RSI Duel2

Duel2 - Arena 93 Newsletters

A compilation of Noblish Island Articles


Long Term Fighter Concepts

Once again, it's me, Gavin. Here I will provide concepts of warriors in each fighting style with different focal points. All these are based on long-term potential. They are not the bottom line by far, hence "Concepts," and warriors may be long term with any likeness to the following. I have tried to provide examples that enhance a style's natural potential to its fullest, and a few sub-style ideas as well. Remember, there is no "perfect" warrior. There are far too many variables to account for everything. That is why we are managers: We try to use challenges and avoids, plus research, to pair fighters with an opponent best suited to them.

AIMED BLOWS. Hit unprotected spots with precision (DF). Not overly active fighters and primarily offensive. Their offense is modified by all offensive tactics except decise, which is not suited well. Defensive tactics they are suited to are dodge and somewhat parry.

ST 11 CN 12 SZ 9 WT 17 WL 15 SP 5 DF 15: This is a basic all around AB. Deftness is high enough to be effective and allows the use of all of the style's favored weapons. Speed isn't a big factor in this setup. Damage, carry capacity, and endurance are more or less average. The higher Con lets the fighter take some hits. Wit allows a good learning curve for skills and Will lets you train without much difficulty on stats, at least a few times. Moderate activity level, low to medium kill desire, and moderate to high offensive effort. ABs seem to do well without tactics. If you use a defensive tactic, use parry for this guy. Offensive tactics should be used only with advance knowledge of your opponent and a tactic to exploit their weakness; using lunge vs. parry styles and slash vs. lungers.

ST 9 CN 14 SZ 5 WT 18 WL 16 SP 4 DF 17: Similar to above but now, Size is reduced (as well as damage) with a higher WT and DF for better defense. Con is raised so this fighter can take a beating if need and should have plenty of endurance. His mainstay is the ability to shrug off what blows may hit him and tough it out long enough to drill holes in his foe.

BASHERS. Pressure your foes with initiative (WT + SP), hit hard enough to penetrate foes' defense with a superior attack. Compatible with bash and decisive tactics and no defensive tactics.

ST 13 CN 5 SZ 9 WT 19 WL 17 SP 7 DF 14: The high will allows quick stat trains and affects endurance with a low con. Strength allows use of most weapons and good damage. The main strength of this fighter comes into play as he learns skills very fast. This, combined with DF, will provide a good attack rating with decise and initiative right behind to pound their foe across the sands.

ST 13 CN 14 SZ 9 WT 17 WL 15 SP 5 DF 11: This basher has enough Con to take a beating, even if he doesn't get the jump on his foe. He can wear heavier armor and he has a lot of endurance to keep him swinging long after his foe has fallen. Traditionally, bashers have a higher Strength, but that can later be raised. I enjoy making fighters with very little weakness and evidence shows they fare better in the long run than "godlings," on the average.

LUNGER. Keep moving (high AL). For an offensive style, lungers are surprisingly good at dodging if made right. They are quick and powerful fighters. The lunge tactic is suited to the style and is great when you go offensive, to devoting your fighter to the attack. Decise is only moderately effective. Decisively, dodge works well and possibly riposte.

ST 11 CN 13 SZ 4 WT 17 WL 15 SP 13 DF 11: The small Size limits carrying capacity and damage but the Wit is high enough for the lunger to stay ahead on the initiative and use his attack. Endurance is pretty good and will allow this lunger with the combination of Speed, to dodge around to get a shot in. He can take some blows and once he goes fully offensive, can stay at it without falling over.

ST 15 CN 10 SZ 9 WT 15 WL 15 SP 7 DF 13: This lunger is more average except for the high strength to deliver crippling blows. He can use every weapon except the epee, which would be a waste considering his strength. This is a purely offensive lunger, unlike above which grants a measure more of defense ability.

PARRY LUNGER. Much like the lunger but favors parry instead of dodge and more focused on defense first. Offensive tactics are still mainly lunge. Defensively, this style is best suited to parry and responsiveness. Riposte works okay and dodge, though not suited, can work.

ST 11 CN 12 SZ 9 WT 16 WL 16 SP 7 DF 13: An all around, capable fighter deserves all around capable stats. This setup uses parry best. He may take time to develop and to figure out how he likes to fight.

ST 11 CN 11 SZ 6 WT 18 WL 19 SP 10 DF 11: Small size will help this fighter's defense, but his damage will be his weakest point. He will learn quickly and when you start training stats, this fighter is easily capable of 15's which will make him a very serious competitor. Until then, you'll need to help this guy out with a good challenge strategy.

PARRY RIPOSTE. They use superior riposte to steal the initiative and strike when their foe is off balance. Offensively they are well suited to the lunge tactic, not so much the slash and terribly suited to bash and decise. Defensively, riposte and parry and poorly suited to dodge and responsiveness.

ST 9 CN 11 SZ 6 WT 19 WL 18 SP 6 DF 15: Centered primarily around parry with stats and using the high Wit and the style's strength in riposte to weave a tight defensive web. The will is great for later stat trains and combined with Con, gives great endurance. The Deftness will help a riposte's lower attack rating so he can hit where he needs to hit and allows the use of an epee.

ST 11 CN 9 SZ 5 WT 17 WL 15 SP 14 DF 13: riposte is a fast counterstrike, so by adding speed, we are focusing on the natural riposte ability. This quick, he will often riposte before his opponent swings. Strength is higher for the use of large weapons such as the longsword.

