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79959 Posts in 5724 Topics- by 8207 Members - Latest Member: Amepletek

May 23, 2013, 05:58:14 AM
The Official Anima ForumsAnima - Role Playing GameGame RulesWeaponmasters at high level
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Tarrant12
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« on: February 26, 2012, 12:32:52 PM »

Out of curiosity, how can a weaponmaster start to overcome the multiple attack block penalty? I had a couple ideas but most of them include things like "Switch to warrior, train up some ki techniques"
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alphawhelp
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« Reply #1 on: February 26, 2012, 12:37:58 PM »

well a weaponmaster can buy the second weapon defensive style combat module that will let him block one additional attack without a penalty.

That's a start, I guess, but in all seriousness once a weaponmaster has all of the combat modules he wants, he really should class change to warrior which should happen well before "high levels"

kind of like how Taos class change to technician after buying all the martial arts they want.
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Tarrant12
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« Reply #2 on: February 26, 2012, 12:40:41 PM »

But then all that beautifully cheap wear armor becomes expensive wear armor.. I was thinking of eventually making my character an armored Juggernaut
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alphawhelp
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« Reply #3 on: February 26, 2012, 12:44:49 PM »

the majority of anyone's wear armor should come from the Use of Armor advantage, up to 3 points for an extra +15 wear armor per level.  That's 25 points of wear armor for your weaponmaster or paladin, or 20 points of wear armor per level for your warrior.

At level 5 as a warrior, you have 100 wear armor, enough to wear the heaviest armor in the game as a paladin, or a weaponmaster, you have 125, negating some of the natural penalty as well, plus, since you've presumably spent dp on that luscious 1-point wear armor, chances are at level 5, you can basically wear the heaviest armor in the game suffering only a slight penalty to your movement rating. (don't forget quality armor subtracts from both wear armor requirements and the natural penalties).

Level 5 isn't really a high level.
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Tarrant12
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« Reply #4 on: February 26, 2012, 12:52:24 PM »

I was thinking of either making one ki technique that gave me the max additional block that a level 1 technique can give. Is the ki technique that treats a person as a creature with damage resistance worth it?
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Lizbeth
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« Reply #5 on: February 26, 2012, 12:58:13 PM »

As for me, if any class must change to other class, then it's a bad class from the beginning.

Any words about Core Exxet fixing this?
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alphawhelp
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« Reply #6 on: February 26, 2012, 01:00:50 PM »

in my opinion you are better off combining the ki shield with a +defense maneuver than you are with taking the damage resistance technique.  remember, the way Ki Shield works is any effect that benefits one defense benefits every defense the Ki Shield makes.  In this way, you could even use a single predetermined defense for multiple defenses made with the Ki Shield.

Weaponmasters don't have to change class, you only have to for min maxing purposes, there are plenty of weaponmasters around like Griever that have reached high levels all weaponmaster and are still pretty damn powerful.
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Tarrant12
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« Reply #7 on: February 26, 2012, 01:05:49 PM »

Thanks for the advice Alpha, the ki shield is a good idea.
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Sharpandpointies
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« Reply #8 on: February 26, 2012, 01:10:18 PM »

Weaponmasters, from what I've seen, start off stronger than other classes but don't keep up.

They do okay - their tremendous wear armor and potential for massive Life Points allow them to simply tank their way through a lot, and a little bit of Martial Mastery at some point can open up Ki for them.

Toss on their combat modules and with a little finessing you can have a decent enough character with a massively high Wear Armor (which, at +10 per level and 1 point per point of WA, is tremendously cheap) allowing them to wear some pretty tough stuff.

Pick up an Ars Magnus with the few MK points they get, or an Impossible Weapon, and they're doing all right.  

They do seriously suffer, though, when it comes to blowing up large groups, and the lack of serious Ki Dominions hurts (though picking up one or two minor ones, with the help of Martial Mastery, can make a world of difference).  But when it comes to taking on the big bad guy, the Weaponmaster might not be dishing out the most damage in the room, but he might just be the last guy standing.  

I agree that Ki Shield is a good way for them to go.  A maintained energy shield that regenerates isn't THAT expensive, and good for taking on large groups of Teckla.  Not like he's doing a lot with his Ki otherwise.
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Also the problem is that every time someone pulls such a combo he gets killed by some kind of Lazarus or such.

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Tarrant12
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« Reply #9 on: February 26, 2012, 02:05:24 PM »

I don't have the book available but I'll take a look at ars Magnus and impossible weapons when I get to my books!
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Zeru
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« Reply #10 on: February 26, 2012, 07:56:45 PM »

Weapon Master is an incredibly tough class even at higher levels, but I honestly feel it is a class that loses its luster once you hit level 10. After level 10, its probably best to just straight switch to Technician and make up for the low MK and high Ki costs from Weapon Master.

Weapon Masters can easily remain potent with the addition of the Ars Magnus and the help of Martial Mastery. The Lesser Ars Magnus and the Impossible Weapons in particular shine with them, especially the likes of Final Attack and Libra.

Stick to mostly passive and cheap MK abilities like Physical Shield and other 10 MK wonders, and keep your Attack/Block high and most opponents will have an impossible time fighting them.
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Korochun
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« Reply #11 on: February 27, 2012, 03:24:02 AM »

Weapon Masters can also buy MK with DP. That keeps them fairly competitive, especially considering all the other massive bonuses they get.
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Lizbeth
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« Reply #12 on: February 27, 2012, 07:59:38 AM »

One more question. Do Weaponmasters receive discount on Ars Magnus modules? because otherwise Style modules are few in number and Weapon modules are near to uselessness.
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Spirit_Crusher
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« Reply #13 on: February 27, 2012, 08:31:09 AM »

They do receive DP discount (ars magnus ARE combat styles, Dominus Exxet states it clearly) but have to pay the MK cost in full.
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Zeru
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« Reply #14 on: February 27, 2012, 08:50:33 AM »

That is incorrect Spirit_Crusher, Ars Magnus are indeed part of the Combat Primary limit, but nowhere does it state they are General Weapon Modules, Archetypical Weapon Modules, or Style Modules.

Note, it does refer to them as Unique Combat Styles, but it never refers to them as Style Modules.

Ars Magnus is its own unique category, this is apparent from reverse-engineering the Anima NPC's that I translated several months ago.
« Last Edit: February 27, 2012, 08:53:00 AM by Zeru » Logged



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