like you're gimping yourself and they don't require any legendary weapons so you're not going to be out of luck if you don't have a legendary weapon on the experiment although legendary weapons do help quite a bit I hope you all enjoyed this video and if you would like to see more content such as this and other build guides for war Tails or any other games leave a comment until next time have a good one
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Channel: Clydian Fayre
Views: 9,279
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Keywords: wartales, wartales guide, wartales walkthrough, wartales impressions, wartales shiro games, wartales gameplay, wartales game, wartales tutorial, wartales gameplay review, clydian, Clydian Fayre
Id: YdEJp6jqKcc
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Length: 14min 1sec (841 seconds)
Published: Sat Dec 24 2022
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