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  1. #1

    Lawbringer Gear and Feat Selection

    I'm a Lawbringer main (will be prestige 3 by tonight) who mostly plays 4v4 modes (mainly Elimination but occasionally Dominion). I've been experimenting a lot with gear and feats so i wanted to share my build and hopefully expand my Lawbringer gameplay by creating a thread for others to share their gameplay styles that i can adapt into my own.

    I have two builds depending on if I'm playing Elimination or Dominion so I'll start with my favorite one first.

    Elimination:
    Tier 1: Harsh Judgement - Reduce the target's Stamina for a short duration. Pretty self explanatory, limits the amount of swings an enemy can make at you and combos well with throws and shoves to drain them of stamina so they cant fight back.

    Tier 2: Righteous Deflection - Passive skill that grants high damage reduction after a parry. Ideally you will be parrying often as Lawbringer so it helps make the Law into a real beefcake. I'm not a fan of the other two abilities as the grenade is hard to use effectively in a duel situation and the Juggernaut skill is limited use and functions best as a crutch for those who cant parry well in my opinion.

    Tier 3: Second Wind - get 3 charges on a short CD, moderate heal. Really useful for outlasting a tough opponent or getting you back up to full fighting potential after a brutal duel without having to run around looking for health packs. I don't use protected revive since many people try to finish their opponents with an execute for the health gain and to make sure they aren't revived.

    Tier 4: Catapult - Massive damage aoe attack. nice for punishing grouped enemies and evening out a lopsided fight. It will kill both you and your allies if you aren't careful but at least you all could be revived by a surviving friendly. Igneous imber, in my experience, is just a worse catapult (someone correct me if I'm wrong). I've also experimented with Regeneration to help save second wind charges for mid fight heals but the healing seems very slight for the fast paced environment of Elimination. It's unlikel you will unlock the tier 4 skill in a typical Elimination match anyway though.


    Dominion:
    Tier 1: Body Count - Killing enemy soldiers grants health and stamina. Fantastic skill in Dominion. I typically park myself in B and keep it guarded from sneaky caps. the Soldiers are also a great source of exp and you can just go to town on them with this skill. Its also fun to dodge back into a minion wave during a fight and zone attack 1/3 of your health back.

    Tier 2: All three skills have a place depending on how you play. I'm currently using Fiat Lux which is a grenade that blinds anyone in the blast and immediately exhausts them. It deals some small damage and is a nice utility when getting ganged up on. Righteous Deflection is still great in 1v1 fights and even 1vX if you're a parrying god. Jugernaut also gets a chance to shine in this mode with the frequency of 1vX fights. Pop it after going into revenge and go ham.

    Tier 3: Pugno Mortis - Grenade that deals good damage in an aoe on a medium to longish CD. Same as Catapult, i use it to punish grouped enemies and even out 1vX fights. the shorter CD on it (compared to Catapult) also allows me to occasionally use it to clear a large minion wave from B. Protected Revive also deserves an honorable mention since reviving is a lot more frequent in Dominion and very important if your team is breaking. Im not sure exactly how the revive is protected but from my use of it, it seems to keep you from being interrupted by normal attacks, though guard break will stop the revive as normal. Second Wind is a lot less useful in Dominion between Body count at Tier 1 and the easy access to healing in the form of A and C.

    Tier 4: Catapult - Same as in the Elimination explanation with the added bonus of clearing minion waves with ease (don't use it exclusively for that purpose though the CD takes a year and a half to regen).


    Gear:
    I love tank characters when it comes to gaming, with an unassailable defense you can pick your enemies off at your leisure is my philosophy and my gear choices reflect this.

