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This is the signup thread for 7 Samurai. I would like to reserve this thread for participants to discuss play details; see the Life After Slackers thread for rules discussion, which is open to all. If you plan to play, please post here describing your planned character build. With so many paladins in the group aura choices will of course be important so we don't overlap too much. We will probably be aiming for Sat nights at 8:30 EST.
CH is easy, since he's not a paladin. A spearazon would most likely take inner sight @10 and 2 spear skills @10 -- knowing CH I'd guess jab and fend. Assuming everyone else is a paladin, this gives us at least 6 primary auras plus potentially other secondary auras.
We could potentially split the builds up by having a couple pallys focusing on defense and the rest focusing on offense, for example:
Offense
- Fanaticism (poss. w/ Sacrifice & Redemption, zeal @ 1+ as backup)
- Conviction (poss. w/ Vengeance & a synergy, or 2 Vengeance synergies)
- Might (poss. w/ Charge, Vigor, zeal @ 1+ as backup)
- Concentration / Blessed Aim (probably zealot, utility infielder. )
Defense
- Angel (Salvation, Vengeance, poss. w/ Prayer using insight staff/pole for a small Medic component? )
- Holy Freeze (mainly for slow, responsible for backup resist auras to stack with salv, probably a zealot. Sacrifice synergy instead of resist cold?)
Thoughts? None of these are set in stone, so feel free to alter to taste, or make something completely different up. I'd be ok with any, depending on what others like.
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Zed-F Wrote:This is the signup thread for 7 Samurai. I would like to reserve this thread for participants to discuss play details; see the Life After Slackers thread for rules discussion, which is open to all. If you plan to play, please post here describing your planned character build. With so many paladins in the group aura choices will of course be important so we don't overlap too much. We will probably be aiming for Sat nights at 8:30 EST.
CH is easy, since he's not a paladin. A spearazon would most likely take inner sight @10 and 2 spear skills @10 -- knowing CH I'd guess jab and fend. Assuming everyone else is a paladin, this gives us at least 6 primary auras plus potentially other secondary auras.
We could potentially split the builds up by having a couple pallys focusing on defense and the rest focusing on offense, for example:
Offense
- Fanaticism (poss. w/ Sacrifice & Redemption, zeal @ 1+ as backup)
- Conviction (poss. w/ Vengeance & a synergy, or 2 Vengeance synergies)
- Might (poss. w/ Charge, Vigor, zeal @ 1+ as backup)
- Concentration / Blessed Aim (probably zealot, utility infielder. )
Defense
- Angel (Salvation, Vengeance, poss. w/ Prayer using insight staff/pole for a small Medic component? )
- Holy Freeze (mainly for slow, responsible for backup resist auras to stack with salv, probably a zealot. Sacrifice synergy instead of resist cold?)
Thoughts? None of these are set in stone, so feel free to alter to taste, or make something completely different up. I'd be ok with any, depending on what others like.
You were right in your speculation - I have no preferences.
I do see a problem for me to participate if the games are to be on Saturdays. All too soon (or not soon enough, depending on how you look at it *gazes out the window at the snow falling*) cottage season will be upon me again, and I will be away on all weekends.
Assuming that we can work out a different schedule that fits the rest of the team, I will cheerfully fill in whatever aura slots are still needed.
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Saturdays a 7:30PM local is a possibility. If that pans out, Concentration is my first choice.
Anyone can put a single point in Salvation for defense.
I note that Sanctuary is conspicuous by its absence. Suggest some thought on that score. Sanct is a handy tool versus OK's and for breaking up stacked spectre Packs.
When both Conviction and Fanat are active, BA is almost irrelevant.
If someone has their heart set on Concentration, I will step aside and pick up what's left. What I won't do is play the Assassin alternate, I am about Assassin'ed out.
Occhi
"Think globally, drink locally."
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When we first tried the Seven Samurai team, my character assignment was Kyuzo, the wicked-fast swordsman - aura was to be Holy Freeze, with Zeal as the main attack. I think I'd like to try him again, unless someone has a burning desire for that aura. As a secondary option, I'd go with Conviction, or whatever. What can I say? I'm easy...
Weekends are still best for me, at least until the Rogue Revival concludes.
Cheers,
Hawkmoon
March 24th, 2005, 07:26
(This post was last modified: March 24th, 2005, 07:49 by Zed-F.)
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I understand Sanctuary is buggy and doesn't give AR/damage bonus. As such, 1 point is probably sufficient. As far as anyone putting a point in salv goes, I'd want some coordination as to who takes care of resist auras so we don't start losing our main damage auras anytime a situation requiring resists crops up.
EDIT: Shadow, regarding weekends, it shouldn't be too much problem for you to catch up, as we'll probably be somewhere in early nightmare by the time you get back from cottage weekending. Getting this group together on weeknights has historically been problematic.
