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

DrAcO5676 [The Knighthood III] April 3 2008 3:02 AM EDT

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.

AdminNemesia [Demonic Serenity] April 3 2008 3:05 AM EDT

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?

AdminNemesia [Demonic Serenity] April 3 2008 3:11 AM EDT

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

AdminNemesia [Demonic Serenity] April 3 2008 3:15 AM EDT

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?

AdminNemesia [Demonic Serenity] April 3 2008 3:39 AM EDT

With robf that should work really well, though you probably want that first minion to be somewhat bigger than all the rest.

Wizard'sFirstRule April 3 2008 6:02 AM EDT

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......

Hyrule Castle [Defy] April 3 2008 7:06 AM EDT

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.

Fanta [Fanta's Forge] April 3 2008 11:02 AM EDT

How about:

Minion 1: AMF, Prot
Corn, RoBF

Fanta [Fanta's Forge] April 3 2008 11:02 AM EDT

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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