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Mnemon Explains Solar Combat
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====Combined Strategies==== =====Melee/Thrown===== With a one-handed weapon in your good hand, and a javelin in your off hand, you can maintain Melee's trademark iron-clad defence while retaining access to all the power of Cascade of Cutting Terror. Try attacking foes before their initiative with say one or two Melee attacks - this will force most non-Celestial foes to abort to a defence. At this point, unleash Cascade of Cutting Terror on them, as they will be unable to defend against it, since aborting to dodge does them no good against the undodgeable attack, and aborting to parry would have supplied them only one parry, which would have defended against the Melee attack. This strategy also works wonders against those using hopping defences (such as the Dragon Blooded's Hopping Firecracker Technique), defences that allow the user to leap away after a successful dodge, since they will discover to their extreme discomfort that they are WELL within the range of Cascade of Cutting Terror. =====Melee/Thrown/Brawl===== This stack of abilities is obviously somewhat more expensive to invest in, but leaves you perfectly comfortable in a clinch, and able, after using Melee attacks to probe the enemy's defences, choose either Crashing Wave Throw or Cascade of Cutting Terror to attack with, depending on the favoured defence mode of the enemy. =====Archery/Brawl===== Archery weapons require two hands, and thus preclude Melee. However, they don't particularly restrict the use of your feet. Since powerbows have a low Rate, try shooting close by enemies twice, and then kicking them another two times - or vice versa. Use one mode to strip defences away from a non-Celestial target, and then deliver powerful charm-enhanced blows (I recommend targeting the nether regions. Most of your foes don't deserve to breed, particularly the erstwhile spawn of my siblings). =====Archery/Martial Arts===== Similarly to Archery/Brawl, but with the added benefit of being able to assume and gain the benefits of defensive Form charms like Snake or Ebon Shadow, this is actually an excellent use of Martial Arts, particularly useful to archers who by hanging up the back can go a little lighter on soak. However, if you suspect your game may at any point use the Player's Guide rules (Power Combat/Form Weapons), avoid this strategy, since it's likely you'll be unable to use your chosen Form with a bow.
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