powerhouse strategy (in General)
every once in a while there is an idea. I am thinking 4 minion. The idea is to have as many damage dealers coming from all sides. For example: Lets say i choose one minion to train SG, second CoC, a third with MM, and the last can train AS, maybe some with natural HP. There is a spot left for a tattoo, so now you can replace any of the three damage choices right there and freeing up another slot for more AS, AMF, GA. Even replace any of those 3 magic damage types with the physical damage equivalent. Is it do able in fantasy land with perfect gear? Has it been done and wheres the history graph? I am very curious to see if this strategy has been played out.
Moved to the correct forum.
AMF = fail. :P
I suppose you can split your damage around, but PL would null that plan, and AMF means its triply effective. I am not sure it is perfect.
Not too mention it would be harder to last until melee to use your CoC and SG...
January 23 2009 12:32 AM EST
Not only AMF but DM too. a small to medium DM would wipe all your hp across the board. And if you're training natural HP on your mages then you've got very little effective damage.
January 23 2009 12:33 AM EST
better get HUGE equipment to pull it off like AoFs +12 (or bigger) and corns +15 (or bigger)
mmm, the damage dealers all have diluted EXP, therefor 3 heads is not better then 1.
January 23 2009 3:14 AM EST
AMF -> because you have 4 minions, all 4 have 1/4th of the total experience you have. With this they have 1/4th of a maximum damage dealt. AMF will certainly shred your party to bits.
DM -> Same applies
PL -> with phantom link, why even bother have damage coming from all sides? People with this will just absorb it to 1 position and have it at that.
Equipment wise, you could have godly equipment for this team but it will just not be as strong as having specialised minions for every job at hand.
The more damage dealers you have, the less chances that any will stay alive because of exp dilution. Better to have 1 mage with more exp to stay alive and actually deal damage than 2 mages at half power that are fragile.
However if you must have more than 1 damage dealer, I recommend mixing damage types. That way a huge AMF or EC won't kill you. Take a look a novice, he's a top player that pulled it off.
Plus there is alot of new synergy with mixed damage that has bubbled up recently that isn't getting exploited as much as I would like. See AoL, BoF, SG (front to back damage) etc...
WOW can i ask all that posted to re-read this and keep going after the work 'MM' and really read it, but im guess most are just trolling and saw what someone else put and jumped on the amf bandwagon. especially pay attention where i start 'For example: Lets say i choose ....'
i think this is highly do able. SG CoC MM where used as example to denoted the direction of damage, as the front gets pummelled by anything front to back, and sure MM would be the best back to front. a CoC type damage would be ideal to clean up because it gets strong as there are less minions to fight. now with your pointless nay say, you all think youre better but youre jealous :P
starting with a 4 minion NCB and using an ROE, play it as a single minion strat, train them to be either physical or magic dmg dealer with AS. let them grow until your are 1mil mpr 'LETS SAY FOR EXAMPLE' then move the ROE onto another minion. tada you now are starting a second minion, make him a dmg dealer too or maybe one of the reserves, becauwse the way i see it, i would use a large tattoo as on of my 3 damage dealers, leaving 2 minions for more AS.
and ive never seen a bunch of sissy's so worried about PL, DM, and AMF.
January 24 2009 8:39 AM EST
January 24 2009 9:34 AM EST
JA, the best way to prove others as "sissys" and "trolls" would be to simply do it. Run the strategy. No one here is saying you are 100% wrong, they are merely doing what you said do: commenting on the idea.
The best way not to get comments is not to make a public post. *smile*
That aside, I would go with Halidon as a tattoo to at least add a physical damage component. I think your idea could work, though my gut tends to agree with most of the comments thus far.
January 24 2009 10:16 AM EST
dilution is probably not the best idea when it comes to mages...
1 mage vs AMF = 1 vs 1
4 mage vs AMF = 1/4 vs 1
its not the matter of having maybe TYPES of damages its about how each single part of your strategy can be easily countered by another... since you specialize in nothing... when being put up against someone who specializes in something... you are at a loss... even when 1/4 of your strategy is good against him
January 24 2009 10:49 AM EST
You are 100% wrong to call those who posted "sissys" and "trolls".
Just as Sut stated.
You asked for opinions on your "powerhouse" strat and every post has been a very viable comment on that strategy-it will not work very well.
Just because you did not get the responses you wanted, that is "your strategy is the best, newest, most powerful strategy ever thought", you got extremely defensive in your last post.
In the future, if you cannot accept constructive criticism, it would be best to refrain from posting anything.
My opinion on your "powerhouse" strategy-it sucks, really badly.
DD spells need a very high level to function well vs AMF, which 50% of people use.
Vs DM you need a very high level of AS. To have 4 minions is not a very good idea. Most character that are successful lately are 1 or 2 minions to start, building xp on those minions, then hiring the others later to be support type minions.
There are exceptions to the rule namely NWO.
But if you cannot stand the heat, do not even get near the kitchen.
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