    Helm - Debuff resistance/Exhaustion recovery

    Arms - Block Damage Resistance/Stamina Regen

    Chest - Block Damage/Execution Health Regen

    Spike - Throw Distance/Revenge gain by Injury

    Axe - Stamina Cost Reduction/Attack

    Shaft (giggity) - Revenge Mode Defense/ Revenge Gain by Defense

    Buffing your stamina pool as much as you can is kind of non negotiable with this guy as his attacks and combos take a punishing amount of stamina to use and it very easy to run out of stamina mid combo. Exhaustion is also very punishing, getting thrown on your butt and wailed on so my gear does its best to make sure those things don't happen. Most of the rest of the stats seem to boil down to playstyle preference. I forgo sprint speed because the Law is slow as hell anyway, you wont catch anyone who wants to get away and chasers will catch you with ease regardless. Attack and Block Damage helps mitigate the Lawbringers mediocre damage and easily blocked or parried attacks by chipping away steadily at your opponent (a much more viable tactic with the emphasis on Defense placed on your feat and gear choices. Throw Distance because many of the Lawbringers abilities have a displacement effect of one sort or another and is one of the best things going for him at the moment. handy cliffs and pits are also the only real source of burst you have. The emphasis on defense also works great for me as most opponents don't take kindly to being impaled, thrown, shoved, flipped, and stamina drained which leads to them frequently trying to gang up and ambush you for payback at which point, as long as you stayed near your team, you can weather their attacks while your teammates kill them.

    Well thats my build and reasoning, o how do you guys build/plan to build your Lawbringer?
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  2. #2
    Nice guide
    What is debuff resistance for?
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  3. #3
    Thanks, debuff resistance reduces bleed damage, and the effects of stuns and blinds. Im not sure myself but I think it also works on the debuffs from enemy feats like stamina drain.
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  4. #4

    Thumps UP man

    Originally Posted by Sarakos Go to original post
    I'm a Lawbringer main (will be prestige 3 by tonight) who mostly plays 4v4 modes (mainly Elimination but occasionally Dominion). I've been experimenting a lot with gear and feats so i wanted to share my build and hopefully expand my Lawbringer gameplay by creating a thread for others to share their gameplay styles that i can adapt into my own.

    I have two builds depending on if I'm playing Elimination or Dominion so I'll start with my favorite one first.

    Elimination:
    Tier 1: Harsh Judgement - Reduce the target's Stamina for a short duration. Pretty self explanatory, limits the amount of swings an enemy can make at you and combos well with throws and shoves to drain them of stamina so they cant fight back.

    Tier 2: Righteous Deflection - Passive skill that grants high damage reduction after a parry. Ideally you will be parrying often as Lawbringer so it helps make the Law into a real beefcake. I'm not a fan of the other two abilities as the grenade is hard to use effectively in a duel situation and the Juggernaut skill is limited use and functions best as a crutch for those who cant parry well in my opinion.

    Tier 3: Second Wind - get 3 charges on a short CD, moderate heal. Really useful for outlasting a tough opponent or getting you back up to full fighting potential after a brutal duel without having to run around looking for health packs. I don't use protected revive since many people try to finish their opponents with an execute for the health gain and to make sure they aren't revived.

    Tier 4: Catapult - Massive damage aoe attack. nice for punishing grouped enemies and evening out a lopsided fight. It will kill both you and your allies if you aren't careful but at least you all could be revived by a surviving friendly. Igneous imber, in my experience, is just a worse catapult (someone correct me if I'm wrong). I've also experimented with Regeneration to help save second wind charges for mid fight heals but the healing seems very slight for the fast paced environment of Elimination. It's unlikel you will unlock the tier 4 skill in a typical Elimination match anyway though.


    Dominion:
    Tier 1: Body Count - Killing enemy soldiers grants health and stamina. Fantastic skill in Dominion. I typically park myself in B and keep it guarded from sneaky caps. the Soldiers are also a great source of exp and you can just go to town on them with this skill. Its also fun to dodge back into a minion wave during a fight and zone attack 1/3 of your health back.

    Tier 2: All three skills have a place depending on how you play. I'm currently using Fiat Lux which is a grenade that blinds anyone in the blast and immediately exhausts them. It deals some small damage and is a nice utility when getting ganged up on. Righteous Deflection is still great in 1v1 fights and even 1vX if you're a parrying god. Jugernaut also gets a chance to shine in this mode with the frequency of 1vX fights. Pop it after going into revenge and go ham.

    Tier 3: Pugno Mortis - Grenade that deals good damage in an aoe on a medium to longish CD. Same as Catapult, i use it to punish grouped enemies and even out 1vX fights. the shorter CD on it (compared to Catapult) also allows me to occasionally use it to clear a large minion wave from B. Protected Revive also deserves an honorable mention since reviving is a lot more frequent in Dominion and very important if your team is breaking. Im not sure exactly how the revive is protected but from my use of it, it seems to keep you from being interrupted by normal attacks, though guard break will stop the revive as normal. Second Wind is a lot less useful in Dominion between Body count at Tier 1 and the easy access to healing in the form of A and C.

