Strategy Talk (in General)
August 21 2006 10:39 AM EDT
I got a new one. Talked to some friends and decided might as well get feedback from the whole game if possible.
1st minion: Fireball. Give it just enough HP to make it to end of 3rd round of ranged. Nothing but FB and HP.
2nd minion: Non-ToA tank. Beleg's, HoE, TSA, AoM, HoE, EB, EC, ELB, VB
On the tank train about the same amount of HP as the mage, and put everything else into Archery, ST, DX. If you want, for some reason, add Dispel Magic.
Now here is the main question, What tattoo? Personally, I am a fan of the Jiggy ont his one. The endurance gives him a chance to live to melee even against SMFB. But I curious what everyone else thinks.
Don't say ToE... please... I don't want to go crazy on everyone this early in the morning lol... Unless you got a real good reason. Like you HAVE to only put 30k HP in mage lol.
August 21 2006 10:50 AM EDT
Either a FF or a SF, since you are wanting ranged damage.
August 21 2006 10:52 AM EDT
FF. But the downside there is Backlash. Will one of the two still be alive to finish wiping out the tank before he at least has a chance with VB?
I don't know GW but with the FF you would be looking to finish most attacking battles in 3 rounds
August 21 2006 11:00 AM EDT
Are you going for a quick kill? Or just planning on using the mage to toast the opposition in ranged then die, kind of like chucking a hand grenade into their midst before the tank takes over?
Why not use a ToA on the tank then? You're only losing the TSA and EC and you can still pump up ST and DX if you're not planning on putting loads into HP. You want loads of DX regardless of whether you want him to last or not, to do maximum damage in ranged.
It makes no sense if you're planning the hand grenade idea to do anything else, because after the mage has done his bit it effectively becomes a single tank strategy. In which case I would be considering AMF and far more HP than you were doing for the mage. Otherwise other mage teams will fry you.
The TSA would be good as a part replacement for AMF but the ToA would help more with XP spend and the bonus to PTH.
But if I'm reading it right and the hand grenade is the point then it's a pretty good idea...when's my next NCB?
August 21 2006 11:02 AM EDT
Lol it IS the hand grenade idea. I was thinking of "suicide" minions (other then enchanters) for awhile. Tank's don't do it well, mainly because they need ST and DX anyways so might as well try to keep them alive. but the reason I am saying no ToA, is because reasonably upgraded armor can actually give you FAR more ST and DX then a ToA, and, better yet, give you another tattoo on mage. So in effect for the same amount of Dx and more ST (but less HP and NW) I get to throw TWO grenades in the form of a FF.
I think lol.
August 21 2006 11:07 AM EDT
But then you double your risk of one of them lasting into melee and do damage to your tank. If you want the whole thing to be quick kill then cool, but if you want a tank to last a bit longer then.....
My version of it would be
If you give the mage PL then you increase the chances of him dying in ranged and protect the tank for long enough to hit melee, although having said that if he's an archer then he shouldn't really need much more than a couple of rounds of melee against most people.
And, personally I love the ToE, but I wouldn't put it within a mile of this particular strat....
August 21 2006 11:15 AM EDT
Okay, not bad, But the PL would have to be kept small. If you tried to make it keep up with damage dealt the hand-grenade would become a snowball real fast.
Secondly, AMF is lacking here. What single mage can out damage this strategy? Also, if you go non-ToA, then the TSA and MgS will GREATLY reduce damage being dealt from mages. Granted when added with AMF it would be less, but still, the goal of this strategy isn't damage reduction, it's dealing damage.
August 21 2006 11:52 AM EDT
The RoE is worth using on this one actually, use it to build up the FB and the tank stats for as long as you can. I'd run with AMF for a while if I was doing this, but then I don't mind the xp loss from retrain. AMF only needs to be around 200k-300k to be useful for quite some time and you could build that up pretty quickly if the RoE was in the equation.
This would give you a much bigger FB for that ranged explosion too....you could switch to something else later on, but this would give you the best chance of making this work.
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