16-14-9-3-9-3-16 really dont know what to do with this one.
For the first one, your design is right-on, except I think you really want 7 DF to be well suited to the SS. 9-15-9-17-17-10-7 should do it.
As for the second, I would make it:
16-14-9-3-9-3-16 --> 17-16-9-3-15-3-21 AB
One of the neat things about ABs is that even when they don't have the wit to use most weapons, they can use the Fist pretty well. Load this guy up with as much armor as he can carry, use the Fist with an off-hand weapon for parrying (Dagger, Shortsword, Longsword, or Scimitar), and run him with moderate to low offensive effort and activity level and he should do fine in the arena. He's going to be a slow learner though, so if you aren't enjoying him or you don't have the patience for him, its no great loss to DA him and look for something better.
Street_Legal ArchMaster Poster
Joined: Jul 29, 2002
Posts: 3559
Location: The Big D (etroit) area
Posted:
Sun Oct 25, 2009 12:57 pm
OAB has a good idea on the first one so I'll offer you an alternative on the second one:
16-14-9-3-9-3-16 -----> 17-20-9-3-15-3-17 TP or 16-20-9-5-15-3-16 TP the second one might be a little easier for a newer manager. The 5 WT will give you the oppurtunity to use the Longspear as a TP weapon so you can find out it really can work and may be (the 5 WT) the difference in many fights of learning 1 skill rather than none. Burn the PAR skills you'll get at 17 ST and 17 DF, you'll eventually want to get that WL to 17 also.
One major rule is if you can get a 21 DF take it and make it an aimer. This one, however, may be a tough one for a young manager to win with. Or maybe not. The TP will however win a pretty good percentage of matches and it's not too hard to right 1-1-3 parry across all minutes. As it developes you can tweak the numbers based on whether it's learning ATT, DEF,RIP or just PAR.
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The Consortium ArchMaster Poster
Joined: Nov 23, 2002
Posts: 10141
Location: on the golf course, in the garden, reading, traveling, and now Consulting
Posted:
Sun Oct 25, 2009 1:30 pm
solo wrote:
Im kind of new here not sure what to do with these 2
16-14-9-3-9-3-16 really dont know what to do with this one.
Similar to what has already been offered (or maybe not) ......
#1
11-13-9-17-17-10-7 LU, SL, ST (ur choice = ST)
#2
19-19-9-3-15-3-16 TP and burn, burn, burn (lovely at 21-21-9-5-17-4-17)
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16-14-9-3-9-3-16 really dont know what to do with this one.
I think you're dead on with the first one. Should be a decent tank, and could be very good if it comes back with good damage.
The second one is easy. 17-14-9-5-15-3-21 TP/AB
This could go either way, it just depends on your preference.
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Stik ArchMaster Poster
Joined: May 06, 2003
Posts: 2514
Location: Frozen Tundra of North Dakota
Posted:
Sun Oct 25, 2009 7:49 pm
9-13-9-13-13-10-3, OAB's 9-15-9-17-17-10-7 LU looks like your best bet. You could also go 11-13 ST/CN and go SL or piker. I'd train ST to 13 as a piker for better weapons and carry.
16-14-9-3-9-3-16, try 17-14-9-9-15-3-17 WS, I'd probably work WT and WL both up 2 over the first 10 turns or so, a solid alternative IMO.
Joined: Jun 27, 2006
Posts: 2227
Location: Fargo, ND
Posted:
Sun Oct 25, 2009 8:37 pm
My only real addition to the comments above is that I would be tempted to push strength to 11 on the first one, especially as a lunger. Two reasons:
1. Longsword. You can use it without the necessary strength, and I would do it if you go 9. SS won't break into plate well. But you will already lack the deftness. I would prefer not to lack both the str and deftness.
2. 11 str usually gives normal carry - as long as you have a little con, which you do. Considering that you are making a tank lunger having the ability to wear a little armor isn't a bad thing.
9-13-9-13-13-10-3 = 11-15-9-17-17-10-5 Lunger.
Live with the deftness.
Both of these can be decent to very good warriors.
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