March 24th, 2005, 23:57
(This post was last modified: March 25th, 2005, 00:08 by Occhidiangela.)
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No Damage Bonus? Really? Hmm, I had not noticed, but it has been almost a year since I had a Paladin with a bunch of points in Sanctuary.
Occhi
EDIT: EEEP! How soon we forget! I was even in the thread.
http://www.lurkerlounge.com/forums/index...=Sanctuary
Oh well, never mind.
"Think globally, drink locally."
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Zed-F Wrote:As far as anyone putting a point in salv goes, I'd want some coordination as to who takes care of resist auras so we don't start losing our main damage auras anytime a situation requiring resists crops up.
Did you intend to go with the Aura pairings from the original rules, or does that violate the spirit of "rules light." Quick rehash of the original set of aura pairings, open to adjustment in light of your "KISS" theme. (Gems included in case anyone wants to make an optional fashion statement. :hippie: ) A remixing and rematching necessary if fewer than 7 are able to make the events in any case.
1. Kembai Shimada
Gem/Color: Diamond/White
Primary Aura: Concentration
Defensive aura: Salvation
2. Kikuchiyo: (Toshiro Mifune)
Gem/Color: Ruby/Red (He's a rube from off the farm)
Primary Aura: Fanatacism
Defensive aura: Resist Fire
3. Shichiroji:
Gem/Color: Sapphire/Blue
Primary Aura: Defiance (MIght be an idea to put Blessed Aim here . . .)
Defensive aura: Resist Cold
Weapon Slot II: Spear
4. Katsushiro: "The Kid"
Gem/Color: Emerald/Green
Primary Aura: Conviction
Defensive aura: Resist Fire
5. Heihachi:
Gem/Color : Skulls/Black
Primary Aura: Might
Defensive aura: Resist Cold
6. Kyuzo:
Gem/Color: Amethysts/Purple
Primary Aura: Holy Freeze
Defensive aura: Resist Lightning
7. Gorobei:
Gem/Color: Topaz/Gold
Primary Aura: Holy Shock
Defensive aura: Resist Lightning
Optional Samurai Team Replacements: non-Paladins.
1. Amazon Option (GoroBabe) (Dedicated to Celtic Hound.).
Topaz/Gold
Aura: Inner Sight
Defensive Aura: Slow Missile
2. Assassin: (HaiKarate)
Skulls/Black
Offensive Aura: Cloak of Shadows, Burst of Speed
Defensive Aura: Cloak of Shadows, Fade,
3. Barbarian (KwalKekkio) Bash and Stun required (????)
Red/Ruby
Offensive Aura: Battle Command (BO a bit cheesy, methinks, for your aim on this team.)
Defensive Aura: Shout
"Think globally, drink locally."
March 25th, 2005, 00:45
(This post was last modified: March 25th, 2005, 00:48 by Zed-F.)
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I hadn't wanted to stipulate those particular aura setups. They don't work so well with 1.10 synergies in any case given the skills allocation restrictions I had proposed. I wanted people to come up with their own thoughts, though I did throw out a few sample ideas based on (a) the 1.10 synergy relationships, and (b) the idea that we want to divide the group responsibilities between offense and defense, so our offensive team doesn't feel obligated to switch away from their damage-enhancing auras as soon as a defensive (e.g. resist/curse) problem crops up.
EDIT: Re Sanctuary, I wonder whether in order for everyone to benefit from the undead-nerfing abilities it provides, we could get away with just one person applying Sanctuary while everyone else continues with their regular aura? If so, that might be a good thought for the defensive team or for a utility-type character.
March 25th, 2005, 01:54
(This post was last modified: March 25th, 2005, 01:58 by Occhidiangela.)
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Zed-F Wrote:I hadn't wanted to stipulate those particular aura setups. I wanted people to come up with their own thoughts, though I did throw out a few sample ideas based on (a) the 1.10 synergy relationships, and (b) the idea that we want to divide the group responsibilities between offense and defense
1. Those were tossed in as a point of departure, not as a suggestion for how to do it rules light. I am aware of synergy not having been part of the original mix, and a number of suggestions tossed in as to better or different combinations. Final team size will drive, IMO, the offense defense synergy mix.
2. With Sanctuary buggered, anyone could have a point in it and whoever's other auras were not needed at a particular moment could pop it on to break up spectre packs, become the lead dude to whack away on PI undead. The 2003 thread I linked to reminds me that Sanctuary may indeed be, like Salvation, a one point wonder. The original also had everyone witha point in Sanctuary, but that was in the spririt of keeping clean via the Japanese hot bath thing.
Occhi
"Think globally, drink locally."
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Sign me up. The weekend timing should work out for me. My first preference is to build a might-sporting charger, with a nasty two-handed maul, polearm or axe to be used on bosses only
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