Strategy contest - Be cool! Be a Star! (in Contests)


Max January 30 2005 11:33 PM EST

Hi!

Well cb1.cbplayers.com is coming along and I need your help again. In return, you can win 1 of 3 fabulous prizes. The 3 winners will get to choose between 3 doors. 2 out of the 3 doors has a bunk prize. (Like, a few pebbles or something) One door will contain a good prize. Nothing valued under 50k


Here is what you need to do: (gear your submission to NEW PLAYERS!)

 ☺ Best Single Minion Team setup including spells/skills/weapons of choice - with a brief explanation

 ☺ Best Dual Minion Team setup including spells/skills/weapons of choice - with a brief explanation

 ☺  Best Trio Team setup including spells/skills/weapons of choice - with a brief explanation

 ☺  Best Quad Minion Team setup including spells/skills/weapons of choice - with a brief explanation


**You must submit an answer to all 4 types.

Winner will be chosen by me. In case of a tie, I will make a tyrannical decision.

CB1 broke 50k hits! Yay. Also, we have 74 registered members and of course the evul CBot. Enjoy the contest.


P.S. I expect the usual suspects to submit! If you don't, I shall throw pickles at you randomly while mocking you.


 

MrC [DodgingTheEvilForgeFees] January 31 2005 12:33 AM EST

Out of fear of those pickles I think I'd better submit something...

- I think the single mage strat is possibly as good as a single tank strat, even with high NW but as I already wrote something about that I'll say single tank.

Single Tank

This is a powerful strategy, don't let the fact that it's one minion against teams of four fool you, a single tank is much more powerful than any tank on a four minion team. You need to keep it that way though, HP/ST/DX are your three main stats, you don't want to get many spells or your EXP spreads out too much. Train HP/ST/DX evenly at least until 100k PR(Power Rating). At 10k PR I'd suggest looking into Bloodlust or Archery, Bloodlust for melee damage, a big 120% bonus to damage is very nice but it will make you take a little more damage and not doing much until melee will hurt. Archery is the one I'd recomend at least for a single tank, hitting hard in ranged is nice, get yourself a big bow (using rentals if need be) and hit them hard and fast. Remember, whichever you choose, Bloodlust or Archery, they should be trained to 1/4 of your ST, no higher.
Also AMF(Antimagic Field) is a good option, just keep it small though, trained to half of your HP it should be more than good enough.
Remeber, use rentals! Nothing does quite as well as a single tank with a big bow.

-
/me carps Max for throwing pickles at me, be patient! ;P

-

Two Minion Characters

MT(Mage/Tank) is always good.
Fireball/HP trained evenly on the mage. No real equipment needed.
Tank, HP/ST/DX, again, archery would be my choice, get a big bow, renting a compound bow is a good idea. However if you chose Bloodlust, just rent the weapon with the highest base damage you can find.
The theory behind this strategy is that the mage hits very hard in ranged and dies before the splash damage from it's fireball hits you.
The tank would ideally use a Tattoo of Augmentation and be, well, a tank, big weapons (rentals), high stats, huge damage. Always a good thing to have ;)

-

Three Minion Strategy

Oooh, I like this one :)
EET, very nice strat.

Minion 1: Antimagic Field/Ablative Shield
Minion 2: Ethereal Chains/Haste
Minion 3: HP/ST/DX Bloodlust.

On your first two minions you want to be training the stats evenly, on the third, HP/ST are the most important, your Bloodlust gets up to 1/4 of your ST as always and your DX should be ideally about half of your ST.
Using haste for some of your DX allows you to use high penalty armor without worrying about it. Nothing better than a heavy tank with high DX ;)
Weapons? Ideally a crossbow and a big melee weapon for the tank, some high AC armor for it too. Probably best to give it an Assassin's Crossbow if possible.

-

Four Minion Strategy

Mages!
Tanks work well with 4 minions too, however that requires money, mages make money as they don't need weapons.

Minion 1: Ablative Shield
Minion 2: Fireball/Ablative Shield
Minion 3: Magic Missile/HP
Minion 4: Magic Missile/HP

The basics of it are that you want your Fireball mage to hit hard in ranged and die, leave the rest to your magic missiles. Train all the stats mentioned evenly.
Don't get weapons, just save up your money for now. :)

-
Now, where's my 50k item?
Can I at least have a pickle?

Mistress Reyna January 31 2005 1:43 AM EST

Alright, i'm to gear this towards new players... YEA i am one okay where to start....


