strategy help for kwai chang (in General)


Admindudemus [jabberwocky] May 26 2009 12:19 PM EDT

i am in a rut and trying to get out of it! my team did pretty well early and mid-game but has not done all that well at the top. i think too many of my enchantments are being dispelled. with that in mind, here is my setup.

four minions all being about equal xp. i have some other things going on, but the primary xp one each one is in four different enchantments: ga, amf, ec or as. i will be keeping the ec for sure. in most of these primary enchantments i have about 50m xp.

some things i have though about are putting some xp into natural hp on the wall enchanters and then concentrating xp into perhaps only two enchantments such as ec and amf.

please give me some ideas as well as the reasons why you would do what you would do. thanks in adance!

QBRanger May 26 2009 12:34 PM EDT

While the JKF is an outstanding defensive tattoo, living through magic damage for 6 rounds or living through the intense damage of CoC/SG during melee is very hard.

I will say it again, unless you have a massive, I mean massive AMF, you are behind before you even start. The NSC effectively take away millions of levels of AMF at the level you fight.

Those pesky gloves are the reason I decided, in my comeback tour, to focus on ranged combat and use DM.

AMF is just dead. And buried, except for perhaps a 100k level spell to stop decay.

The only character I would ever want to try with melee is the RBF, since that tattoo has inate magic resistance. Which helps offset the loss of effectiveness of AMF.

I would try to borrow DD familiars to see if they help or a HF. Or you can try the RBF, which may be your best options setup as you are.

If you go with a DD familiar, all that xp into EC can be used into something more effective.

Also, you rely a lot on ED spells, which as you know, are taken to the woodshed by all the DM at the level you fight.

As you have 4 equal xp minions, the only real options are:

1) RBF
2) DD familiar
3) RoS and make a minitank
4) HF
5) Continue along your current path

Admindudemus [jabberwocky] May 26 2009 12:35 PM EDT

to expand on my idea, i was thinking of taking each of the minions natural hit points up to two million each. the rest of their xp would go into ec on two of them and amf on the other two. that would keep my effective ec and amf about the same, give me some non-dispellable hp but i would lose ga & as altogether.

Admindudemus [jabberwocky] May 26 2009 12:37 PM EDT

ranger does bring up an interesting point. when i had set this team up, i chose four minions that could have the same xp distribution that i use to have on igot noname but with four kill slots so that if the jkf didn't work out i could always switch back to the rbf and have more kill slots.

QBRanger May 26 2009 12:42 PM EDT

I really think EC is not very good, especially for the xp spent using 2 minions to do that.

2 x AMF is good, however, my feelings on AMF as a whole is known. Just too much wasted xp in that spell needed to get it to work effectively.

I think DM with a quick kill spell/familiar is best as CB is now.

If you must use a JKF, some natural hp is nice, EC will certainly do well vs other tanks. However, mages will likely do extremely well vs you due to the delay in your attacking along with the low damage the JKF does.

Admindudemus [jabberwocky] May 26 2009 1:10 PM EDT

well if i try to keep my jkf and go the concentrated ec / amf route, i see that i have 3 choices:

a) train 1m natural hp on each minion which would mean i could have 76m xp spread between two amf and 66m xp spread between two ec.

b) train 1.5m natural hp on each minion which would mean i could have 64m xp spread between two amf and 54m xp spread between two ec.

c) train 2m natural hp on each minion which would mean i could have 52m xp spread between two amf and 42m xp spread between two ec.

which would be the best bang for the buck?

QBRanger May 26 2009 1:13 PM EDT

The more appropriate question:

What are you hoping to do with training natural hp on your minions?

Trying to dispurse FB and CoC damage a few more rounds?

Trying to make it harder for tanks to chew through your minions?

Trying to make a few miniwalls?

Once you determine what exactly your trying to do with natural HP, things become easier to figure out.

Admindudemus [jabberwocky] May 26 2009 1:15 PM EDT

with the gear choices i think miniwallls would be more appropriate. tanks don't really give me as much trouble as dd in general.

QBRanger May 26 2009 1:24 PM EDT

Since your Jiggy has a nice dex, I would go with 1M HP on the AMF enchanters and either 1.5 or 2m on the EC ones.

You really want to boost the hell out of your AMF to live long enough to get to melee.

And since you cannot realistically use the MgS, you have to pound the AMF hard.

EC is perhaps less needed due to the dexterity advantage Jiggys have on most tanks.

I assume it is the dexterity you want the most boost from by learning EC.

Admindudemus [jabberwocky] May 26 2009 1:27 PM EDT

aye, the more hits with the bloodlusted damage on the jiggy the better!

QBRanger May 26 2009 1:35 PM EDT

I was thinking less hits on the BL Jiggy to keep it alive.

The only real problem is without AS, which may help vs some characters, you Jiggy will have less total hp.

Admindudemus [jabberwocky] May 26 2009 1:41 PM EDT

yeppers, i was actually kinda hoping for both with the proposed change. more hits with bloodlust damage to the opponent and the jiggy lasting longer which also equates to more hits and thus damage.

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