2 minion NCB Strat Contest!! (500k Prize!) (in Contests)


three4thsforsaken April 8 2008 10:40 PM EDT

In a few months I will be running my NCB (so excited!) however in order to make it succeed I have decided to start with 2 minions and hire midway thought the dead zone.

The contest is to find the best 2 minion strat available for growth to roughly 1.5million MPR. The faster the better, retraining doesn't bother me too much. Post strat ideas below, with reasoning why your strat works, and why it's so darn fast! Feel free to post about other people's strats ( >:D be dirty!)

I will be judging by these criteria. From most to least importance.

1. The ability to hold the highest Challenge Bonus and a good fight list for the longest time.

2. The ability to deal with encumbrance and PR and NW ( this is why it is unlikely that I will choose a tank strat, but if you can convince me...) No MgS or Jiggy please.

3. The ability to wear a RoE. Note that this benefit must outweigh the challenge bonus of a large tat. (roughly 2.5million)

4. Minimal farm-ability, so clannies don't hate me, but if a can get a good challenge bonus, again, it's not too important.

5. Style :)

Sorry guys, training all evasion and EC/AMF and putting on a RoBF isn't allow.

This contest ends on Thursday evening, multiple post are allowed. Winner gets 500k!!

Thanks and good luck!

TheHatchetman April 8 2008 10:50 PM EDT

Train all EC/AMF and put on a SF :P

lostling April 8 2008 10:54 PM EDT

ok lets keep it simple for now...

single FB mage
20% evasion(evade 1st few shots)
0 - 20% HP(yes i dont like hp... might as well evade then flash fry them)
20% DM (so you dont get murdered by GA too much)
40-60% FB (yes burn burn burn)
able to equip an ROE at all times... you can use TOE when you aint fighting

single MM mage
same as FB mage except with MM

QBOddBird April 8 2008 11:10 PM EDT

Darn you Hatch!

I was going to suggest the VERY same thing, but with a HF ;)


In lieu of that, train straight AMF on one minion, BL tank on the other with emphasis on STR over DX, and a ToE on the AMF minion with perhaps a medium AS, to help out a bit against those non-DM opponents.

lostling April 8 2008 11:17 PM EDT

ok next idea :)

super hide in death TSA FB mage...

targets: AMF using minions (plenty up to the top)
able to maintain a high challenge bonus for a long time...

equipment: HOC/NSC/TSA/rest are optional
train HP and FB
balance your HP and FB just right that once you use FB you kill yourself on AMF for that round... then once you regen you come back to life again... make sure you regen enuff

this would allow you to get high challenge bonus for a long long time to come

0.4 * max spell effect (not spell level) * AMF % at the start of the battle

QBOddBird April 8 2008 11:18 PM EDT

These are all single minion strats, lostling? Did you misread the thread title? *giggles*

[P]Mitt April 8 2008 11:24 PM EDT

2 Minions:
1 CoC Mage, 1 PL wall.

CoC Mage trains 3:1 HP:CoC with a ToE, otherwise 2:1 HP:CoC without, with a Prot of ~20 and ~1M exp into AMF (later in the game) to hit base decays.
PL wall trains.. HP and PL. Oh and a few points into STR and DEX... and I mean a few (to have ExBows and AxBows target it first)

Items...
CoC Mage:
AoI definitely - PL Wall should have decent AC to prevent direct damage.
DBs in order to counteract double and triple hits later on
NSC to reduce AMF damage
and HoC (for that extra round)

PL Wall:
TSA definitely - high HP + TSA = fun for the whole team!
Other than the TSA, perhaps a MgS (but you already said no MgS).
Other than that, armor to pump AC.. so AoAC/SC/CML/TG/HoD/MS/2007CBT (basically a wall AC set).

----------------------

This allows for the use of a RoE, and it definitely has Style. I use it ;)

But seriously, the purpose of the strat is to let the PL wall take damage while the mage parades around blasting with the CoC in the 5th round of range + all of melee.

You won't be able to beat MsK teams very well or heavy duty FB teams (unless your PL is THAT huge, which I would recommend not... put the exp into HP to allow the char to survive longer)

But other than that, I think it's a pretty solid strategy. Oh and it's 2 minions.

