Resist Command: How many is enough?

RiddickDale

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The topic says it all.

How many resist commands do you think someone should buy?
 
When I was playing my MWE I bought another resist command after every event that one got through. Got to 6 before I went 3 consecutive events without taking a command effect I didn't want to.
 
One more than the amount of command effects that you think the BBG may have. Or, if you're from Chicago, this is
a rhetorical question.
 
It depends on your class. As a front line fighter you should have more. I think that 3-4 is a good ammount.
 
I'm not making fun of AA or NA, but I can't help but think the answer to this is "one is too many, and a thousand is never enough."

Bill Gibbs, who plays a Biata with a redonkulous number of resist commands, informed me of his dilemma. He felt that when you are of a resist command-having-race people rather throw their sleeps at your orc buddy, or...

It's a situation in which there are so many command effects in the mix that it doesn’t seem to matter how many you have.

I have no idea if this is true (it’s probably just Bill regretting his use of build ;) ), but I can believe it has been his experience.
 
Deadlands said:
Bill Gibbs, who plays a Biata with a redonkulous number of resist commands, informed me of his dilemma. He felt that when you are of a resist command-having-race people rather throw their sleeps at your orc buddy, or...


I've seen this too, but I have found that jumping in front of your buddy works great for that or trying to tag the spell out of the air with weapons. I do the same thing for my mute character and silences. ^.^
 
RiddickDale said:
The topic says it all.

How many resist commands do you think someone should buy?

Steve,

We've discussed this, before: if you used them all up, buy another as soon as you get a chance. It's just like Toddo said.

But, I agree with Deadlands that most pointy eared people are not usually subjected to command effects because they have RESIST COMMAND as a racial skill.

And as Fynwei says, if you want to take the hit and resist the command as a way of defending your friends, then take even more. On the other hand, you can load up on AWAKENS and take care of your friends without having to stand in the way.

So, my answer is: take as many as you think you will need based on how your character acts. I know, at your level, that it takes a while to get enough build to buy another so you are trying to make the decision in advance of knowing what is likely to happen -- but knowing you (the player) and Riddick (the character) I would say 2 or 3 would be enough.
 
As with the new rules with having racial skills and player level determining mental abilities for my biata, I see Argus having a maximum of five Break Commands and five Resist Commands.

He has three of each type, so I'm well on my way to that point.

Jim
 
Deadlands said:
I'm not making fun of AA or NA, but I can't help but think the answer to this is "one is too many, and a thousand is never enough."

Bill Gibbs, who plays a Biata with a redonkulous number of resist commands, informed me of his dilemma. He felt that when you are of a resist command-having-race people rather throw their sleeps at your orc buddy, or...

It's a situation in which there are so many command effects in the mix that it doesn’t seem to matter how many you have.

I have no idea if this is true (it’s probably just Bill regretting his use of build ;) ), but I can believe it has been his experience.

I have to say Bill is kinda right. My elf has one resist command, many events I never even have to use it. given spell shields and such, and Generally when i do end up using it there was no point cause i get hit by 5 - 6 more in the next minute.. especially when carriers are involved. Thats why I generally save my resist command for moments when its absolutely necessary to use it, like Vampire charm or when you know no one is going to see you run off into the woulds after being feared.

All that aside I would love to have 4. 4 seems like a solid number.
 
Are we the only ones who have the NPCs throw stuff at races that can resist them on purpose?

Obviously there are some enemies that are smart enough to know not to do that, so it's not all the time, but mindless or low intelligence critters? They throw commands at pointy-ears and feather brows fairly regularly. Makes the player feel cool.

As a PC I only have two, but I'm also not a front-liner, so stuff in general hits me less often.
 
Enough to build the reputation that you have so many that you are uncommandable.

Depending on your level and the apl of the chapter monsters, this number is always in flux.

As a front line fighter on the higher end of the field, and with the current love affair with command effects "more rather then less" is what comes to mind.

It's all about making the bad guys think you can take more then they can dish. Actual mileage and numbers may vary.


If you want to take a beating and keep your head on, I'd guess 5ish... Won't always get used, but when the command based creatures come out you can stay up in their face longer this way. Plus soaking for others is always useful too.
 
Ezri said:
Are we the only ones who have the NPCs throw stuff at races that can resist them on purpose?

Obviously there are some enemies that are smart enough to know not to do that, so it's not all the time, but mindless or low intelligence critters? They throw commands at pointy-ears and feather brows fairly regularly. Makes the player feel cool.

As a PC I only have two, but I'm also not a front-liner, so stuff in general hits me less often.

In my experience, there aren't that many unitelligent monsters with spell columns. From memory, the only low intelligence cards capable of producing a command effect are golbin, apprentice casta and goblin, howling one, and the casta can produce a single shun spell if that's the 4th that gets taken, versus cause/cure serious and flamebolt.
 
Dan Nickname Beshers said:
Ezri said:
Are we the only ones who have the NPCs throw stuff at races that can resist them on purpose?

Obviously there are some enemies that are smart enough to know not to do that, so it's not all the time, but mindless or low intelligence critters? They throw commands at pointy-ears and feather brows fairly regularly. Makes the player feel cool.

As a PC I only have two, but I'm also not a front-liner, so stuff in general hits me less often.

In my experience, there aren't that many unitelligent monsters with spell columns. From memory, the only low intelligence cards capable of producing a command effect are golbin, apprentice casta and goblin, howling one, and the casta can produce a single shun spell if that's the 4th that gets taken, versus cause/cure serious and flamebolt.

But there are a lot of creatures that have arcane fear, which could be where Michelle was coming from. I am just guessing though.

~Joe
 
I can assure that arcane fear and arcane berserk are both present on a lot of cards. Arcane sleep is less common, but poison sleep can be found on a few plants.