1. okay the single minion team personaly this is where i started on cb1, great concept for new people! Two great starts are a fireball mage or a tank. This is how it works:
team-Mage!
Trian fireball and hp <~ this is very cheap and easy to do, very productive beats multi minion teams. This is what one of my own set ups looks like. the equipment for starters is a cloak or robe, and leather stuffs. Armor, Helm, Gloves after getting enough exp get dispel magic and you can take on other mages that have enchanters backing them up!!
Tank Team:
train Hp, Dx,St evenly
This works if you can get some good weapons and armor from the start, any lochabar axe, bastard sword, or if you can manage to find one a exec sword! strap on some good armor and a bow, starters a long bow works, but upgrade to a compound or a crossbow when you can.

2. The two minion tank/mage combo!

if you have a fireball mage as mentioned above put him in the front of your team that way he gets to hit in the ranged rounds and it gives your tank a better chance at getting to his melee round! same equip as mentioned above works great!
or! if your mage gets enough exp go ahead and give him EC, this lets your tank hit more than once!!!

3. three minion team
okay here we go!
i think the best three minion team is your enchanter, Mage/enchanter, Mage
Nor your first enchanter give him ablative sheild that way your other two damagers stay alive!!!
the second minion a good magic missle and antimagic field works wonders! Also keep his hp at a decent level<~ stops their mages from whipin yours!
The third just pump everything into HP and Magic missle. What your second minion don't kill this one will!! and with ablative sheild he should be around a while!
Gear: dont bother gearing up the first enchanter. His job is to die in ranged! i know its sad but its his use. The other two outfit with leather armor and if you can get your hands on a corn, or a helm of int then give it to your last mage he'll be mean!!

