Tech Wrestlers

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Tech Wrestlers

Post by Queketh on Mon Mar 02, 2009 12:09 am

Intro

Here I will talk about the tech class, their pros and cons and how to build some more or less good Tech Wrestler.
This will not be the ultimate guide of TWG-Pwnage with the Tech Class. It will be more some suggestion and how to build your tech. Since every choice has it's back draw somehow you need to choose what you want.

What is a Tech?

The Tech is a fighter with a high defense. He stays very long on offense, while applying various holds and suplexes to his opponent. He can lock in deadly submissions to wear his opponent down. While his moves mostly don't hit that hard, they still do some damage and he can do a lot of moves. The Tech is not a good Tank class like Resist or Balanced, but they got some way to last long against their opponents, simply by avoiding being hit.

Stat points distribution

Like I said before there is no right or wrong way. So this makes things hard. It depends somehow on which combination you put your stat points.
So before I suggest the real distribution. I want to give you some Ideas of the Templates...

The All rounder

Yeah...this is a fairly balanced Build, where you got no extremes, but also no major drawbacks. You go for Block, Stamina, high Subskills and some normal things like DDI/etc. You don't hang to much on one side.

The Iron man
(Resis)

In this build you focus on your defense powers. You cannot kill you opponent with one hit, but you will do plenty of hits. Here you go for a (very) high Block, maxed Stamina reducer, high Frenzied Urge and Initiative, your Resist stat should be the 2nd highest with a high stamina, high Damage reducer and some hit points. The drawback is simply, you don't do that much damage, but you last very long.


The dodging Submissionist (Speed)

In this build you don't spend any points in block, since you go for the dodge in speed. You spend your tech points in ruthless grasp and power grappling, while giving yourself some stamina and damage reducer... This is a real advance and whacky build, since you loose your stamina reducer.

The Suplex Machine
(Strength)

Here you max your block again and you aren't that keen on submissions, maybe you want to put some points in feint and Pacification. You go for a high Attack bonus and a high DDI....while working together with Stamina reducer and frenzied urge. You also need some stamina for that build.




Ok, coming now to the Statpoints






Technique


Mastery: +++
Should simply be you main Skill....It unlocks your main moves so you will need it.

Block: ++
Your defense skill. You simply avoid your opponent's moves. Very recommended, since you simply don't have the Hit points to tank a lot of moves.

Ruthless Grasp: +/++
Increases your Submission Bonus, what your submission Bonus really does....nobody knows really. It is rumored, that the Submission Bonus is the Skill, which determines the length of your submission hold and how easy it is to break (almost really confirmed) on the other hand submission Bonus has something to do with your submission damage, but it is unknown how much. Anyways, if you go for submission a must have.

Power Grappling: +/++
This Skill determines how hard your sub holds are, nobody really knows how the submission damage is calculated, so simply but points in it and be happy.

Feint: -
If you put a lot points in pacification you may also want to raise Feint, so you simply fight back more often, else it is more or less useless

Escape Artist:
-
Another unsure skill...You need to break some submissions, but I really don't have any clue how much it is used. My submissions get broken by wrestlers with 3 escape on the other hand i tap out to a hold from a strength with 4 submission bonus, while having myself 10 escape. So the whole thing is somewhat random. All in All invest some points but not too much maybe about 2-3 Points for every 10 Points in your Mastery.



Resistance

Tireless:
++
Stamina!!!!!!!! You need it, need it!!!!...
did I mention you need it?
Maybe you want to max this skill, if not hold it on a high level


Toughness:
+/++
This Skill gives you 1% Damage Reducer. Since you are unable to avoid all moves you want to have this skill. Especially a killer Trademark is something you can nullify with some decent DR...so some points are advisable

Thick Skin:
+/++
If you want to become a GM/VGM you need this... really.......
no I am just kidding...
This Skill gives you HP, you will need some, maybe more if you got less block.


Willpower: ---
Absolutely useless

Pacification: -/+
uhm...Sounds fun, but it is hard to get some points for this skill, so invest some points here and there and aim for the 5, then the 10, etc.




Speed


Lightness:
+++
This is your stamina reducer, you should really max it out.

Improved Reflexes:
-/+
unless you want to go for Dodge (if you don't want to go for block) don't touch it, so only for dodgers.

