Strat ripping apart session (in General)


QBJohnnywas June 16 2006 6:49 AM EDT

The following is a basic strat I'm toying with.

OK, 4 minions. Each with large amounts of HP, rather than using AS. The only enchantments I'm considering are AMF and VA.

1. Heavy AC wall - adam etc
2. UC tank - gi/helms
3. CoC mage - AGs
4. Trollskin/mage shield PL wall

Tattoo: ToE on the mage.


Now I am seriously considering not using the enchantments at all and focussing all XP into the basic stats for each minion type.

However it's a while since I've seriously worked on a multi minion team so advice, ripping apart, alternate suggestions would be appreciated.

For instance should I start 4 minion from scratch or build it up a minion at a time for a while?

Thanks in advance.

Admin{CB1}Slayer333 [SHIELD] June 16 2006 6:54 AM EDT

ToA on minion #2 will help keep all the minions with EXP focused in only 2 stats

AdminQBGentlemanLoser [{END}] June 16 2006 8:25 AM EDT

Start the four at the same time. Maybe stick the PL on the CoC mage?

QBJohnnywas June 16 2006 8:30 AM EDT

I like the idea of the ToA, especially if it means I don't have to spread the xp around so much. But with CoC and UC I'm going to have to be quite defensive, just to get them to melee. Would a ToE not work better?

PL on the mage? I could do I guess, but I'm not sure -he's going to vulnerable to AMF and seekers as it is, and if he's placed near the back MM users will be getting to him sooner rather than later....mmmm.....

Rubberduck[T] [Hell Blenders] June 16 2006 8:41 AM EDT

With decent AC/DD reduction and a ToE I would like to see AMF in there somewhere to turn some of that large HP investment into damage. Fitting it in could be tricky though. I would start this TM then add the 2 walls later. You could start it single mage if you want to try to get a bigger AMF. No PL on the mage.

Admin{CB1}Slayer333 [SHIELD] June 16 2006 8:47 AM EDT

hopefully 2 walls will be enough to keep your middle two alive into melee, even if it isn't, since each of those two minions would only be focusing on 2 things (HP/COC + HP/UC) You would have plenty of HP to last you into melee.

Adminedyit [Superheros] June 16 2006 3:01 PM EDT

I like the ToE idea yeah it'll spread exp on your UC tank more but it'll help keep your whole team alive longer. Maybe go with an E in the rear with PL, AMF, and VA for your UC tank but you definately need AMF otherwise a base decay will shred you. And I'd start with all 4 minions as well as they get real expensive to buy as you go and if this is an NCB you'll want all your cash for buying exp.

QBBarzooMonkey June 16 2006 3:14 PM EDT

I have no rips, because it is very similar to the NCB set-up I've been planning, give or take a few tweaks. I'm planning on starting with all 4 at once.
The Dogs were 2 to start and 2 added later, and I think the 2 much lower XP minions is/are my biggest regret/drawback at higher levels. I find myself compromising and compensating with all of my strat change decisions, instead of doing what I really intended...
I think that if you intend to end up with 4, then start with 4.

:)

Flamey June 16 2006 7:33 PM EDT

just one thing, you need to have AMF, on their, if you plan to have a mage, later on it will get ripped apart.

Lumpy Koala June 16 2006 8:49 PM EDT

even if you don't like AMF (which I think you should have some against Decay), you should at least have GA :) That's not really just enchanment, it's an offensive strategy.

[T]Vestax June 16 2006 10:05 PM EDT

My CoC mage is almost worthless as a damage dealer and he has the most xp out of my entire group. I'm not saying I don't love him, but he's best used as a wall. Your team won't be any different. AMF will destroy your mage as it does mine.

Granted, I have a lot of negative DD on him, but I also have a lot more in plus DD to counter. All in all I have a +10% to my Direct Damage. You're not going to beat that by much with just AGs on your mage.

That's my 2 cents on this strat ripping apart session.

Adminedyit [Superheros] June 17 2006 6:55 AM EDT

"AMF will destroy your mage as it does mine."
Thats why the ToE is so good, it reduces AMF backlash (as well as almost all damage). WTME is looking pretty good for you johnny IMO. Put the tat on the E in the rear and get the aura for the group that way you can get a decent AC on your mage and get the DD boost from a CoI (upgrades are so much cheaper than AG's). Again I think a heavy AC wall in front then a UC tank (if thats what you want) then your CoC mage with a MCM, AG's, CoI, and leathers to fill the other slots with an E in the rear wearing the ToE training PL, AMF, and either AS (helps whole team) or VA.

QBJohnnywas June 17 2006 8:02 AM EDT

As Edyit says the ToE is a huge help against reducing enemy AMF, so I'm not too worried about that. I'll just try to make sure my HP is high enough to cope.

I'm sticking with the UC tank idea, mainly because I know UC very well obviously, and because of the cost. I never have enough cash to be able to compete with the big weapons at higher levels so I'm not even going to bother. And the UC evasion is a big attraction for me on this, giving me a defense against tank teams if you like. I'm looking to be pretty defensive so AC on the mage is a plus point. I'm liking your alternative Edyit..... watch this space!
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