Judge the Strategy (in General)


Demigod May 16 2009 12:33 PM EDT

Iメm dipping my toes in the strategy waters. Iメm not going to run this strategy any time soon, but let me know what you guys think.

Front Minion

- E/M

- AS, HP, DM, base decay

Middle Minion

Archer

- Massive ELB (all reasonable NW), HP, Dex, Str, Archery

- HF with junction

Rear Minion

Mage

- HP, Amulet of Invisibility, Cone of Cold

The front minion is ultimately a protective wall and is also carrying the needed DM and boosting the teamメs health.

The Archer and HF in the middle form a dynamic duo of ranged power and should cripple most teams.

The mage in the rear is invisible, so it should be safe with most ranged rounds. By only training HP and CoC, (with HP boosted by the existing AS) the mage should have massive HP and a huge CoC spell to slam into any remaining enemies. The DM should negate AMF backlash as well.

Assume appropriate gear for all minions.

Cube May 16 2009 12:47 PM EDT

What is the AoI for?

Rawr May 16 2009 12:49 PM EDT

CoC mage will probably die pretty quickly from any range of things since it lacks HP (AMF, GA, ranged damage). You're probably better off making it another enchanter or just sticking to the Front and Middle minion set-up.

gols090 [forge of me] May 16 2009 12:53 PM EDT

Wouldn't the AS be tiny since it is only on one minion and that minion has to split exp between 3 things?

Demigod May 16 2009 1:10 PM EDT

The AoI was an attempt to dodge MM while hanging in the back. And all three minions would train HP, but not evenly. The E/Wall would focus far more into AS. The CoC mage should have strong HP.

Colonel Custard [The Knighthood] May 16 2009 1:11 PM EDT

AoI doesn't affect magic damage. MM would nail your last guy.

Cube May 16 2009 2:02 PM EDT

If you want to use the AoI to defend against MM, but your Mage up in front or in the middle with an AoI. That way MM hits the back, as does physical damage because he's invisible.

That enchanter better be focusing on AS as it's your only defense.

I would axe one of the damage dealers - three seems like too much. I'd get rid of the archer cause it costs the most money. So instead of having the archer, junction from the enchanter, and have a 2 minion team. Alternatively, you could keep the three minions and instead of an archer train DM.

three4thsforsaken May 16 2009 4:53 PM EDT

AS DM and HP on one minion? There is too much dilution here.
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