First of all, let me state that I do
not believe in the Unarmed Tank without serious backing by Exotic/Supernatural traits or a ridiculous CP level.
Quote:
Originally Posted by DouglasCole
I don't think Arm Lock is necessary in this case. As you mention in another post, you have to parry, then apply a lock. You may only apply the lock on your next turn -- and I believe it was recently stated that really does mean next TURN, not next attack.
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Oh, I do think that Arm Lock is an eccentric choice unless the combo is maxed out. Maybe even if it is.
But I don't think there is a meaningful difference between next turn and next attack for a tank, because the tank will always be parrying on somebody else's turn. Sure, if the tank steps into a Wait, and then parries an attack, s/he can't Arm Lock.
Quote:
Originally Posted by DouglasCole
However, for the Tank-type, I'd recommend Technique Mastery (Judo Throw) as the most important go-to, and possibly Technique Master (Sweep).
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Is it a mystery why a Kick and a Judo Throw are not considered core uses, but a Punch and a Grapple are. Okay, adding TM(JT), as it is a dream come true.
Quote:
Originally Posted by DouglasCole
If you go offensive, you'll need to Rapid Strike or have Extra Attack (recommended!) so you can grapple and lock in one turn, then throw on the next. Still, that Contest is of DX, ST, best grappling skill, or Breakfall (but if so, he still goes down, which is non-trivial). The Contest that can be resisted by ST is a big deal, I suspect, in DF and games where very strong creatures abound.
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Seems like another good Combination: grapple-lock-throw (is it in some of the recent MA PDFs, or am I misremembering?).