Enchantments for a Single Tank? (in General)

QBJohnnywas January 23 2007 12:29 PM EST

Ok, My guy Diabolik; single tank, HP/ST/Dex/Evasion. Lots of damage thanks to ELB, Belegs and high ST. Pretty nippy on his feet too thanks to fairly high Dex and Evasion.

I'm looking at my next step with him. I'm not adding minions; as somebody pointed out it would be cheaper to buy a char and recreate this on somebody elses multi minion team. That may be my next step. So until such a time I'm sticking with this guy as a single minion.

He's very focused in his basic stats because I don't have any enchantments. There's not really much choice for me with regards to defensive enchantments, at best I'll train a small protection. Small enough that I won't mind if it gets fizzled by DM. But where to go with offensive enchantments?

Diabolik is strong and he's fast; capable of a LOT of damage, considering his MPR. Most of the battles I win are won in ranged; occasionally it goes into melee, but he's much weaker there.

The fightlist is quite varied. My main problems are mages on multi minion teams, and Evasion.

Given that he's currently very successful, I'm torn between keeping him exactly as he is and adding an offensive enchantment. So which one?


Which one would be best? DM to cut those multi minion teams? EC to reduce those evasive little irritants that make me waste ammo? Or a big AMF to do some of those mages hiding behind their walls some damage?

AdminQBnovice [Cult of the Valaraukar] January 23 2007 12:41 PM EST

EC won't help in ranged unless you have PTh to counter evasions PTh, and without archery...you get what 5% of your PTh?

DM only helps against GA, everything else it does is somewhat moot.

AMF is best spell for keeping single minions alive...no question in my mind for a non Archer with a Morg to counter GA...

QBJohn Birk [Black Cheetah Bazaar] January 23 2007 12:43 PM EST

I only say AMF because of it also protecting from the tank killer Decay. Realizing you, like myself, rarely see melee combat this is not as much of an issue, but in a coin flip, to me it decides the factor.

MrC [DodgingTheEvilForgeFees] January 23 2007 3:03 PM EST

EC doesn't appear to have any effect here.

I don't even know what DM could be killing, AS really isn't a big deal, you're already doing enough damage not to be concerned about it (or so I assume). Haste is a slight concern but having run some pretty heavy DX strategies that got a little extra from haste, I can't see those being much of a threat to you, or at least not many of them.

I intend to run a similar strategy, and have absolutely no intention of training any form of AMF. It costs EXP and it only works against certain opponents, as a single tank you're set up nicely to beat other tanks, surely there's enough of them to make a decent fightlist, why would mages need to be added to that?

All of that is somewhat pointless though if you can train an AMF without your other stats suffering too badly (i.e enough that it effects your performance against tanks).

So, if you're already beating most tanks by more than enough, spend a little on AMF.
But I don't recommend compromising your effectiveness against tanks.

AdminShade January 23 2007 3:19 PM EST

EC => too small, and you don't use an Exbow or Axbow to aim for tanks.

DM => too small to be efficient, your aim is to deal damage, not let someone cast a smaller protection

AMF => your way to go, this will stop nasty Decay mages :)

AdminQBGentlemanLoser [{END}] January 23 2007 8:02 PM EST

train it to 100K (or so) to get 1.00 returns versus base decays, then leave it.

Seekers are your counter to Mages.

Swagger January 24 2007 12:16 AM EST

Having run a single tank for a while now, I trained 100k AMF, and 60k Protection. 100k AMF was enough to stop base decays, and 60k protection isn't a terrible amount of XP, but against someone with no DM, it's a 20% damage reduction. Teams that use DM most likely have more XP invested in DM than you would in prot, so it's a relatively fair tradeoff, and 100k AMF isn't that much XP either, especially in fights that do go to melee, as you lose the first round, and would get decay-ed twice otherwise.
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