[P]Mitt April 8 2008 11:28 PM EDT

Sorry for the double post, but you can add a third Decay/AMF/AS minion (or mix and match of the three) once you hit the mid zone. In order to... make fights shorter by dealing damage via Decay/AMF... or to make fights longer (CoC is a BEAST in longer fights) through your AMF = them doing less damage and AC = you surviving longer :P

lostling April 8 2008 11:33 PM EDT

nope... just decided that 1 minion is better :) im pretty sure he will listen =x ... i like giving a selection

next strat... 2 MINION this time

1st minion
evasion/HP/COC/
AOI/NSC/(TSA/COI or ROE or TOE)/EB
2nd minion
HP/DM
corn/whatever wall armor you want to throw on it

lostling April 8 2008 11:34 PM EDT

oops forgot HOC but duh you know

three4thsforsaken April 8 2008 11:57 PM EDT

Great ideas so far, keep them coming!

My own imput

So far Mitt seems the most Viable. Conundrum's strat! Forgot about that.

Hatch: It's nice, but how am I going to get a high challenge bonus if I can't beat people with the MPR advantage?

Oddbird: It's good, reminds me of Hatch's strat without the enc :), though it probably isn't going to work without massive AC.

Lostling: I need 2 minions because this is only a quick fix for MPR. My real strat is pretty much Conundrum + The Four Kings (at least what is used to be). It requires that I have 2 minions of large size for it to work. Then I'll hire 2.

I like the TSA and FB combo, it's really a cool idea. But it'll be so hard because I'll need low HP to die, and high HP to revive again, and I have to take in account the varying damage during the ranged rounds, and the size of AMF I'll be facing.



ActionAction April 9 2008 12:58 AM EDT

Well, it's already been partially suggested here, but yeah. I still like my two-minion anti-ED strategy I was running with Ladies of Loathing :P.

First minion is a typical FB mage, and you probably have more breathing room for XP ratios than a regular SFBM, since you have two minions. The second minion is straight DM, and native HP once you nuke every ED around you, up to whatever CB you're using. Another option would be to train an ED to optimize a possible Corn usage.

Advantages?
-You can easily stick any Tattoo you have onto the Enchanter for anti-farm.
-You might not have as much ENC as you want, but trust me, I don't think you'll need all that much ;/.
-You can use a RoE however much you want, on either minion.
-The ability to simultaneously nuke a large portion of ED-reliant teams' MPR. I've noticed a lot of AS/GA based teams around my area with almost a 2:1 score/MPR ratio, so you shouldn't have that much of a problem getting past the first slightly rough spot for SFBMs.

Disadvantages
-Still will get farmed into the ground ;(. Stupid Evasion not doing anything for you at lower levels, and high score/MPR ratio will hurt you later on.
-You'll fare worse than a SFBM against higher-based AMF teams, like the RoBF ones you see :P. Counteract this with NSCs! :D
-Umm, your FB will do less damage? x__x. I don't like disproving my own ideas.

Anyway, it's basically a SFBM with a kill slot, except that you're probably going to want to train less Evasion. It's kind of a hit-and-miss strategy, but if you're going SFBM, you're cutting out a chunk of your MPR by training Evasion anyway. Specialization will get you high CB for a long time :).

ActionAction April 9 2008 1:04 AM EDT

ALSO RETRAINS ARE HORRIBLE. Honestly, I estimate I lost about 200k MPR on my NUB run due to retrains. Of course, I'm totally ADD when I do it, so maybe my "Umm, what was I doing?" attitude contributed to that. But, you want to retrain as little as possible to speed your run up. Sersly.

Daz April 9 2008 1:27 AM EDT

Heres what I'm going for at the moment:

1)
AS/Evasion
Full elven, corn and an AoL

I'll add an enchantment to this one later, but I wont have enough xp when I first buy it.

2)
HP/Junction/MM
SF, DB, AoF, AG, HoC

TheHatchetman April 9 2008 1:34 AM EDT

SoD/UC guy with a DM enchanter:

With UC, encumbrance is almost never an issue due to it's boostable nature, and how it gets a boost from HG/CG, and no melee weapon needed. You can customize your fightlist to be able to fight effectively with RoE, and just use the Gi for defense. use the DM enchanter to target ED-reliant teams, and voila! success. mages with too much evasion will eat you alive though, due to all the XP spread a UC minion has to deal with. if you want to use a tat as opposed to an RoE, you could consider throwing a RoS on the DM enchanter and train a base(ish) AS, or even use a ToA on the UC guy.


SoD/Evasion guy with a DM enchanter:

Same as above, but instead of UC, CG, and HG, use Evasion, VB, BG, and ToA. Encumbrance is pretty much a non-issue with most ToA tanks as well, until EC comes into play.


heavy CoC mage with AMF dude:

CoC mage with full wall gear except MC instead of AC and NSC instead of TG training like 60% CoC, 30% HP, and 10% evasion. AMF dude holds ToE and trains all AMF aside from 25 or so protection effect.


