Strategy Suggestions? (in General)


ActionAction December 17 2007 1:37 AM EST

So, since I've seen a few of these in the past while.. ;D.


I'm bored of the RoBF strategy, so I've decided to switch to a CoC mage-centered one. I know, you probably have a bunch of suggestions for FB and MM mage-centered strategies, but I really want to do a CoC one. So, unless you think your suggestion is exceptional, please try to keep in mind that I'd much prefer a CoC strategy.

Also keep in mind that I started out single minion, and worked my way to three over a period of time. I've got about 13mil XP on my first, 4.5mil on my second, and 1.5mil on my third.

First minion (2nd largest):
MAX Evasion (or maybe 1/3 / 1/4 AMF, and the rest into Eva)

Gear: Elven stuff, AoF. Not really worrying about armor here ;P.


Second minion (largest):
1/3 HP; MAX CoC

Gear: My Tattoo (probably ToE), NSs, HoC, AoAC.


Third minion (smallest):
1/4 / 1/3 PL and the rest into HP

Gear: TSA, obviously. Then Wall gear for the rest. AC if I can't get the TSA.


Comments? I am looking more for alternatives to a PL wall and/or Eva minion =[.

three4thsforsaken December 17 2007 2:10 AM EST

well, there is always the good ol' toss AoI on both the 1st and 2nd, put wall armor on the third, train HP and PL on the first. I don't the name of the setup, but you've probably seen it alot. It'll be fun to maximize Damage reduction, of course that kills the whole evasion concept.

You could always go RoS AS for a gluttonous amount of HP, that's been very successful with me to get into melee rounds, but my char is still very young.

I've heard of people putting a ToA on a single CoC mage and giving it a bow. Has good synergy with the TSA, and you could give it a bit of evasion. The idea is to avoid actually training Str and Dex. I dunno though

Ice familar?

those are a bunch of fun builds i've come across that i've never bothered to try >.<

Ulord[NK] December 17 2007 2:20 AM EST

Just off the top of my head before I go to sleep.

1. You'll probably want a bit more hp than what you have now. AS would be nice in a build like this. The general consensus on tattoo is ToE > RoS. This may not be true if your team lacks damage reduction. IE, no AMF, heavy armor, etc if you use AS on the back wall.

2. I played exactly the same build for tourney and I'll tell you that MM will be a major pain. I would recommend EH+MGS on the back wall to survive through ranged.

3. With 4.5mil exp in evasion, it may not be enough even with full boost against single tanks and ToA users.

4. You'll make good money off RoBF users. They won't stand a chance against a CoC that size.

5. Alternative tattoos: believe it or not, SF is not terrible to put on the third minion. It'll act as a kill slot, which adds more survivability than you think as well as a back wall and it'll eliminate targets in ranged so your coc gets focused in melee. I tried that in tourney as well and I liked the result.

ActionAction December 17 2007 2:52 AM EST

Other Forsaken:

For your first suggestion, it would definitely be a viable option, provided I had the money for two AoIs ;P. I was definitely considering AS with a RoS, but it's hard to simply fit a pure Enchanter in here, as I don't have an AoI to stick on to my Mage. It would also be susceptible to DM, although to a lesser extent. The biggest problem I'd have with a RoS is the fact that my Mage would be sorely in need of HP to combat DM/AMF combos without a ToE.

As for the third option, I've heard of a CoC archer, but I don't like it ;P. Thank you for your suggestions, though. They certain give me another option with that RoS/AS thing, combined with an AoI.

And, I've heard of a 4-minion team whose sole purpose is to supplement a junctioned IF, but unfortunately, I'm poor and a fourth minion would really put me in the poor house at the moment. A valid strategy, though ;P.

Ulord: Oh, I totally forgot about MgS. I'd definitely be using that instead of a MS, as soon as I can afford one ;P. I do agree that MM will be a major pain, but as long as I can suck up the majority of damage with my Wall, I should be in decent shape for melee, won't I?


Blah. Here's an alternative (extremely odd) strategy. Tell me what you think!

First minion:
1/4 / 1/3 PL; MAX AS.

Gear: AoI, ToE (?!?!?!?) ;D.

Second minion:
1/3 HP; MAX CoC or 1/3 HP, 1/2 CoC, rest into AMF.

Gear: CoI, NSs, HoC, AoAC/AoI

Third minion:
MAX HP

Gear: Wall gear, except with MgS and EH.


Extremely odd, but it's late, so I thought I'd throw it out there. It has elements of both suggestions above, so yeah.

TheHatchetman December 17 2007 3:17 AM EST

a couple CoC ideas I've come up with:


Idea 1:

CoC mage (most XP) with AoI, EH (will cut down on FBs), CoI, HoC, NS, EBs.
Trains 25% HP 25% Evasion 50% CoC.

AS/AMF enchanter (2nd most XP) with Corn and RoS
Trains 1/2 AMF, 1/2AS.

