Help poor old Pixel with strategy (in General)


QBPixel Sage December 30 2006 10:30 PM EST

Okay, I suck at strategy. I'm only good with art. So I'd like thoughts of my latest crappy strategy.

Minion 1: Anti-Mage Tank
AMF, Archery, VA
VB/BoNE/MH, ElBow, TSA, SC, DB, EG, Corn, AoM

Minion 2: Anti-Tank Mage
MM, EC, GA, Evasion
DB, AG, Corn, AoI
Tattoo - ?

Just trying to go for something kind of well-rounded. I'm sure there are holes in this strategy and it may just be outright craptastic, so give me comments/advice! Oh yeah, and I'm not sure how to split up the experience.

QBRanger December 30 2006 10:34 PM EST

First, I think my views on VA are well know, but just in case, I think especially with PL nerfing VA, it is not that useful. Best spend that xp on your tanks HP.

Second, your diluting your MM on your 2nd minion learning too many different skills/spells etc.. I would max AMF and GA on your minion 2.

I would also use a TOE or if you want to be different try a SF.

Unless you have a large + elb and use a TOA, evasion on mages will be your bane. I would recommend using BL instead of archery unless your ELB is over +150.

I would also go with a EC instead of a SC on your tank. And remember a corn lowers your dex/skills by 10% so do not learn AMF or VA on your tank. Just learn as much HP/STR/Dex as possible.

QBPixel Sage December 30 2006 10:41 PM EST

So I guess that turns into this:

Minion 1: Tank

HP, Dex, Str, BL
VB/BoNE/MH, ElBow, TSA, EC, DB, EG, HoE, AoM

Minion 2: Enchanter

HP, AMF, GA
DB, Corn, AoI, ToE/SF

QBRanger December 30 2006 10:43 PM EST

looks decent, also if you learn hp on your enchanter, you might want to consider PL on him also.

QBPixel Sage December 30 2006 10:52 PM EST

Sounds good. If I had enough time I'd do my best to get high in the ranks (by starting off as FB mage, rake up money, then invest into the equipment)... I'll think about it =)

AdminQBnovice [Cult of the Valaraukar] December 30 2006 10:55 PM EST

GA as a minimal hedge against offense heavy teams isn't bad, but it isn't good either, don't invest much into it...

Kong Ming December 30 2006 11:18 PM EST

Just to add, if you are using PL then no GA.

ResistanZ2 [The Knighthood] December 30 2006 11:38 PM EST

Would a ToE really help him as much? He won't have a wall so his general defense isn't greatly improved by a ToE, unless I'm wrong. Plus, with so many tanks with VBs running around, his ToE might even be less useful. I think the SF makes most sense.

Miandrital December 31 2006 1:19 AM EST

ToE is amazing against GA and FB/CoC mages. Magic Missile can occasionally overpower the ToE but the ToE is still good against it. On 1/2 minion teams, however, I feel that offense is far more important than defense so I would agree with opvines, and go with a SF. 3/4 minions I would go with a ToE.

Fanta [Fanta's Forge] December 31 2006 1:40 AM EST

I'd move your tank to the back since he has the TsA and the MgS and then take off the AoI on the enchanter. So then if you're using an SF, the enchanter (which is using DBs) can stop some ranged attacks due to higher Evasion in ranged combat, and your tank can stop MM hits, leaving some time for your SF to do damage.

Flamey December 31 2006 6:28 AM EST

I can't say much more, I agree and support Ranger's posts in this thread. :)

QBJohnnywas December 31 2006 7:15 AM EST

In my mind there are two main points in any good strategy to be mindful of. Focus on those and no strategy will 'suck'.

The first is, unless you are being clever, never dilute your damage. If you have a tank make his main focus HP/ST/Dex. And make sure you spend more on your weapons than on your armours.

And the same for a mage: HP and DD spell mainly then add other stuff later. If your minions can last longer thanks to HP and do lots of damage thanks to their 'weapons' then your team will be strong. The rest is icing on the cake.

To the second point of any strategy. Your enchantments/skills. If you use any then bear in mind the following: Defensive enchantments should be focused around making your damage dealers stronger and Offensive enchantments, your opponents weaker. And if by using either of them you're weakening your own damage then you're better off not using them, at least until your damage is strong.

(ok that's sort of a point and a half but you get my drift...)

I have been running my single ToA tank with only HP/ST/Dex until this week. I've only just started adding AMF and evasion in the past couple of days. And do you know what? I didn't really need to add them at all, because my team was focused on damage. In the end if your damage is not strong enough your team won't be strong.

If your team is strong (ie high damage output) it will be well rounded almost by default....

QBJohnnywas December 31 2006 7:25 AM EST

As far as tattoo is concerned, I would consider using a RoE at first to maximise XP rewards. The bigger your minions the more powerful you will be later on. Then later try out SF. The main reason to consider a ToE would be so you don't need to pump HP so much and can focus your XP spend on other stats.

QBOddBird December 31 2006 12:08 PM EST

I also suggest the ToE for a tattoo - since you'll have only 2 minions to distribute exp. between, your tank will be fine. I don't see any need for an offensive tattoo when you've got a powerful offense, and GA is an absolute killer (for me, at least).

But hey, that's just my thoughts on it. If you are going for ranged kills, an Archery tank with a SF does a great job of hitting from both ends.

But with BL, I'd definitely go ToE.
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