Design a Single Tank strategy. (in General)


AdminShade January 11 2007 6:05 PM EST

And use whatever you want if you'd please.

I'd want to see some various possibilities.

Brakke Bres [Ow man] January 11 2007 6:08 PM EST

HoC
Tulks (or EGS)
EBS
HF
Upped to the max

Huge ELB (with more then plenty of PTH) With seekers
No other weapon dump it all on the elb.

Train 1/3 HP 1/3 STR 1/6 dex 1/6 junction

The 2 archer strat is born, but only one minion so this counts right?

GO PATS January 11 2007 6:40 PM EST

If you were using a huge ELB and an Hal wouldn't you want to consider a nice set of BG's instead of EBs?

ottar January 11 2007 7:07 PM EST

As suggested above, but ToA instead of HF, and BGs instead of tulks, and Archery instead of Junction. You will need a melee weapon to get through some teams, but most of the NW should be on the ELB.

noneedforthese January 11 2007 7:11 PM EST

I'd go with the Hal, with BGs, HoC, EBs, and Junction with the usual stats. I prefer this setup over ToA coz I think you'll have a better chance against 4 mage-invisibility teams without having to spend money on seekers... and also it's stylish

QBJohnnywas January 11 2007 7:17 PM EST

Just look at mine.

Strong fast evasion tank. Belegs to improve damage. Elven Boots to improve dex and raise evasion level. HoE and AoM to increase strength. All money into the damage on the weapons, letting the ToA take care of PTH. That particular point means much stronger weapons for much less cost, meaning much more of it comes in under the Weapon Allowance.

The reason for evasion over bloodlust or archery? Single tank. Might not actually last until melee. Against tanks evasion makes that much more likely. No point training bloodlust if it means I die in round three. Archery? Nah, I'm not really missing at all, infact quite often I'm hitting triple strikes.

Ok, so the emphasis on ranged means the Morg sometimes is useless, that is not even used, but that's fine. More money into the ELB.

The basic idea behind it was taking the idea of a UC tank, but giving it real damage in melee.

No enchantments; AMF is good because I'm very vulnerable to decay. But with huge damage I'm taking out mage teams left right and centre. Don't need VA, because of the Morg. Could use Protection, but makes me vulnerable to DM.

This is my ideal single tank. The only thing I fantasise about using with it is a mage shield. I can dream.....

BootyGod January 11 2007 7:25 PM EST

I tried Evasion. You simply can't get it high enough (164 should be high enough by any standards... but it's NOT)

Archery is fun... but it's pick. "I need belegs, I need elbow, I need blah blah". In the end, it was like a hot, stupid wife. Fun, but not worth it in the long run.

But bloodlust? Oh... bloodlust is perfect. It doesn't need anything. It just wants to be sightly leveled, and then to bash other people's heads in. So, the skill of my choice is bloodlust.

Then... what's important? Dx? No... DX bites. If I can hit you, I'm going to try my best. So... enough DX to get two hits per round against anyone but the most hardcore evasions or DXs.

Everything else exp wise should be ST and HP. Maybe a small protection. If you feel it's needed, AMF. Why not? Small one though.

What equipment? Not hard here.

VB, axbow, bolts, AoM. Axbow rules, AoM is not bad, VB should be nerfed, but hasn't, so rocks my socks. Bolts... bolts are bolts.

Armor? ToA. Makes that DX way easier to get. Gives me PTH? Even better. ST? Woot.

HoE. EB. Tulks. Kite Shield.

Perfect.

Brakke Bres [Ow man] January 11 2007 7:27 PM EST

Why all the single ToA tanks?

The ToA isn't crucial for a tank.

And yes that setup of mine should get more use from the belegs then the tulk's or
Eg. But does the extra damage from the belegs outweigh the damage
from the tulk's?

TheHatchetman January 11 2007 7:30 PM EST

HF, BG, HoC, DB, MgS, AoM.
Train: 20% HP, 35% ST, 30% DX, 15% Junction
Tank would use a gimongous SoD with Explosive shots.
IMO, this is ownage in a can!

BootyGod January 11 2007 7:32 PM EST

Why go ToA over armor?

PTH.

I could make Failure miss, but not edyit. There something there lol.

miteke [Superheros] January 11 2007 11:36 PM EST

I'm with Hatchetman. With all these insane archery boosts why wouldn't you go with the doublemint pick? Though I might go EBs instead of DBs since you want to finish it right away.

QBJohnnywas January 12 2007 2:01 AM EST

Henk,

I was using +16 Tulkas and switched to +8 Belegs. I got another 200k damage on each hit....

QBJohnnywas January 12 2007 2:02 AM EST

In ranged that is. I only lost about 30k in melee per strike.

TheHatchetman January 12 2007 5:14 AM EST

JW can't beat me with tulks, yet shreds me with BG... you do the math...

AdminShade January 12 2007 10:40 AM EST

What ways are there to live through ranged?

First Magic Damage:

AMF -> can't be done with MgS
MgS+ EH -> can't be combined with AMF
More minions to absorb damage -> tricky, MM targets last minion, FB spreads damage, AoI does nothing to help against this
pure Armor Class -> the more the better of course

Physical Damage:

pure AC -> the more the better
evasion -> high evasion makes tanks miss in ranged rounds, especially helpful against ELB users due to them being possibly the highest damage dealers.

QBJohnnywas January 12 2007 10:57 AM EST

If you are a single tank and you want to live through ranged there is one other method, but it's only good for three or less minions. More damage. Boost your damage and kill them before they kill you....

Sounds like a silly thought, but damage really is the key for single tanks. Even when I was running a single UC guy, which against other tanks is all about defense really, I still equipped a large bow to enable me to increase my damage.
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