strat idea's. (in General)
December 23 2008 3:39 PM EST
So 4 minion team, has the ncb, RoE on the last minion. I was thinking of doing 1/2 into ablative shield and 1/2 into fireball. than add dispel magic later on. Equip all the other minions with decent tank gear, and the first minion with items that grant leadership like the AoL. Keep it that way till the end of my ncb, than when its all done retrain the fireball and add a junctioned familiar of some sorts. Just think of the possibilities, a charactor with exp concentration somewhat like "single minion" with a giant ablative shield. Or i could keep the fireball and instead of junctioning i could put a RoS ontop of the huge ablative shield. The possibilities are endless let me know what you think =D.
December 23 2008 4:21 PM EST
Why not equip the other three minions with wall gear instead of tank gear.
December 23 2008 4:27 PM EST
Hmm must of been a typo, yes wall gear.
December 23 2008 4:31 PM EST
I would recommend using CoC or SG instead of FB, you'll be lasting to melee, why not use a power spell. Also, some of your enchanters might last till melee, don't wanna burn your team.
It'll probably be better off with two minions, I'll save you 2 sets of wall gear and it'll let you invest more into it's AC.
Also note a big problem with this strat is encumbrance. A easy solution would be GS if you had to go 4 minions.
i started an ncb(see mudkips) its 4minions and from the get go i used a named RoE and packed my 0 exp minions to the gills with gear, i tried mostly for stuff that adds an effect other than AC, like db's, aoi, aof, eh, nsc, mgs, corn, ag's that kidna stuff. right now its my minion training 1/3 sg and 2/3 as. the plan is that at once the 3rd minion can bear 26mil worth of gear (ag's,coi,corn,sb,...) ill put the roe on another, probably the second minion and save for junc and something else(2nd as, or amf/dm)thoughts?), this will probably slow down my ncb as my as and sg wont be getting any bigger but once i can equip my 3.3mil lvl tattoo i should be rocking and then all minions will begin to get exp, for 2nd/3rd as, or ga. since i have one magic dmg dealer im thinking of using a halidon familiar to help blow front to back or keepo my sf and ream the opposition from both sides.
so in exchange for XP concentration + massive AS, you give up on a tattoo. Then split XP between AS and damage source. doesn't seem worth it. I am not sure you have enough damage to out last the other team, that's all.
Also, base decays will eat your team alive.
December 24 2008 3:54 PM EST
I have a tat too use when its all done. I added an anti magic field. Seems to be working fine so far, the exp concentration is going to be fun to play with later on. =D.
how do you intend to put on wall armor on things with little enc?
December 24 2008 4:52 PM EST
Hmm I'm going to have to put the RoE on them just to raise the Enc. to a decent level. I here training hp raises enc. rather nicely is this true?
if that's what you're going to do, might as well not have the RoE on for a while. You're just moving them from one to another.
Yes, HP increases ENC alright. Also note that you'll probably still not have enough AC on each one to really make too much of a difference without some heavy USD spending. Even with AP, SG will probably tear through one a round, so it doesn't really matter if they have HP or AC or whatever.
It might just be better not too worry about wall armor, the benefits of them are small compared to the investment. But hey, I might be wrong, it just seems silly to have 3 sets of wall armor floating around just to buy you one or two rounds that growing a tattoo would've given you anyway.
This thread is closed to new posts.
However, you are welcome to reference it
from a new thread; link this with the html
<a href="/bboard/q-and-a-fetch-msg.tcl?msg_id=002cdv">strat idea's.</a>