Head Start:
-/+
I am quite unsure, what this skill does. It is said you will need to start your fights after an interruption, to perform taunts or interrupt taunts. But all in all...you can feel a change in this skill
over a long time (i will tell you more later)


Frenzied Urge:
+/++
Yeah this a lovely skill, so go for it, but do it in 5 steps. since you need 5 points for a 'free' attack. I Normally having it around lvl 10-15 would be a good start

Elasticity: ---
Don't touch it




Strength

Rage:
+/++
This is a important skill to a certain level. You need it someway...to hit your finisher. The ultimate Ratio is Adrenalin required 20 (= AG). Atleast for starters, so aim go get 20 AG, and then move on to building up the rest of STR stats.

Unstoppable Blow:
+/++
At the beginning, this skill doesn't seem important. Later you will need it desperately. You moves will get blocked, also your finishers, if you don't have enough points in this skill. So keep it up, but not too much.

Might:
+/++
You have two options here: don't touch this skill or go for it. I recommend the 2nd. It simply adds that little something to your moves, espacially while fighting Balanced/Resis. Keep it high, but you need the points somewhere too.

Stiff Blow:
---
Don't Touch it.

Berserker:
-/+
Sounds nice, but I think you can't afford it. However it does prove somewhat "usefull" later on.




Side notes:

Remember when building your character, it's often wise to go after certain moves. Like the ankle lock. To get it it requires 80 total skill points between Mastery and Power grappling.


Last edited by Queketh on Tue Mar 03, 2009 6:05 pm; edited 3 times in total

Queketh
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Re: Tech Wrestlers

Post by Queketh on Mon Mar 02, 2009 1:31 am

For some annoying reason, all the posts here just got deleted :/ So sorry for everyone who posted. (Sorry max :'( You will get a raise as an apology!)

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Re: Tech Wrestlers

Post by TheAmericanSamurai on Mon Mar 02, 2009 1:34 am

Queketh wrote:(Sorry max :'( You will get a raise as an apology!)
It's fine Q, no raise necessary (assuming an ounce of serious truth lol). If I get the motivation to do it again I'll shoot it up, but I'll more-less probably be too lazy to do it again :/

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Re: Tech Wrestlers

Post by TheAmericanSamurai on Mon Mar 02, 2009 2:22 am

Alright, my lack of anything to do tonight (and the soul-crushing boredom :/) has given me the motivation to do something like the version I posted before. It's not 100% the same, probably not as good :/, as the original but it works.

Strength:
--Might: As you may have noticed, submission moves deal god awfully low damage. And, since submission moves make up about half our arsenal, it's a good idea to make them count for something. And besides, 'who couldn't use some more damage?' -Father Lance Goodison
--Rage: Like Q said, put points into it to get a decent/good finisher then stop. However, 20* isn't the best ratio. Google 'twg finisher cost wiki', you'll find the list of the proper 'ideal' costs per level.
--Unstoppable Blow: I see attack bonus as one of the more important things (not one of THE most important mind you) in a tech's build. In general our moves don't have as high base bonus as other class' moves, so we especially could use the boost.
--Stiff Blow: Don't put points into it. The base bleed % of the moves is fine for how often bleeding is important.
--Berserker: I don't really get much out of this one. But from what I understand about it, I'd say focus more on your defense stat because if they can't hit you, you really don't need to 'keep your attack string'.

Speed:
--Improved Reflexes: Ignore it if you picked block as your defense stat. ONLY USE ONE, NEVER BOTH. (That goes for all classes)
--Head Start: Acting first really doesn't make much difference, especially if his first move is blocked. What I do like is the taunt interruption part of the skill. So I say put some points into it just for that.
--Lightness: KEEP IT MAXED. We techs burn through stamina like a dry forest in a fire, so the reduction helps majorly.
--Elasticity: Leave it alone, dealing a huge damage amount is way better than having a high pin bonus.
--Frenzied Urge: I say keep your defense stat high instead of wasting points with this. If you keep countering your opponent, you really don't need to have a long attack string.

