Tuesday, January 25, 2011

Superior vs Inferior Disciplines part 2

First, a better explanation of how I'm awarding grades.

An F means that the power level is at or below what you can get from common disciplineless cards.

A D is poor. Slightly above what you can get from disciplineless cards overall.

A C is about average. You have some solid plays, but don't dominate. Be crafty!

A B is above average. Expect to do well, even win, without needing to try especially hard.

An A is the top rating. What you do well at, you do really well.

Ok, on to some more disciplines.

Fortitude- The power to resist extraordinary amounts of damage, to stay awake or work much longer than normal, or even survive exposure to sunlight.

Freak drive- The most commonly used fortitude card and for good reason. At inferior it is good because it lets you get multiple actions out of the same vampire. At superior, it is much harder to stop the vampire from successfully completing at least one action.

Soak- Preventing two for free is great, but only if you won't have to deal with agg. At superior, you can take a big hit from most potence decks and walk away with little or no damage.

Hidden Strength- Preventing one damage is to fortitude as a maneuver or a press is to celerity; the "par" for card power. The difference with Hidden Strength is that you prevent X+1, so you can pay blood to save yourself from nasty stuff like multiple points of aggravated damage or stop your opponent from playing Taste of Vitae, Disarm, etc. At superior, the press is good, but it requires that you have damage inflicted on you in order to use it. This fails against stuff like Theft of Vitae even more than many other fortitude cards do.

Rolling with the Punches- Prevent one at basic... yawn. At superior, prevent all damage from an opponent's strikes this round(like Skin of Steel at FOR).

Force of Will- For one blood, a tapped vampire can bleed at +1 bleed. Take two agg damage at resolution. This is... different. I don't ordinarily like to send my vampires to torpor, but this makes for a good surprise finisher. At superior, take 1 less agg and bleed at +2. If you need lunge, the extra bleed could make some difference while the 1 less agg probably doesn't.

Daring the Dawn- Action modifier that leaves vampires unable to block the action, but gives the acting vamp 2 agg at resolution. This is really nasty when paired with dominate. When left with just fortitude and disciplineless bleed, it is of somewhat limited use. At superior, take one less agg. NBD.

Offensive Power: C-
Defensive Power: F+ (don't forget Forced Vigilance!)
Combat: B+

Fortitude has some good tricks, but shouldn't be considered a bleed discipline, it's much more of a multi-acting discipline with a little "stealth." Fortitude will not protect your pool, forget it. Your fortitude guys are likely to stay alive, but don't count on them taking many heads(outside of strange tricks not covered here).

Obfuscate- The power to remain unseen while standing, moving, running, etc. You can conceal your posse or even disguise yourself as someone else.

Lost in Crowds- +1 stealth is par for obfuscate stealth. At superior, +2 stealth. The reason why this card is the backbone for obfuscate stealth is clear; any level of obfuscate can use it, some better than others.

Spying Mission- +1 stealth at obf. Yawn. At superior, save it for later on a successful bleed to get +2 bleed against that methuselah.

Cloak the Gathering- +1 stealth. At superior, lend +1 stealth to your acting minion. The superior version has power to let Mylan untap your guy with an extra stealth, to send Ossian to rush with a stealth, etc. Pretty nifty.

Elder Impersonation- +1 stealth for a blood. Boo! At superior, make a block fail and they can't block again. While not usually needed in a dedicated obfuscate deck, this is good to help you against plays like 2nd tradition, Enhanced Senses, etc.

No Trace- S:CE at long range for a blood at basic. Not great, but getting warmer. At OBF, plain old S:CE for 1 blood. Bingo! Obfuscate decks have classically had issues dealing with combat. Now that they have access to the strongest combat survival mechanism in the game, these decks should have even less of a problem raking up VPs.

Confusion of the Eye- At basic, reduce a bleed from a younger vampire or an ally by 1. Not big, but free and playable in many decks. At superior, cancel the votes of the acting vampire, which can make the vote fail in title-requiring votes. This is sometimes just the right card to stay alive, so I'd rate it as a key part of the toolbox.

Offensive Power: B-
Defensive Power: D
Combat: C

Obfuscate is the best payload delivery discipline in the game, but lacks much payload. You're not likely to survive off of obfuscate defense alone, but it can surely help. In combat, obfuscate now does as well as many disciplines at surviving. There are many cards I couldn't fit as obfuscate has so much to choose from(i.e. Veil the Legions, Swallowed by the Night, Night Moves, etc).

Potence- Unnatural strength. Throw a car, tear someone in half, you get the idea.

Torn Signpost- +1/+2 strength. Ok by itself, best in combination with other potence cards.

Immortal Grapple- At close range, limit strikes to hand strikes at basic. This is a real hoser to many other combat strategies. If you have it in combination with other combat cards or abilities, look out! At POT, get a press to continue and keep that round at close if successful. That's some hug!

Thrown Gate- 1r with a maneuver or 2r at basic. Good all-around card, works well on it's own or with other stuff.

Disarm- Tear the fool's arm off and send em to torpor if you've done more damage in a round than they have. What's worse is they get -1 strength, -2 at superior. Very annoying.

Touch of Pain- For a blood, make someone who succeeds at a vote or bleeds you take 1 damage. At superior, they take two. Not very cost-effective and often requires you to take pool damage first. If anything, you'll kill your predator and have a very strong grand-pred in a minute.

Brutal Influence- I had to dig hard for any bleed-related potence-only cards. Bleed at +1 bleed for a blood, tap X orun for +x bleed when announced. Potentially powerful? Sure. Does it require you to play a lot of silly cards to get something better than an inferior computer hacking? Yes, indeed. At superior, it lets you do something like a Govern down to an uncontrolled younger laibon, which is unexpectedly kinda cool.

Offensive Power: D- if bleeding, C if rush-combat.
Defensive Power: D-, D if back-rushing, C if threatening to back-rush.
Combat: A

Potence lacks the punch to deliver a bleed knockout. Don't look at your corner when trying to defend yourself; they don't know either! When it's time to tear some fool in half, fisticuffs is the way to go.

Why am I so violent all of the sudden? Maybe I'll calm down if I go chew on some glass. Until next time!

3 comments:

  1. The only path is violence, Brandon =)

    I've made a report of the last game, even though I didn't manage to draw an Aura of Invincibilty.

    Inferior disciplines... I don't have much experience playing only inferior, but my anarch deck of Janni. Flash is good (I should have said that on Part 1)

    ReplyDelete
  2. I saw your post, too bad you didn't get that VP. I've found Daughters to be pretty fragile outside of the usual breed and boon tactic. Even then, they are low on permanent votes, which can make it difficult to get past prince decks. I may have to try Aura of Invincibility in a deck, just to see if it can be successful. Maybe titled Brujah with Iron Glare? 2nd tradition is a fairly good defense.

    With fortitude and celerity, there are so many cards that do almost the same thing that it's hard to cover them. That said, I probably should have used Flash in the overview because it is a very useful combat card.

    ReplyDelete
  3. I dunno, FOR is like an autoinclusion for big-cap decks. There's something to be said for the offensive capacity of Freak Drive. I've hated Nergal and Saulot for days after a particularly nasty Freak fest.

    ReplyDelete