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  1. #1
    Secondary Hivemind Nexus Heliocentric's Avatar
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    The Skill Density Thread (because search function is for carebears)

    Fend, Guard, Sidestep, Block, Dodge* and MB are skills it seems hard too have much of†, it seems the utility gets greater with each player. Whereas Jugga, Kick, KOR, Dauntless, Stripball and HMP seem to be skills I struggle to justify taking more than once.

    I was really wondering about the skills that drift between, or rather peoples perceptions of them. How many tacklers do you aim for, is that different if you are playing as Elves or Chaos. What about odd utility skills like stand firm and grab (more for the S access team) or (wrestle as a block substitute) Oddly I'm finding the more Jump up I have the more indispensable I find it‡.

    I know Screwie had an experiment with pro spam with his DElves which slowly imploded when stats and doubles were too tempting but on paper pro seems such a delicious skill to stack high. I've been adopting it because of my jump up Nurgle's because its not a turn over event but goodness me is it a nervous feeling refusing a regular reroll for a pro roll.

    *Yunno, unless you are facing dwarves.
    †My Open Orcs hitting 9 guard doesn't make me want less guard players.
    ‡Addiction? You decide.
    Last edited by Heliocentric; 21-08-2014 at 12:17 AM.
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  2. #2
    Secondary Hivemind Nexus Screwie's Avatar
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    Quote Originally Posted by Heliocentric View Post
    I know Screwie had an experiment with pro spam with his DElves which slowly imploded when stats and doubles were too tempting but on paper pro seems such a delicious skill to stack high.
    Dark Elves have too many strong skill picks to fit Pro in, especially blitzers and runners who I wish could have ten skill picks each. Which is sad as runners and blitzers could both benefit nicely from it.

    I came to the conclusion that Pro en masse works best on bashy sides with less flexible roles. I've had fun with Pro Orcs in particular.

    However I did find with my DElfs that Shadowing and Pass Block both work very nicely in large numbers. :D Although a PB commitment is hard to justify simply because it relies your oppponent doing one thing that many teams simply will never do.

  3. #3
    Network Hub frenz0rz's Avatar
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    Quote Originally Posted by Screwie View Post
    However I did find with my DElfs that Shadowing and Pass Block both work very nicely in large numbers.
    I'd take Shadowing far more often on a team like DElfs if it actually worked as intended when combined with Diving Tackle.

    I'm sure I've mentioned this elsewhere but as it stands the game seems hard-coded to ask to roll for DT before rolling for Shadowing, rather than the opposite. As a result, when DT fails your player falls over and you can't use Shadowing; when DT succeeds their player falls over and you can't use Shadowing. The only way to use Shadowing in this scenario is to disable DT entirely, thereby rendering it useless as a skill.

    The intended combination, of course, is to use Shadowing first and if that fails and your opponent tries to dodge away, you choose to invoke DT.

    As it stands, given the choice between the two I'd take DT any day, perhaps with the exception of very high movement players like Gutter Runners where I'd go for Shadowing instead. Both would be great (and works superbly on tabletop), but Cyanide...


    Oh, and Helio mentioned Grab? It's brilliant on players with Multiple Block who can't follow up but want to maintain base contact. I could see a case for spamming it on a well-developed Ogre team... if there were such a thing!
    Last edited by frenz0rz; 21-08-2014 at 05:53 PM.
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  4. #4
    Lesser Hivemind Node 20phoenix's Avatar
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    Quote Originally Posted by frenz0rz View Post
    on a well-developed Ogre team... if there were such a thing!
    Watch this space......
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  5. #5
    Network Hub Axler's Avatar
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    My rule of thumb is that the more of an all rounder the player is the more usefull Pro is

    Orc Blitzers, Elf blitzers (all types), Werewolves etc.

    I do like to have one of certain combinations on my teams also.

    Wrestle, Tackle, Grab (for the removal of blodge sidesteppers)
    Block, Dodge, Tackle, Diving Tackle
    Catch, Nerves of Steel, leap.
    Block, Mighty Blow, Claw, Piling On

  6. #6
    Secondary Hivemind Nexus Heliocentric's Avatar
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    Ooh, multi grab nice. Not bad for a beast of nurgle.
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  7. #7
    Secondary Hivemind Nexus Screwie's Avatar
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    Quote Originally Posted by frenz0rz View Post
    I'd take Shadowing far more often on a team like DElfs if it actually worked as intended when combined with Diving Tackle.

    I'm sure I've mentioned this elsewhere but as it stands the game seems hard-coded to ask to roll for DT before rolling for Shadowing, rather than the opposite. As a result, when DT fails your player falls over and you can't use Shadowing; when DT succeeds their player falls over and you can't use Shadowing. The only way to use Shadowing in this scenario is to disable DT entirely, thereby rendering it useless as a skill.

    The intended combination, of course, is to use Shadowing first and if that fails and your opponent tries to dodge away, you choose to invoke DT.

    As it stands, given the choice between the two I'd take DT any day, perhaps with the exception of very high movement players like Gutter Runners where I'd go for Shadowing instead. Both would be great (and works superbly on tabletop), but Cyanide...
    Yeah this bugs me so much, I've mentioned it on the forums in the past. Worst of all it is a bug that only came into the game recently (around the time they moved servers iirc) - it worked in the right order at launch!

    With the bug as it stands I take Shadowing/Diving Tackle as an either/or proposition on my DElfs. I take one or the other, never both on a single elf. (MA7+ required for Shadowing, too.)
    Last edited by Screwie; 21-08-2014 at 10:10 PM.

  8. #8
    Secondary Hivemind Nexus Heliocentric's Avatar
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    MA6 Kroxigor prehensile tail shadowing is still hilarious when it works.
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  9. #9
    Network Hub frenz0rz's Avatar
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    Quote Originally Posted by Heliocentric View Post
    MA6 Kroxigor prehensile tail shadowing is still hilarious when it works.
    Christ, that's a shout.

    Not sure I'd have the guts to pass up block/pro/tackle/dodge on a big guy though.
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  10. #10
    Activated Node Rumpel's Avatar
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    Quote Originally Posted by Heliocentric View Post
    Ooh, multi grab nice. Not bad for a beast of nurgle.


    it works well ^^
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  11. #11
    Network Hub frenz0rz's Avatar
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    Quote Originally Posted by Rumpel View Post

    it works well ^^
    I hate that sodding thing.
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  12. #12
    Secondary Hivemind Nexus sinister agent's Avatar
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    I like grab a lot, it's great for creating space. I kind of think it should be usable on a blitz though, its utility is too limited otherwise - you'll want it on markers or roadblocks, who opposition will generally be able to avoid on the teams likely to use it much (e.g. lizards).

    I kind of think it's a major skill for ogres, as they have no general access and their whole team is slow. Sure, snotlings are the best dodgers around, but no dodge is better than a 35/36 dodge, and you can use it to feed players to other Ogres. Plus a Guard-Grab Ogre by your side is about as safe as a snotling can get. Put two together and you can even put a snotling on the LOS, and/or play tennis with theirs.

  13. #13
    Lesser Hivemind Node cyberpunkdreams's Avatar
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    You can't have too much sidestep. Fact.
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  14. #14
    Secondary Hivemind Nexus sinister agent's Avatar
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    I'd go along with that. I always tell myself "nah, sidestep's not THAT useful", and then I play as snotlings - the squishiest players in the game - and it's bloody brilliant. If they can make it work, anyone can.

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