GL's Unusual Strat Idea of the Month 1 (in General)


AdminQBGentlemanLoser [{END}] September 11 2006 9:04 AM EDT

I'm having a crappy day at work, and thinking up a new strategy is helping get me through the day.

Single minion again, as I love the complexity they bring and the reward from XP concentration.

Without futher delay;

Single Enchanter with a JF.

The minions whole purpose is to buff the JF. I chose a JF over a DD familiar, due to the inherant Endurance as familiars can't gain any sort of damage reduction.

Leaving the minion as an Enchanter allows the JF to appear last, and with an AoI take all the damage.

The minion would train HP, PL and GS as main attributes with a base AMF. The HP and PL will keep the JF fighting longer, and the GS is to boost it's damage.

Items for the minion would be EB and EG with a Corn.

QBJohnnywas September 11 2006 9:42 AM EDT

Nothing much to add to this - the single enchanter with PL/familiar is one of the most effective strats I've tried, although I did it with a FF, and AS instead of GS. But of course that wouldn't work as well with the Jig because of the damage they don't do...

How big for the AMF? I'd recommend at it's lowest a level of about 100k. This wouldn't take long to build and would give you protection from most decays, except for the really big ones.


The only problem I can see is archers, but then they're a bother to most people at the moment. A decent archer could in theory take you out pretty quickly, and you wouldn't be doing any return damage in ranged whatsoever. Still hopefully the combo of the jig's built in endurance and the PL should work in a way like that high end AC/PL combo, so you might be alright....:)

AdminQBGentlemanLoser [{END}] September 11 2006 9:46 AM EDT

"and you wouldn't be doing any return damage in ranged whatsoever."

;) This ain't my RBF/AMF/GA idea. No room for GA here, so no return damage anyway. :(

I am hoping that JF Endurance backed by the 10% of PL will give a nice amount of reduction. :/

AdminQBGentlemanLoser [{END}] September 11 2006 9:48 AM EDT

"But of course that wouldn't work as well with the Jig because of the damage they don't do..."

Yeah, that's what the GS is for. To try to beef them up somewhat.

I could add a weapon to the E to make use of the Str they'll have from GS, but then the JF would spawn before the E, leaving it vulnerable to MM. :/

QBOddBird September 11 2006 9:50 AM EDT

It doesn't give nearly enough damage reduction for physical reduction purposes - however, PL + AMF + Jiggy = massive DD damage reduction on him. I had the same idea for a strategy before, except it went more 3 minion:

1/10 AMF/ Max Haste
1/10 AMF/ Max GS
Max AS (Jiggy)


That was to help him get through ranged rounds, as there was one enchanter to die for each round. Helped divide up DD as well, and there's still plenty of EXP concentration. =) Just drop PL on this strat.

QBOddBird September 11 2006 9:51 AM EDT

Additionally, 2 of the 3 enchanters can be given a weapon on this strat (Exbow and Elbow?), allowing them to make use of that STR and DX.

QBJohnnywas September 11 2006 9:53 AM EDT

It's multi minion though. GL doesn't do multi minion. The most you've had on a team was two minions wasn't it?

BootyGod September 11 2006 10:16 AM EDT

GL I thought of this same strategy. Buffing the Jiggy and taking advantage of natural endurance. Here is where I always lose it.

A 4 minion RoS team gets about the same effect.... but more mage protection and massive ranged round WITH the addition of bloodlust.

Secondly, you can't beat other single minion tank teams (which IS basically what this is) due to lack of PTH and DX. Personally, I think this strategy would work better with VA and EC trained. VA to give Jiggy chance on mages and massive EC to let it slaughter tanks. But there are other such as leaving it the same but Haste instead of GS. If you go the EC route give the enchanter some ST and let it help against mages with a BoNE and an archery ELB. Wouldn't take much.

Just some thoughts.

AdminQBGentlemanLoser [{END}] September 11 2006 10:25 AM EDT

:D Yeah, that's one reaosn I'm determined to stay single.

It's easier and better to add more minions. There's no drawback not to.

So I wont. ;) Stubborn I know. :P

As for other Single Tanks, I'm hoping the inherant defensive dexterity the Jig will get will help out there. And I'll have to rely on UC pth to hit them. :/

I might think about adding more AMF, but it's only really there for Decay, and to be large enough to get little backlash versus high DD to do them some damage. :)

AdminQBGentlemanLoser [{END}] September 11 2006 10:26 AM EDT

Oh, I had three minions for a brief moment Johnny. Didn't like it at all! ;) I had two for a while, but lost interest.

Single all the way!
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=001tpM">GL's Unusual Strat Idea of the Month 1</a>