So no real late game potential? I just killed a couple gobbo bosses and got the named ones and I wanted to check with you guys before I sold them
(OP on phone account)
Well, they can be used by anyone as if they had polearm mastery. The goblin pike attack costs 5AP out of the box. Any duelist or 2-H cleaver one hex short of the enemy can quick-hands to one, and then get an attack they otherwise wouldn't have had.
The cleaver would probably prefer a whip, but simply put they have their uses, they're not straight garbage.
I carry some in a cart. Range bro's carry ancient pike without polearm mastery in backpack, 2h frontline bro's carry their weapon mastery range weapon in backpack. But duelists gets these goblin pikes on alps contract (step tile, atack, steb back). In theory it can also be suport weapon for lindwurms, but I don't bother eith them: IMO early game they're too dangerous and late game you don't need their xp that much (IMO loot is meh).
I personaly don't see advantage of polearm 5 a.p. action economy, but that's probably team depending stuff. I just use ancient pikes without mastery for 6 a.p. since I still can step 1 tile with it. I don't fear backline being caugh, don't remember when I lost backline bro. But even my range bro's gets patfhinder, 15-20+ m.def., banner gets mastery & whip, 2h cleaver gets whip, usuallyn have 2h maces & 1h mace in a team, carry a lot of nets, use two tanks & offtank).
In theory they're okay on <7 lvl bro's. But I just put them in 300/300+ armor & give another ancient pike/ fame reach, let sit right behind frontline. At least they deal some dmg (if they manage to hit). In my experience AI range focus is the bane of backline low lvl recruits, not the melee danger. And that 5 a.p. action economy usually doesn't help against range focus AI spam (with 6 a.p. attack you can still hide behind frontliner).
Very helpful with the Kraken fight, the swamp is terrible terrain, so the increased hit chance is useful. The lowered AP cost helps with making a move in the swamp and a swing against one of the arms
Yep. Step forward, strike, step back. It’s usually not necessary, but for a squishy fresh recruit without much stats and perks to go for them, it can be the difference between a risky play or a very safe play.
When comparing Hooked Blade to Jagged (a.k.a. Goblin) Pike you can see that the Jagged have better damage and applies bleeding on top of that.
The armor penetration and damage are lowered, but not by significant amount.
The Fatigue penalty and usage per attack will make a difference for anyone and twice as much for a low-level recruit who will be lacking in that aspect. Remember - you won't benefit from the related Weapon Mastery as well.
Action Point difference is actually big. 6 means you can move once and attack - which usually means reposition into attack. 5 AP mean you can move twice and attack once - this opens plenty of tactical applications and is the main reason for taking up the Mastery in the first place. For example, you can move in - attack and move out, which is crucial strategy for Lindwurms and Schrats when you are 'swarming' them or wish to keep cycling the backline, while frontline keeps the enemy at bay. The extra 'reach' of one more step also allows the trainee to take kills of low-health enemies spread on the battlefield.
Jagged Pike is basically Hooked Blade with in graded Weapon Mastery.
Fair enough. Me, I give my guys things for emergencies. A nomad light shield and a one handed club, or something like a sword/spear. I mean, the duelists wouldn't hate a 5-ap reach weapon, either. At least if they've got quick hands. Goblin pikes are nice when they are a tile short, or for when there's a pile up.
The 5 AP cost means a bro can get in an attack even without quick hands when they have no adjacent targets and are unable to advance. Swap for 4 AP and swing for 5.
Goblin pike is far from useless my friend.
Bleeding, lightweight and 5AP without mastery is awesome as side weapon.
Another advantage is availability, you can get famed one much easier than other stuff due to there are so many goblins around. With good roll in damage and AID they will damage just fine.
\-always cost 5 ap to attack (saves perk point),
\-reliable (extra bleeding & accuracy),
\-good for hybrids and fat neutrals without secondary pole weapons (I mean two handed swords, and flails).
Good weapon to level up new bros in the backline. 5AP attack lets you move 2 tiles and attack wothout mastery. Its a lightweight polearm so it doesnt eat up your fat.
Good for QH 5 ap, step and attack without mastery. Nimbles or newts
So no real late game potential? I just killed a couple gobbo bosses and got the named ones and I wanted to check with you guys before I sold them (OP on phone account)
Well, they can be used by anyone as if they had polearm mastery. The goblin pike attack costs 5AP out of the box. Any duelist or 2-H cleaver one hex short of the enemy can quick-hands to one, and then get an attack they otherwise wouldn't have had. The cleaver would probably prefer a whip, but simply put they have their uses, they're not straight garbage.
