SFBM - strategy help (in General)
Arthas
October 6 2008 1:28 PM EDT
hey, I was reading through the 'Help!' wikipedia thing, and I noticed that the listed spell effect was relatively low for the Fireball. I'm asking because I noticed that in my battles I don't seem to be doing enough damage against 4 minion teams. And with only one minion (as suggested), I don't have any other significant damage do-ers (aside from RoBF). All that to say, I was wondering if there was any other way to maximize my damage output while not getting overwhelmed by AMF/GA combos.
Character is Tactica Librarium.
Thank you in advance,
Matt
what ratio are you training your stats?
Solare
October 6 2008 1:36 PM EDT
AMF/GA is it's bane. Every strategy has a counter. Just look at the top players right now; everyone loses to someone. Try to fight people you can defeat as you will not be able to defeat everyone.
If you go SFBM you may want to invest money in purchasing Alatar's Gloves or Nolderin Spellcasters. Spellboosters and a Helm of Clearsight (this item is a necessity) would also aid you.
Keep in mind that FB is the second weakest DD (next to MM), and has a lot of issues; but if you use it effectively, it can be quite good (stated from the player who has the highest FB, namely me).
Arthas
October 6 2008 1:54 PM EDT
Hit Points - 26,480 exp.
Evasion - 27 exp. (base)
Fireball - 45,361 exp.
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Well, I'm unable to beat anyone on my fightlist. The only pattern I can discern is that they all have AMF/GA, or are Archers that I can't kill quickly enough.
Solare
October 6 2008 2:02 PM EDT
Archers will always be a weakness, unless you have ridiculously high evasion or a Tattoo of Endurance. 1/3 HP 2/3 FB seems to be your approximate exp ratio. I find the perfect ratio is somewhere between 1/5 HP and 1/4 HP, the rest into FB. Also, I'd consider putting points into DM eventually, but not quite yet. It takes care of pesky AS stacking strategies on 4-minion teams, that can be quite devastating if paired with GA or AMF.
Make sure you get your hands on a Helm of Clearsight, as it will add another round to ranged, allowing your FB to be that much more effective.
Arthas
October 6 2008 2:11 PM EDT
hey! thanks a bunch. I'm sure that'll help greatly. =D
Solare
October 6 2008 2:18 PM EDT
No problem; happy to help
BadFish
October 6 2008 2:53 PM EDT
Are you guys gonna kiss or what?
SFBM is only a shadow of what it used to be. It's very difficult for them to finish the battle in ranged rounds with new changes. If you do go SFBM, don't go RoE since that has been changed. Instead I strongly recommend Hal, because of it's great damage in range.
Sickone
October 6 2008 5:45 PM EDT
You could go 4-minion with RoE. The first three being 20-HP killslots (against enemy archers mostly) and the last one a FB mage.
The whole "3 kill slot RoE" crap is completely ridiculous. Honestly, why would you sacrifice the use of a useful tattoo for a total of 60 HP?
Cube
October 6 2008 6:05 PM EDT
60 HP doesn't add pr.
Arthas
October 6 2008 6:43 PM EDT
Hmmm.
Might it be advantageous for me to hire 1 or 2 E:EC's for that linear stacking to bring down Archers' DMG/PTH/CTH?
training EC means that you lose against mages. EC adds to your MPR, but doesn't really help against what you need most. I quiet like training slightly more HP and RoS + base GA combo, but its not proven to be good yet.
RoE is now worthless on a single minion.
Sickone
October 6 2008 8:20 PM EDT
Well, a named RoE still adds some XP over normal, but that's quite pathetic IMHO :)
But true, RoE is only really useful in a multi-minion team in which you want to focus XP on a single minion for some reason.
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