Four Tank Team - Viable and/or Effective? (in General)
So after reading the thread about how little GS and Haste are used, that got me thinking about trying out a strat using them for my next NCB.
I've come up with this:
Minion 1: MsK, Archery to 1.0, enough Haste to get DX advantage on other tanks (guaranteeing the ExBow minion a hit in the first or second round would be ideal), rest in DM should there be any left over.
Minion 2: ELB, same training as minion 1, should more Haste be necessary. Otherwise just Archery and DM.
Minion 3: ExBow (and an ELS should there be money for it. Other minions may get melee weapons, but this minion has highest melee weapon priority), AS with RoS.
Minion 4: MsK, Archery to 1.0, GS.
All weapons would have little or no + on them (in order to conserve money and reduce PR, because 4 full-weaponed tanks would be insanely expensive and insanely inefficient), so DX advantage would be relied on to hit. This does have the upside of being immune to the effects of DBs and Evasion, at least. :)
Gear for all minions would likely be generally the same except for the Exbow minion (it does not have Archery, and does not need skill-boosting gear). BoE, EC, SB, BG, HoC or Corn, SoC, AoF.
Getting everything would clearly be expensive (~65m to get all the weapons to x2k +0 alone), but the PR actually wouldn't be much different from any other team, and likely less than a lot of tanks out there.
Flaws in the strategy (aside from Sut, and the cost), include GA, EC, and other tanks. GA may possibly be controlled by the huge AS that will be present, and it would be possible to overcome it with sheer damage and DM. With something like a Jiggy + EC, it would be quite possible to stop this team from getting a good DX advantage, hurting the amount of hits. Yeah, I can't believe that a Jiggy might be good against a strategy, either. :P Other tanks shouldn't be too huge of a problem if the Exbow does enough damage. I don't know what kind of damage x2k and 4m strength would go, but with a few hits it should be enough to neutralize tanks.
Good things about it are that it (should) completely murder melee-based teams, and can rip through meatshields with ease.
Anybody have any input? :P
September 4 2009 10:02 PM EDT
Sut's not a flaw. He's not the only DM in town, Hoss. He's just the one deputy who tries to keep things honest, because DE babies are lame. They're even lamer than clans (That's saying something! Clans are really, really stupid!)
A while back, Josh told me to saddle up with weaponry and GS/Haste. I believe he "guaranteed" it to work.
Might want to talk with him, provided you can find him.
If you tried out an Axbow on the first or 2nd MsK minion that might help better. Neuter tanks down to nothing and chip at their health.
I don't like DEs either, Sut. :P Mostly AS, because everybody and their dog uses it simply because it's more efficient.
You could try running this without AS, and with natural HP instead. Maybe throw in some TSAs if the HP is high enough, but I don't know if it would suffice. Add onto that that you're diluting your spells...
And Sut may not be a flaw, but he's certainly never, ever going to be beaten by this team. :P
Also, does anybody have any info about how much damage weapons would do at x2k and 2m ST, x2k and 4m ST, x4k and 4m ST, and things like that? Knowing numbers like those would help a lot in determining if it's possible and effective.
"If you tried out an Axbow on the first or 2nd MsK minion that might help better. Neuter tanks down to nothing and chip at their health."
The way I have it, DX advantage is basically guaranteed against most tanks, so an Axbow would do little or nothing, especially when compared to an Exbow.
On the other hand, if you were to substitute haste for more of something else, you could have an Axbow on the first minion to make it easier for the rest to hit.
Either one would probably work, and each has benefits and drawbacks.
Well the Axbow would help just in case the enemy has DM. Look at ranger, he has a large DM that could cripple this team. The Axbow and Exbow would help bring his tank down to nothing so both it and the hal are shooting in the breeze.
A SoD could also be viable here because this team is a back to front kinda team against RoBF's.
It would be a lot more fun to run if melee weapons weren't so useless these days.
This is definately something you could have seen in cb1, not sure if its possible here to get 100% Challenge Bonus the whole time though without the use of USD.
Oh I forgot to add...the axbow wouldn't only help with a DX advantage it would almost guarantee it by draining them to 0 DX and the exbow 0 ST. Thats not much of a tank in my eyes right there.
September 4 2009 10:34 PM EDT
Who says they need to be four tank teams? Why not a combination of a tank, and two monks or something?
Monks are tanks technically aren't they? Wouldn't there be to much XP spread for a UC tank to be effective as anything other than an evasion wall?
September 4 2009 10:46 PM EDT
I wouldnt think so, monks dont need as much exp as regular tanks do..
Actually your right kefeck, Helm's and a Gi should counter the xp need pretty well up into almost a mil MPR.
UC would be effective at the start, but since the team would most likely be designed to try and win or at least disable the other team during the ranged rounds, UC doesn't look so good when you have four significant ranged weapons at your disposal, especially since using it would all but prevent that minion from using an ELB or MsK.
The SoD would work well, however I don't know if the splash damage would outweigh the increased damage of an ELB, the mage-owning capabilities of a MsK, or the tank-obliterating *xbow.
It would be about equal damage to the MsK due to the splash. It would be a better way at the start. The SoD is really powerful at low lvls i noticed while getting to 1mil MPR.
I'm still stuck on the fact that a Axbow would outweigh the usefullness of 2 Haste's. Automatic promise for a dx gain and a bigger DM Vs. a form of DX that can be dispelled. Also It'd be nice to see someone actually use an axbow
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