RE: Duelmaster: Help on a roll-up From: ccmdenis@fella.ucdavis.edu (Donald Trump) Date: Wed, 01 Jul 1992 00:21:54 +0000 >Greeting again Duelmaster Guru's. Why, hello. >When last I came begging for help, I asked for help with two new >rollups of mine. Well, I offed one, and kept the other... >Here is the one I kept: I don't have much recollection of the actual roll-ups. Did the other one *really* suck? >Mouse >fights using the slashing attack style >is right handed >is intelligent > nothing short of a genius at keeping his foes off balance and in trouble > makes the most of his enemy's mistakes > has an unusual fighting style that confuses many opponents > avoids blows well >is incredible quick and active >is highly coordinated >has very little endurance >is very quick on his feet > avoiding rather than trading blows >does great damage with every blow >11-13-11-15-4-17-13 Except for the very little endurance, he looks fine to me. >Does anybody have anybody have any ideas on how to run this guy. >Obviously, no shields, he likes to dodge. I figure with leather, a helm, >the usual scimitar. There's too ways you can run this guy, and both involve wearing no body armor -- None. He doesn't have much endurance, and any extra weight might take away his last blow or two -- so no backup weapons either. The first way is simply to run him "open" and let him decide how to attack. Go 10-6-6-RA-AM in the first minute, tapering off to 8-4-8 in the second, and 7-2-7 in the third. Any fights that last longer than a minute are going to be him standing around getting hit, tired, or both, so you want to take out your opponent as fast as possible. He already does great damage, so weapon selection should be based on speed, something like SC vs light (0,7) LO vs medium (8,14) and BS vs. heavy (15,+). The second way is to try to get the drop on whomever you're fighitng. You won't last long, but you should get to swing. Go 10-10-10-CH-AM-Decis in the first, and 10-6-6-Decis in the second and later. For weapon selection, go pure speed: HA vs. light (0,7) SH vs. medium (8,14) and Broadsword vs. heavy (15,+). >But for activity, I'm not sure how the stmt 'has very little endurance' will >effect his ability to last, fight, etc... Basically, he'll probably have about 5 swings worth of offensive before he gets tired, then between 2 and 6 more depending on how he feels that day. Doing great damage will greatly help his ability to win, I just hope he has enough of an initial Attack rating to put his opponents down when they're actively trying to parry. >Now, for the new guy... >I got the following: >15-10-17-5-10-5-8. >Now, I'm thinking maybe: >15-10-17-7-15-7-13 BA. This guy just doesn't have to wit to be good. >I'll keep him until he loses twice, then DA him. Any other ideas? Try 17-10-17-7-15-5-13 BA/TP. Actually, the TP would do better and last longer, but the BA will get you more kills (a lot more). I would almost certainly DA after his first loss, especially if it's his first fight. Trump Up