I miss the Strat Talks II (in General)


three4thsforsaken March 22 2009 3:51 PM EDT

Post a strat, any strat.

Talk about it.

Salvador Dali March 22 2009 3:52 PM EDT

opinions on EW:Ice? DM on the enchanter, PL wall.

AdminQBnovice [Cult of the Valaraukar] March 22 2009 3:54 PM EDT

Archer + Junction Minion w/FF and DM

My question is the shield for the Archer. Would you go BoM or MgS?

Lochnivar March 22 2009 3:54 PM EDT

2 minion
Minion 1
HP
AoI, RoBF, Mage Shield

Minion 2
HP (some str), AP
Heavy wall gear (except with TSA instead of AC)
maybe a melee weapon depending on enc

Soul Eater March 22 2009 3:59 PM EDT

Well I need some advice on my new ncb. If anyone has any tips on my new ncb lemme know.

{Wookie}-Jir.Vr- March 22 2009 4:06 PM EDT

NCB run summary...

1600 saved BA, 240 in que. 1840 xp during EXP time to start it off.

From 0-300k-500k?﾿ Single minion junctioned Hal, UC/amf/hp/dex/str.

At 500k hire two minions: AMF Battery // EC Battery, unlearn the amf/uc/str and train evasion.

Changing the Hal to a RoBF. Minion 1 training 2:1:1, 2 dex for every 1 evasion and every 1 hp.

AMF and EC training a base decay and 10k hp to handle encumbrance, and then focusing purely on AMF // EC.

The reason for training them at 500k is so by 2m+ they will have enough focused exp into amf/ec.

I'm debating on a 4th minion, I'm afraid with another exp cut the amf/ec will not be strong enough. A 4th minion would be a wall on the end, making it look like this:

RoBF/Amf/EC/PL wall

The robf minion will dodge almost all physical with the dex/robf/eva/ec combination. The PL wall's job is to keep the decays alive long enough for them to fire off a few rounds. (NSCs on both) at a little over a million mpr the robf minion will have ~50% reduction to magic before the amf, hopefully helping the survivability.

The object is to keep the RoBF minion alive as long as possible. The longer he is alive, the more damage he will do. 'Pure" damage, that is unaffected by GA, AMF, or any kind of backlash.

I'm not sure if I'm going to run 3 minion or 4 minion, and I'm still debating when to hire the 2ed and third minions.


Another option is to just go single minion Hal until 2-3m but I don't think I can beat 3/4ths run -.-j

{Wookie}-Jir.Vr- March 22 2009 4:09 PM EDT

Basically I'm running The Beasty II without the 4 month absence from CB right in the middle of it hahaha

SuperHD March 22 2009 4:17 PM EDT

start with 4 minion.

Get a ToE

2 minion full ablative shield
1 minion full steel skin
1 minion full decay

get the best gear you can for the biggest AC possible and blend !

my point in this strategy is really the mix of Toe and Steel skin with big AC...

AdminNemesia [Demonic Serenity] March 22 2009 4:23 PM EDT

SHD how are you ever going to kill anything with that strat? with a ToE and only decay as offense you will never win a single battle.

ScY March 22 2009 4:24 PM EDT

Yup. What He^ said

ScY March 22 2009 4:24 PM EDT

Double post!


RoBF instead of ToE on the Decay minion and perhaps a PL wall instead of 2 AS?

BadFish March 22 2009 4:42 PM EDT

I need some strat criticism.

1st minion

1/4 hp
1/4 str
1/4 dex
1/8 bl
1/8 VA
Wears heavy tank gear (TSA instead of AC), uses MoD and SoC

2nd minion
1/1 AS
Wears ToE

3rd minion
1/1 GA

4th minion (not hired yet)
1/1 AMF

I have no qualms about changing minion order if anyone thinks it will help.

This is the strat I was running until recently I changed up the tank and bit and put a RoE on him. While I think it's kind of interesting, it needs a lot of work.

