Recommendation for a Tomb Guardian's second skill
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Recommendation for a Tomb Guardian's second skill
I'm running a very cookie cutter Khemri team in a league. Everyone except for one skeleton and 2 Thro-Ras has Guard already.
I finally got a TG to get a 2nd skill [Guard was 1st], rolled a 6+2, and I was wondering what people would recommend as the skill choice.
NOTE: I saw a thread for LRB6 that recommended Break Tackle on a non-doubles roll.
I can see how BT would be helpful but I don't know if that's the best skill. I tend to cage a lot [duh] so I would often have the modified STR to make MultiBlock work. Mighty Blow also seems like a good skill to look at ...
Any advice??
I finally got a TG to get a 2nd skill [Guard was 1st], rolled a 6+2, and I was wondering what people would recommend as the skill choice.
NOTE: I saw a thread for LRB6 that recommended Break Tackle on a non-doubles roll.
I can see how BT would be helpful but I don't know if that's the best skill. I tend to cage a lot [duh] so I would often have the modified STR to make MultiBlock work. Mighty Blow also seems like a good skill to look at ...
Any advice??
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The key to me is the word "finally." Get Mighty Blow.
I recommend 2 Mighty Blow and 2 Guard Khmeri with the first skill ups, followed by Break Tackle (doubles=block.) Piling On doesn't do it for me, you have Dirty Player skeletons to take care of that once they are down!
By the way, how did you get guard on the whole team except for one skeleton? You must have rolled a ton of doubles.
I recommend 2 Mighty Blow and 2 Guard Khmeri with the first skill ups, followed by Break Tackle (doubles=block.) Piling On doesn't do it for me, you have Dirty Player skeletons to take care of that once they are down!
By the way, how did you get guard on the whole team except for one skeleton? You must have rolled a ton of doubles.
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He's running a short bench maybe?Jural wrote:By the way, how did you get guard on the whole team except for one skeleton? You must have rolled a ton of doubles.
4 guardians, 2 blitz-ras, 2 throw-ras and his 1 skeleton give him the entire lineup.

But yea....that sounds like some amazing rolling (though if I rolled a pile of doubles on khemri, I'd take some diving tackle to get more blocks in).
But yea....mighty blow is the best choice by far. You need to cause damage, and you'll skill up faster.
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Break Tackle, Ag 5 cage breaker!
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I think that I'll take your advice and load up on some MB [at least where it makes sense] ....Jural wrote:The key to me is the word "finally." Get Mighty Blow.
I recommend 2 Mighty Blow and 2 Guard Khmeri with the first skill ups, followed by Break Tackle (doubles=block.) Piling On doesn't do it for me, you have Dirty Player skeletons to take care of that once they are down!
By the way, how did you get guard on the whole team except for one skeleton? You must have rolled a ton of doubles.
FYI: I have Guard on everyone but 1 skelly and 2 Thro-Ras. My entire team rolled boring things except for a TG with an 11 [took a normal instead of +AG] and 2 skellys rolled doubles. Everything else was boring rolls [no doubles, no stat increases, etc.]
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Here is my (COMPLETELY UNTESTED) plan of Advance for my 4 TG's. This assumes no doubles rolled, and the order is the order they advance:
1) Mighty Blow, then Break Tackle
2) Guard, then Mighty Blow
3) Mighty Blow, then Break Tackle
4) Guard, then Stand Firm
It's completely untested though, so don't hold me to it
1) Mighty Blow, then Break Tackle
2) Guard, then Mighty Blow
3) Mighty Blow, then Break Tackle
4) Guard, then Stand Firm
It's completely untested though, so don't hold me to it

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Another recommendation for Mighty Blow. Get MB on each TG as soon as possible and then you'll start to enjoy an ole' fashion bashfest.
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