RSI Duel2 Link

Duel2 - Arena 93 Newsletters

A compilation of Noblish Island Articles


The Real Offensive Total Parry

How many of you run total parry warriors? Raise your hands. Whoa, that's a lot! Now how many of you have run long term potential offensive total parries? Uh huh, that's what I thought, a lot less of you actually have. My name is Blackstorm and I'll show you an example or two for the O.T.P. The main difference between "scum" TP's and "offensive" TP's are these: Scum have massive amounts of CN, WL and ST. They tend to stand around getting pounded until their opponents drop. In theory, the scum wins a lot at first, but sucks later in his career (but not always!). The offensive version is quick, strong, and can parry very well. Combine that with a medium based attack rating and you've got it all. The main thing to remember when making "offensives" is to stay away from extremely high attributes (21). The reason being is that the distribution of points in several domains is more important than having that beautiful 21 in WL and WT. Here's a list of some other manager's offensive total parries and my best.

  
Lunatic's Off. P-Dodge Slowburn's My Offensive (TP) (Off. TP) Total Parry ---------------------- ---------- ------------ ST-11 13 13 CN-11 11 12 SZ-8 8 9 WT-13 17 15 WL-13 15 13 SP-11 5 7 DF-15 15 15

There are several major differences between the three: 1) My guy does good damage. 2) He's coordinated without training. 3) More hit points. 4) He can use every single weapon suited to him. I'll explain a bit below.

ST 13: Coupled with a 9 size almost guarantees good damage and it helps endurance.

CN 12: This allows him to handle a couple of hits and it balances well with the 13 strength and will for endurance.

SZ 9: He's hard to hit, can use weapons which need 9 and his damage rating is also better.

WT 15: Great learns and it'll keep him competitive both in attack and defense.

WL 13: Keeps him aggressive without lopsiding it for 17 or 21. We want to be exciting and unscummy. He rarely needs to go 10 minutes and if he does he'll still go the distance.

SP 7: This isn't an important stat for TPs but it helps coordination and it'll give him a few decise and init skills to boot.

DF 15: For his parry. It also gives him a bit of precision while attacking. You could reverse SP and DF by 2 points (SP-5, DF-17) without messing him up. Remember SP+DF=21.

Strategy: They are a special breed and require a little experimenting like ABs. I could recommend 2-3-2 or 2-4-2, responsiveness vs. steroid types like ST, SL, BA, and PS. Then open up in minutes 3 or 4 at 10-8-10-L, 6-4-6-L, or even 10-10-10 decisiveness in desperation. However he will respond to the lunge, parry, response and dodge the best. And as I said, experiment and try new strategies. Weapons and armor; use ARM or ASM with it or FH. The LO, SC, and EP are good vs. light and medium. The QS is also a good weapon for the heavier armor (TP's don't really use heavier weapons well.) Tell me what you think.

-- Blackstorm, Champions of Steel (8)