My 'SEFF' strategy so far: (in General)
December 22 2008 10:02 AM EST
Hey people of the lands of 'The Blended'
I've just started a (for me) completely new build. A Single Enchanter Fire Familiar.I always was used to running a big tank and an enchanter. Now I'm trying an Enchanter and a Familiar.
I'm going to explain some about it, just to make things clear for me how this build works. If I make mistakes in my story, please feel free to correct them in the discussion which might follow.
Base Stats / Skills / Spells:
Junction: at 20% of my Familiar's level, this skill will transfer all positive effects from equipped items and none of the negative effects.
Antimagic Field: Just takes care of pesky DD spells
Ablative Shield: Makes all the HP I need basically.
Items (the more difficult part for me still atm):
Spellboosters: This gives a 2% bonus to Enchant Defense Spells and 2.25% to Enchant Offense Spells (as opposed to the 2.2% listed in wiki, it's 75% of 3 which is 2.25%)
Amulet of Focus: This gives 3% bonus to my Junction and my Ablative Shield per point of enchantment. Additionally, it also gives this boost to the DD level of my Fire Familiar because I'm using Junction!
Noldorin Spellcasters: per enchantment point, this removes 1% of AMF effect cast on me. This also works for my Familiar because I'm using Junction.
Cornuthaum: This gives me a 2% bonus to my Antimagic Field and Ablative Shield per Enchantment point. Also it gives me a 10% penalty for my Junction.
All effects from all of my items listed together:
+15% to Junction and Familiar's Fireball level. (AoF +5)
+2% of my AS & +2.25% of my AMF. +3% of my Familiar's Fireball (Spellboosters)
-10% to opponent's AMF effect for both me and my Familiar (+10 NSC's)
+18% to my AS and AMF levels. -10% to my Junction level.
Adding all item effects together:
+5% to my Junction level
+20% to my Ablative Shield level
+20.5% to my Antimagic Field level
+18% to my Familiar's Fireball level
-10% to any of my opponent's AMF effect.
Upgrading my Amulet of Focus would enhance both my Junction level more, freeing up more experience for AMF and AS as well as increasing my Familiar's Fireball Damage output.
December 22 2008 10:11 AM EST
yeah good build all of my AoFs are +10 so if you do that you can let your junc. fall to .75 and still get all the positive effects.
December 22 2008 11:18 AM EST
I'm with novice there. Dispel Magic and Fireball go hand in hand, given that Fireball is designed to get the quick kill. That is DM's job. Knock out their AS and GA.
December 22 2008 11:54 AM EST
I third novice. Fireball are a quick kill attack.
DM instead of AMF would help you take out the enemy's defense instead of weakening their offense.
December 22 2008 12:15 PM EST
Slayer is running a strat similar to yours, so it seems. He's just using a Electric Familar.
December 22 2008 12:17 PM EST
three4thsforsaken is also running the exact same strat, except with an IF.
December 22 2008 12:22 PM EST
Wouldn't the AoF enchant the AS casted on your familiar and enchanter?
In that case it's an easy choice on what item to upgrade!
December 22 2008 12:23 PM EST
On a more nitpicky note, I'd seriously urge you to reconsider the Corn in favor of a HoC.
December 22 2008 1:11 PM EST
A few points.
1) Fireball is the red-headed step child in the world of Familiar+enchanter. I'd definitely recommend a SF or an EF. The simplest reason is that both of these spells are much less susceptible to AMF and GA and you absolutely need that considering it's your only souce of damage.
2) If you ARE going to use a FF, you -have- to use DM. A-lot of it. FB can't power through AS/GA without being killed with backlash damage.
3) While Sickone's advice about the choice of helmet has it's place, I strongly disagree with it in a FF strategy. Fireball will roast your meatshield enchanter, so while for IF/EF strategy it can be worth it to lose one around of attacks for more HP (so they can last long enough to attack), fireball is a ranged spell and that should be taken advantage of.
December 22 2008 1:23 PM EST
Blubben: Indeed it increases the AS cast on me and my familiar at 3% per enchantment point.
sickone: what do you mean? Use a HoC instead of a Cornuthaum? 1 extra attack would be less imo than 20% increased damage...
Godwolf: same for you, what do you advise most? HoC or Corn?
All the rest: I was still doubting for DM or AMF, I think DM would be more of value indeed to weaken my opponent's defenses...
I have only a token AMF to block decay, enough Junction to keep it at 1.00 and the rest all goes into AS. The result is a lot of HP, which opens you up to more damaging familiars such as IF/EF that have to last until melee.
And corn is definitely the way to go, with AS and an AoF.
With a Fire familiar I strongly agree with everyone to use DM. Decay isn't as much as an issue when you're trying to win in ranged.
Remember, your biggest strength as a single minion is your exp concentration, and the reason you will win is because of your ability to overwhelm. So either invest heavily in AS or DM.
