want your suggestions (in General)


Tylan November 13 2006 4:45 AM EST

if anyone would care to take a look at my current setup (and test if you like) and leave some feedback it would be apprecated.

Kong Ming November 13 2006 4:48 AM EST

What problems are you facing in your setup?

QBJohnnywas November 13 2006 4:53 AM EST

Mmm, first thing I would do would be to get rid of the weapons and armour on your guys at the back who are casting enchantments. Or decide if they're going to be wall/mini tanks or enchanters.

Having them do both jobs is a bad idea. For instance the guy at the back in the heavy armour casting DM/haste - that armour is cutting down the amount he casts due to the penalties you suffer by equipping armour. The mini tank who is casting AS...for AS to be effective it's best being the only thing you're using XP for on that minion.

And having more than one minion using weapons is expensive in the long run. If you concentrate your team around your ToA tank, you can also concentrate your money into his weapons, which will give you a much better tank.


The team is pretty good but my advice would be to decide what you want those minions to do. Don't have them do both because they will be a lot better just concentrating on one job.

Enchanter or Wall; enchanter or tank...that is the question!

Tylan November 13 2006 5:06 AM EST

mainly at this point any main weaknesses (i realize my hp even with the AS is ungodly low) i seem to have trouble with fb mage teams and teams with more than 1 tank or GA.

Tylan November 13 2006 5:11 AM EST

yea i was taking some advice from someone else and it seems to help a bit against the fb mages.....main issue with the as minion is i'm using him as a secondary dmg source atm, with just the single tank/1 pl wall/2 enchanters i was getting eaten alive

QBJohnnywas November 13 2006 5:19 AM EST

There really isn't anyway around GA, apart from making your DM bigger to nuke it.

And FB mages are going to be a problem because you're using DM instead of AMF.

Just to further clarify my point about mixing armour with enchantments. Because of the penalties that equipping armour on enchanter minions brings you, you are wasting XP.

For instance, an armet takes 3.333% off your enchant defense spells. So the amount of xp used in that percentage is useless. You're making your team smaller by doing this.

Personally I would do this: make your ToA tank your only damage dealer. Get him some better weapons, or at least make the ones he has bigger. Make your two enchanters ONLY enchanters. Your AS guy only training AS and your DM/Haste guy only training those. If you must put armour on them then use leathers - no penalties. Focus your team around the Tank. He will be that much more effective for it.

Get a supportership if you can, you'll get a favourites list for your fightlist and then you can avoid fighting fb mages and teams with GA. Save up some cash while you still have the NUB and get a better set of weapons for your tank. If he is the only damage dealer then you can pump cash into his weapons and make him stronger.

This is my personal preference of course and you can do what you want in the end. But from experience one very strong tank is better than two average tanks....

Tylan November 13 2006 5:24 AM EST

thats what i've been working towards in the long run, went ahead and switched the armor back to my pl wall the 6k hit i was taking in haste cast really clarified how bad i'd be hurting later on...main issue with the equippment is my 10mil nw toa i'm using, unfortunatley it was too good a deal to pass up at the time and i'm paying for it now with a big pr not in proportion to my mpr. on the plus side i am using a x200 +20 compund and a x150 +20 executioners blade on my main tank, if i could managed to liquidate the extra weapons it might be viable. learning the hard way about how much $$ a tank requires to be viable through :/

QBJohnnywas November 13 2006 5:29 AM EST

Your tattoo doesn't really add that much to PR. Infact having an outsized tattoo is a good thing, because it will always operate at your max tattoo level, giving you more effect than you would normally have. In simpler terms, because you have an outsize tattoo your ToA tank is actually bigger than he would be otherwise.

Having thought about it some more...you say you have problems with GA teams? Having two damage dealers is actually not a good thing against GA, because it retaliates on every hit you make. So if you have two tanks hitting it will hit both of them back. One tank, less problem with GA..just a thought....;)

QBJohnnywas November 13 2006 5:31 AM EST

Again to clarify - your tattoo is acting as if it's size is the max tattoo - it only adds to your PR the same as a tattoo of that size would...
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