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The Grand Falloon

Trying to fix Rising Cut

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Just now, Amanda the Panda said:

Air is not the best combat ring, I agree. It does boost focus though, which is an important part of hitting someone more times than they hit you :P

cant argue with that. but i'd take fire instead.

poor air ring ? 

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Just now, Avatar111 said:

cant argue with that. but i'd take fire instead.

poor air ring ? 

For DUELS I prefer air to fire (not at the point of dumping fire). The stance benefit of Fire seems to be a shortcut to unmasking, whereas being harder to hit is universally useful, even if it is not always enough. In a skirmish though, gimme that sweet sweet fire

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12 minutes ago, Amanda the Panda said:

Hida sitting in earth stance could easily get hit by a Kakita 3 times for the Hida's one. 

That's half the point. If the Kakita goes all-out then he is looking at a Turn 2 Compromised, with the Hida interrupting his second attack with a Finishing Blow. And the Hida can easily tank the first hit considering the meager starting stats. 

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2 minutes ago, AtoMaki said:

That's half the point. If the Kakita goes all-out then he is looking at a Turn 2 Compromised, with the Hida interrupting his second attack with a Finishing Blow. And the Hida can easily tank the first hit considering the meager starting stats. 

I don't disagree, but I also don't think three attacks before the Hida does one is the best tactic to deal with an earth based duelist. Much more profit from predict on the first turn

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9 minutes ago, Amanda the Panda said:

I don't disagree, but I also don't think three attacks before the Hida does one is the best tactic to deal with an earth based duelist. Much more profit from predict on the first turn

yeah, winning initiative, going earth stance, and predicting earth is your only way to go.

except, your weapon is not out, and iaijutsu techniques don't crit. (edit: well, you could water attack him)

so yeah... you're screwed again, because he water hit you first round while you predict (or iaijutsu with his best ring aside earth). at least you took earth stance so you just took fatigue dmg. but next turn he goes back in earth stance.... and you have to predict again ? oof...

"thanks earth/water stance" i suppose.

 

Edited by Avatar111

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If he is going second though, he is in water, and you water stance swing at him next turn, with the possibility of critting

Edit: Or another cool thing could be battle in the mind at rank 3.

I honestly like dueling in this edition. It is a game of predicting what your opponent is going to do, not any one solid tactic. If you can out think you opponent you can win, regardless of stats

Edited by Amanda the Panda

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Just now, Amanda the Panda said:

If he is going second though, he is in water, and you water stance swing at him next turn, with the possibility of critting

indeed. his best option is probably to have predict water and take his sword out. and hope for a composure win..

earth/water is the probably the best duelist then.

but an all in fire/earth mirumoto could also be really good aiming to incapacitate you.

and a hiruma scout that can switch stance after attacking.

its just the air or void dude that is left in the dust. and you "need" a good score of earth and decent water.

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Void Kakita is dueling king rank 2 on. You can't crit at all if you can't attack :P

I think that balanced stats are the duelists best friend. It is all about game theory, and unless you are using it as bait, one stat that stands out above the others is going to be a target

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7 minutes ago, Avatar111 said:

but an all in fire/earth mirumoto could also be really good aiming to incapacitate you.

In my theorycrafting/live play Mirumoto is the best general duelist with their very damaging Iai cuts, and trapping and warding. Hida is the best at "to the death" and it is better at the beginning. Hiruma are sleeper good. Kakita auto-wins first strike and first blood at rank 6 and mostly win to the death at that rank as well, but they suck at rank 1 RAW (and are good at rank 2-5). Duels to finishing blow: Ikoma are the best, especially at high ranks where they can dump ~10 strife on a character's head with just a quip (as long as they have the Composure).

Edited by omnicrone

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2 minutes ago, Amanda the Panda said:

Void Kakita is dueling king rank 2 on. You can't crit at all if you can't attack :P

I think that balanced stats are the duelists best friend. It is all about game theory, and unless you are using it as bait, one stat that stands out above the others is going to be a target

why cant you attack ? using Lady Doji's Decree or something ?