MAGIC MISSILE
~~~~~~~~~~~~~~> ZAP ######## the darkness########

4. Four minion team.
this ones the fun one, more oppotunitys to meddle with diffrent strats, personaly i find the Enchanter, Enchanter, Mage, Mage team most eff.
e1. Ablative shielf
e2. Antimagic field, Gardian angel
M1. Magic Missile
M2. Magic missle

The ablative sheild lets your enchanters make it through ranged and be meat shields for your mages, also once the melee starts that gardian angel will help hurt the baddies!!! the tweo magic missilers from then on in should be able to mop up the rest. NOTE: fireball works too but it hurts your other minions and if you have gardian angel the angel will attack the Fireball mage... :(

dont equip your enchanters.. they sopposed to die! the mages stick to the leathers and if you can get the corn or Helm of int. give to them other than that should work great!


I hope this works! thankls for reading by the way
i'm the CUTE
the Loveable
The sweet
Im
ME
Reyna

Majestik Moose January 31 2005 4:15 AM EST

well.. finding a "best" strat... This is the part of CB that fascinates me most.

To be sincere, there are no "best" strats. (Since all chars are made to defeat human-made strats).
If you find a strat that seems invincible, people can still beat you, if they only adjust their strat to a target-specific one.

The quality of a strat, can be divided in 2 groups:
- How high opponents you can beat (target-specific), or
- How many opponents you can beat (allround).

The target-specific gives better rewards, but you will have fewer opponents, and a little more problem finding them.
The best way to gain PR fast, is to use a target-specific strat, until you are among the top players, and then switch to an Allround strat.

Targetspecific strats often gets extreme, and mostly rely on offensive enchants. For example, training one minion with only HP, AMF and a ToJ, will give good results against multi-minion-mageteams, since they will kill themselves upon your HP. It will, however be a pure lousy one against tanks (and ToJs for that matter). I find teams with fewer minions to be better "Targetspecificians", since their stats can be trained way high.

Allround strats only needs to beat people at the same PR, and you must therefore train a char, that can deal against all sorts of strats. Putting too much into any of the offensive enchants, will make your char less allround.

To Contradict myself, now to the 1,2,3,4 minion strats:
First, number of minions will be displayed, next what sort of strat it is, and then, what kind of setup it is. Remember that all these strats will have weaknesses, as all strats in CB will have. (If there is a too powerful strat, nerfing almost always follows).

1 minion: (Target-specific) [M]
Trains 1/4 HP, 1/2 FB and 1/4 in offensive enchant of choice. (depending on what opponents you aim for). AMF for big mages, DM for mage teams relying on AS, EC for tank teams.
As you progresses, the off. enchant spell can be changed, to suit against your opponents. Equipment would be Corn, EG, DB and ToE as Tattoo. After getting this equipment, all money earned should be put on DB, and loaning out the ToE.
(This will hopefully make you resistant against triple hits)
This strat is good against most teams in the beginning, and later on, only CoBF wearers will give you trouble.

2 minions (Target-specific) [EM]
First minion trains only AS, and the second trains only CoC.
Minion nr 1. uses ToF as Tattoo, and Corn, EG and Leather Boots as armor.
Minion nr 2. wears a CoBF, MCM, Corn, EG and Elven Boots as armor.
Off the money earned, 2/3 can be put into the CoBF (For fireball protection), and 1/3 into the armor on the second minion.
This strat will be good against teams, that not aims to kill you off in ranged. The CoBF will help with that matter, and your ToF will hopefully cast 1 or 2 spells.

3 minions (Allround) [EET]
First minion trains only AMF. Second trains only Haste. Last minion trains 1/2 HP, 1/2 ST, and archery, to match the ST.
This setup will give you the ability to use heavy armor, without DX penalty.
The first minion will use classic magic boosting (Corn, EG, CoI).
The next will use ToJ, and (Corn,EG)
The tank will almost use as heavy armor as there is: (Adam,BoM,Tulkas,HoD,CML,SC)
The weapons will be an elbow in ranged, and BoNE in melee.
This is an expensive strat (just to get all the items). The Elbow and BoNE can be adjusted, to how fast you want to kill.
This strat is pretty depending on NW, and is recommended to transform into later (maybe from a TM, or the 2minion strat described above).

4 minions (Allround) [EEET]
First minion only trains Haste, Next minion only trains AMF, Third trains AS and in the back, a Bloodlust tank trains 1/4 HP, 3/4 ST, and BL to the approtiate level of the ST.
As with the example above, the Haste allows you to use Heavy armor.
The Armor should be distributed as in the example above.
The Tank will wield a MH as weapon, and nothing for ranged. (The many minions in front of him will guard him during ranged)
NW should almost only be put into the MH, (to give good VA returns).
This strat will be somewhat vulnerable to big fireball teams.

AdminQBGentlemanLoser [{END}] January 31 2005 4:38 AM EST

New Player Strategies

1 Minion;

Single Mage. This mage trains Hit points, Fire Ball and Dispel Magic. FB and DM are complementary. The biggest drawback to a FB using single mage is FB's damage spread over multiple targets. Not only does it take longer to kill a single target, giving them more time to attack back, but when facing Guardian Angel, GA will return more damage, a return for each target hit, while GA's effectiveness is increased (lower damage on each minion from FB). When coupled with DM, FB’s weakness becomes a great strength. When facing multiple minions (Whose Hit Points will be supplied by Ablative Shield) DM will greatly reduce their hit points, with an aim of FB killing all targets without naturally trained hit points in the first round of combat. If not neutralised, DM will also reduce the damage taken from GA as well.

Equipment: To start with, any equipment that doesn’t provide magical penalties. Things to look for are Leather Gloves (not Gauntlets – they cost more to upgrade for only a 1 point AC increase), Hard Leather Caps (Not Cab's – for the same reason) and leather boots. Any tattoo can be made use of, with the Tattoo of Augmentation being the worst choice, as the only benefit gained will come from the increase in Dexterity, in the hope of reducing double or triple hits from physical attackers.