    Tier 4: Catapult - Same as in the Elimination explanation with the added bonus of clearing minion waves with ease (don't use it exclusively for that purpose though the CD takes a year and a half to regen).


    Gear:
    I love tank characters when it comes to gaming, with an unassailable defense you can pick your enemies off at your leisure is my philosophy and my gear choices reflect this.

    Helm - Debuff resistance/Exhaustion recovery

    Arms - Block Damage Resistance/Stamina Regen

    Chest - Block Damage/Execution Health Regen

    Spike - Throw Distance/Revenge gain by Injury

    Axe - Stamina Cost Reduction/Attack

    Shaft (giggity) - Revenge Mode Defense/ Revenge Gain by Defense

    Buffing your stamina pool as much as you can is kind of non negotiable with this guy as his attacks and combos take a punishing amount of stamina to use and it very easy to run out of stamina mid combo. Exhaustion is also very punishing, getting thrown on your butt and wailed on so my gear does its best to make sure those things don't happen. Most of the rest of the stats seem to boil down to playstyle preference. I forgo sprint speed because the Law is slow as hell anyway, you wont catch anyone who wants to get away and chasers will catch you with ease regardless. Attack and Block Damage helps mitigate the Lawbringers mediocre damage and easily blocked or parried attacks by chipping away steadily at your opponent (a much more viable tactic with the emphasis on Defense placed on your feat and gear choices. Throw Distance because many of the Lawbringers abilities have a displacement effect of one sort or another and is one of the best things going for him at the moment. handy cliffs and pits are also the only real source of burst you have. The emphasis on defense also works great for me as most opponents don't take kindly to being impaled, thrown, shoved, flipped, and stamina drained which leads to them frequently trying to gang up and ambush you for payback at which point, as long as you stayed near your team, you can weather their attacks while your teammates kill them.

    Well thats my build and reasoning, o how do you guys build/plan to build your Lawbringer?
    The reason why i like it is you playing on defense And you are the guard of B where you should be to defend alone where your team mate conq.... holding A alone and Lawbringer B Where Assassins to trying to attack C you are support they just need to buff his speed on guard stance and dmg and its will be good but yeah really good strategy
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  5. #5
    Originally Posted by Sarakos Go to original post
    Gear:
    I love tank characters when it comes to gaming, with an unassailable defense you can pick your enemies off at your leisure is my philosophy and my gear choices reflect this.

    Helm - Debuff resistance/Exhaustion recovery

    Arms - Block Damage Resistance/Stamina Regen

    Chest - Block Damage/Execution Health Regen

    Spike - Throw Distance/Revenge gain by Injury

    Axe - Stamina Cost Reduction/Attack

    Shaft (giggity) - Revenge Mode Defense/ Revenge Gain by Defense

    Buffing your stamina pool as much as you can is kind of non negotiable with this guy as his attacks and combos take a punishing amount of stamina to use and it very easy to run out of stamina mid combo. Exhaustion is also very punishing, getting thrown on your butt and wailed on so my gear does its best to make sure those things don't happen. Most of the rest of the stats seem to boil down to playstyle preference. I forgo sprint speed because the Law is slow as hell anyway, you wont catch anyone who wants to get away and chasers will catch you with ease regardless. Attack and Block Damage helps mitigate the Lawbringers mediocre damage and easily blocked or parried attacks by chipping away steadily at your opponent (a much more viable tactic with the emphasis on Defense placed on your feat and gear choices. Throw Distance because many of the Lawbringers abilities have a displacement effect of one sort or another and is one of the best things going for him at the moment. handy cliffs and pits are also the only real source of burst you have. The emphasis on defense also works great for me as most opponents don't take kindly to being impaled, thrown, shoved, flipped, and stamina drained which leads to them frequently trying to gang up and ambush you for payback at which point, as long as you stayed near your team, you can weather their attacks while your teammates kill them.

    Well thats my build and reasoning, o how do you guys build/plan to build your Lawbringer?
    Hi there, I am maining the LB as well and hit Rep3 today and kitted him out quite a bit. I do disagree a bit with a few of your choices, but that is more of a style thing. For myself, I simply have accepted that he has stamina issues, however, after maxing def (with upgrade to attack) which caused my stam reduc to go super low, I didn't really notice much difference in the way I usually fight with him. Except for the fact that he takes a LOT more punishment, and can hit quite hard.