PARRY STRIKE. These are quick fighters but concentrate on assuring defense and then worrying about attack. Like strikers, they strike fast and powerful, but tend to conserve endurance better than expected. Offensive tactics, decise is well suited. Defensively, parry and responsiveness are suited and riposte can work. They tend to favor holding their ground, so dodge isn't so great.

ST 9 CN 9 SZ 6 WT 17 WL 19 SP 9 DF 15: Since they are defensive first, this warrior is focused around his parry ability. Speed wasn't dropped to help good coordination. Strength 9 is lower than I would prefer with the small size, but that can be easily raised with the high Will.

ST 12 CN 9 SZ 5 WT 17 WL 15 SP 14 DF 13: This warrior will be very responsive and will have a workable riposte ability as well. The higher strength allows some lunger weapons such as a longsword. Try responsiveness the first round, parry the second, riposte the third, and then go offensive.

SLASHER. They can sometimes penetrate parry with their superior attack if Deftness is high enough. Slashers need to be consistent and make few mistakes. They are a very offensive style who is well suited to the slash tactic only.

ST 11 CN 6 SZ 6 WT 19 WL 15 SP 10 DF 17: Despite a lack of defensive skills, a slasher can't always get in the first shot. Thus, decisive fighters are more his bane. They seem to eat up lungers though. With any luck, this guy will have some parry and possibly a decent riposte. The higher Wit and Deftness will enable this slasher to develop a strong attack and the Speed won't hinder his initiative at all. So he can stay in control of the fight. Give him a heavier armor for his first few fights until his skills come online, less so against parry styles. You should have no problem with them.

ST 11 CN 15 SZ 6 WT 15 WL 17 SP 5 DF 15: I've had more success with these tougher warriors. He doesn't need to get in the first shot and can wear stout armor without much trouble. With his great endurance you can go all out without worries. It's pretty hard to take this guy down as he slices you up and the intimidation factor is great! He's an excellent long term slasher with a good skill base and easy stat trains.

STRIKER. Fast and decisive. They are mainly designed around their decisiveness to get the first shot. Offensive tactics suited are solely decise. Defensively, responsiveness if anything.

ST 11 CN 10 SZ 6 WT 19 WL 13 SP 11 DF 15: This is a sub-style that goes against the trends. It's not so well-suited against warriors with a lot of Con. So, primarily it's an offensive style hunter. The high Deftness helps their attack rating with a great Wit to back it up. They will learn decise enough to stay ahead of most other strikers with Speed to help decise and their initiative. The Con will give them some toughness and alright endurance. It's feasible to lower Speed and up Will to 15 as well. This striker may surprise you with some defensive capability, depending on strategy, and can use responsiveness to full effect, frustrating those strikers and bashers. They don't do a lot of damage, which I'm not too happy about, but most offensives don't have much Con anyway.

ST 15 CN 5 SZ 9 WT 17 WL 15 SP 7 DF 15: This is a more traditional striker. He uses the style's decise advantage and a good Wit to stay ahead of other styles. The Deftness adds to attack skills. Since if you get the first shot, you better hit with a low Con. Strength is high for great damage and you can use nearly any weapon inthe game. Con and Size should be enough so he isn't frail; if he is, raise it to keep your warrior alive. But his Speed and Strength should carry him through. His fallback is endurance, so he *has* to end it quick.

TOTAL PARRY. Entirely defense. They only attack as an afterthought once defense is assured. There are a multitude of combinations that work here. Depending on how offensively capable you want them and which defense you focus on, tactics-wise, they are very good at parry but are able to use all of them. Their effectiveness depends mostly on strategy and your opponent/style. They don't use offensive tactics well, but if you do, be careful, because you lower their defense.

ST 5 CN 10 SZ 3 WT 19 WL 15 SP 13 DF 19: Yes, this is extreme. His parry will be insane and along with the small Size and good Speed, he will be near impossible to hit. He can't carry more than his weapon but doesn't really need to. He will do very little damage which is ok for this setup. The high Deftness and speed will help a good riposte and he'll hit where he aims. This is a more exciting version of scum, but long term capable. Responsiveness for very decisive fighters, otherwise parry. Around round 3, try some riposte tactics.

WALL OF STEEL. The all-around style with good defense ability and an equal offense. They aren't usually fast. They use parry until they gain the initiative and then strike powerfully. Defensive tactics include parry and some riposte. Offensively, bash and slash work well. Depending on the weapon choice.

ST 11 CN 10 SZ 7 WT 19 WL 15 SP 5 DF 17: This is a defensive version heavy on parry. Long term, strength should be increased, but for now, his Wit will assure him an incredible parry attack and init skill base. Believe it or not, this guy can and probably should be fought like an aimed blow. KD low, AL low/mod, OE mod.

ST 13, CN 16, SZ 9 WT 15 WL 17 SP 3 DF 11: An offensive version, though usually they have more strength. It will develop over time. The Speed eventually needs to be raised to avoid clumsiness. With such a high Con, he can take near anything and be fully offensive for a long, long time. He's also able to wear pretty much any armor without a problem.

Well, that's it! I've used "The Red Book," my own fights, and a ton of articles from the helpful newsletters. Thanks, Jorja! Stats are never perfect but hopefully this will give you a basic and some ideas. Want to chat, scheme, or compare notes? Drop me a diplo any time.

-- Gavin Rule, mgr Faux Tides (1482) "Soon to be Faux II" DM 93