There is a surprising amount of ED teams growing, so it might be worth your time to invest VERY heavily in DM. Make note of your Play by play and gain a good estimate how much AS will carry you ranged.
In my experience, an extra round doesn't benefit me as much as a few more million levels from a corn, but I'm not sure what will be better for you.
Oh, and if you have the CBD, get DBs instead of SB to keep off those pesky archers. They are a pretty big threat to the EF strat, I'm not sure you'll be able to shake them off.
December 22 2008 4:21 PM EST
Sorry, but I'm not sure what either of you is talking about :)
"While Sickone's advice about the choice of helmet has it's place, I strongly disagree with it in a FF strategy. Fireball will roast your meatshield enchanter, so while for IF/EF strategy it can be worth it to lose one around of attacks for more HP (so they can last long enough to attack), fireball is a ranged spell and that should be taken advantage of"
Wolf, your argument is in FAVOR of the HoC (taking advantage of the extra ranged round), which I recommended instead of the Corn the OP is using right now. I think you understood backwards what I said.
"what do you mean? Use a HoC instead of a Cornuthaum? 1 extra attack would be less imo than 20% increased damage... "
You don't get 20% increased damage from a Corn... it only affects ED/EO, not DD level. And with a HoC, you get not 20% increased damage WITHIN ranged rounds, but a lot more, since the 6th ranged round (made possible by the HoC) has *no* ranged magic damage penalties, so you deal the same damage you would deal in melee, without splashing your enchanter yet. And with junction at 1.0, you get no DD penalty form the HoC (or at least you shouldn't get any).
If anything I said above is wrong, please say which part and on what basis.
What I hope is that with HoC and heavy DM you can fight higher.
December 22 2008 5:16 PM EST
Sickone: you are right regarding the +20% ED and EO not being DD, however they do add a lot to my Familiar's life and thus increasing it's damage potential.
Might not be 20% but hopefully will be well enough for 2 more rounds as opposed to 1 extra in ranged.
December 22 2008 5:16 PM EST
If he smokes weed, he'll be fighting high anyways.
December 22 2008 5:18 PM EST
And another thing sickone, I think you recommend the HoC instead of the Corn. Must be your choice of words which aren't familiar to me. I think both you and GodWolf are trying to say the same but a bit differently. If you mean something else, plz let me know :)
meh, Corn or HoC. That is taste.
Do you want that extra round and thus more damage?
Or do you want that little bit more of ED and EO?
Can't argue over taste...
December 22 2008 5:23 PM EST
meh, spuit elf. (sorry about the Dutch)
It's not so much a matter of taste. 20% higher AS should make me more than 1 round, rather than the single extra round of damage.
December 22 2008 5:34 PM EST
Also, the HoC has a
# Negative 2% to Direct Damage Spells
# Negative 1.5% to Enchant Offense Spells
# Negative 1.33% to Enchant Defense Spells
In actuality, you aren't getting 20% extra damage.
December 22 2008 5:45 PM EST
HoC = firing one round earlier
Corn = 20% boost to AS/AMF (or DM) which is boosted by another 30% by a +10 AoF resulting in 26% more HP from AS.
I'd vote Corn ^_^
December 22 2008 5:54 PM EST
Hatchet: you are right. In my comparison I took 20% increased AS level.
But with Corn and AoF: it's even 48% higher Ablative Shield (18% + 30% right?
Or do they get calculated differently? 30% added to 18% being 23.4% total)
So, can someone explain to me why I am using a HoC instead of a corn? xD
I know there was a reason once upon a time, but I have since forgotten. And the negative penalties seem to really hurt mages...
December 22 2008 6:14 PM EST
Because you don't train AS, Hakai. Corn would just boost your DM. Clannie strategy upgrade level 1!
December 22 2008 8:43 PM EST
I could be biased. With a Halidon, using a corn is out of the question. Woe unto the Halidon.
I agree, I suggest Hal for growth at least. Great against SFBM.
December 23 2008 2:18 AM EST
"But with Corn and AoF: it's even 48% higher Ablative Shield (18% + 30% right?
Or do they get calculated differently? 30% added to 18% being 23.4% total) "
Hatch means that the AS already amplified by Corn are amplified again by AoF.
Corn +10 = 20% increase (I'm using +10 for the math to be easy)
AoF +10 = 30% increase
So thats 50%
But that 20% increase from the corn are increased a second time by AoF increasing that 20% by 30% which comes to 6% more.
So the total boost from +10 Corn and +10 AoF are in fact 56%, not 50%.
Was it understandable? ^_^
December 23 2008 6:46 AM EST
I just tested this out to see for real, and it works :D
the AS gets a double boost: the Corn boosts directly and the AoM boosts afterwards :)
December 23 2008 7:16 AM EST
I think you mean AoF ;-)
December 23 2008 7:32 AM EST
Rofl, yes the AoF ;p
December 26 2008 9:58 AM EST
So far so good.
Now I'm almost at the point of the need to think about upgrades... :)
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