View Full Version : Multi-slayer
Ceipe
04-19-2004, 11:17 PM
Ok here's my deck, I hope you like it, of course it's open to change, I want it rated and fixed please.
Kranz
Items (13):
Mech x 3
L&K14 Combat x 1 (the almost standard, lol http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_razz.gif)
Rifle x 3
Visk 235W x 1
Mag x 3
Soul Barrier x 2
Action Cards (15):
GN Guard x 2
Punch Guard x 2
Guard x 3
Reduction x 3
Slip Boost x 3
Heavy Blow x 2
Assist Cards (2):
Dice+1 x 2
Strategy:
It coisists of attacking more than once in 1 turn, that's the reason for low costing, low HP weps and Soul Barrier, as that would protect my cards. Yes, maybe Shots arent that powerfull, but I could hit up to 4 enemies, specially Arkz characters that hide behind their creatures or that have creatures on their side.
There it is, hope u like it
<font size=-1>[ This Message was edited by: Ceipe on 2004-04-19 21:18 ]</font>
<font size=-1>[ This Message was edited by: Ceipe on 2004-04-20 06:38 ]</font>
<font size=-1>[ This Message was edited by: Ceipe on 2004-04-20 12:42 ]</font>
Ezellaur
04-20-2004, 12:57 AM
On 2004-04-19 21:17, Ceipe wrote:
Ok here's my deck, I hope you like it, of course it's open to change, I want it rated and fixed please.
Items (13):
Mech x 3
L&K14 Combat x 1 (the almost standard, lol http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_razz.gif)
Shot x 3
Mag x 3
Soul Barrier x 3
Action Cards (15):
NA Guard x 1
AB Guard x 1
MC Guard x 1
DF Guard x 1
Protect x 3
Reduction x 3
Slash x 3
Bind x 2
Assist Cards (2):
Dice +1 x 2
There it is, hope u like it
First of all, I feel your attribute guards are NOT necessary. I normally try to avoid putting something in my deck that is not going to help me ALL the time. What happens when you face a Heroside opponent? Those attribute guards are no use in that battle. There goes 4 slots in your deck that could've gone to other cards that could've been more useful (Like Guard, or Wall, or GN Guard). Also unless, you plan to play this deck mainly in team situations, you might want to trade some of those Protections for other self-help defense cards. I highly recommend at least 1 TP Defense and 1 Decline. They can come in handy in many situations.
Now I personally don't like shots because they are somewhat weak. However, if you play Kranz and use action cards, it could be very strong against Arkz. I would put in either other weapons or other attack action cards. Also, I would get rid of the 2 Binds. There is little use for it unless you have a weapon that has Bind Kill.
There are some other things that I would change in the deck, but it is probably based more on personal perference (And I don't know your intended strategy with this deck), so I'll leave my comments at those two.
Sharkyland
04-20-2004, 12:59 AM
I would reccomend a 'punch guard', if someone uses 'punch' on you, a lot of your cards will disappear.
Ceipe
04-20-2004, 08:35 AM
Ok, first ok, I'm Kranz, first big mistake to forget to say that. Of course PSOW translation might be wrong, but it says this about punch Guard: Team Use, If this card is used to defend against an attack that rolls dice to determine damage, a further 3 damage is decreased. I don't understand how would that help against punch. Ne way, it was not protection, it was Guard, that was my bad, and Dice +1 will be diteched for Bullet Sotrm as soon as I get them, those 2 are temp. The beast guards can go, that was not really my idea but some sugestion I read somewhere. So now I have 4 open slots, in case the desription of Punch Guard is wrong I could use 2 of those in that and maybe the other 2 for GN Guard. Then Binds could change to 2 Heavy Blow.
So in a more visual way, changes:
NA AB MC DF --> 2 GN Guard + 2 Punch Guard
2 Bind --> 2 Heavy Blow
2 Dice +1 --> 2 Bullet Storm
I will edit my post too.
Finally, strategy; it coisists of attacking more than once in 1 turn, that's the reason for low costing, low HP weps and Soul Barrier, as that would protect my cards, this is done so that I can attack more than once in a trun, and yes maybe Shots arent that powerfull, but I could hit up to 4 enemies, specially Arkz characters that hide behind their creatures or that have creatures on their side.
Stricker
04-20-2004, 09:32 AM
why you have slashes? He have the fixed range abilty. Id use a slip boost instead. its a risk but its better than a 2
Ezellaur
04-20-2004, 12:44 PM
On 2004-04-20 06:35, Ceipe wrote:
Ok, first ok, I'm Kranz, first big mistake to forget to say that. Of course PSOW translation might be wrong, but it says this about punch Guard: Team Use, If this card is used to defend against an attack that rolls dice to determine damage, a further 3 damage is decreased. I don't understand how would that help against punch. Ne way, it was not protection, it was Guard, that was my bad, and Dice +1 will be diteched for Bullet Sotrm as soon as I get them, those 2 are temp. The beast guards can go, that was not really my idea but some sugestion I read somewhere. So now I have 4 open slots, in case the desription of Punch Guard is wrong I could use 2 of those in that and maybe the other 2 for GN Guard. Then Binds could change to 2 Heavy Blow.
