RSI Duel2

Duel2 - Arena 93 Newsletters

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Assur's Guide to High Skill Hybrids

The last is perhaps the most unclear of the warrior types in terms of getting them to win. High Skill Hybrids don't really have a clear path to victory, but expect to win by virtue of the fact that they have more skills than their opponents.

1) Design

As Hybrids, they want a bit of everything, but their focus is on high skills with a balance of physicals. The especially want to make sure they hit major breakpoints and always want a decent wit to ensure they keep learning skills as fast as their peers around them.

17 or 21 wit is highly recommended. High Will and or Deftness is also nice. I recommend not trying this type of hybrid with less than 11 wit or less than 11 deftness (both major skill breakpoints). Will of 7 or 9 is just fine for endurance conserving styles.

2) Style Choice

With 21 wit, pretty much any style can attempt to win with skills. Otherwise, the following styles are recommended.

Lungers: The highest skill style, the highest base attack and defense, and the highest favorite fighting rhythms all make for a very strong style. When you're looking for a high skill style, Lungers should always be in the running. The downside is that they require lots of endurance to run.

Wall of Steels: Wall of Steels start with the same initial skill total as a Lunger, though the distribution is dramatically different. They also run well with lower fighting rhythms, so do not need as much endurance as their lunger counterparts. Still, it is a good idea to have high endurance for Wall of Steels.

Parry Lungers: This style falls just short of Lungers and Wall of Steels in the traditional power rankings. But they are definitely on the higher side of of the skill totals and built correctly can be powerful opponents. For both Wall of Steels and Parry Lungers, their reluctance to learn riposte skills suggests that hybrids of this style either start with some riposte, have a bit more defensive oomph (parry, carry, and hit points), or are augmented in strategy with the Riposte Tactic.

Aimed Blows: (With High Deftness, usually 17 or 21). Aimed Blows round out the styles that naturally perform well as high skill hybrids. Aimed Blows are unique in that they can do very well with extremely low strength (even 3) or will (7+) and still have lots of skills. They do not need the endurance that the other high skill styles need. The downside of hybrid ABs is that they can be extremely vulnerable to death given the way they are typically designed. And with 21 wit (or even 17), any of the ten fighting styles can learn fast enough to outpace opponents in the skill race. Realize that wit is a high commodity stat, and many of your opponents may also have 17 or 21 wit, especially teams run by managers that focus on the tournament game.

3) Weapon Selection

Weapon selection for high skill hybrids varies by manager and design. The first choice will normally be one of the top weapons in the game (SC, BA, BS, LO), but there are other situations where your warrior may be better with another weapon. Maybe your warrior likes to run fast (QS, HA, SS). Maybe your warrior wants a better riposting weapon (EP). Maybe you want to strive for Knockdowns (LS) Perhaps you want to look for your favorite weapon and get bonus skills that way!

Almost every weapon has its uses. I will warn once again that weapons that only deal crushing damage tend to be underpowered. They do quite well against Scale Mail, but otherwise are clearly outclassed by other weapons in the game. This is built into the game mechanics.

4) Armor

You are a hybrid. You'll want to wear armor. How much needs to be a balance of your endurance, carry ability, and your specific warrior's strengths. More defensive and you might wear a bit extra armor. A faster hybrid (like the Lunger) will often wear a bit less armor.

Most importantly, unless you're expecting a certain type of fight,

DO NOT OVERENCUMBER YOUR HYBRID!

This is the easiest way to make a hybrid perform poorly as the overall encumbrance penalties are harsh.

5) Strategy and Tactics

Option #1: Look for your favorite rhythm. Warrior naturally fight better when they are running at or near their favorite rhythm. You don't know what your favorite rhythm is initially, but each style has rhythms that are common to the style and each style as limits on what is possible to get. It is amazing what some warriors do when running on their faves.

Option #2: Run hot (or semi-hot). Having your warrior going out hot is not a bad strategy. There may be better strategies for your hybrid, but at least you'll know he's going out with the intention to attack. Bad idea for most hybrids against pure defensive warriors.

Option #3: Run defensive minute 1. This is especially effective for Wall of Steels, but can be used by any of the style mentioned above. It also conserve endurance better than option #2.

Option #4: Run a riposting strategy. This is highly dependent on your warrior, but you don't need a lot of riposte to get the counterstrike. Generally this is a moderate type strategy (too low and most warriors won't try to attack, unless those low numbers happen to be their faves and then all bets are off)