I went 8-13-4-11-21-6-21 with mine. Came back Good/Little... +4 PAR +1 DEF. It did quite well in basic... slew of 5-3 and 6-3 in many tourneys.
-Hollowshade
The Consortium ArchMaster Poster
Joined: Nov 23, 2002
Posts: 10136
Location: on the golf course, in the garden, reading, traveling, and now Consulting
Posted:
Sat Dec 12, 2015 2:32 am
Lots of differing ideas here with aimer being prevalent.
Ours: 7-14-4-11-21-6-21
However, we would love to ruin the AB love and make this a
10-17-4-6-20-6-21 TP. (Really we would.)
_________________ The Consortium: Crapmaster 2013, Crapgiver 2014; 1213 ADM graduates (40+ manager IDs) including 176K+ fights and 118K+ wins plus 4 teams with 1500+ wins (Animal Farm DM11 @2085; Bulldogs DM11 @ 1976; Lenpros DM30 @ 1792; Fandils DM46 @1727
Assurnasirbanipal ArchMaster Poster
Joined: Oct 21, 2002
Posts: 1768
Location: San Jose, CA
Posted:
Sat Dec 12, 2015 5:41 am
The Consortium wrote:
Lots of differing ideas here with aimer being prevalent.
Ours: 7-14-4-11-21-6-21
However, we would love to ruin the AB love and make this a
10-17-4-6-20-6-21 TP. (Really we would.)
I'm jealous of Consortium's willingness to do this. I'm usually more than wiling to ruin warriors and even to use double 21's that include deftness on other styles, but for this one, I am of two minds:
12-13-4-7-21-6-21 AB (trying to avoid little damage)
7-14/18-4-11/7-21-6-21 AB (embracing little damage)
Tripwire ArchMaster Poster
Joined: Mar 10, 2008
Posts: 1999
Posted:
Sat Dec 12, 2015 6:24 am
You guys would go with the 7 str, 6 speed?
I think I am going to embrace the little damage anyway. I figured with 6 strength your getting the same weapons (DA/FI) and damage as 7 Str. Your just missing out on 1 attack and 1 parry as opposed to 1 defense and 1 riposte from speed to 7. Also with my very limited experience with AB's it seems it is harder for them to learn Def than Attack.
6-18-4-7-21-7-21 gives me: -2/5/12/11/10/9, Takes Trem, Good End/Little Damage, DA/FI
7-18-4-7-21-6-21 gives me: -2/4/13/12/9/9, Takes Trem, Good End/Little Damage, DA/FI
I know its not really much, 1 defense for 1 parry and 1 rip for 1 attack, but they will get attack anyway I figure and I would rather have the defense and riposte was my thought process.
I am very tempted to go the 11 WT route also, but thought with him not being that smart and with limited damage he would need to go the CN/Dodgy route.
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Degralor Expert Poster
Joined: Sep 03, 2013
Posts: 56
Posted:
Sun Dec 13, 2015 4:21 am
As long as your ok with a major uphill battle to go for the bust at the 7 WT by all means... I have mine as a freshman and he still only has 9 DEF learned and not mch of anything else to write home about and I went with the 11 WT version.
And you guys kill me with the FI/offhand weapon! Argh
-Hollowshade
Tripwire ArchMaster Poster
Joined: Mar 10, 2008
Posts: 1999
Posted:
Sun Dec 13, 2015 6:41 am
Degralor wrote:
As long as your ok with a major uphill battle to go for the bust at the 7 WT by all means... I have mine as a freshman and he still only has 9 DEF learned and not mch of anything else to write home about and I went with the 11 WT version.
And you guys kill me with the FI/offhand weapon! Argh
-Hollowshade
Yea I think there are lots of different versions of this you can use. I am definitely NOT an AB guy, I don't think I have ever gotten one past ADM not that I didn't have them but just by choice. SO many maxed out perfect ones past there that it seems like just a waste of money. Anyway. I figured this one would be the one to get prizes if necessary. Size Prize to 7 for damage, etc, etc.. If I were to try out that route, which I may.
I am pretty settled on the one below unless someone can talk me out of it! Instead of 18 Cn and losing skills I went with 17 and got the 3 7's in ST/WT/SP.
7-17-4-7-21-7-21 - Train CN 1x to takes Trem. Can Train ST to 14 without losing a skill. Allows him to max out CN quicker. Little Damage and lack of skills will get some relief with his ability to take damage.
Maybe I am off! Who knows! Will be fun to give it a shot anyway.
