Single Jig Junction (in General)

AdminQBGentlemanLoser [{END}] January 9 2007 4:39 AM EST

Trying to work out how to make most use of the new Junction skill (bar just sticking an AG on your Enchanter..).

Would a Single minion holding a Jig work?

Wear TG/EG, HoE, EB, AoF/AoM. If weapons effect Junction, use a Morg/VB as well.

As for what to train, Junction as your skill, An EO, and either AS/GA as ED maybe?

I'd also probably stick Decay on the minion as well. ;) Don't want them swinging that Morg/VB with 20 STR.

So, how much do you need to train into Junction? :/

AdminShade January 9 2007 4:44 AM EST

Then you'd have to train Decay also, why not a base FB, doesn't make him take any real damage against AMF.

AdminQBGentlemanLoser [{END}] January 9 2007 5:36 AM EST

I was thinking of base decay with base HP (If no AS) ;)

Kong Ming January 9 2007 5:39 AM EST

Maybe we can try it on a low level character. Anyone has got one to spare for testing?

AdminShade January 9 2007 5:39 AM EST

so merely a 1 shot kill minion, leaving the jig on its own? hmmm....

Kong Ming January 9 2007 5:46 AM EST

I just tried a JF and trained junction on a minion wearing a BoTH. No HP drain when the JF attacked.

AdminQBGentlemanLoser [{END}] January 9 2007 6:38 AM EST


So it looks like only +STR/DEX items.

MissingNo January 9 2007 6:54 AM EST

Kong just said his was able to attack with a BoTH, right? So that means familiars can use weapons too, but they can't use the effects of the weapons?

Brakke Bres [Ow man] January 9 2007 7:00 AM EST

correct me if im wrong but the jig attacks with UC?

MissingNo January 9 2007 7:14 AM EST

UC means Unarmed Combat. Well, if you're holding weapons, it's no longer unarmed combat. I assume it's like regular UC on minions. You use UC unless the minion gets a weapon equipped. Then, you use the weapon.

Kong Ming January 9 2007 7:21 AM EST

The JF attacked using UC. I was testing for HP drain using a BoTH on the minion training junction. I noticed a decimal value for junction. I wonder what is it tagged to? STR? DEX? Or level of tattoo?

BootyGod January 9 2007 7:58 AM EST

Personally, I always wanted to try an EEEE with a JKF. Of course, completely impossible because there was no way to boost it. My question, and this is a -big- question, will AoI effect the JKF if junction is on?

Because... if so... 4 kill slots? Lol. IF? With some AS and PL to stop seekers and.... *whistlers*. Just my thoughts.

Also, now that there could potentially be a use of jiggy, will their price raise to that of normal tattoos (still low for NW, but you all know what I mean).

About -this- strategy though. Personally, I don't see it doing so well. I mean, the problem with CoC is that it waits too long for melee, and though the jiggy get's endurance, will it be enough to make a difference. Maybe. But low Dx, relatively low UC, and Endurance. It could go either way.

Also, will the TSA anti-mage effect transfer over?

AdminQBGentlemanLoser [{END}] January 9 2007 7:59 AM EST

Can wear a TSA with a Tattoo, so it's never going to be used with Junction

BootyGod January 9 2007 7:59 AM EST

Never mind TSA lol. Silly me.

Kong Ming January 9 2007 9:08 AM EST

What I'm interested is whether AC is also transferred to the tattoo. Imagine a high AC wall training junction, nice ;)

Zoglog[T] [big bucks] January 9 2007 9:10 AM EST

Most AC comes from body armour though so high AC is nigh on impossible.
You could get to a reasonable level with an MS and CML but still nowhere near what is classed as a high level of AC.

Kong Ming January 9 2007 9:22 AM EST

If you get all the heavy armor like adam, CML, SC, HoD, MS, TG and AoAC, you can easily get more than 300 in AC.

QBJohnnywas January 9 2007 9:23 AM EST

But if you're wearing an adam you can't wear a tattoo.

Kong Ming January 9 2007 9:28 AM EST

Must the minion training junction wear the familiar?

QBJohnnywas January 9 2007 9:30 AM EST

I think it's the assumption we're making. Can't say for sure until Jon confirms (or anybody else) but a four minion team all wearing bonus giving items, all training junction, all boosting the familiar? If that is how it works some people will be screaming 'overpowered' very fast!

Kong Ming January 9 2007 9:35 AM EST

I just trained my junction to level 2000 and it gave me a 1.0. I assume that is the maximum effect.

TH3 C0113CT0R January 9 2007 9:37 AM EST

Interesting, Very Interesting. This may just give me the incentive needed to add a minion to my team.

Zoglog[T] [big bucks] January 9 2007 10:14 AM EST

I'm pretty sure Jon wouldn't allow it to be from any minion.
The sensible view is from the minion wearing the tattoo as he/she is controlling it so therefore he/she must have the skill channel through him/her.
To make it so any minion with the skill can do it would be overpowered and I'm sure Jon already knew that when deciding how to go about it.

