Nigh-unstoppable strategy ? (in General)
October 4 2008 11:20 AM EDT
I propose for your consideration an insanely powerful strategy... with only one apparent weakness (decay) and one potential weakness (EC) in case of certain gear choices.
Please give some feedback as to how feasable you think it might be and so on and so forth.
aprox equal amounts in HP, ST, DX and UC
Rune of Balrog Flame
Helm of Ecthelion (alternatively, Helm of Clearsight)
Amulet of Focus/Might/Invisibility (whichever you fancy most)
x3000 or higher Assassin's Crossbow (as much + as you can afford)
and obviously the UC "weapon" for melee
The high dexterity (boosted by EB) and weapon plus should ensure at least one hit from the large AXbow, which will reduce just about any enemy DX to nearly zero on the first shot (worst case scenario you might skip a round or two due to large PL).
The native UC evasion combined with the RoBF-granted evasion and high native DX (combined with enemy DX reduction from the AXbow hits) should ensire that the minion is practically imune to physical damage.
The MgS+RoBF combo and slight armor should reduce most incoming magic damage to minimal levels, especially in ranged rounds.
You have a LOT of damage output in the meleee rounds from the combined power of the UC (which will end up dealing quad or even quint hits soon enough) and RoBF damages, making one-round kills almost certain.
So... what do you think ? :)
ran it, liked it... don't think it'll work above 200k mpr
October 4 2008 11:28 AM EDT
Alternative : add a second minion, an enchanter with Spellboosters+Corn+AoI in the front.
I would suggest either EC (to compensate for the significant loss of DX) or DM (to remove GA mainly).
Training some HP and PL would also be a good idea, I guess, if only to compensate for enemy "speciality" crossbows hitting your main damage dealer.
October 4 2008 11:29 AM EDT
P.S. The AoI and "in front" combo already protects you from decay, so AMF would not really be needed that much.
Still, if you're paranoid, I guess half AMF and half HP+PL will do fine too ?
October 4 2008 11:32 AM EDT
You actually won't be reducing magic damage by much more than 50% to 60% (with a big RoBF and MGS)... a multi minion team with PL & SG will own you.... actually any multi minion mage team will be a trick.
I use the RoBF & MGS combo it it really is more of a slow down - rather -than -stop magic damage affair.
Any mage team will make short meat of you. Especially those SFBM.
October 4 2008 11:36 AM EDT
That's weird... the RoBF should be stopping over 50% of the damage just by itself, and combined with a +40 MgS that should come up as a -70% magic damage reduction, then some more layers from the rest of the gear should absorb some more for closer to -75% magic damage reduction...
if i went to that strategy, at my level i would have just over 4 million hp. it is really just not worth it to introduce any damage type that can be subject to ga backlash along with all of the other damage ya might take. it might be good against melee though.
if ya wanted to be good against melee though, it would be cheaper gear wise to go single minion with hal, junction some gear for the uber junction boosts and split the rest of your xp between ablative shield and ec.
October 4 2008 11:44 AM EDT
From the change month logs of yore:
24) Increased RBF physical damage by 30%; changed magic resistance to be percentage-based (the largest tattoo in the game would reduce magic by about 25% as a RBF; getting to 15% or 20% is relatively common but it gets pretty hard to go up past that. to get to 30% would require being 6x larger than the biggest.) Then the: Increased RBF magic resistance by 20%
My named 4mil RoBF is somewhere around 26% reduction
My experience with Single-Minion UC was that I was quite vulnerable to mages. Of course, I was wearing neither RoBF nor MgS, so that may stack up better than the 230-ish AC I was getting from my all-boosting gear.
As far as physical damage goes, you can't guarantee that you're unhittable until you try it. With the nerf to Evasion, it will be much harder to get to that point. Given that UC requires a heavy XP investment in order to get really big, I assume you probably opted for training about 25% of your XP into it and 25% into DX because of the UC-Evasion issue where it becomes much less efficient if your UC exceeds your DX, correct? If you put that little into it, I fear that you won't have enough of a weapon. In my case, I started out putting 1/3 of my XP into UC, and later on actually redistributed it so it was closer to 40%. Plus, my Combat Gi and HGs gave me about (31) UC effect after the reduction from the shield. I think that quads and quints are quite far off. I would suggest doing something like 20/20/30/30 for percentages for HP, ST, DX, and UC, or possibly like 20/20/35/25, because your HGs will give you a static boost that will increase as the level gap between effects increases. If you really want to have the DX advantage and maximize your UC-Evasion, that's probably a better ratio.
I like the combined RoBF-UC damage for all of melee. That should be very powerful. However, what if you come up against someone else with a RoBF? You will have fairly minimal AC, so it should hit you pretty hard.
The main issue that I think will hurt you with this strat is lack of damage reduction. Yes, MgS and RoBF will reduce magical damage percentage-wise, but you won't be able to train AMF at all (not that you'd want to spread out your XP like that). Given that, I think FB and CoC will kill you because of concentrated damage, and there's no question about whether or not SG will kill you. I think the damage output part is solid, but you would have to survive until melee to do anything besides the AxBow damage.
You know, given that HP has effectively been boosted with the last few nerfs, you may want to train 25/15/35/25. I dunno. I just feel like the more you can train into every stat, the better it will be, so I wanna tell you "Just train 50% into DX, 40% into UC, 25% into ST, and 35% into HP, ok?"
Hope that helps.
October 4 2008 11:47 AM EDT
Yah no RoBF tat in the game is going to stop 50% damage. Also, I believe the mage shield and RoBF stack like so... 25% reduction from RoBF then 40% from the MgS, so the total would be like 60% reduction not 65%.
55% actually. using 100 damage the first 25% would take it down to 75. take 40% of the 75 for 30 which leaves 45 for a total of 55% reduction.
October 4 2008 11:56 AM EDT
And if you are going to argue semantics - 40% MgS's do not exist. +50 equals 37.5%.
October 4 2008 12:02 PM EDT
Yah sorry dudemus, I just calculated wrong. 50 x .9 = 45% red. ?
October 4 2008 12:03 PM EDT
Ohh, shoot, sorry I forgot it is .75 now.
October 4 2008 12:41 PM EDT
might as well use exbow. If you already have dex advantage as claimed, why add more? Exbow keeps you virtually immune to tanks if you already have dex advantage and guarantees at least 1 hit somewhere in ranged. (yes, it's a bug)
And you really seriously underestimate the powers of mages, even MM would trash you. RoBF + Mages shield = nothing. Some times I feel that mage shield ain't doing as advertised.
October 4 2008 1:10 PM EDT
Ah... figures... haven't been playing the "anti-magic damage reduction" game in a while so I mistakenly assumed RoBF damage prevention would be similar to the ToE damage prevention (apparently, it's barely half of that), and I also mistakenly remembered that a +X MgS would be a -X% magic damage.
Oh well :(
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