Lochnivar
May 22 2009 3:35 AM EDT
Minion 1: Leader wall
HP, Wall Gear (BoF instead of CML)
Minion 2: PL Battery
HP/TSA, PL
Minion 3: MM Mage (or DM enchanter with SF junctioned)
RoBF, NSC, SB
Minion 4: Light Tank
TSA, HoE, TG, EB, EC, MgS, MH
So, yeah....
Minion 1 reduces incoming physical damage with BoF giving a nice boost to damage dealers.
Minion 2 takes one for the team
Minion 3 (option A) DD + RoBF = fairly reliable damage
Minion 3 (option B) DM + junctioned SF = less AS/GA and bigger DD
Minion 4's Mgs and AC + ought to reduce incoming MM damage nicely, especially with PL and two TSAs
not sure where I prefer option A or option B on minion 3.... I suspect B may be better.
anyway.... fire away, at very least you may talk me out of a costly retrain!
Lochnivar
May 22 2009 3:39 AM EDT
and obviously AP on the first minion..... for SG
seems fairly solid early game but i imagine that the PL minion would die fairly fast. that and GA would be a fairly big pain if it was their main strategy.
QBOddBird
May 22 2009 10:30 AM EDT
I'd go DM + SF, myself. Putting the RoBF on a minion that uses a damage form is a waste of its non-retaliable damage IMO.
I'd also put an AoL on the Leader Wall, as the AoAC doesn't provide very much AC anyway.
Lochnivar
May 22 2009 12:32 PM EDT
I have also mused about switching one of my AS minions to the 'leader' wall and keeping the as/GA RoS that I already have
Cube
May 22 2009 1:34 PM EDT
I agree with OB. I too dislike the RoBF on a damaging minion... especially a mage. AMF and GA are too much of a problem to do this, and a waste of the RoBF.
Yeah, SF is the way to go.
Lochnivar
May 22 2009 1:36 PM EDT
incidentally.... the idea of putting an RoBF on the mage was to reduce amf back lash in part....
Cube
May 22 2009 1:38 PM EDT
Still nothing to stop GA. You aren't going to get a good AC with a tattoo on either.
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