RSI Duel2

Duel2 - Arena 93 Newsletters

A compilation of Noblish Island Articles


Basics of Strategy, part 3

Hybrids, (not including tank offensives):Let's assume you've designed a great hybrid warrior, who has skills in all the right places and the right mix of physicals for his style. There is not a 'catch all' strategy for these warriors. In fact, one of the things that makes hybrids so hard to run (even after you have the right design) is that not all hybrids respond the same to the same strategy.

Offensive Effort is the 'easiest' number to decide on. Find what works for your warrior and stick with it. Most hybrids operate best on the favorite Offensive Effort. You can find other articles talking about favorites and what is likely for your warrior. While usually avoiding 1-2 is adviseable, I've seen scum and parry ripostes do nasty things at 1-2 offensive effort.

Activity Level is tougher. Higher is often better and it often won't hurt your warrior to run at 10 AL. It makes your warrior move around, helping dodge and your willingness to strike, but 10 AL will burn endurance fast and probably hurts parry. For a Lunger with lots and lots of endurance, I highly recommend 10 AL. For a Parry Striker that isn't learning defense skills, maybe not so much. Once again, if you can find a number that works well, go with it. Assur starts most of his hybrids at 5-10 AL and works from there.

All that said, you might opt to run your hybrid differently in different minutes. My comments above are assuming you are expecting a short fight (which is usually the case). For a hybrid with high parry, you might go with a parry strategy minute 1 and slowly wake up in minutes 2 and 3. For a lunger hybrid, you might opt for very high numbers in minute 1, then go with some endurance conserving strategy in later minutes. Work with your warrior and style and his strengths and weaknesses. And use your challenges, avoids, and your alternate strategy to mix it up a bit.

Armor: DO NOT OVER ENCUMBER YOUR HYBRID!!! One popular formula for determining your carry ability without penalties is to add your Strength to the lesser of Strength/Constitution and subtract 6. This is the number of points your warrior can carry. After you've determined the max you want to carry, that helps you decide your armor/weapons.

For higher dodge, Assur recommends ARM or lower, even if you can carry more, in most fights.

Weapons: Feel free to try and find your favorite weapon, but most of Assur's warriors use the best weapon they can use given their stats. SC, BS, BA, LO are all great choices if you can use them and highly recommended. For basic strategy, it is tough to go wrong with those weapons.

I am going to skip the counter strategy section against hybrids.

  1. Different hybrids fight differently
  2. It is pretty rare to find yourself against an unbeatable hybrid
  3. Most of the time, it is combination of skills and luck that will determine the outcome of these fights.

-- By Assur