Something's Wrong with my Strategy (in General)


Wizard'sFirstRule January 10 2008 1:27 AM EST

Minion 1: Melee tank with BoTh, AoM, TSA, HoE, TG, DB, MgS (Mage shield) and Shadow Cloak. XP into Bloodlust (just enough for .5-.6) and 1/2 HP 1/2 STR (No DX)
Minion 2: Just a ToE (I rented a corn +8, but I can beat my current list without it, so I took it out for lower PR), base decay, lv 21/22 protection and Max AMF.

I build this to combat those with 4 minions and only 1 mage as damage, but it just isn't working sometimes. It is horrible against SFBM and even 3 minion team with equal MPR beats me with CoC. I can sometimes get ok challenge bonus, but not many good clanned target.

DH January 10 2008 1:35 AM EST

my opinion, get a ranged weapon...even a rusty spoon will help. personally if you are going after mages try a MSK. you dont need archery, but it helps. thats my 2 cents

Ulord[NK] January 10 2008 1:42 AM EST

The main problem would be the fact that you are using a 0 dex strategy. Many competitive teams in the upper echelon of the game uses evasion somewhere in their setup. You have no hope of touching those teams. In the world of ridiculous ranged damage and super evasion, the viable ways to get a no dex tank to work is either use a ToA on it or have massive EC. You'll find going to be even rougher as you get to 1.9mil score and everyone around you is 3x your mpr.

In the very least, I think your BoTH is a poor choice of weapon. Since you use no ranged, might as well pick up a big morg and do some serious damage. Losing to CoC teams of equal MPR may be due to the fact that you have less damage output than the CoC even after mgs/amf reduction. That is if they don't have evasion. You can always spend more money on the MGS, bringing it to +40 and more.

QBJohn Birk [Black Cheetah Bazaar] January 10 2008 2:13 AM EST

All good stuff there UK! I will toss in 2 more cents what the heck.

I think if you choose to do no ranged you have to have three or more minions. A minion in front with either heavy AC (which will help against a larger group of teams) and some evasion or Lighter AC and lots of Evasion (which will be more effective, but only against tank teams) and one in the back as a mage buster with EH MgS etc and PL. Slip the dealer in the middle. Now the dealer can wear the ToE (or ToA as mentioned earlier about the the No Dex), he is the only dude you care survives or not.

I know, you do not want/cannot afford a third minion. You asked what was wrong, tis my opinion of what is wrong.

Wasp January 10 2008 5:59 AM EST

Just get a RoBF

Wizard'sFirstRule January 10 2008 6:09 AM EST

I have tried using a ToA and RoBF, not very fun. as well as EC. but my EC, even with 1/2 XP on it, doesn't do nearly enough to nerf the dex. I guess I have to resort to a ELB (although I loathe using it). Should I put some Dex back on or does ELB+Archery=100% hit anyway?

Wizard'sFirstRule January 10 2008 6:23 AM EST

ok, one question, if I have enough + on my weapon, can I hit through evasion, how big do my + need to be roughly?

QBJohnnywas January 10 2008 6:56 AM EST

Take a look at the biggest weapons in the game - the link is on the homepage under most valuable items. The big weapons are all listed. You'll see that a lot of them have a + much higher than 100 in order to stand a chance of getting past evasion.

You should be looking at combatting a minimum of 100 evasion at higher levels. However the ToA will help there, providing your weapon is only around say +70 with it's bonus to PTH. Be warned though, the higher the PTH the less the bonus is worth.

QBJohnnywas January 10 2008 7:02 AM EST

If you're running a tank, unless you are using EC, or a ToA you should be training dex, equal to or more than you are training ST.

Unless you have a weapon with a very large PTH.

The other alternative is to add a minion training haste. This will give your tank dex as well as adding dex to your other minions, which cuts down the dex gap between yourself and other teams, which sometimes lowers the amount of times they hit you.

QBJohnnywas January 10 2008 7:21 AM EST

I would also consider replacing that AoM with an AoI. At least trying it out anyway. Let the ranged based teams hit your enchanter to give your tank a chance to do some damage.

I'd also consider losing the decay, unless you get some NSC gloves, because against anybody with AMF it's useless AND your enchanter is taking damage unnecessarily.

But the addition of a ranged attack can change who you can beat enormously.

Wizard'sFirstRule January 10 2008 8:29 AM EST

my enchanter is a 20hp one. it is never surviving a hit.

QBJohnnywas January 10 2008 8:33 AM EST

Oops my bad. Still an AoI would give your tank an extra round at the start.

Marlfox [Cult of the Valaraukar] January 10 2008 10:01 AM EST

"even 3 minion team with equal MPR beats me with CoC".

I think that would be me. ;)

ActionAction January 10 2008 8:13 PM EST

Just to let anyone reading know, PK is planning on upping his MgS by a looot.

If you're looking for a magekilling machine, definitely try adding more HP to your second minion. If you plan to last until melee, you need to have at bare minimum two minions. Usually even that's not enough.

As for the current gear, the only thing I would attempt there is an EH in place of the TSA. Since it doesn't even work until melee, and ranged is where you probably have the most problems (seeing as most mage teams are FB or MM), and you can maximize the EH's DD reduction, even if it does decay at a very fast rate.

I would consider moving that Prot on to your BL Tank, and using something else fun in the ED slot on your Enchanter - if you plan on switching from that TSA and it's horrible penalties ;x. Protection is good, sure, but if you only have two minions with low HP, perhaps funneling all that minions' XP into AMF is better.

If you prefer melee, I would most definitely agree that you need a better weapon. Since Ranged weapons only fire in the three Ranged rounds (if you have a melee weapon equipped), upgrading it to a level where it can kill lots of mages is out of the question.

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