-MS
 
I would go for 6+ Steve. Knowing how you like to play and where you do a lot I think you'd get a lot of use out of that many.

For a frontline fighter Arcane Fear is a b**ch and being able to just say NO is a very valuable skill. Not to mention Charm/Dominate and all those other fun things...
 
mikestrauss said:
I can assure that arcane fear and arcane berserk are both present on a lot of cards. Arcane sleep is less common, but poison sleep can be found on a few plants.

-MS

Indeed. But I was talking resists in general, not just commands. Lots of things also have poison attacks that aren't exactly geniuses. Toss em at a sarr or dwarf and let them feel cool. Or let an intelligent caster throw dragon's breaths at a barbarian - IG to piss em off, OOG to let the player feel cool when they can stick their tongues out, say resist, then beat the snot out of them.

Again, this isn't always the way we do it, because it doesn't always make sense, but it's nice to mix it in there so players don't feel like they wasted build on resists.

That being said, the number that is "enough" is a mix of RP and the way you play your character. If you are front line most of time, you'll want more. Second or third? Probably about half of the front line guys.
 
It also depends on who you play with. I know if I get berserked there is a dominate incoming to return me to normal. I still have resist command but if I played my elf solo I'd likely have more.
 
Deadlands said:
I'm not making fun of AA or NA, but I can't help but think the answer to this is "one is too many, and a thousand is never enough."

Bill Gibbs, who plays a Biata with a redonkulous number of resist commands, informed me of his dilemma. He felt that when you are of a resist command-having-race people rather throw their sleeps at your orc buddy, or...

It's a situation in which there are so many command effects in the mix that it doesn’t seem to matter how many you have.

I have no idea if this is true (it’s probably just Bill regretting his use of build ;) ), but I can believe it has been his experience.

So I'll take this chance to speek for myself :). I find with resist command, its prity much as gary has said, but I still find plenty of use for them. Its basicaly one of three senerios. Works well, npc's intensional don't bother, or BBG has so many that it won't matter. I find that 9/10 times i get to saturday logistics with either all or none of my resists left. Now I only have 6 resists (and 4 breaks) so I realy dont have THAT many, but it IS 24 build worth. As a templar its not a question of weither 6 is a lot, so much as its an issue of is there a better use of that 24 build.

Now I don't actualy regret spending 32 total build on racials, becasue it gives me access to RP everly level of Biata Mind power (wether those should have build requirements is a whole different argument) becasue thats the character, thats how I choose to play him. Amaranthus is a powerful mentalist, and has the racials to back it up. So in the end, to answer your question steve, i think for you, a fighter, who regulalry goes up agaisnt some pritty nasty BBG's, you could do worse then having a few resisits to fall back on. I'd say between 4 and 6. More then that starts to get build prohibitive unless thats really what you wanna be known for.
--bill
 
dreadpiratebill said:
Deadlands said:
I'm not making fun of AA or NA, but I can't help but think the answer to this is "one is too many, and a thousand is never enough."

Bill Gibbs, who plays a Biata with a redonkulous number of resist commands, informed me of his dilemma. He felt that when you are of a resist command-having-race people rather throw their sleeps at your orc buddy, or...

It's a situation in which there are so many command effects in the mix that it doesn’t seem to matter how many you have.

I have no idea if this is true (it’s probably just Bill regretting his use of build ;) ), but I can believe it has been his experience.

So I'll take this chance to speek for myself :). I find with resist command, its prity much as gary has said, but I still find plenty of use for them. Its basicaly one of three senerios. Works well, npc's intensional don't bother, or BBG has so many that it won't matter. I find that 9/10 times i get to saturday logistics with either all or none of my resists left. Now I only have 6 resists (and 4 breaks) so I realy dont have THAT many, but it IS 24 build worth. As a templar its not a question of weither 6 is a lot, so much as its an issue of is there a better use of that 24 build.

Now I don't actualy regret spending 32 total build on racials, becasue it gives me access to RP everly level of Biata Mind power (wether those should have build requirements is a whole different argument) becasue thats the character, thats how I choose to play him. Amaranthus is a powerful mentalist, and has the racials to back it up. So in the end, to answer your question steve, i think for you, a fighter, who regulalry goes up agaisnt some pritty nasty BBG's, you could do worse then having a few resisits to fall back on. I'd say between 4 and 6. More then that starts to get build prohibitive unless thats really what you wanna be known for.
--bill

Bill,

Let me ask you this though, do you find the Break Commands to be nearly as useful, less useful, or more useful? Do we need to throw more Terrors at everyone, all of the time? :twisted: (Just give me your blessing, Bill. Give it to me.)
 
Terror is, in my humble opinion, a heavy handed way to ensure BBG survival, and nothing more. But this is not the place to discus that.

As for the breaks, I find them useful, but I very rarely use all 4 in a logistics period. Generaly there are enough awakens or other removers that people don't give me the chance to break commands becasue its takes longer then just hitting them with a packet (if you do it right: looking in eyes, 5 full seconds, in arms reach). Now, its always useful for fears, as if the person runs and gets past the main group. I chase em down, break em, and we rejoin teh fight.

I thnk the big thing is break was better two rules editions ago when commands still stacked. Scince you can use any command to remove any other command, it lessesns the efectivenes of break, but I still find it useful.

I have 4 breaks more for the Biata racial requirmeents then I do the benifit of the breaks. breaks are 2 build each, and resists are 4, and I needed 10 total racials to continue to RP the level of phychic I RP-ed BEFORE the change. to go all resists was 40 build, but splitting it up was less expensive. I went 6 and 4 (resist/break) becasue I found that was the best ballance for the build spent.
--bill
 
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