Any strat advice should take into account that I have pretty much 0 cash to work with, and only the items I currently have (And most are dedicated to an contest coming this summer), so don't say, "Well obviously you need to dump another 18m into the X on your weapon" because that would be idiotic of you to say that, wouldn't it?

three4thsforsaken March 22 2009 4:49 PM EDT

Haexis: Is there a reason why the Enchanter is in front and the wall is in the back? Your familiar is fodder for both SG and physical attacks. Notice how you can't use an AoI because the AoJ takes up that spot.

Novice: The real question is how successfully you are winning in ranged. I don't believe wearing a MgS to deal with MM and FB is cost efficient enough since it only helps out one minion, so you need to weigh the MgS benefits in melee with the BoM's benefits in ranged. I feel like the BoM would be more effective, cause this is a very offensive and aggressive strategy.

Loch: You don't need to have AP on the Wall minion, so you should definitely go for PL. SG and Decay ignore AoI, so your RoBF minion will reduce damage then your wall minion takes it. Remember, the goal of your strategy is to make your RoBF minion last as long as possible, and having PL on your Wall minion will give you the most effect for your HP.

three4thsforsaken March 22 2009 4:52 PM EDT

Oh and Loch, you need a small AMF on your wall minion. I know it's not terribly efficient but you need to stop decay. Imagine a base decay taking off 1/4 your total trained HP in one go. 100k-500k is enough AMF.

winner winner March 22 2009 4:57 PM EDT

PL minion with SS
AS with RoS
BL tank with MH
Wall

would this work?

ScY March 22 2009 5:01 PM EDT

@BAdfish


Personally I am not a fan of the TEEE strat. Here, the GA minion would do much better as a PL wall TBH. You have a ToE and a Ga caster, two things which are not very synergistic with each other. Since you say you are short on funds, then I cannot suggest going high AC wall +PL battery with an AoI on your tank (and MgS). :D


Honestly I dont think that your GA minion does much damage, so if you are dedicated to doing a tank i might consider retraining the GA minion into AMF+VA and a different tattoo.

With the MoD and SoC I think that you have the potential to do alot of damage. (dunno what the x and + are on the MoD but yah xD) Your strategy is very good against AS and Pl teams. since you arent doing much damage in ranged, and dont have *alot* of stuff to tank DDs i would reccomend switching from GA to some type of wall.

Think about a ROBF perhaps. You can always go TOA :)

Hope this was helpful

AdminShade March 22 2009 5:14 PM EDT

You seem to have missed it, though I haven't seen you posting in my thread.

Funny...

Kefeck [Demonic Serenity] March 22 2009 7:51 PM EDT

2 minion team.

1st minion
max Dm.

2 minion
base amf
junctioned hal
equip Large SoD
train UC as a skill.

Just an idea. =).

kevlar March 22 2009 7:55 PM EDT

I want to try to train Giant Strength, but I look at the top users for those type of EDs, and wow... noone uses them. Is it because of DM?

Flamey March 22 2009 7:59 PM EDT

Lega used to use GS/Haste and AS.

1. They could get dispelled
2. Extremely difficult to run 4 tanks.

[RX3]Cotillion March 22 2009 9:49 PM EDT

I have 13m xp on my last minion due to the removal of Junction. Don't really know what to put it on. Any suggestions?


Togg, First Minion:

Armor Proficiency
Ablative Shield Level: 4,730,189 R. Level: 3,836,326 Effect: 2,365,104 R. Effect: 1,918,173

Fanderay, Second Minion:

Hit Points 500,000
Armor Proficiency
Antimagic Field Level: 973,870 R. Level:988,701
Guardian Angel Level: 1,973,623 R. Level: 2,000,024

Trake, Third Minion:
Experience: 13,050,980
Antimagic Field Level: 2,562,267 R. Level: 2,543,194

Char Link

Rawr March 22 2009 9:53 PM EDT

Kefeck - Your DM would wipe out your own "base" AMF.

TheHatchetman March 22 2009 10:22 PM EDT

How I would raise a large tat:


Start 4 minions, put an RoE on one of them. Use a SoD and train 20% to HP/ST, and 10% to DX with 50% in DM.

