Strat Help for Moosh (in General)


GO PATS February 5 2007 9:28 AM EST

Here's what I have got, so far, and I'm just looking for some general advice, and also the answer to a specific question.

Right now, I've been using my named RoE on my Mage, Jameson, and now he has quite a bit more exp total than either of the other minions.

D.U.I. --- PR / MPR: 482,595 / 435,553 --- Max tattoo: 562,054

Cabo Wabo Anejo: HP: 75,000/75,000 --- ST: 131,000/100,000 --- DX: 201,496/191,901 --- AC: 90 --- Archery: 33,772/32,164 (1.00)
Gear: TSA, EC, DB's (thinking of changing to EB's), BG's, HoC, MgS, AoI, ELB, Seekers, Katana (Never really get to melee...).

Jameson: HP: 80,000/80,000 --- ST: 20 --- DX: 20 --- AC: 12 --- Evasion: 10,000 (14) --- Magic missile: 511,997/465,452 (231,792)
Gear: Named RoE, AG's, DB's, HoC, AoI.

Guinness: HP: 20,000/20,000 --- ST: 50,000 --- DX: 2,940/3,000 --- AC: 105 --- Archery: 12,606/12,864 (1.00) --- Ablative Shield: 311,428/324,270 (155,724)
Gear: HoC, SC, The rest is the best leather with no penalties, Buckler, ELB, Seekers, Katana.

Basically, when I reach about 500k MPR, I plan on buying a 4th minion, wearing a full Wall Set, training Protection to (20), then all HP. Also, I'm starting to swap out my RoE to a nice big SF, when I'm defending and putting Junction (1.00) on my mage, instead of the small evasion.

So other than some general thoughts, my main question is this... Do I just leave my RoE on my mage exclusively, letting him get bigger than the rest? And if not, which minion should I let wear it? My AS enchanter/mini-tank or my main tank? (By the way, my AS enchanter/mini-tank is maxed out in ST and DX right where I want them, so all EXP is going into AS now. He's just for shooting seekers.)

GO PATS February 5 2007 9:34 AM EST

Oh yeah, forgot to mention, if it wasn't obvious... I'm a shock team... 8 seekers and 4 MM's first round... I usually never make it to melee, so I'm figuring that the fights I lose for that reason may be easier with a wall (still debating his position during combat)...

MrC [DodgingTheEvilForgeFees] February 5 2007 2:30 PM EST

1: EBs are better suited to your strategy.
Whether DBs help you more against your specific opponents, I don't know. But on principle I'd say switch to EBs.

2: What is the NW on that katana? If your strategy is already aimed at winning a fight in ranged it's probably not advisable to be wielding a katana, especially if it's adding to your PR.

3: I like the RoE on the mage, keeps him well ahead of AMF. Glad to see the evasion is low (it's a good skill but when I looked at your character I was concerned it might be taking too much EXP away from MM/HP).

4: Guinness also has a katana, same as the other one if it's adding PR it may be worth getting rid of but these katanas do give you the option of winning a fight in the first round of melee which is quite useful but only if it doesn't add much to your PR.

5: When I first looked at this character my impression was that it's one of the few characters with multiple attacking minions that I like. The fact that you have three instead of one minion attacking makes you more likely to win in ranged.
It also makes you very vulnerable to EC.
To add in a wall minion would be great if it didn't take EXP away from your other three minions, but in my opinion they're already dealing with as much EXP dilution as they should.


My suggestion is to not try to change tactics simply because your current strategy sometimes doesn't kill in ranged. With two ELBs and three HoCs, not to mention the seekers, you're doing significantly more damage than most in ranged. Why add a wall minion that will make you fight longer in melee where you don't have this advantage?
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