Single Minion: Melee with Ranged DD (in General)
So I've been wanting to run something like this for a while, and had been discounting the (kinda) obvious.
I'm starting a new NCB, and the Plan this time around is to run a Fighter/Mage as a Melee Tank (UC and HG to start, until I can get - and get large enough - for a Morg + SoC combo), and use a Fire Familiar as my 'Psuedo' single Minion DD.
I know I'll take Friendly Fire damage from Fireball (over a Steel Familiar), but I don't Plan on using Junction, and the Familiar will spawn in front of me, so should die before, or at the start, or Melee.
To take a little more advantage of the Familiar's HP, I'm considering GA as my ED (over VA to stack with the Morg).
For Skills, Bloodlust (Once the starter base UC and HG have been dropped). With Dex and DBs for Physical Defense.
I guess I'm left with AMF as my EO.
Anything I've missed? Any tweaks? Would you use Junction over say an AoM, given that there won't really be anything worn to benefit the Familiar.
The Tank itself won't be using a Ranged Weapon. I know I should probably stick a SoD or a special XBow on there, but technically the Fireball will be my Ranged attack. ;)
Might consider using a Hal instead of a FF. Then you could have the option of using an AoJ for a little benefit and the GA would do more considering it has more HP. Also would only make you weak to 1 EO instead of 2.
I considered a Hal, but then the temptation would be to junction HoC and Belegs and make my Tank an Archer as well. ;)
Plus I really want a mixture of Physical and Magical damage.
Try it out in tournaments!
I see your Marneus, and raise you a Brother Captain Stern! ;)
(lol way to off topic my own thread!)
I have found that specializing in the early game is better to keep 100% challenge bonus. Which means keeping all your damage physical is probably better till later on when changing might not matter too much. However your start is probably more fun then the boring and common Hal + archer team :).
January 26 2010 11:26 AM EST
If you do not junction items to your familiar, you are losing a lot of potential power.
The familiar will add the same amount of PR regardless of it is junctioned or not.
The inability to maximize its potential will cost you in terms of challenge bonus. Perhaps not in the beginning of the game, but certainly towards the middle.
Even if you junction over only the HoC, it will be better than the 20% more strength.
Personally, a single minion does best if it superspecializes and uses its tattoo to enhance it damage ability. Whether using a SF with a MM mage or a HF with an archer. Or even a JKF with UC.
If you want to use different types of damage, then you really should start with 2 minions.
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