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5 minutes ago, omnicrone said:

In my theorycrafting/live play/ Mirumoto is the best general duelist with their very damaging Iai cuts, and trapping and warding. Hida is the best at "to the death" and it is better at the beginning. Hiruma are sleeper good. Kakita auto-wins first strike and first blood at rank 6 and mostly win to the death at that rank as well, but they suck at rank 1 RAW (and are good at rank 2-5). Duels to finishing blow: Ikoma are the best, especially at high ranks where they can dump ~10 strife on a character's head with just a quip (as long as they have the Composure).

yeah, thats about what I came up to also. Except I think Kakita to get good will basically need to invest into earth/water. So then, what sets him apart from all others? hes got a curriculum that includes Heartpiercing and 2 iai techniques... (and yes, rank 6 is an I win button..)

his biggest drawback is the Air he needs to start with... any other ring would basically be better than Air... its the worst duel ring, the worst ring in the game. and he start with a nice 3 in it..

Edited by Avatar111

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Just now, Amanda the Panda said:

that is the thought yeah

it is a decent shenanigan. IF he makes a good roll with it, and gets 2-3 turn of no attack by the opponent, he can win. (as long as he still boosted his composure a bit).

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12 minutes ago, Avatar111 said:

 Except I think Kakita to get good will basically need to invest into earth/water.

And Void too because Lady Doji's Decree dusts off from Void, Voiding Initiative grants access to the awesome -1 TN Opp that is essential for Iaijutsu, and Void+Center in your first Turn is a viable tactic for a Turn 2 Mini-Nuke (while also frees up some much-needed Strife). 

My ranking for duelist viability:

  1. Mirumoto Swordsman (bestest)
  2. Ikoma Bard (Strife nuker)
  3. Shiba Guardian (Strife anti-nuker)
  4. Hida Defender (good starting kit)
  5. Shinjo Outrider (if horse tricks are viable)
  6. Akodo Commander / Hiruma Scout (good tech)
  7. Kakita Duelist (okayish starting kit)
  8. Worldly Ronin (okayish tech)
  9. Kaiu Engineer / Shosuro Infiltrator / Moto Conqueror / Utaku Battle Maiden (weak but useful techs and/or starting kit)
  10. Everyone else
  11. An Eta with a stick
  12. Matsu Berserker

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3 minutes ago, AtoMaki said:

And Void too because Lady Doji's Decree dusts off from Void, Voiding Initiative grants access to the awesome -1 TN Opp that is essential for Iaijutsu, and Void+Center in your first Turn is a viable tactic for a Turn 2 Mini-Nuke (while also frees up some much-needed Strife). 

My ranking for duelist viability:

  1. Mirumoto Swordsman (bestest)
  2. Ikoma Bard (Strife nuker)
  3. Shiba Guardian (Strife anti-nuker)
  4. Hida Defender (good starting kit)
  5. Shinjo Outrider (if horse tricks are viable)
  6. Akodo Commander / Hiruma Scout (good tech)
  7. Kakita Duelist (okayish starting kit)
  8. Worldly Ronin (okayish tech)
  9. Kaiu Engineer / Shosuro Infiltrator / Moto Conqueror / Utaku Battle Maiden (weak but useful techs and/or starting kit)
  10. Everyone else
  11. An Eta with a stick
  12. Matsu Berserker

yeah... i'm strongly thinking of houseruling Ikoma Bard ability to not work in duels.

and I already made the Hiruma Scout ability only work in Skirmish or Mass Battles. screw that lol, its already sooo good.

and i'm wondering, since i'm adamant on keeping my fix that air ring = composure and earth is switched to vigilance, if I should keep Earth Stance as is... I still hate it, But If I can make peace with the fact that duels, even to first strike, will mostly be won by incapacitating the opponent (obviously in a duel with no armor, otherwise things are different), then maybe earth stance is fine.

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16 minutes ago, AtoMaki said:

And Void too because Lady Doji's Decree dusts off from Void, Voiding Initiative grants access to the awesome -1 TN Opp that is essential for Iaijutsu, and Void+Center in your first Turn is a viable tactic for a Turn 2 Mini-Nuke (while also frees up some much-needed Strife). 

