Help for minion #2 (in General)


Soxjr May 1 2008 2:37 PM EDT

I am going to be getting minion #2 soon, and I want some help with what to do for it.


Here are the limits. Minion #2 will be wearing the tat, a ToE, The tank stays a tank and will be using the gear it has now and adding gear as I get it. I don't need to know what to put on the tank. What I need to know is what to do with minion #2. Here are my ideas so far.

Idea 1: Make this a 2nd form of damage. DD + HP mostly. Usefullness would be to maybe kill the evasion minions that my bow can't hit.

Idea 2: Make this a EC minion. Usefullness would be to lower defensive dx and maybe let my bow hit some of those evasion people.

Idea 3: Make this minion a AMF minion. Not sure how useful this would be. lol

Idea 4: Make this minion a DM minion. Take off the AMF on my tank and have DM only on minoin 2. Not sure how useful this would be either.

Please any and all help would be great.

Oh as a side note, can also make some kind of PL minion too. Thanks for taking the time.

QBRanger May 1 2008 2:42 PM EDT

Idea 1: NO. The xp will be too small for it to be nothing more then a NS/decay type of minion. Most evasion minions wear the RBF so you do need a large CoC to overcome the RBF's at your level.

Idea 2: NO. You should make it either DM or AMF. I prefer AMF as your using the TOE. The amount of xp on it will not be enough to matter if you make it EC.

Idea 3: YES

Idea 4: Yes, but not as much as Idea 3.

QBOddBird May 1 2008 2:48 PM EDT

IMO the easiest option is to make it a PL/HP minion. It wouldn't last for many rounds, but you're an archer, so that doesn't matter.

QBRanger May 1 2008 2:56 PM EDT

Whatever you do with it, get an EC and TSA for your tanks.

I like options 3 and 4 since it lets you remove your protection and AMF from your tank and use that xp for dexterity to try to at least try to possibly try to maybe try to wish to hit evasion minions.

Cube May 1 2008 3:25 PM EDT

I say AMF or EC. I'd prefer EC because considering you have the largest Mageseeker in the game, you should be set for mages without evasion so AMF would be wasted on them.

As someone pointed out in another thread training Both EC and Dex, is actually much better than either one by itself, as well as the added effect of destroying any tanks near their ENC limit it's pretty powerful. I also tend to think that a skill that complements your teams purpose is better than any other. For example: DM on an FB mage, AMF on a damage reduction team etc.

Not DM because you should be able to get about 200 AC on your Tank, and if you get a TSA, you'll have no problem with GA and that would be the only help DM gives you.

Soxjr May 1 2008 4:51 PM EDT

Ok. After talking to even more people. The DD idea really isn't going to help :( ahhh me.. lol... EC also isn't going to help.. or it wouldn't for a long time.. When minion 2 is bigger in xp wise and even then might not help.

So DM or AMF... DM would allow not only to help with GA which shouldn't be as big a problem with bigger amounts of armor on my tank, but it will also take a bite out of Ablative Shields, Haste, and all those other lovely Enchants.

The AMF would help with Decay!!!!! and also would help with mages, which shouldn't be that big a problem except for big evasion mages, and I think I'm in trouble with those either way. lol

So now more input on what people think about the pros and cons of these two to help me out would be greatly appreciated. :) thanks

QBRanger May 1 2008 4:59 PM EDT

Well one can deal with decay by having the new minion in front with 20 hp.

Vs FB/CoC it will not matter though.

Use a MgS/TSA/EC on your tank and you may be better off then now.

Sickone May 1 2008 5:21 PM EDT

What if... you remove everything but archery from the tank, pump up DX heavily and add a mage shield (yes, there are penalities, but overall it should not be worse than now, I hope), and change the ToE to a ToA, keeping it on the archer... then have the minion #2 in front with a little bit of AMF (just enough to stop base decay), TSA+PL and maxed-out HP, throw in an AoI so melee opponents hit your archer first instead.

Not sure how good it would actually be, but it sounded good enough in my head ;)

AdminNemesia [Demonic Serenity] May 1 2008 5:42 PM EDT

Here is my suggestion.

You should train EC on the 2nd minion. Even if you get 500k effect EC against a 3 mil evasion, with your dex this will give you an extra 15% cth from dex. Because you are going to have a 2nd minion this in itself will help defend vs mages. The first round you will be taking half as much damage as before. You are using a mageseeker so mages aren't supposed to last long against you anyways. The extra chance to hit will help more than lowering their damage a bit more. Not only that but AMF is killed by NS. Against the real mages an AMF as small as the one you will have will be almost nothing.

After that there is a couple other things I would suggest

1) put the 2nd minion in front with an AoL for extra pth and damage or with an AoI to stop decay. And then train a small DM on the archer to take out a small prot.

or

2) Train a small AMF on your archer to stop decay and either leave the 2nd minion in back as a kill slot vs MM or put him in front with an AoL.

8DEOTWP May 2 2008 3:56 AM EDT

Please, Sox, junction an IF, AoI, HoC, NSC, DBs or EBs
AMF with remaining XP
I always wanted to know how that'd work, but ToE is cool too I guess.
Idea 3 or 4 would probably suit you best.
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