Wall (least XP) with AC, SC, TG, CML, HoD, MS, AoAC
Trains HP and maybe a small Protection

Perhaps hie a GA enchanter at some point down the road...

This strategy will allow you to have a large excess of HP, and some good damage reduction with all that AC, allowing for plenty of time for your CoC to get off the ground.


Idea 2:

CoC mage (most XP) with AoI, MC, SC, HoC, NS, MS, CML.
Trains 1/3 HP 2/3 CoC

AS/AMF enchanter (2nd most XP) with Corn and RoS
Trains 1/3 AMF, 2/3 AS

GA enchanter (least XP) with Corn
Trains all GA as long as necessary, throwing any future excess to AMF

This strategy will capitalize on having tons of HP, and a hefty GA to return the punishment. Basically use GA (and in some cases AMF) to wipe away damage dealers, so that your CoC mage can come in and sweep up what's left.

You could also switch the last minion to a HP/PL guy, which would take damage away from the CoC mage, but it would also leave their damage dealers alive and striking.


I'll post some more later :)



Flamey December 17 2007 5:05 AM EST

I'm not here for a full post, but I strong disagree against using the RoS. The RoS is only more viable in strategies that rely heavily on their EDs. This usually means every ED slot is taken up on their team as well. See my character and Revs' character, and also bartjan's character. These are all tank teams. A CoC mage would especially benefit from the ToE.

Also if you use a PL battery, I'd say keep the TSA but use a MgS. The EH decays and I think it'd be better if you used a TSA.

Talion December 17 2007 8:53 AM EST

Here is what I would do:

Minion 1:
1/5 AMF, MAX CoC.

Gear: CoI, EH, NS, HoC, AoI, DB

Minion 2:
1/3 Evasion, Dispel to level protected by RoS, MAX AS.

Gear: AoF, EB, EG, Corn, RoS.

Minion 3:
Base Protection, Base EC, MAX HP

Gear: Wall gear, with MgS and TSA.

Ulord[NK] December 17 2007 9:16 AM EST

On TSA: it is better than EH in general, but remember your wall only has 1.5 mil exp. That's just over 100k hp. Is 5K hp a round gonna save you? Better question, are you going to live through ranged to regen any hp at all? Another question, are you using the strength bonus?

EH might save you in round one and two against MM and actually let you tank better than a base fire familiar. Isn't it also true that TSA costs an arm and two legs? I'd say use EH first and rent TSA as you grow bigger to see if it gets better. I don't think that'll happen for a while.

Talion December 17 2007 9:23 AM EST

"On TSA: it is better than EH in general, but remember your wall only has 1.5 mil exp. That's just over 100k hp. Is 5K hp a round gonna save you? Better question, are you going to live through ranged to regen any hp at all? Another question, are you using the strength bonus?"

It is never too early to look for a TSA. I do agree that an EH is cheaper to rent and can be more effective at lower levels. But, with an AC wall training only HP, as soon as a TSA can be found at a reasonable price, it should be acquired, used, and insta'd up whenever possible.

three4thsforsaken December 17 2007 8:27 PM EST

How bout an RoE on the CoC mage? more hp more damage, sounds nice.

Ulord[NK] December 17 2007 8:36 PM EST

Do you mean more exp? Yes, switching to RoE, drop PR and fight lower is always an option. That's the beauty of this build. Or rather, that's the one luxury RoBF builds do not have. But remember the opportunity cost of using RoE, you can no longer level a tattoo. That should be fine in the lower level as you can just instant up. After a certain point, it'd be wise to start levelling one if you want to have a shot at the top. Nobody is gonna sell you a 2mil+ tatt out of the blue unless you caught someone selling out.

three4thsforsaken December 17 2007 8:43 PM EST

Oh, you put up a good point >.<

But I was thinking more along the lines of making the CoC minion have a higher EXP ratio over the rest. But I guess long term that probably isn't more than a quick fix.

ActionAction December 17 2007 9:23 PM EST

Mmm, I should've clarified the fact that I'm not necessarily going to be using this build right away. In fact, I'm probably going to end up using this build for my NCB after this NUB expires and I've built up a considerable fortune.

As for the current situation, if I do try out the CoC mage on this character, I'm going to expect to get to about triple my MPR, so the gaps between each Minion's XP will become relatively smaller and smaller.

I've known that ToE was the standard tattoo for a CoC mage team, and I'm glad that Flamey has given me an example of RoS use ;P. I'm a NUB, so I have more than enough spare money and stuff to try out a few different strategies. I'm probably going to try out the ToE one first, and then use a blended strategy of the RoS builds here as soon as I get a sizeable amount of MPR. This way, I'll have enough XP on my smallest minion to try out a TSA PL Wall strategy, or any others listed above.

And, mentioned in the last two posts, I have a chance to switch to a RoE now ;D. Although I won't be doing so until I'm hitting the MPR brick wall which is the 1.5mil - 2mil MPR range.

Thank you all for your contributions - they've definitely helped me on my way to deciding my next strategy ;P.
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