2 Minions. (in General)
Okay, I've read over Wiki, I've looked through the threads, but yet I still can't find anything about the 2-minion strategy I've been thinking of.
Has anyone tried using a FF Mage and a tank, heavy or light, to any good success? I was wondering this because I'd like to do a little more damage since lately I've only been winning by the skin of my teeth. Most people I fight have at least two tanks going and my mage can just barely kill them while the FF dies off.
Anyways, hope to get some feedback, thanks.
trigun
October 21 2005 6:32 PM EDT
u can try using a ToE instead of a lff if u wana last longer..^_^
trigun
October 21 2005 6:34 PM EDT
or..if u wana get a bit more damage..a toj is quite useful at low levels..from experience..^_^
I don't have a ToJ, no way to pay CB yet although I'm working on that. I was thinking I'd make a light tank with a ToE but from what I've been reading, in the middle of skimming more threads, light tanks with a ToE arn't all that great.
trigun
October 21 2005 6:47 PM EDT
nope..i haven't seen any1 in the top with a light tank that does well on its own..maybe a single toe tank..but i suggest..if u dont have money now...just reink ur lesser..or save up for a real one..^_^
QBJohnnywas
October 21 2005 6:54 PM EDT
Running a successful tank costs - weapons and their upgrades, armour and it's upgrades, ammo - the big tank teams at the top all pumped a lot of money, CB and otherwise into their teams.
The problem with the FB mage and FF is you have to win in ranged. If you're lasting into melee you will most likely lose because of the friendly fire - you will kill yourself.
There have been some teams made of up of mage and tank. If you're going to try that route I'd suggest getting a ToA for the tank and making the mage magic missile - it gets damage done in ranged and doesn't have the friendly fire.
If you can't afford decent gear at the moment you might consider trying out a UC tank - costs nothing....
Since you brought it up, I would recommend the single light ToE tank. They are pretty effective at absorbing damage and can take out a good variety of teams. They require lots of NW for weapons though, a decent enough ToE to absorb a lot of damage, and a large AMF to help stop mages.
If you really wanna try it, I'd say go ELB or Compound. That's why my tank Stalker has problems- he's more built towards anti-tank. If you can kill their mages in ranged, you would do great.
It's an expensive route though. Good luck if you decide to run with it.
two minion teams should almost exclusivly be ET or WM, and should likely never include FB. A two minion FB strat might be the only known instance of a ToBF being even slightly useful...but it's unlikely. I don't see the whiffa wall (only good use for a tat that grants damage when you get hit but mostly trys to help you avoid hits...) being all that effective, and from what I've heard the FB protection is only enough to protect from your own mages backlash, not enough to help with other FB teams.
"Most people I fight have at least two tanks going"
Let me explain something.
Two tanks is not going to do more damage than one tank.
Just as one tank may not do more damage than two (although, given it's higher DX, it will do more against high DX opponents than the other tanks would).
If you have two tanks, that's two minions splitting the exp between them. They're also sharing the same money to buy their weapons, making their NW much lower.
There are of course advantages... but they are outweighed by the disadvantages.
What I will suggest is that you stick to what you have and get rid of AMF. Train half in HP half in FB. Really, FB+AMF don't mix well, I tried it myself a long time ago and have since learnt my lesson. AMF is a defensive spell. FB gets a very, very small advantage from surviving one or two extra rounds. You can of course get DM, that works well, but you don't need it just yet.
*frowns* Well, I untrained AMF, thinking it might help, but I got my ranking jacked up to about 18k. I hit the lower button down to 10k and I'm still losing against everyone I fight. Wonder how low I have to go.
my 2 minion strategy is very very nice.
Are you running Eye as a tank?
The stats make me think it is.
QBsutekh137
October 21 2005 11:39 PM EDT
TM is a tight, classic strategy. Very much so. Later, the tank might server better being a complete wall, but it all works.
[T]Vestax
October 22 2005 5:49 AM EDT
My two minion strat is awesome as well. It really sucks though that the other two extra minions keeping messing the whole thing up.
QBJohnnywas
October 22 2005 5:54 AM EDT
I have the same problem - single minion mage strat working really great, it's a shame he has to carry three extra minions...
Well you can always check out my strat. It works out pretty decently for the moment and I'm sure with some fine tuning it could be even better.
Right now, I'm running a mage and a semi-tank, I think it might actually be considered a light. The tank is using a bow and once his HP catchs up, he'll be able to last longer. Its working rather well for the moment.
AdminShade
October 22 2005 2:15 PM EDT
At very low PR ranges almost any strategy can work, it is the higher regions at which strategies truly come to their rights, or fail miserably...
Okay, I'm debating right now. It'll either be a double mage or a mage and a light tank, which I'm developing right now.
Special J
October 22 2005 3:11 PM EDT
Double Mage is pointless, go either Single mage or Mage/Chanter
Double Mage is actually kinda fun. And they're both managing to survive more than three rounds.
QBOddBird
October 22 2005 4:27 PM EDT
yes, but 2 spells are more vulnerable to AMF than one *big* spell.
I changed it up to a EM strategy. But I'm using Magic Missile instead of FB. Is there a difference?
Special J
October 22 2005 4:54 PM EDT
MM is single target only, no splash.
FB is multi target, with splash back in melee.
put the enchanter in front of the mage ... keeps him alive longer
So switch to FB, switch slots. That about right for now?
Okay, I have a quick question. I was thinking about giving my enchanter a little UC so he doesn't die as fast, dead by first round nearly every battle. Whats the general opinion on UC so I can go against it? :P
Synco
October 22 2005 6:06 PM EDT
UC does damage. It doesn't keep you alive longer.
Train > Spell Descriptions > Skills > UC or use the Wiki.
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