muhaha strat! (in General)
lostling
April 3 2008 2:36 AM EDT
mage pwner
number of minions : 4
targets: pure mage teams(no physical damage dealers)
minion 1:AMF/decay/protection
corn/NSC/HOC(optional)
minion 2:AMF/decay
corn/NSC/HOC(optional)
minion 3:AMF/decay
corn/NSC/HOC(optional)
minion 4:HP
ROBF/CML/TG/HOD/MS/AOAC
doesnt everyone think this will pwn any mage team? :)
please post any suggestions and comments here :) i kinda wonder what will jon make with this change week
Nahh I think a big enough FB or MM or CoC will still overcome that one minion... the only one with HP... now if you train hp on all minions then maybe.
You are gonna have a lot of trouble in that all your 3 enchanter minions are going to die right off the bat, then you are just a single minion robf. I have tried high AMF robf, and it is hard to do, that build will do fair against fb and mm, but you still wont beat coc.
lostling
April 3 2008 3:09 AM EDT
what was your build?
mine was single minion robf with 80% trained into AMF and 20% into hp. Then a corn and some alright AC. I was able to do well against mm and that was about it. I would usually draw with fb at similar lvls and lose to coc
lostling
April 3 2008 3:13 AM EDT
but wouldnt the spreading of the damage among 4 minions help you survive?... you could probably put elven stuff on the other 3 minions and train alittle HP
They will still die in the first round. It really wont help that much. What i would suggest is to have a mage wall instead of 3 enchanters. So have 2 enchanters a mage wall and the robf with heavy AC. That way you keep it spread between 2 minions. It will stop fb very well, and would give a good fighting chance against coc.
lostling
April 3 2008 3:34 AM EDT
mage pwner (2nd draft)
number of minions : 4
targets: pure mage teams(no physical damage dealers)
minion 1:AMF/protection
corn/NSC/HOC(optional)/TOE or ROBF
minion 2:HP
AOAC/TSA/MGS/HOD/SC/CML/TG
minion 3:HP
AOAC/TSA/MGS/HOD/SC/CML/TG
minion 4:HP
AOAC/TSA/MGS/HOD/SC/CML/TG
lol is this any better?
With robf that should work really well, though you probably want that first minion to be somewhat bigger than all the rest.
why not 2 pure HP minion and 1 AS? the teams without DM will have that much more trouble against you, and teams with a big DM will not be much better off (trade your xp in AS for theirs in DM)
Cube
April 3 2008 6:08 AM EDT
Ehh too expensive. Do you have three Mage shields?
minion 1:AS
AoI/corn/ROBF
minion 2:AMF
corn
minion 3:AMF
corn
minion 4:HP/PL
AOAC/TSA/MGS/HOD/SC/CML/TG
or
minion 1:HP/CoC (Maybe another DD spell?)
AoAC/cabasset/leather boots/MCM (EH if it gets better)/NSC/CoI/Buckler
minion 2:AMF
corn/ToE
minion 3:AMF
corn/EH(for the heck of it)
minion 4:HP/PL
AOAC/TSA/MGS/HOD/SC/CML/TG
QBJohnnywas
April 3 2008 6:22 AM EDT
CoC/Evasion/protection/AMF/ToE mage
THREE Mage shield walls. HP, base protections.
That ought to do the trick......
i think you guys are overlooking it... mages do big damage but have little hp... if you cant kill them quick you will die.......
so how about a simple 4 mininion team...all training 1/3 AMF,AS and GA....
GG IMO
BluBBen
April 3 2008 8:54 AM EDT
HC - one minion can't train both AS and GA. And I think that one vital thing in Lostlings idea is that the team won't be effected by DM in any way as many FB teams train it.
How about:
Minion 1: AMF, Prot
Corn, RoBF
And a little HP, I forgot.
lostling
April 3 2008 11:03 AM EDT
/me grins yes i have 2 TSA and 2 MGS =x just need 1 each more lol
Cube
April 3 2008 11:20 AM EDT
I don't see how having three TSAs/MgS even helps you very much. Both of them work by percentages, so they'd only help in the case of a ToE.
I think that having lots of Amf would be important in an Anti Mage strategy, and three mage shields prevents this.
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