So in a more visual way, changes:
NA AB MC DF --> 2 GN Guard + 2 Punch Guard
2 Bind --> 2 Heavy Blow
2 Dice +1 --> 2 Bullet Storm
I will edit my post too.
Finally, strategy; it coisists of attacking more than once in 1 turn, that's the reason for low costing, low HP weps and Soul Barrier, as that would protect my cards, this is done so that I can attack more than once in a trun, and yes maybe Shots arent that powerful, but I could hit up to 4 enemies, specially Arkz characters that hide behind their creatures or that have creatures on their side.
When you take out those two Dice+1's, you may find that the number of times you roll a 4 for defense(Needed to use GN Guard) will decrease dramatically. I suggest if you are going to keep the 2 GN Guards, keep the Dice+1's and forget the Bullet Storms. Although they can be useful, if you ever meet another ranger, the affect is pretty much negated.
What does Heavy Blow do again?
Ceipe
04-20-2004, 01:23 PM
A 2? Slash does +3 so most of the time it wpuld be better, I choose it so that I have more AP. Now I've heard that Kranz is better up with rifles, do u consider this the case?
Ceipe
04-20-2004, 01:24 PM
Heavy blow leaves the enemy with 0 AP for 2 turns I beleive.
Arislan
04-20-2004, 01:30 PM
Actually, it's -3 AP for 2 turns, not 0 AP. Every AP silence and TP silence card is incorrect.
Punch Guard does what it says on the card in English, it's not incorrect.
BladeofDarkness
04-20-2004, 01:52 PM
On 2004-04-20 11:23, Ceipe wrote:
A 2? Slash does +3 so most of the time it wpuld be better, I choose it so that I have more AP. Now I've heard that Kranz is better up with rifles, do u consider this the case?
Umm, you might wanna take another look slash is only +2
http://www.pso-world.com/items.php?op=viewarticle&artid=1426&version=v4&sortby=card_number
dark-kill
04-20-2004, 02:25 PM
in a way you posted this 2 times lol add a dice fever and 2 rich so when you put the dice fever on you can put a good wep on then your chances on getin rich is high then put that on dice fever then the rest is up to you
Ceipe
04-20-2004, 02:40 PM
Ok, so I ditch Slash with Dice + 1 for Slip Boost. Now as for shots I think they are out of the picture, my new deck it out, lol. Still, I need to know how would Punch Guard help me.
<font size=-1>[ This Message was edited by: Ceipe on 2004-04-20 12:43 ]</font>
Arislan
04-20-2004, 02:46 PM
Your deck relies on a lot of low cost items, so you're likely to be rampaged. Punch Guard will take 2 damage off one item, then lower the AP of the overall attack by 3.
Mixfortune
04-20-2004, 05:47 PM
Considering this is a multi-slayer themed deck, you may want some sort of shot type in there, considering you are using Kranz, who has fixed range.
Of course, something like a Yasminkov 9000M would work well, since it hits multiple targets like other mechguns but hits three spaces instead of 2, and has all weapons half-guard (and weapon tech halfguard). Of course, that may not fit well with your low point theme.
This leads me to a question. If one were to use, say... a rifle with stab and fixed range, would it hit multiple targets the entire length of the rifle range? If so, that could be worth considering.
You may want to consider including HP attacks for fixed shots with multi-target, especially on some of the lower AP shots, and Kranz's natural 2 AP. They cost 2 ATK as well, so experiment with them if you have them, and see if you prefer those to the Spirit Boosts. A combination of HP attacks and Spirit Boosts (not combo wise, but deck wise) could also be viable (2x Spirit, 1x HP attack, or something similar). Considering that you are using low cost weapons, they are either destroyed or full health, for the most part. Naturally, HP attacks ar ebest suited for slightly higher HP weapons.
Kanore
04-20-2004, 06:47 PM
Try to make your Assists 1 Dice+1 and 1 Bullet Storm.
It helps for both my Stella and Kranz decks; even though the Bullet Storm may help another Ranger.
You're gonna need some more Attack AC's there, buddy.
Try to get a Heavy Attack or rent Sonic Heroes to get Beat for a +5 attack AC, and then focus on using Slashes, since Chaotic Attack, Stab, and all the +2s will do the same exact thing due to Fixed Range (which is the joy of Stella and Kranz).
Mixfortune
04-20-2004, 06:55 PM
Stab might not quite do the same thing if the multi-target carries over to the fixed range. In that case, stab would be the best of those. But, naturally, there are better cards that cost the same, use the same combo bars, and deal more damage (normally to a single square, but with fixed range...)
Ceipe
04-24-2004, 03:33 PM
Ok, thanx every1 for the adivde, I've taken a new course and cganged to more powerfull (costy weps) this methd works best for Arkz really. Now I have a mayor problem, FO, my deck has a serious weakness to TP attacks, TP Guard is an option, and that's why Soul Barrier is in there. But what are your recomendations for countering this Tech weakness?
Nambrosia
04-24-2004, 06:13 PM
Stab, chaotic attack, slash, they're all the same in Fixed Range, cause the Sing/Mult attack pattern is fixed too.
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