My ranking for duelist viability:

  1. Mirumoto Swordsman (bestest)
  2. Ikoma Bard (Strife nuker)
  3. Shiba Guardian (Strife anti-nuker)
  4. Hida Defender (good starting kit)
  5. Shinjo Outrider (if horse tricks are viable)
  6. Akodo Commander / Hiruma Scout (good tech)
  7. Kakita Duelist (okayish starting kit)
  8. Worldly Ronin (okayish tech)
  9. Kaiu Engineer / Shosuro Infiltrator / Moto Conqueror / Utaku Battle Maiden (weak but useful techs and/or starting kit)
  10. Everyone else
  11. An Eta with a stick
  12. Matsu Berserker

As a side note, FFG appear to have moved away from using 'eta' to 'burakumin'.

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3 minutes ago, Tonbo Karasu said:

As a side note, FFG appear to have moved away from using 'eta' to 'burakumin'.

As another side note, ffg totally shat on matsu berserker giving them a starting technique made for blunt weapons (they dont start with any nor are they thematicaly going to use one) and a pathetic school ability that is the worst in the book, even worst than Doji's first school ability.

Edited by Avatar111

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1 minute ago, Avatar111 said:

As another side note, ffg totally shat on matsu berserker giving them a starting technique made for blunt weapons (they dont start with any nor are they thematicaly going to use one) and a pathetic school ability that is the worst in the book, even worst than Doji's first school ability.

Matsu Berserker are still in debt for being so OP in 4E, let them suck now to compensate.

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4 minutes ago, omnicrone said:

Matsu Berserker are still in debt for being so OP in 4E, let them suck now to compensate.

Im salvaging them already.

And i didnt play 4th. Nor any other editions for that matter.

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23 minutes ago, AtoMaki said:

And Void too because Lady Doji's Decree dusts off from Void, Voiding Initiative grants access to the awesome -1 TN Opp that is essential for Iaijutsu, and Void+Center in your first Turn is a viable tactic for a Turn 2 Mini-Nuke (while also frees up some much-needed Strife). 

My ranking for duelist viability:

  1. Mirumoto Swordsman (bestest)
  2. Ikoma Bard (Strife nuker)
  3. Shiba Guardian (Strife anti-nuker)
  4. Hida Defender (good starting kit)
  5. Shinjo Outrider (if horse tricks are viable)
  6. Akodo Commander / Hiruma Scout (good tech)
  7. Kakita Duelist (okayish starting kit)
  8. Worldly Ronin (okayish tech)
  9. Kaiu Engineer / Shosuro Infiltrator / Moto Conqueror / Utaku Battle Maiden (weak but useful techs and/or starting kit)
  10. Everyone else
  11. An Eta with a stick
  12. Matsu Berserker

If the Shinjo Outrider gets to be higher than Kakita because of their horse, I think that the Utaku should be too.

Whilst the Shinjo does not need to be mounted to use their ability, 99.9% of the time they will be mounted if their horse is a factor in a duel. Whilst mounted, the Utaku gets bonus success equal to her school rank, and her warhorse grants skilled assistance on martial rolls.

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5 minutes ago, Amanda the Panda said:

If the Shinjo Outrider gets to be higher than Kakita because of their horse, I think that the Utaku should be too.

Whilst the Shinjo does not need to be mounted to use their ability, 99.9% of the time they will be mounted if their horse is a factor in a duel. Whilst mounted, the Utaku gets bonus success equal to her school rank, and her warhorse grants skilled assistance on martial rolls.

Kakita have nothing. Nothing at all except iaijutsu one rank earlier and heartpiercing one rank earlier and lady doji decree (that all cranes can take).

And hes stuck with 3 air.

We need to come clean with the fact that kakita sux at what he should be good at.

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I mean, even with a very strict interpretation on tessen, you can have basically any weapon you want except some of the big-boy ones (Otsuchi in this case) at CC, and a kiseru or tetsubo could be perfectly fine trophies or gifts. 

Edited by UnitOmega

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Just now, UnitOmega said:

I mean, barring a very strict interpretation on tessen, you can have basically any weapon you want except some of the big-boy ones (Otsuchi in this case) at CC, and a kiseru or tetsubo could be perfectly fine trophies or gifts. 

It is still ultimately ridiculous to give them the choice of this tech, same as it was ridiculous to give that same choice to hiruma.

It probably is a relic of what rushing avalanche was in beta (worked with polearms i think)

 

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