Capitalize on extra killslots and DM's ability to cripple many teams and earn a nice challenge bonus the whole way up until MTL gets to tat level. At which point switch the RoE out for a MTL-leveled Hal. As a SoD-user, my tank would already have the BG, HoC, BoM, and EBs ideal for Hal junctioning, with the only necessary equipment switching being from an AoM to an AoJ. Soon as my enchanters were beefed up with some DM of their own, I'd shift XP distribution to 25% HP, 25% ST, 25% DX, and 25% Evasion and switch from BoM to MgS.



End result after a decent run is a 4-minion team with a large concentration of it's XP into a single minion and a massive tattoo...

three4thsforsaken March 23 2009 12:09 AM EDT

Vanilla Rice: The growth plan looks sound. But I have a few issues with the final strat.

It is safe to say you are immune to Tank damage, I would say to train Dex and Evasion at equal levels to get the most out of Evasions effect as you're going to get the dex advantage. However, you seem to be pretty wide open to mages. 1/3rd of your MPR in AMF will put a large dent in their damage, but it won't nullify it. Hiring a PL minion will help, but it'll only buy you a round or two. Familiars hit hard, and are usually backed up with many killslots, so you are going to need tons of rounds to take out such a team.

In otherwise, I feel this strat has great damage reduction, but not enough HP against a strong mage team. Remember, when you are challenging up, the opposition likely has more mpr than you. This would make a great tank specialized strat though.

three4thsforsaken March 23 2009 12:17 AM EDT

Badfish: I'm not quite sure why you're using a ToE with a GA based team. RoS would give you a huge boost in HP meaning more damage and even DM resistance. ToA would increase your damage capabilities greatly. Even RoBF has its merits. If I understand correctly, your team wins by killing the main damage dealer with GA and cleaning up with your tank.

Kefeck: Currently Hal doesn't use UC in melee if that was what you're going for. AoJ's real effect is unclear at the moment.

{Wookie}-Jir.Vr- March 23 2009 12:51 AM EDT

So how would you fix the weakness to mages?

A flat 50% reduction to DD and THEN ~1/3 mpr into AMF... if that's not enough the only solution I see is to train a 4th minion for a 2ed concentration of AMF :S

As far as the Eva // Dex. I found the 2-1 to be more desirable due to item boosts. When I hit 1 million dex at a 2-1 concentration, my minion had 101 post battle evasion. which was more than enough at 900k mpr.

I dunno I thought the 50% off the top then 1/3 amf would be enough but my biggest challenge with the beasty at 1m mpr was DD was owning me :(

three4thsforsaken March 23 2009 1:20 AM EDT

oh yeah, forgot about the items. Well as for the mage opening. It really doesn't matter how much reduction you have if you only have 10% or less of your total MPR committed to HP. They'll brute force your HP before you get to their familiar or amf fries themselves. Not sure what you can do about that. After a certain point you should have enough HP against the vast majority of mages, but until then you might have issues.

[RX3]Cotillion March 23 2009 2:35 AM EDT

I added a base decay to my last minion just now.

No one has any suggestions? I suck at strategizing.

TheHatchetman March 23 2009 4:57 AM EDT

well, the minion is already designated an enchanter... Ypu don't want PL cuz ya got GA, so unless ya thinks some haste or something will help, your best bet is just to pump more AMF or AS with it

Wizard'sFirstRule March 23 2009 5:34 AM EDT

6m HP + massive AMF + RBF. still can't get to some of those E:F team (tried using DM instead of AMF against RoS teams. Lets just say that plan didn't last long)

Wizard'sFirstRule March 23 2009 5:35 AM EDT

edit: I did have GA against those DM teams as well, but just can't DM enough.

three4thsforsaken March 23 2009 2:44 PM EDT

I'm not sure I understand you. Are you having trouble with RoS teams or E:F teams? If so what aspects exactly?

Wizard'sFirstRule March 23 2009 3:07 PM EDT

now I am just focusing on beating mages with AMF + tanks when I have ExBow.
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