Archer/FB combo I:

Archer up front with ToA, AoI, EB, BG, HoC, MsK/ELB, VB/MH, with MS being optional training like an archer. Mage behind with EH, EB, NSC/AG, HoC, and CoI, with an AoAC if ya feel the AC is worth the cost/PR (doubt it). physical attacks go right into your evasion, MM battles ranged penalty + EH reduction early on. FB minion is designed to die first so that in the event your fight makes melee, less friendly fire.


Archer/FB combo II (flash-fry special):

FB mage up front training some junction with a FF, equipping AoI, NsC/AG, HoC, and EB. With anarcher in back with massive DX (to help him hit evasions, and to help you evade) equipping EH, AoM, HoC, DB, EC, EG, and a bow (no melee weapon necessary since he will usually die in ranged in any circumstance where your opponent doesn't. When ya hire another minion or two, a heavy DM is an obvious choice.



I'll likely have more, but I didn't want to discourage the reading of this thread by making the post too long :P

Usul [CHOAM] April 9 2008 1:51 AM EDT

My idea, I am trying to acquire items to do the same, but looking at the base price of items, I guess that has to wait for a long time.

Minion 1:
UC minion - with full UC gear + enforcer

Minion 2:
Missile / Cold minion - equip TOE and other mage stuff

The idea is to have UC guy with it's impressive new bonuses to tear down tanks. At the same time having the mage for more firepower. You can equip ROE on either minion as you wish.

QBOddBird April 9 2008 2:14 AM EDT

Minion 1: AMF/ToE

Minion 2: 1/4 HP rest CoC heavy AC

three4thsforsaken April 9 2008 11:36 AM EDT

a morning bump :D

QBRanger April 9 2008 12:56 PM EDT

Minion 1:

1/4 HP; 3/4 MM

Minion 2:

All DM with enough xp for junction using a SF, and perhaps a smallish protection.

Sort of what Talion is doing now.

Equipment as you want.

Rubberduck[T] [Hell Blenders] April 9 2008 1:05 PM EDT

HP, PL, small AMF, TSA, AoI

Small evasion, 1/2 HP, 1/2 MM adjust as required, ToE

those are the main points other gears would also help., Not sure about RoE potential.

No.2
ToA archer ideally with access to elb and msk, AoI, BG, HoC, BG

1/5 HP, rest EC

QBOddBird April 9 2008 1:34 PM EDT

Minion 1: FB
Minion 2: MM
Hal Familiar

hit in back, hit in front, hit with spreadfire. :)

Talion April 9 2008 1:54 PM EDT

It's not the best strategy, but it is original and so I like it.

Minion 1: 1/4UC + 1/2 ST + 1/4 DX + a bit of HP + very smal DM
Equip: CGI + HG + AoF + EB + EC + HoE + MgS

The MgS is to target familiars. Forge the + on the CGI up the wazoo.

Minion 2: 1/2 HP + enough PL + enough VA + rest in AMF
Equip: RoE + Corn + MS + EB + EG + AoF

By keeping the RoE on the PL battery, you will be able to train enough XP into HP and AMF to make them effective against most characters smaller than you and some characters bigger than you.

Talion April 9 2008 1:56 PM EDT


Wow! Major typo.

By MgS, I of course meant Mageseeker. :P

three4thsforsaken April 9 2008 10:28 PM EDT

a lovely bump :P

I'm loving lots of the ideas here. It's going to be hard to pick a winner.

Lots of the familiar/mage combos seem like a lot of fun to run. Though I don't know if I'll have a comfortable fight list if I rely so much on DM.

three4thsforsaken April 10 2008 10:38 PM EDT

wow, it was hard, but I had to go for Daz and Mitt. Mitt because it's a very foolproof strat. And Daz because it's good, and I have a soft spot for double mage teams :)

Other prizes were given to people how contacted me for strats, and put great effort in helping me out :D

Thank you all for participating!

three4thsforsaken (The9th) 71.141.148.164 ActionAction (Powerpoof Girls) $100000 10:36 PM EDT
three4thsforsaken (The9th) 71.141.148.164 Talion (Talion v3.3) $100000 10:35 PM EDT
three4thsforsaken (The9th) 71.141.148.164 TheHatchetman (The Dark Carnival) $100000 10:34 PM EDT
three4thsforsaken (The9th) 71.141.148.164 lostling (The Fallen) $100000 10:33 PM EDT
three4thsforsaken (The9th) 71.141.148.164 j'bob (The Crow) $100000 10:33 PM EDT
three4thsforsaken (The9th) 71.141.148.164 [P]Mitt (Mittar) $500000 10:32 PM EDT
three4thsforsaken (The9th) 71.141.148.164 {CB1} Daz (Jade Statue) $500000 10:32 PM EDT
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