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Alliance: The Iron Council
gentleben ArchMaster Poster
Joined: Aug 21, 2008
Posts: 4015
Location: Round Rock, Tx
Posted:
Sun Dec 13, 2015 6:54 am
Tripwire wrote:
Degralor wrote:
As long as your ok with a major uphill battle to go for the bust at the 7 WT by all means... I have mine as a freshman and he still only has 9 DEF learned and not mch of anything else to write home about and I went with the 11 WT version.
And you guys kill me with the FI/offhand weapon! Argh
-Hollowshade
Yea I think there are lots of different versions of this you can use. I am definitely NOT an AB guy, I don't think I have ever gotten one past ADM not that I didn't have them but just by choice. SO many maxed out perfect ones past there that it seems like just a waste of money. Anyway. I figured this one would be the one to get prizes if necessary. Size Prize to 7 for damage, etc, etc.. If I were to try out that route, which I may.
I am pretty settled on the one below unless someone can talk me out of it! Instead of 18 Cn and losing skills I went with 17 and got the 3 7's in ST/WT/SP.
7-17-4-7-21-7-21 - Train CN 1x to takes Trem. Can Train ST to 14 without losing a skill. Allows him to max out CN quicker. Little Damage and lack of skills will get some relief with his ability to take damage.
Maybe I am off! Who knows! Will be fun to give it a shot anyway.
I like that design Trip, that is what I would probably do.
Now Trip is wondering if he made a mistake if Gentleben agrees.....
_________________ Gentleben
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The Consortium ArchMaster Poster
Joined: Nov 23, 2002
Posts: 10136
Location: on the golf course, in the garden, reading, traveling, and now Consulting
Posted:
Sun Dec 13, 2015 10:44 am
Trip, that last post should be enough to change your mind.
_________________ The Consortium: Crapmaster 2013, Crapgiver 2014; 1213 ADM graduates (40+ manager IDs) including 176K+ fights and 118K+ wins plus 4 teams with 1500+ wins (Animal Farm DM11 @2085; Bulldogs DM11 @ 1976; Lenpros DM30 @ 1792; Fandils DM46 @1727
Degralor Expert Poster
Joined: Sep 03, 2013
Posts: 56
Posted:
Sun Dec 13, 2015 11:26 am
You won't regret your design for sure. It is a nice setup. ) But if you are to prize it later on down the road... I would suggest leaving SZ at 4 for the extra +2 DEF, but FI fav it, +5/+4, and of course Max Dmg. I know..... not like that's asking a lot!
-Hollowshade
Tripwire ArchMaster Poster
Joined: Mar 10, 2008
Posts: 1999
Posted:
Sun Dec 13, 2015 1:42 pm
Degralor wrote:
You won't regret your design for sure. It is a nice setup. ) But if you are to prize it later on down the road... I would suggest leaving SZ at 4 for the extra +2 DEF, but FI fav it, +5/+4, and of course Max Dmg. :) I know..... not like that's asking a lot! :)
-Hollowshade
Hrmm I thought you maxed out Defense, then raised it to 7? Maybe its the opposite? Max out defense and damage and lower to 4? I can't remember, I am old!
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Degralor Expert Poster
Joined: Sep 03, 2013
Posts: 56
Posted:
Sun Dec 13, 2015 4:24 pm
Well if you grow the warrior I assume you would lose the 2 DEF skills. Damage isn't really the key as much as the most DEF and being bonused in END. Oh, and being Dodge tactic fav but that can't happen anymore of course.
Tripwire ArchMaster Poster
Joined: Mar 10, 2008
Posts: 1999
Posted:
Sun Dec 13, 2015 4:55 pm
Degralor wrote:
Well if you grow the warrior I assume you would lose the 2 DEF skills. Damage isn't really the key as much as the most DEF and being bonused in END. Oh, and being Dodge tactic fav but that can't happen anymore of course.
How would you lose the defense? I mean if you max out and are sitting at 36 or whatever. Then move up they would remove the skills? I know damage doesn't change. You can have a size 4, move it to 7 and get the increased damage then move it back down and keep that damage correct?
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gentleben ArchMaster Poster
Joined: Aug 21, 2008
Posts: 4015
Location: Round Rock, Tx
Posted:
Sun Dec 13, 2015 5:19 pm
Tripwire wrote:
Degralor wrote:
Well if you grow the warrior I assume you would lose the 2 DEF skills. Damage isn't really the key as much as the most DEF and being bonused in END. Oh, and being Dodge tactic fav but that can't happen anymore of course.
How would you lose the defense? I mean if you max out and are sitting at 36 or whatever. Then move up they would remove the skills? I know damage doesn't change. You can have a size 4, move it to 7 and get the increased damage then move it back down and keep that damage correct?
That is whatI hear
_________________ Gentleben
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