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Technique Class FAQ
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Technique Class FAQ
Here is an overview over the moves all techs should consider obtaining. You probably know how it works - you need to have two skills that added together amounts to a fixed sum. As long as they together reach that sum, they can be distributed however you want.
Ankle Lock (sub) (Grounded choice - almost all techs use this as a trademark):
Ruthless Grasp + Mastery = 80
Vertabreaker (DD) (Bent down option 1):
Block + Mastery = 75
Twist of Fate (DD) (Bent down option 2):
Ruthless Grasp + Escape Artist = 71
Multiple German Suplex (DD) (Groggy option 1):
Power Grappling + Mastery = 78
Full Nelson (Sub) (Groggy option 2):
Escape Artist + Mastery = 72
With these as trademarks, you'll be a lot stronger as long as you do not switch trademark moves before obtaining these "final" ones that you will want to keep forever
1. Don't have a pinning finisher. Techs aren't any good at it, so why bother? Thing is, increasing the damage of a pinning finisher costs more adrenaline when you create it, so you kind of lose out on damage potential. In my mind, two finishers are the best, and you can choose whether to have them DD or Submission - I have two sub finishers now, but had a good DD for a long, long time. Meat Hook looks good to me. If you find it missing a lot, you might want some attack bonus on it, though, but if you usually hit, never mind it. Your adrenaline gain looks good. From my calculations, you could have a finisher with an adrenaline cost of 600-700 with 30 adrenaline gain, so if you were to remake a finisher, you could probably let it cost a bit more. If you have finishers that do not trigger often, I find that deleting them can be good so that you secure all finisher executions to your main finishers.
2. You definitely need more block and more stamina. Dodge does not do it quite as well for us techs - apparently the skills of your class are more efficient for you than other skills, so Block will always be better for a tech. Invest in Lightness instead of Dodge, and some more Head Start is good too because then you can stop people from getting to attack you after having escaped a sub hold. If they are quicker than you, I think they have a better chance of starting an attack of their own instead. Spend your XP on Increased Resistance (Stamina). Techs burn a lot of stamina on their sub holds.
3. Most TWG players tend to go with an Attack Bonus of twenty-something. You might want to increase it slightly when you're able to.
4. You need stamina for your offense too - if you run out of stamina, you run of our offense as well. Especially techs - each sub move we do drain something like 2x the stamina a DD move does, so we empty out reserves quickly.
Ankle Lock (sub) (Grounded choice - almost all techs use this as a trademark):
Ruthless Grasp + Mastery = 80
Vertabreaker (DD) (Bent down option 1):
Block + Mastery = 75
Twist of Fate (DD) (Bent down option 2):
Ruthless Grasp + Escape Artist = 71
Multiple German Suplex (DD) (Groggy option 1):
Power Grappling + Mastery = 78
Full Nelson (Sub) (Groggy option 2):
Escape Artist + Mastery = 72
With these as trademarks, you'll be a lot stronger as long as you do not switch trademark moves before obtaining these "final" ones that you will want to keep forever
1. Don't have a pinning finisher. Techs aren't any good at it, so why bother? Thing is, increasing the damage of a pinning finisher costs more adrenaline when you create it, so you kind of lose out on damage potential. In my mind, two finishers are the best, and you can choose whether to have them DD or Submission - I have two sub finishers now, but had a good DD for a long, long time. Meat Hook looks good to me. If you find it missing a lot, you might want some attack bonus on it, though, but if you usually hit, never mind it. Your adrenaline gain looks good. From my calculations, you could have a finisher with an adrenaline cost of 600-700 with 30 adrenaline gain, so if you were to remake a finisher, you could probably let it cost a bit more. If you have finishers that do not trigger often, I find that deleting them can be good so that you secure all finisher executions to your main finishers.
2. You definitely need more block and more stamina. Dodge does not do it quite as well for us techs - apparently the skills of your class are more efficient for you than other skills, so Block will always be better for a tech. Invest in Lightness instead of Dodge, and some more Head Start is good too because then you can stop people from getting to attack you after having escaped a sub hold. If they are quicker than you, I think they have a better chance of starting an attack of their own instead. Spend your XP on Increased Resistance (Stamina). Techs burn a lot of stamina on their sub holds.
3. Most TWG players tend to go with an Attack Bonus of twenty-something. You might want to increase it slightly when you're able to.
4. You need stamina for your offense too - if you run out of stamina, you run of our offense as well. Especially techs - each sub move we do drain something like 2x the stamina a DD move does, so we empty out reserves quickly.
The_Mad_Redneck- Posts : 57
Join date : 2009-05-17
Age : 57
Location : Cumberland, MD
The Grounded Trademark
Something I've found really useful is that when you change trademarks, delete your grounded one and whatever one you wanted to change and switch their executions. You're grounded trademark levels up the fastest (Especially if your a tech.) so it's nice to lvl it out every once in awhile... + your new trademark will have a bunch of extra levels and the grounded one will catch right back up... seen it over and over again.
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