Joined: Apr 26, 2003
Posts: 674
Location: San Antonio, TX
Posted:
Sun Mar 24, 2013 4:58 am
I haven't had a TP or PS scum in my Shadowspire stable -- until now. I ran one years ago in Osksi, but after a certain point it loses its charm. However, I don't see much choice here.
Options: 9-10-18-5-12-9-7 --> 13-13-18-7-17-9-7 TP/PS
or perhaps 11-15-18-6-18-9-7 TP/PS and try to bump WL & WT right away?? Or should I keep that WT at 7, since it seems to drop its ability to move or make decent decisions quite a bit (according to Terrablood and the Bagman charts).
Don't know much about scum except that they don't do much but stand around and get hit. This guy should do at LEAST 'great' damage and might even do more. It seems a shame to waste that hurt, but I doubt if it would work as a basher. Thoughts?
Oh, also wondering -- can a TP scum start attacking in the later minutes of a fight? Is it worthwhile to try to get them to swing? I just want to put a warhammer in this guy's hands just ONCE to see what he can do!
_________________ "Don't make me destroy you." -- Darth Vader
Darque ArchMaster Poster
Joined: Jun 21, 2002
Posts: 2528
Location: Virginia
Posted:
Sun Mar 24, 2013 6:05 am
You do get some horrible replacements in this arena. This one is workable though if you are interested in winning fights.
If you are thinking TP, you need to go full retard on this one. I have a SZ 20 that is doing great (34-7), so it is very workable and helps the W/L%.
9-10-18-5-12-9-7 ------> 10-16-18-5-18-9-8 TP, train WL x3, DFT x3, STR x2/3, WT x2, SPD xwhatever you want -- then train skills. This is suggested without me actually looking at Terrablood. I'd check it to see where the physical markers are located and plan my stat burning from there.
Put a WH in his hands as a TP and he'll probably do nothing. The point of a scum is to utilize your physicals over your opponents skills to win the fight.
Joined: Apr 26, 2003
Posts: 674
Location: San Antonio, TX
Posted:
Sun Mar 24, 2013 6:27 am
Darque wrote:
If you are thinking TP, you need to go full retard on this one...... Put a WH in his hands as a TP and he'll probably do nothing. The point of a scum is to utilize your physicals over your opponents skills to win the fight.
Roger that. HOWEVER, what if I made it a dumb P-Strike? Wouldn't it still have the same basic Parry abilities of a TP? It's my understanding that a TP can't be blessed in Parry, but other parry-styles can.
Yeah, I'm dragging my feet about it, but I'm probably going to go with the TP scum scenario. Still --- I'm wondering how a P-Strike scum would work. It would give me a few more weapons to work with, and I believe the likelihood of striking back in the later minutes... but I dunno. Probably too dumb to even connect if it WOULD attempt to strike back!
_________________ "Don't make me destroy you." -- Darth Vader
Darque ArchMaster Poster
Joined: Jun 21, 2002
Posts: 2528
Location: Virginia
Posted:
Sun Mar 24, 2013 6:41 am
With this RU and with the numbers I suggested -- after all the trains/burns, a +4 Par Piker will have the same Parry skills as a TP, who can't be bonused, which is 9.
I am not in love with scum, but I will run them because I am in love with free fights and they help me accomplish the necessary goals to get free fights, which is win more than lose. It isn't about charm, it is about efficiency.
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