Technique:
--Block: Definitely keep it high. Not being hit is great, simple as that.
--Power Grappling: Pumping up your sub bonus is great, a higher bonus means earlier tapouts as well as higher hold damage categories (weak->ruthless->excruciating->agonizing->ripping->destructive).
--Ruthless Grasp: Submission damage increaser is another important thing for us techs. First, it causes more damage to stamina with every point (our only real offense against resistance). The lower someone's stamina, the less of their other stats (attack bonus, submission bonus, escape artist, damage reducer, etc) work for them. Second, it unlocks some of our better suplexes which is always good.
--Escape Artist: Now I like escape artist. Breaking out of holds early in the match and saving your stamina for later on in the match.
--Feint: Opposes berserker. Another stat I say 'if you have a high defense stat, blah blah blah' to. Put some points in to open up some of the better, powerful suplexes we can get with it.
--Mastery: ALWAYS HAVE IT MAXED. That's all I'm going to say.

Resistance:
--Tireless: Stamina boost, tiny but still something. Keep it at the highest level in your RES skills.
--Toughness: For some reason, we techs get abused by the other classes (balance and strength most often in my case) more than the others (probably our huge use of stamina). So getting a high DR keeps the match going longer and longer, something that we use ourselves to get the win.
--Thick Skin: More health is good for the same reason a high DR is, the longer the match goes the more chance we have to win..... provided our stamina reserves have something in them.
--Willpower: Short and sweet: Don't waste points.
--Pacification: The final stat I'll say 'have a high enough yada yada yada' to. If they can't ever get a hit in, your attack string doesn't have to end.

Feel free to tell me my advice is good or if it sucks and I should quit TWG for failing so bad at my hints. I welcome critiques.

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Re: Tech Wrestlers

Post by Queketh on Tue Mar 03, 2009 6:22 pm

Now here is my personal build, but just so you know. I will mostly likely do a reset within the nearest future. Not completely happy with my current build.


-------------------------------
Might - Level 32
Rage - Level 27
Unstoppable Blow - Level 24
Stiff Blow - Level 0
Berserker - Level 15

Improved Reflexes - Level 0
Head Start - Level 19
Lightness - Level 30
Elasticity - Level 0
Frenzied Urge - Level 15

Block - Level 43
Power Grappling - Level 41
Ruthless Grasp - Level 40
Escape Artist - Level 12
Feint - Level 14
Mastery - Level 61

Tireless - Level 27
Toughness - Level 23
Thick Skin - Level 27
Willpower - Level 0
Pacification - Level 11
-----------------------------



Increased Block: 7. Beginner

Increased Resistance: 8. Aspirant

Damage Resistance: 8. Aspirant

Power Body: 3. Baby

Power Blow: 8. Aspirant

Increased Submission: 2. Awkward

Inner Rage: 3. Baby

Direct Damage Increaser:
104%
Submission Damage Increaser:
102%
Damage Reducer:
95%

Stamina Reducer: 30%


Attack Bonus:
24

Initiative bonus:
19

Submission Bonus:
107
Adrenaline Gain:
40

Bleeding Bonus: 0
Pinning Bonus:
0



Block:
99
Dodge:
0
Escape Submissions:
12%

Pin Opposition:
0

Health Points:
1.150

Stamina: 722,56
Exp Points: 3.608
Allowed Attacks: 8 (bonus 30%)
Attacks Denied: 2 (bonus 28%)

------------------------------------
Finishers:

Silent Cutter (level 19)
Points: 1438,08
- Winning: 28%
Damage: 539,46 - 863,16 Attack Bonus: 17
Bleeding % chance: 1
Required Adrenaline: 1085
Required Wrestler Status: Always
Required Position: Stunned


Kill (level 29)
Points: 1797,48
- Winning: 12%
Damage: 0 - 1304,45 Attack Bonus: 17
Bleeding % chance: 1
Required Adrenaline: 55
Required Wrestler Status: Always
Required Position: Both wrestlers are running


Execution (level 21)
Points: 1475,04
- Winning: 28%
Damage: 5 - 10 Attack Bonus: 20
Submission Bonus: 427,83
Required Adrenaline: 1090
Required Wrestler Status: Yellow (40%)
Required Position: Groggy

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Re: Tech Wrestlers

Post by Queketh on Fri Oct 09, 2009 9:24 pm

Updated

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