Single minion brainstorming (in General)


AdminQBGentlemanLoser [{END}] December 17 2009 1:47 PM EST

I've got some new items, which has opened up the posibility of new strats for me to use, and to tell the truth, I'm spoiled for choice at the moment and can't settle on anything.

So, I'd like to brainstorm a little about Single Minions, and which I should run.

First of all, I love UC. But it's underperforming currently. And I'm not keen on Physical Ranged attacks. Possibly a SoD based minion.

An while I love DD, I've doen that, and would only go back if it was in someway new.

I've got access to either a BoTh or a MoD, and want to avoid any sort of 'cookie cutter' build.

The largest problem I see at the moment is survivability, especially a the low levels. Enemy DD is rampart there, with FB and MM literal killers.

With all this in mind, what are your thoughts on Single Minions (it has to be single, not really interested in any multiple minion teams), Survivability and Damage Dealing?

QBJohnnywas December 17 2009 1:50 PM EST

In addition to things we discussed earlier, you could always run a single mage for a time and then retrain, boosting your tank gears while you're running.

FailBoat[SG] December 17 2009 2:25 PM EST

Don't do single minion Tank/Archer or anything that relies heavily on weapons unless you've got a few hundred million CB laying around to dump into your weapon alone.

Thats really all the advice I can give you. I tried to do a single Archer and it just got to the point where I couldn't, as a player who doesn't buy CBD, keep up my weapon to my Enc to maximize my damage and just got waylay-ed by anything with a pulse.

AdminTitan [The Sky Forge] December 17 2009 2:30 PM EST

I think for the first 100k MPR or maybe more you should run a UC strat with a named SoD.

Admiralkiller December 17 2009 2:39 PM EST

EH,MGS at the low levels to combat all the DD?

Throw some DB's in for vs other tanks and keep them all near your ENC level till you get to a level where you can adjust. Throw in a HOC so you hit that extra ranged round like most people would.

You also need a small fortune like SG said to maintain your weapons at a decent level.

A TOA that is insta upped often. Then you can spend a lot less on your +'s for your weapons.

Kind of cookie cutter. :-) all I have. Might be weak sauce too.

Admindudemus [jabberwocky] December 17 2009 2:43 PM EST

uc/sod with a junctioned jiggy! is that cookie cutter?

AdminQBnovice [Cult of the Valaraukar] December 17 2009 2:52 PM EST

still want to see if someone can make my HP (75%) Decay (15%) AMF (10%) w/RoBF work...

Wraithlin December 17 2009 4:09 PM EST

Speaking of RoBF/decay...

I was thinking of running a single minion team with an even higher ratio spread. Something in the neighborhood of 50% decay and noldorin's of course to get the most decay damage possible. The only real problem I see are teams with low HP killslots out front that have a PL/TSA wall behind.

I still think you can find alot of farms for it though.

I'm not sure how it would fair against GA teams either. With that much decay actually getting through, do you think it can break some GA caps like SG sometimes can?

Demigod December 17 2009 4:19 PM EST

With that much decay actually getting through...


Aside from AMF, decay simply cuts HP directly in half, regardless of experience level. Unless you're fighting a lot of high AMF opponents, wouldn't you be better off concentrating that exp closer to Novice's method?

Wraithlin December 17 2009 4:35 PM EST

But the amount of AMF level is dependent on trained DD level, not DD effect or damage. The higher decay would lower the AMF.

And if you have say a .90 AMF with decay then the damage you would do is 10% of 50% of thier HP.

If you have a .10 AMF with decay then you would do 90% of 50% of thier HP.

Decay could be very beastly if you trained it to a high level. The problem is that most people don't see it as worth it, as it has a glaring weakness which is a low HP minion.

AdminQBnovice [Cult of the Valaraukar] December 17 2009 4:43 PM EST

Wraith, the primary damage dealer in this case isn't the decay, it's the RoBF. A larger decay would be nice, but is far less likely to fire at all, that extra 25% of HP should be enough to make the setup viable without hiring minions at 500k mpr.

Wraithlin December 17 2009 5:01 PM EST

The goal with my strat was that RoBF takes too long, makes it tough to survive. And a low trained decay on a single minion is just asking to get farmed. So if you have a large decay on a single minion then it should, hopefully, get the benefit of faster kills and not getting farmed by everyone with 50k AMF trained.

If you don't care who farms you and you only target non AMF targets, then there is no point to even get 15%, you might as well just get base. But if you are in fact trying to build a team that knocks them down to RoBF kill range as fast as possible then I think you might want more than 15%

The theory for this strat is that instead of waiting 1-10 rounds per killslot or more with RoBF that you can use decay to take them down to 1-3 turn kills for most minions in the game.

AdminQBGentlemanLoser [{END}] December 17 2009 7:13 PM EST

still want to see if someone can make my HP (75%) Decay (15%) AMF (10%) w/RoBF work...


I've considered that, but it has one simple flaw.

You set up a Front 20 HP AoI minion, and a second main one. The Decay hits the 20 HP minion, and the RoBF targets the main.

Now if the RoBF hit like a DD and ignored Invisibility... ;)

iBananco [Blue Army] December 17 2009 7:34 PM EST

Now if the RoBF hit like a DD and ignored Invisibility... ;)

Yes, please!

Rawr December 17 2009 7:46 PM EST

then let ROBF damage be returnable :D

Wraithlin December 17 2009 8:24 PM EST

What about 75% HP, 15% SG, AMF to block decay, TSA.

Alatars, DB's,

Rawr December 17 2009 8:43 PM EST

^
Tattooless strategies tend to fail :/

AdminQBGentlemanLoser [{END}] December 18 2009 2:53 AM EST

then let ROBF damage be returnable :D


Sure, when you can boost its damage by items. ;)

AdminQBGentlemanLoser [{END}] December 18 2009 2:54 AM EST

How about survivability?

What's the best way for a single Minion to live thorugh the hail of low level FB/MM Mages?

Or is going Ranged with a nice offense, the best defense?

AdminQBGentlemanLoser [{END}] December 18 2009 5:38 AM EST

How about no Tattoo heavy AC? Possibly with Armour Proficiency.

{WW]Nayab [Cult of the Valaraukar] December 18 2009 5:42 AM EST

Tattooless strategies tend to fail :/

QBJohnnywas December 18 2009 5:53 AM EST

My team runs just as well against 99% of my fightlist without a tattoo as it does with.

QBJohnnywas December 18 2009 6:03 AM EST

Hmmm. I'm tattooless now, and actually that 1% I thought I needed the tattoo for no longer does....


Demigod December 18 2009 7:20 AM EST

Psst. That means you can re-ink the ToE and try something else. No real harm but the price of a base tat.
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