" Zeal + Lightforge weaponry + Cry of Deliverance + Magic Useage is totally nothing. "
Let's be practical here.
If you're by yourself, cry of deliverance does nothing. Even if he's not and he uses it to gang the shit out of you, you'd still be here calling him a coward.
Magic usage really means, flight, enlarge, dam-type resistances (resist cold, resist heat, resist mental, etc), aura (limited/unique?), shield (limited/unique?), stoneskin (either farmed or requires a healer nearby to cleanse maledictions), spiderhands (don't even know if this is still in game or not), healing pills, and the use of healers.
Lightforge weaponry means, theoretically against a duergar, you could hit that vuln, which may or may not be more damage than what you're doing without hitting the vuln with a better weapon - plus they tend to be heavy and drop easily from maledictions.
Zeal is +dam/+hit, less than poncho but not terrible. Very useful.
So all that being said, the Maran powers are very good. But in *this fight*, elf dagger/mace vs RBW duergar mace/sword, they're not enough for a 1vs1. Why?
Because all the magic ones, none of them actually help other than damage reduction. Both enlarging and reducing are terrible ideas for a dagger/mace spec. Healing pills requires you to get distance, use of healers requires you to be near healers (which is useful but usually leads to a stalemate where the other warrior just runs back to the village and hides), aura and shield are almost *never* in and aura is a bitch to get even if it is in. Realistically he might have stoneskin for part of a fight, knowing he can't put it back up without hitting a healer. He can get away, again we're in stalemate territory. Even if he uses lightforged weapons to hit a duergar vuln, you can easily use iron weapons to hit his iron vuln and we're back at square one.
So let's get down to the actual fight :
He's an elf, so drum is stupid for him. Same with underhand and stab. Dagger is inherently inferior to mace and sword in straight melee and duergar mace > elf mace, so he has to do something to change the odds. What he's going to do is maledict. Boneshatter, hurl, hamstring, etc. The problem is, as soon as you pop thirst he has to reapply all of those maledictions and the whole time he's hoping he doesn't get counter-maledicted with a boneshatter (since he can't deal with that at all) because once he does he's susceptible to getting nailed with random deathblows (which also make flee/quaff challenging, because you can't predict the incoming damage potential).
In practice, the rager who doesn't leave eastern road has all the advantages and deathblow gives him a random shot at killing them while doing nothing but cranialing. Meaning you have little to no risk. All he can do is gang you down assuming your gear doesn't suck and you have the head. So he comes at you with a paladin or a healer and then you bitch that he's trying to gang you and he's a coward. Or he avoids you and you bitch that he's a coward.
My point is that, 1vs1, an RBW is very hard to deal with as most warrior builds because *bloodthirst directly counters maledictions* and deathblow makes it so it's unlikely to straight up out damage them and resist makes it so you *require* protection + shield or aura or stoneskin to take less damage. Essentially an RBW has an answer to everything you're going to do to them and your answer to things like deathblow and resist is ganging them down. So if you're going to bitch out and call every non-rager who won't fight you a coward I'd have a lot more respect if you, for once, played a non-rager warrior and tried to see how much of an uphill battle it actually is fighting a rager.
Edited 2 time(s). Last edit at 09/30/2013 05:54AM by Death_Claw.