Strat Talk: Archer Ideas (in General)


Dark Dreky July 12 2006 3:13 PM EDT

Just throwing some of my NCB ideas out there for some feedback. Let me know if you like 'em or hate 'em.

Idea 1:

Single ToA Archer (HoE, EG's, EB's, AoM, ELB, BoNE)
Pretty easy, train mostly HPs. Archery to the appropriate level, and some AMF. VA would be pointless because it doesnt effect ranged damage (right?)

Also, I'm not sure if EG's or BG's would be better for an archer. I'm pretty sure EG's because it will effect DX and Archery and BG's just don't seem worth the effort (maybe if they added 1% per + rather than 0.6%)

Idea 2:

Mage/Archer combo.
Mage would be CoC or MM and wear a big ole ToE and probably train some AMF. Archer would be standard.

Which do you think would be better, the single ToA archer... or the mage and archer team? Or maybe an archer and enchanter team?

BootyGod July 12 2006 3:14 PM EDT

I think a Single Toa tank archer would be great, but probably DM instead of AMF because you should kill single mages faster then they can kill you... at least in theory.

[T]Vestax July 12 2006 3:42 PM EDT

The single archer would be better then a TM team. If you want to go two minion then I'd suggest one damage dealer and one wall or enchanter. Then you stick the defending minion in the back row and invest in either PL or in a AoI for your damage dealer, or both.

The Archer should also consider getting the EC as it will also add to your DX. Personally I think the BGs might be worth it then, but that's just what I think. Scrap the BoNE for a one-hander to avoid those DX penalties.

QBJohn Birk [Black Cheetah Bazaar] July 12 2006 4:21 PM EDT

I have of course been playing around with the archer myself. I was a big elbow fan back when axbows were the only way to go.

There is no question a single tank or even a wt/et/tm could turn out to be a wonderful strat, and do quite well. I do believe, however; that you will eventually need more minions to compete. So I advocate getting them early.

I am currently working the following strat, and so far, it seems to cover all the bases nicely.

Wall with PL lots of HP lots of PL a little DX and ST MgS Adam, SC, CMLs, HoD, TG
Tank with ToA BG DB HOE AoI Archery and a lot of DX and a little ST and medium HP elbow and VB (both named)
Enchanter TSA EC (trust me the TSA is enchanter heaven) leathers DM/AS even with some HP while it was cheap

A few interesting things to note about this strat.

The TSA on the enchanter is a must have if you use PL. For a very small decrease in magic, you get to greatly reduce the magical damage that your normally unarmored characters would transfer via PL to the wall.

The AoI on the tank means in melee the opponent has to swing at the enchanter behind the tank before him. And it compliments the DB's well, allowing you to leverage slightly reduced stats into misses from larger DX having single tanks.

BG's are better with archery and elbows. Yes I focus on the ranged rounds, yes my plan is do as much damage as quickly as possible. With the lack of raw HP I cannot get into an endurance contest. With the lack of BL I cannot get into a melee contest, I need to get it over with ASAP and no gloves help you do that more the BG's when using archery and elbow.

I have decided the DM trumps AMF. I can duplicate via items AMF, I cannot do DM the same.

AS on this team is important. It allows me to train a lot less HP on the tank, allowing me to keep his stats high and inline. With lots of HP and a solid PL on the wall, this is less of a problem than you might think. Only when their MPR is so much higher their DM crushes every bit of AS and makes the wall use only his HP for PL, and the enchanter and tank with low HP, well the magical attacks poke through my defense and get me.

What teams give me trouble? Teams with a lot more MPR and very large DM's and teams with well thought out decay attacks. Past that it holds its own very nicely. I would recomend it or any slight variations strongly to the new more diverse carnage blender.

QBJohn Birk [Black Cheetah Bazaar] July 12 2006 4:24 PM EDT

P.S. I forgot to mention, DM is a MUST have for high damage tank because GA will KILL you otherwise

BootyGod July 12 2006 5:00 PM EDT

/me says to take the advice of Sefton... because if you don't... then ... you... just ain't very wise lol
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