ToJ-centred team contest (in Contests)
July 19 2005 9:14 AM EDT
I would like to build a team around this ToJ of mine:
A Tattoo of Jigorokano lvl 44,170
I am thinking of a 2 minion team with the ToJ as the third minion. Contestant will only be allowed one entry each. The winner will win 20k cb2.
The key to winning this contest will be an entry that uses the ToJ effectively but not as the only source of attack and also estimate the mpr level of the minions needed to support the ToJ.
July 19 2005 9:24 AM EDT
I would consider an EM team, with the ToJ on the enchanter. I would have AS/AMF or AMF/GA on the enchanter - or AS/GA on the enchanter and put the AMF on the mage. I would make the mage MM to avoid FB's friendly fire. You would be a bit vulnerable to DM but then that's the curse of the multi minion team.
MM would mean you get ranged attacks and having the ToJ in the middle would mean he would be a nice meatshield for the mage and might last to melee to do some damage.
I'm not entirely sure about the MPR needed - back when I had my ToJ at that level it sat nicely on a 70k pr team. That was a naked mage team.
July 19 2005 9:48 AM EDT
Sorry, forgot to add my second reason for putting the tattoo on the enchanter - that way you can equip a CoI on the mage..
So as not to steal Johnnys thunder, I'll go for a MM team.
1: Mage; Trains little to no HPs, and a small to base Decay. Also trains AMF and GA. Wears the ToJ.
2: Mage; trains HP, CoC.
With this set up, you have an Endurance using meat shield at the front. Your major damage will come from Melee attacks, the CoC dishing out a lot in melee. The AMF is to help you get to melee.
If someone uses an A/XBow, it'll target your ToJ fist anyway. If they use seekers, they'll target your CoC mage, hopefully allowing your Decay to get to Melee.
GA will help your Jig kill, targets hit it for reduced damage, and take damage at the same time, and will also help your decay kill if it get's to melee.
If Decay doesn't make the Jig appear in front of the first mage, give him a tulwar.
I liked running an MgS wall / Hasted Archer wearing a ToJ team, if you set it up right, you get three tanks for the price of one!
I tell you, I am of the opinion that to run a good ToJ team you need at least 3 minions plus the tat. I may not win the prize, but I would set it up like this.
#1 Wall - HP and AC
#2 Enchanter - wears ToJ trains AMF and GA (and can still wear a corn)
#3 Tank - can wear all the good armor, as well as ranged and melee attacks.
With no DD, there is no trouble with AMF. The GA is bonus if they do not have DM. The Wall sits there and eats as many attacks as possible, then the enchanter, then the ToJ minion, and then the tank. If the ToJ and tank both make it to melee major bonus, but if not the tank can still dish it out. I think this is as solid as it comes, I think two minions is not enough. I would even go WEET with the third enchanter wearing the tat, and go all AMF on one guy and all GA on the other, or do the AMF/GA on one and then AS on the other. I think it is a fallacy to say less minions is better. I think you will find that all the people that are waiting to add minions are waiting too long, and when they finally add minions (and they will need them) their over priced under powered addition does less for them than the reward gain they get. This is of course my opinion, and I am probably in the minority on it, but I wish I had started with 4 minions from the beginning.
July 19 2005 2:37 PM EDT
minion 1 - train GA to keep it maxed, then put the rest into 1/3 ratio of HP/AMF. serves as a light meatshield to get through a round of ranged or two, and wears the ToJ. no weaps or DD, make sure the tat goes in back. If you can get one, wears a corn.
minion 2- light tank - trains about 1/4 HPs, 1/2 ST and DEX, and the rest into BL till maxed and then EC. equips an Axbow. If you can get belegs, it should wear those.
the first minion will be mostly AMF, the second will be draining tanks and softening them up for itself and the ToJ. No DD, so AMF is wasted on you, and DM will only take away your GA, which is not too big of a deal.
depending on the equipment you have/get for this char, the ToJ could go on either one, just as long as its not in front.
July 20 2005 10:14 AM EDT
#1-Max out GA, possibly AMF, holds ToJ
#2-Tank, lots of AC, big elbow, and morg, learn archery
I have a little farm called "The Human Tornado", inspect it. The ToJ is about 35K, it seems to be doing fairly well so far :). I've always been a fan of having the ToJ close to or slightly above your MPR. Basically its laid out as such:
#1 - 1/2 AMF, 1/2 AS, Base decay
#2 - 1/3 HP, 2/3 FB (or CoC if you prefer.)
(I apologize if someone else has already reported something similar to this. I haven't looked at the responses.)
July 21 2005 5:36 AM EDT
Will be closing this tomorrow. Keep the entries coming. Will close this contest on Friday, 12pm server time.
July 22 2005 12:12 PM EDT
Thanks for the participation. Have decided on chocolate Thunder's proposal. 20k will be sent shortly.
This thread is closed to new posts.
However, you are welcome to reference it
from a new thread; link this with the html
<a href="/bboard/q-and-a-fetch-msg.tcl?msg_id=001QrI">ToJ-centred team contest</a>