2 Minions;

Two Mages. Both Mages train Hit Points, while the first trains Magic Missile, with the second training Cone of Cold. The idea is to provide both a meat shield and some preliminary damage with the first Mage, keeping the second alive until Melee combat to wipe up the remains with a powerful CoC. DM isn’t as necessary as with a single FB mage as the MM mage will only kill 1 minion per round, no matter how small you reduce all the opposing minions hit points to. Concentrating on only a single spell for the lead minion allows more XP to be put into HP's than if Strength and Dexterity had to be trained if a tank was made.

Equipment: To start with, any equipment that doesn’t provide magical penalties. Things to look for are Leather Gloves (not Gauntlets – they cost more to upgrade for only a 1 point AC increase), Hard Leather Caps (Not Cab's – for the same reason) and leather boots. Any tattoo can be made use of (But note only 1 tattoo can be used so the other minion should look to equip both body armour and a cloak), a ToJ placed on the CoC Mage to help keep that mage alive until Melee, a ToA placed on the either mage to provide Strength and Dexterity allowing you to equip a ranged weapon to attack in the rounds that the Direct Damage spell doesn't fire (Would provide more attacks on the CoC Mage, but can be used to provide an extra attack on the MM mage).

3 Minions;
2 Enchanters, 1 Unarmed Tank. The First Enchanter Trains Ethereal Chains, the Second Anti-Magic Field. For an Unarmed Tank, the last minion must train Hit Points, Strength, Dexterity and Unarmed Combat. Because of the prevalence and power of DM, it is not worth using AS with this set up. In the same vein, although Vampric Aura would help the UC Tank, it's not worth spreading the points on. The two enchanters will die in the first (if facing FB) or first two attacks, their use is to only cast EC and AMF (But the soak of two attacks from two 20 hit point minions should not be underestimated). The idea of this set up is to provide a solid defence via the two enchantments (which cannot be reduced by an opponents DM) for a solid physical attacker. The reduction of an opponents Dexterity due to your EC will also help the UC Tank in hitting and achieving multiple hits. UC also grants 1/3 of its natural trained level as the Evasion Skill to the minion trained in UC.

Equipment: While it might not be possible to get the following two pieces of equipment to start with no UC minion should be without a Combat Gi and a pair of Helms Gauntlets. Both increase the UC skill level. Armour that reduces the UC skill level and Dexterity (which also reduces skill levels) should be avoided. The enchanters should start by being equipped with any equipment that doesn’t provide magical penalties. Things to look for are Leather Gloves (not Gauntlets – they cost more to upgrade for only a 1 point AC increase), Hard Leather Caps (Not Cab's – for the same reason) and leather boots. Any tattoo can be made use of (But note only 1 tattoo can be used so the other minions should look to equip both body armour and a cloak), but a tattoo should not be used on the UC Tank if you obtain a Combat Gi, as both cannot be equipped at the same time. For that reason a ToA is wasted on either of the two enchanters and should only be used if you don’t have a Combat Gi for the UC Tank. The UC Tank should be equipped with a ranged weapon. Slings provide an attack in each of the three ranged rounds, while Bows (without Archery trained) and Crossbows only attack in the first and last ranged round. A melee weapon should not be equipped on the UC tank. The UC skill works like a weapon, with an (as of yet) unknown base damage and a damage modifier and percent to hit equal to its level. So a level 5 UC would work as a weapon looking like; [Base Damage x 5] +(5).

4 Minions;
2 Enchanters, 2 Mages. The two enchanters train only Ablative Shield. With ½ of your total XP going into AS, this should remain higher than any DM you might face. The First of the 2 mages trains only MM (FB will hurt the other minions in your team that remain alive into melee combat) while the second trains only CoC. The strategy is similar to a two minion MM/CoC mage set up, but the addition of the two AS enchanters give you two extra bodies to soak up physical attacks or reduce damage from multi hitting magical attacks.

Equipment: To start with, any equipment that doesn’t provide magical penalties. Things to look for are Leather Gloves (not Gauntlets – they cost more to upgrade for only a 1 point AC increase), Hard Leather Caps (Not Cab's – for the same reason) and leather boots. Any tattoo can be made use of (But note only 1 tattoo can be used so the other minions should look to equip both body armour and a cloak), a ToJ placed on the CoC Mage to help keep that mage alive until Melee, a ToA placed on the either mage to provide Strength and Dexterity allowing you to equip a ranged weapon to attack in the rounds that the Direct Damage spell doesn’t fire (Would provide more attacks on the CoC Mage, but can be used to provide an extra attack on the MM mage).

Max January 31 2005 2:23 PM EST

I like the entries. You guys and gal(s) did a great job. I am leaning toward Majestic Moose for his ability to break down strategies based on a target criteria model.

I think I will need more information to aid me in making my tyrannical decision. (Perhaps my tyrannical method of selection needs to be reviewed)

Does anyone in the community have an idea as to which one of these introductions to carnage and death is more suited for new players? Will one of these satisfy a new players need for strategic answers? If you have an opinion, post it with some evidence supporting your position. Who knows, you may get a prize, too.



Severswoed January 31 2005 11:49 PM EST

My vote goes for Majestic Moose. Great breakdoown. Your The Man!

Max February 1 2005 12:40 AM EST

Majestic, Gentleman, and Chuckles . Please pick a number. (ex: x,x,x, where x = a number 1,2, or 3) First choice goes to MM then Gentleman lastly Chuckey. The winning number was picked by an unsuspecting third party.

Majestik Moose February 1 2005 1:13 AM EST

allright, I go with 3 :)

AdminQBGentlemanLoser [{END}] February 1 2005 2:04 AM EST

1. :)

Max February 1 2005 2:16 AM EST

Chuckles get 2 by default.

Gentleman picked number 1
MM picked door number 3
Chuckles is stuck with door number 2

Check your transfers to see your prize :)
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