AdminQBGentlemanLoser [{END}] January 9 2007 10:27 AM EST

Now, let Junction transfer all item properties, including AC, and allow it to work with weapons, and it would be a great Skill! ;)

Let the wepaon junctions work with the DD familiars.

40% armour reduction, or 20% VA on MM!

Zoglog[T] [big bucks] January 9 2007 11:02 AM EST

In my opinon, the only thing that should be done is to remove the power shield category now.
The only problem with most of the sensible solutions to make this a good skill are that they will benefit ToA and ToE users o the same level.
By sensible, I mean allowing the extra equipment to be used, the AC if not already in play is a good thing but there still isn't a great deal to be gained without body armour.

Miandrital January 9 2007 11:50 AM EST

Zog, you are kidding right?

If you removed the power shields, then you will see a bunch of ToA tanks running around with mage shields, further reducing the effectiveness of mages. Likewise, a 20% boost to strength from ToA on top of the other str boost items would be crazy overpowered.

QBJohnnywas January 9 2007 11:56 AM EST

I like Zog's thinking. ;)

Zoglog[T] [big bucks] January 9 2007 11:59 AM EST

The only problem with most of the sensible solutions to make this a good skill are that they will benefit ToA and ToE users o the same level

Mian, slective reading are we? ;)

Brakke Bres [Ow man] January 9 2007 12:11 PM EST

is it possible to equip a ranged weapon which the jig could use?

Miandrital January 9 2007 12:24 PM EST

I tried to read what you wrote zog, but I didn't understand it. My bad if I misinterpreted.

Zoglog[T] [big bucks] January 9 2007 12:52 PM EST

As in, it would help improve the skill.
The problem being that it is not just the skill users who benefit, non-familiar tattoos (ToA and ToE mostly) will benefit just as much :)

Rubberduck[T] [Hell Blenders] January 9 2007 1:32 PM EST

Junction: 4,145/2,879 (0.0386138152685)

I can't see this strat working, for starters the jfk doesn't do enough damage.

QBsutekh137 January 9 2007 1:36 PM EST

Well, Junction increases STR and DEX up to 150%, though... I'm still absorbing, disregard if that is immaterial. But it would seem a Jig could be quite a monster, and that much harder to hit...

Rubberduck[T] [Hell Blenders] January 9 2007 1:44 PM EST

Kano-san beat Athenian (no AC or endurance, prot 14) [28690]
A 536K jfk with 414k ST thanks to GS.

You can get a big boost from items but it may be hard to balance the items you want for the minion versus those for the tatoo.

AdminQBGentlemanLoser [{END}] January 9 2007 1:49 PM EST

"If you removed the power shields, then you will see a bunch of ToA tanks running around with<snip> a 20% boost to strength from ToA on top of the other str boost items would be crazy overpowered."

Mian, I would have agreed to this a while ago.

But the introduction of the AoM, which can be used with a ToA, makes the reasoning for *not* allowing a BoM to bes used with one kind of redundant really.

If the BoM was made a Power Shield just to stop it's STR bonus being used with a ToA, when then, months later, add a new item that does the same thing, and can be used?

AdminQBGentlemanLoser [{END}] January 9 2007 3:07 PM EST

OK. I'm not done with this idea yet. ;)

Single Minion + Jig.

Basic Items stats.
HG: 4 + 11
EB: 10 + 24
HoE: 6 + 15
AoM: +9

This would give;

STR: +44%/+66%
DEX: +24%/+36%
UC: +17
AC: 70 (In addition to the Jigs natural Endurance)

But what to train on the single minion? I could use an EXBow on the minion, with no melee weapon.

Which EO? AMF will help the Jig live versus Mages (Might not be needed with natural Endurance), EC will help it hit, DM is just all round useful.

Which ED? AS (Not that useful unless I make the minion do something). GS/Haste (Could help the minion hit if they use a weapon, but don't get increased by item bonuses junction will provide the Jig). GA/VA look to be nice as well. :/

Rubberduck[T] [Hell Blenders] January 9 2007 3:13 PM EST

Why spend xp to transfer items effect when a single ToA minion will be much better

Talion January 9 2007 3:14 PM EST

I would choose EC and Protection as your goal would be to damage your opponent as much and as often as possible while protecting yourself and your Jig from harm.

AdminQBGentlemanLoser [{END}] January 9 2007 3:14 PM EST

Just because. ;)

Plus a Single ToA Tank can't have Endurance.

Adminedyit [Superheros] January 9 2007 3:20 PM EST

A 2 minion team GL is what is needed here. A MM mage with full mage gear and an AoI training only HP and MM, and an E outfitted as you stated training DM and AS.

AdminQBGentlemanLoser [{END}] January 9 2007 3:21 PM EST

OK Edit, Next Idea then! ;)

Using my current Two minions. Rear minion, MgS Wall. Using the VB, and Training HP and STR?

Minion in Front with Junction and a Jig (with the Junction gear...). Maybe train EC to let Wall have a bette chance of hitting, and help the Jig. With the MgS to take MM and help spread damage.

Could either have E and Jig invisible, or use a AoM and have E in front to take Decay hits, or Jig in front to take physical hits. :/

So confused! LOL!
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