The traditional wall Minion is very simple to create. It's a minion that puts almost all experience into HP and equips high AC armor, ignoring penalties. It's purpose is to take damage. Wall minions do not work alone, since their purpose is not dealing damage in any form. The Steel Skin spell increases the effectiveness of AC by 25%.
For a detailed list of penalties and bonuses see: Wall Armor.
A Phantom Link wall is a new version of the wall theory. The majority of experience is put into HP, the rest going into Phantom Link to keep it at a level that absorbs any attack your team faces. Generally, the most effective spot for a Phantom Link wall is in the middle of a team, away from direct attacks. This is to absorb damage from other minions and make use of the 10% damage reduction Phantom Link gives. Phantom Link Walls can be used strategically with the AoI (Amulet of Invisibility), and if it a phantom link wall is used with a Anti-Mage wall, heavy wall or evasion wall, this combo can be used to maximize those respective wall's skills, making them last longer.
Armor is not as important for a Phantom Link wall, since they absorb damage equal to how much would have been dealt to the original target, but if placed in a place that is subject to taking direct hits, they follow the same rules for armor as the traditional wall. Since the Trollskin Armor provides health regenerating, it restores HP, it has become a popular item on a Phantom Link Wall. Because the Phantom Link Wall drains hits away up to the level of trained Phantom Link, the TSA can be used the regenerate that lost HP, this way the Phantom Link Wall allows the user to gain more rounds. The Mage Shield is easily the best shield for the wall because it reduces your opponent's effective DD. This is particularly effective against mages who use Cone of Cold or Fireball because it reduces the overall damage you take, and depending on minion placement (if you place the Phantom Link Wall in the back, as is common on most teams) then it directly reduces damage taken by Magic Missile. Also the Mage Shield is great if you place the Phantom Link Wall in the front of your party with an Amulet of Invisibility because then damage taken by Shocking Grasp will hit the Mage-Shield-wearing minion while other types of damage will be absorbed by Phantom Link.
This set is used to max SKILL points:
Trollskin Armor # Primary effect; plus 1% to base ST for each Enchantment bonus. # Secondary effect; each round, it regenerates up to 3% of the wearer minion's trained HP, capped at the original HP before things like Ablative Shield.
Elven Cloak Plus 1% to base DX and Skills for each enchantment bonus.
Elven Gloves Plus 1% to base DX and Skills for each Enchantment bonus
Helm of Ecthelion (or HOC if use ranged) Plus 1% to base ST for each Enchantment bonus
Amulet of Focus Bonus 3% to trained Skills
Mage Shield Plus 0.75% resistance to Direct Damage Spells for each point of enchantment.
An Anti-mage wall is a wall that is specifically designed to reduce the damage taken from Direct Damage Spells. There are two ways to set up an Anti-Mage wall, each defending against a different Direct Damage Spell.
1. Magic Missile: This spell attacks back to front, so an Anti-Mage Wall built to defend against it should be placed at the back of a team. It should equip the standard Traditional Wall gears, though there are other armors that may be better suited. Instead of the Adamantite Cuirass as body armor, the Elven Hauberk can be used. The Elven Hauberk will reduce damage more than an Adamantite Cuirass (except in rare cases), however the spell damage reduction of it will decrease by 30% each turn. If your battles do not last very long, the Elven Hauberk is better. For longer battles, the Adamantite Cuirass is more effective. Instead of the Mithril Shield, the Mage Shield can be used. The Mage Shield is works best when your Anti-Mage Wall has little or no other armor. If you have your Anti-Mage Wall equipped with most of a Traditional Wall's armor, a Mithril Shield will be more effective.
2. Shocking Grasp: This spell attacks front to back, so an Anti-Mage Wall defending against it should be placed at the front. Shocking Grasp has an effect that increases its damage when used on a minion based on its base armor. For this reason, the base armor of your Anti-Mage Wall should be kept as low as possible. An Anti-Mage Wall defending against Shocking Grasp should wear a Mage Shield. Other pieces of equipment that can be equipped should have as low as possible base AC, such as a Helm of Clearsight, which has a -5 base AC (and because of this, you can equip armor with 5 total base AC without increasing Shocking Grasp's damage), or Amulet of AC, which has 0 base AC. An Anti-Mage Wall to fight Shocking Grasp will not be as effective as one defending against Magic Missile or a Traditional Wall against physical attacks, therefore building one solely for the purpose of defending against Shocking Grasp may not be as effective as other solutions.
The main drawback of this kind of wall is that damage taken from physical attacks is more than for a Traditional Wall. This is because the Mage Shield does not provide any AC, and the Elven Hauberk provides less than an Adamantite Cuirass, thus leading to less protection from Physical Damage.
The latest way to setup a wall is by using Evasion. This wall isn't technically a wall, instead of using pure AC to nullify the damage done by your opponent, the evasion wall focuses its training on Evasion and Dexterity to prevent your opponent from hitting it. The main drawback of the evasion wall is that the AC given by a typical evasion wall set isn't very high and evasion walls are very vulnerable against Direct Damage spells. Evasion walls are typically the first minion in a team, because most of the attacks done by melee or ranged combat hit the first minion.
Typical setup of an Evasion wall include:
last edited by ScY at Feb 21 2010 - Edit Wall
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