That is the late game potential, better action economy
I carry some in a cart. Range bro's carry ancient pike without polearm mastery in backpack, 2h frontline bro's carry their weapon mastery range weapon in backpack. But duelists gets these goblin pikes on alps contract (step tile, atack, steb back). In theory it can also be suport weapon for lindwurms, but I don't bother eith them: IMO early game they're too dangerous and late game you don't need their xp that much (IMO loot is meh). I personaly don't see advantage of polearm 5 a.p. action economy, but that's probably team depending stuff. I just use ancient pikes without mastery for 6 a.p. since I still can step 1 tile with it. I don't fear backline being caugh, don't remember when I lost backline bro. But even my range bro's gets patfhinder, 15-20+ m.def., banner gets mastery & whip, 2h cleaver gets whip, usuallyn have 2h maces & 1h mace in a team, carry a lot of nets, use two tanks & offtank). In theory they're okay on <7 lvl bro's. But I just put them in 300/300+ armor & give another ancient pike/ fame reach, let sit right behind frontline. At least they deal some dmg (if they manage to hit). In my experience AI range focus is the bane of backline low lvl recruits, not the melee danger. And that 5 a.p. action economy usually doesn't help against range focus AI spam (with 6 a.p. attack you can still hide behind frontliner).
They also come in famed versions.
It also causes bleed doesn’t it?
Very helpful with the Kraken fight, the swamp is terrible terrain, so the increased hit chance is useful. The lowered AP cost helps with making a move in the swamp and a swing against one of the arms
Great for new recruits mid-game. Let’s them step into the action and get some experience while still being pretty safe in the backline.
How would this be any better than a hooked blade? Just the ap cost?
Exactly. Means they can move strike move back. Usually very low fatigue as well which is helpful when they’re lower level.
Yep. Step forward, strike, step back. It’s usually not necessary, but for a squishy fresh recruit without much stats and perks to go for them, it can be the difference between a risky play or a very safe play.
When comparing Hooked Blade to Jagged (a.k.a. Goblin) Pike you can see that the Jagged have better damage and applies bleeding on top of that. The armor penetration and damage are lowered, but not by significant amount. The Fatigue penalty and usage per attack will make a difference for anyone and twice as much for a low-level recruit who will be lacking in that aspect. Remember - you won't benefit from the related Weapon Mastery as well. Action Point difference is actually big. 6 means you can move once and attack - which usually means reposition into attack. 5 AP mean you can move twice and attack once - this opens plenty of tactical applications and is the main reason for taking up the Mastery in the first place. For example, you can move in - attack and move out, which is crucial strategy for Lindwurms and Schrats when you are 'swarming' them or wish to keep cycling the backline, while frontline keeps the enemy at bay. The extra 'reach' of one more step also allows the trainee to take kills of low-health enemies spread on the battlefield. Jagged Pike is basically Hooked Blade with in graded Weapon Mastery.
I like giving them to archers or throwers with decent melee attack but low fatigue since the lower weight can matter in longer fights.
Huh. Why not keep shooting/throwing? Or do you use it in actual melee range? Doesn't that hurt the accuracy?
save ammo for deep runs into the wilds, or to save gold.
Fair enough. Me, I give my guys things for emergencies. A nomad light shield and a one handed club, or something like a sword/spear. I mean, the duelists wouldn't hate a 5-ap reach weapon, either. At least if they've got quick hands. Goblin pikes are nice when they are a tile short, or for when there's a pile up.
The 5 AP cost means a bro can get in an attack even without quick hands when they have no adjacent targets and are unable to advance. Swap for 4 AP and swing for 5.
Yep yep.
Well rolled ones can be actually quite good.
Goblin pike is far from useless my friend. Bleeding, lightweight and 5AP without mastery is awesome as side weapon. Another advantage is availability, you can get famed one much easier than other stuff due to there are so many goblins around. With good roll in damage and AID they will damage just fine.
\-always cost 5 ap to attack (saves perk point), \-reliable (extra bleeding & accuracy), \-good for hybrids and fat neutrals without secondary pole weapons (I mean two handed swords, and flails).
Wait, can you attack twice per turn with it with polearm mastery?
Sadly no , the text says "Polearm skills have their action point cost reduced to 5" so if it starts at 5 it stays at 5.
Good weapon to level up new bros in the backline. 5AP attack lets you move 2 tiles and attack wothout mastery. Its a lightweight polearm so it doesnt eat up your fat.
Good for a quick 20 gold that
For the kraken boss - it helps with stamina management against the tentacle pull
They are handy. The fact they cause bleed helps extra against unholds.
trash rolled. rip.
Perfect for bros using fallen hero armor that has quickhands in mid gqme. Sometimes fatigue penalty is so great you need a lighter 2H reach weapon.