Combat/SolarCombos

From Exalted - Unofficial Wiki
Revision as of 01:29, 27 August 2004 by Darloth (talk) (fixed old error)
Jump to: navigation, search

Martial Arts

Penetrating a huge soak .. very expensive on willpower (10 XP)

5 Armor Penetrating Fang Strike (5 motes + 1 willpower)
Ignore target's armour soak - Supplemental, Instant
5 Essence Venom Strike (10 motes + 1 willpower + 1 health level)
Add Essence to damage, and it's Aggravated - Simple, Instant

You could also toss in 5 Uncoiling Serpent Prana (3 motes) - Supplemental, Instant to make it a ranged armor-penetrating aggravated-damage-dealing attack. (15 XP)

Melee

Leaving room to defend while attacking for huge damage (5 XP)

1 Excellent Strike (1 mote / 1 dice)
Adds dice to Melee pool - Supplemental, Instant
2 Hungry Tiger Technique (1 mote)
Use before attack roll. Count extra attack successes twice towards raw damage - Supplemental, Instant
2 Dipping Swallow Defence (2 motes)
Free action Parry - Reflexive, Instant

Multiple Attacks with a full pool, each doing minimum of 1 health level if they hit. Use FSS at 1 mote per attack. (10 XP)

5 Iron Whirlwind Attack (5 motes + 1 willpower)
Make (Dexterity) attacks - Extra Action, Instant
3 Fire and Stones Strike (1 mote per health level)
Use when attack. Up to motes spent in damage convert to automatic successes - Supplemental, Instant
2 Dipping Swallow Defence (2 motes)
Free action Parry - Reflexive, Instant

Furious attack, while regaining Essence and Willpower, with room to defend (13 XP)

5 Iron Whirlwind Attack (5 motes + 1 willpower)
Make (Dexterity) attacks - Extra Action, Instant
1 Excellent Strike (1 mote / 1 dice)
Adds dice to Melee pool - Supplemental, Instant
2 Hungry Tiger Technique (1 mote)
Use before attack roll. Count extra attack successes twice towards raw damage - Supplemental, Instant
2 Dipping Swallow Defence (2 motes)
Free action Parry - Reflexive, Instant
1 Essence Gathering Temper (1 mote)
Roll raw damage dice, regain 1 essence per success (max Stamina) - Reflexive, Instant
2 Willpower Enhancing Spirit (3 motes)
Roll health levels taken, regain 1 willpower per success (can't exceed permanent total) - Reflexive, Instant

To defend and counterattack in the turn you would have been surprised (14 XP)

3 Surprise Anticipation Method (1 mote)
When in danger, PC is alerted. Can't catch off guard, but not prescient - Reflexive, Instant
3 Shadow Over Water (2 motes)
Free action dodge vs attack if aware of it, before attack is rolled - Reflexive, Instant
4 Heavenly Guardian Defence (3 motes + 1 willpower)
Block any attack you are aware of, even an unblockable one - Reflexive, Instant
4 Solar Counterattack (3 motes)
When attacked hth, counterattack after roll to hit but before damage - Reflexive, Instant

To gain an edge at the start of combat (7 XP)

4 Leaping Tiger Attack (3 motes + 1 Willpower)
Allows you to move your full sprinting distance and attack in the same turn. Doubles damage after soak but before damage is rolled - Supplemental, Instant
3 Fire and Stones Strike (1 mote per health level)
Use when attacking. Up to motes spent in damage convert to automatic successes - Supplemental, Instant

This combo allows you to swoop in from long range (about 30 yards) and strike your opponent, doing at least two health levels of damage on a successful hit (because you spend two motes on Fire and Stones Strike). This should put most opponents into the -1 area on their health level track. It costs at least 2 Willpower though. The idea is to surprise your opponent by attacking when it shouldn't be possible, so I haven't included Excellent Strike or Dipping Swallow Defense or anything. You can also use this combo to strike your opponent and run, which can slow down the pursuit a lot.

Thrown

Massive attack from Ambush (10 XP)

5 Falling Icicle Strike (6 motes)
If ambush, doubles the number of successes on Damage roll - Simple, Instant
3 Cascade of Cutting Terror (5 motes)
Doubles Thrown pool, can't be dodged, doesn't count as dice added for PotSR - Supplemental, Instant
2 Precision of the Striking Raptor (1 mote/dice)
Adds dice to Thrown pool - Supplemental, Instant


Commentary

This is more of a mechanics question related to the Thrown combo. Let's say I have Dex 5 and Thrown 5. So, if CoCT doubles the Thrown pool, does this mean I can use PotSR to add 20 dice (for a total of 40) or just 10 (the original pool size; for a total of 30)? - Qaphsiel

As far as I understood it, you would use PotSR first to make your pool 20, and then use CoCT to double to 40. I could be wrong though - CorlanDashiva

Well, the number of dice added or doubled are based on your Attrbute + Ability total, not the dice you have in your pool from weapon bonuses or other charms, so you could only add about 20 dice (about 20? See below) using this combo: 10 come from doubling your Dex + Thrown pool with CoCT , 10 come from spending as much as you can on PotSR. You can scrape up a few extra dice by having good quality throwing weapons that you specialise in, as CoCT doubles specialities and weapon bonuses as well. Check the errata for clarifications on the charms involved, and limits on dice pool maxima. -- OnyxChasm


Checking the latest errata specifically mentions that CoCT doubles the -whole pool- (breaking the canon dice limits) but stacks as normal with other charms. As normal means that the effects are applied separately, not in parallel, and so you can double your Thrown+Thrown-Specialisations+Dex+Weapon-Bonus, and then add Dex+Thrown on top. It's still amazingly nice though.
- Darloth