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Duel2 :: View topic - What to do.........?
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Khorvinus
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PostPosted: Sun Jan 10, 2016 7:11 pm Reply with quoteBack to top

7-8-16-14-6-7-16

The style seems obvious, as far as what to do......I'm at a loss.[/i]

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york
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PostPosted: Sun Jan 10, 2016 8:31 pm Reply with quoteBack to top

Those #'s = 74 points not 70, kinda makes it hard to give input....
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Khorvinus
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PostPosted: Mon Jan 11, 2016 10:21 am Reply with quoteBack to top

7-4-16-14-6-7-16.......my apologies

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Maximillian
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PostPosted: Mon Jan 11, 2016 10:32 am Reply with quoteBack to top

Khorvinus wrote:
7-4-16-14-6-7-16.......my apologies


9-4-16-17-9-7-21, extra point for, SP, CN or ST

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Terminator
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PostPosted: Mon Jan 11, 2016 11:21 am Reply with quoteBack to top

Maximillian wrote:
Khorvinus wrote:
7-4-16-14-6-7-16.......my apologies


9-4-16-17-9-7-21, extra point for, SP, CN or ST


This.

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KidArcane
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PostPosted: Mon Jan 11, 2016 6:49 pm Reply with quoteBack to top

Huh. If you're going to go AB ...

7-4-16-14-6-7-16........ 8-4-4-16-20-12-7-17, bump WL, WT, and ST, and just go Primal! That is, it's a 'Basic Only' type of fighter.

Or, I don't see anything wrong with 11-4-16-17-12-7-17 SL. Starting with an Ex in Init. and at least Good damage, possibly Great or Tremendous. I might even drop the ST to 9 (all you really need is the scimitar with hatchet back up) and raise SP to 9.

But I like Slashers; I really do. Wink

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KidArcane
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PostPosted: Mon Jan 11, 2016 6:51 pm Reply with quoteBack to top

Oooops!

okay. I meant 8-4-16-20-12-7-17 for the first one... sorry 'bout that.

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HowlinWolf
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PostPosted: Mon Jan 11, 2016 8:47 pm Reply with quoteBack to top

There doesn't seem to be a good reason to add to ST over CN for this warrior. Your biggest problems are taking a hit and endurance as opposed to damage dealing, and adding to CN is a simpler solution: 7-7-16-17-9-7-21 AB
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gentleben
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PostPosted: Tue Jan 12, 2016 5:16 am Reply with quoteBack to top

HowlinWolf wrote:
There doesn't seem to be a good reason to add to ST over CN for this warrior. Your biggest problems are taking a hit and endurance as opposed to damage dealing, and adding to CN is a simpler solution: 7-7-16-17-9-7-21 AB


I agree with HowlinWolf's logic and design

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Assurnasirbanipal
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PostPosted: Tue Jan 12, 2016 7:32 am Reply with quoteBack to top

If my goal were pure winning, I'd lean towards a striker design, likely 9-4-16-17-11-10-17 ST.

Nothing to add to the AB design discussion, other than the reason I give the Striker design is that I wouldn't expect the AB to perform well unless it had decise fave learn
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Longshot
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PostPosted: Wed Jan 13, 2016 12:26 am Reply with quoteBack to top

Howlin Wolf's design is the best choice. At least in my opinion.
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Street_Legal
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PostPosted: Wed Jan 13, 2016 2:05 am Reply with quoteBack to top

7-4-16-14-6-7-16 -----> 9-4-16-17-9-8-21 AB is how I would go and it looks like this:

Ini: 9
Rip: 7
Att: 15 Uses an unusual fighting style, deadly to slower, less active foes
Par: 5
Def: 9 Has turned avoiding blows into an art form
Dec: 8

You can use the SC, against all armor except 8-12, or give it a DA, against any armor, or a SS up to 8 armor. You could even just go Fist against light armor with 9 DEF and running 10-10-x open you can get the jump or hopefully with the DEF bonus empty handed you might be able to steal the attack if you get jumped.

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Street_Legal
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PostPosted: Wed Jan 13, 2016 2:06 am Reply with quoteBack to top

Street_Legal wrote:
7-4-16-14-6-7-16 -----> 9-4-16-17-9-8-21 AB is how I would go and it looks like this:

Ini: 9
Rip: 7
Att: 15 Uses an unusual fighting style, deadly to slower, less active foes
Par: 5
Def: 9 Has turned avoiding blows into an art form
Dec: 8

You can use the SC, against all armor except 8-12, or give it a DA, against any armor, or a SS up to 8 armor. You could even just go Fist against light armor with 9 DEF and running 10-10-x open you can get the jump or hopefully with the DEF bonus empty handed you might be able to steal the attack if you get jumped.


You can also try running 10-10-7 decisiveness I should add.

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