    The stats I use: (MJ = stat boosted most, Mi = secondary boosted stat)

    Helm - Debuff resistance (MJ)/Exhaustion recovery (MI)

    Arms - Block Damage Resistance (MJ)/Stamina Regen (Mi)

    Chest - Block Damage (MJ)/Sprint (Mi)

    Spike - Throw Distance (MJ)/Revenge Mode Attack (MI)

    Axe - Defense (MJ)/Attack (MI)

    Shaft - Revenge Gain by Defense (MJ)/ Revenge Mode Defense (MI)

    With this build, my duration of Revenge is VERY short... However... The damage I can output, instant stam regen, and sheer frequency... is unbelievable. That said, the gains in defense, are VERY noticeable, even MORE so if you parry first with that passive. Heck, there have been there have been times where I have been loosing, revenged, knocked down a PK and took away half of her hp in one overhead swing. On another occasion, I was in Dominion and my team was breaking and they were all dead. It was 4 vs 1, and due to the revenge and my defensive build, I was able to last THREE ENTIRE MINUTES... and kill three of them... This is not a credit to me, prior to specializing my gear I would of been lucky to last 10 seconds. But with second wind thrown in there, plus all of the boosted stats... I simply would not go down. With good parries and blocks, I literally can get revenge in most 1 v 1's and use it to knock them over, and into an overhead.

    Yes, I have obvious weaknesses, however, I crafted this specifically to how I fight. Making it so all of my hits matter, instead of trying for many hits. As for sprint, it actually combo's with our running charge VERY well, in that I have yet to have someone escape me with it after boosting my sprint, nor have I been run down. It allows me to freely disengage, even against assassins. It is also very useful if you knock down an opponent, and sprint over to help an ally, since the opponent will be unable to keep up.

    Anyways, felt I should post this for discussion. *shrug*

    P.S. I totally understand focusing on stam reduc though, his stam costs can get quite silly...
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  6. #6
    Originally Posted by Svulnar Go to original post
    Hi there, I am maining the LB as well and hit Rep3 today and kitted him out quite a bit. I do disagree a bit with a few of your choices, but that is more of a style thing. For myself, I simply have accepted that he has stamina issues, however, after maxing def (with upgrade to attack) which caused my stam reduc to go super low, I didn't really notice much difference in the way I usually fight with him. Except for the fact that he takes a LOT more punishment, and can hit quite hard.

    The stats I use: (MJ = stat boosted most, Mi = secondary boosted stat)

    Helm - Debuff resistance (MJ)/Exhaustion recovery (MI)

    Arms - Block Damage Resistance (MJ)/Stamina Regen (Mi)

    Chest - Block Damage (MJ)/Sprint (Mi)

    Spike - Throw Distance (MJ)/Revenge Mode Attack (MI)

    Axe - Defense (MJ)/Attack (MI)

    Shaft - Revenge Gain by Defense (MJ)/ Revenge Mode Defense (MI)

    With this build, my duration of Revenge is VERY short... However... The damage I can output, instant stam regen, and sheer frequency... is unbelievable. That said, the gains in defense, are VERY noticeable, even MORE so if you parry first with that passive. Heck, there have been there have been times where I have been loosing, revenged, knocked down a PK and took away half of her hp in one overhead swing. On another occasion, I was in Dominion and my team was breaking and they were all dead. It was 4 vs 1, and due to the revenge and my defensive build, I was able to last THREE ENTIRE MINUTES... and kill three of them... This is not a credit to me, prior to specializing my gear I would of been lucky to last 10 seconds. But with second wind thrown in there, plus all of the boosted stats... I simply would not go down. With good parries and blocks, I literally can get revenge in most 1 v 1's and use it to knock them over, and into an overhead.

    Yes, I have obvious weaknesses, however, I crafted this specifically to how I fight. Making it so all of my hits matter, instead of trying for many hits. As for sprint, it actually combo's with our running charge VERY well, in that I have yet to have someone escape me with it after boosting my sprint, nor have I been run down. It allows me to freely disengage, even against assassins. It is also very useful if you knock down an opponent, and sprint over to help an ally, since the opponent will be unable to keep up.

    Anyways, felt I should post this for discussion. *shrug*

    P.S. I totally understand focusing on stam reduc though, his stam costs can get quite silly...
    I really like this build! I forgot revenge mode gives you unlimited for the duration. How long would it normally take to build recenge in a 1v1 situation though? Also, what feats are you using besides second wind?
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