This is going to be the last out of the constantly extended Minion Classification series of posts. For this post, we’ll be covering Melee Strikers and wrap up with a conclusion.
You can read the previous posts in this series here:
- Part 1: Champions and Support
- Part 2: Defenders and Ranged Strikers
- Part 3: Melee Strikers and Conclusion (you’re here now!)
As a quick recap, here is the entire list of minion categories and sub-categories.
- Heavy Weights – High Damage, High Durability, Slow
- Chasers – High Speed, Sticky, Moderate HP
- Vanishers – Long invincibility duration, Moderate stats
- Worthwhile – Must-haves
- Irrelevant – No inherent Usefulness
- Heavy duty – High Armor/HP or skill which keeps them alive, but very slow
- Disablers – Comes with a Disable Skill and a teleport/dash skill
- Glass cannons – High Damage, Low HP/ Armor, usually immobile
- Teleporters – Teleports, High Damage, still with Low HP/ Armor
- Hit-and-Run – Prefer to attack from far, High dodge
- Chargers – Extremely fast, Great for swarming
And here is a rage-inducing screenshot of an assassin being stuck in the railing of the Xinkashi water trap…
Sorry, where was I?
Ah yes, Melee Strikers…
Fast and agile, Melee Strikers are the ‘pawns/rooks’ of stronghold builds that can chase raiders down throughout the duration of the battle.
Melee Strikers have low-to-moderate damage output and sometimes come with high dodge or are programmed to dodge the raider rather often. While they don’t have as much HP or armor compared to Defenders, most are hardy enough at T5.
They also feature a low upkeep, even at T6, and this makes them useful to be utilised as minions which can swarm the raider or simply as upkeep fillers to make up the maximum capacity of 436 upkeep.
TL;DR: Melee Strikers are the poor man’s Defenders, but are faster and still pack a punch nonetheless.
In the Melee Strikers category, there are 2 main sub-classes: Hit-and-Run and Chargers.
Damage Output: ++
Despite having the term ‘melee’ in their class, these minions are much better off attacking from a distance, favoring ranged skills over attacking head-on. Additional dodge abilities also make them harder to kill off, providing them with a slightly higher durability despite their low HP.
However, due to their low damage output, these hit-and-run types are more of an annoyance than anything else but would be eventually killed off along the way of the rampaging raider as they aren’t very durable (esp. against melee raiders).
While I don’t entirely recommend these (except perhaps the Vulture Harpy), the best location to fit these would be near the entrance of strongholds so they will continue bugging the raider till their eventual deaths.
TL;DR: Hit-and-Run Melee Strikers are better at attacking from a distance and are more like irritants in raids.
Minions: Duergar Battlesworn, Vulture Harpyˆ, Kringle’s worker, Cyclops Worshipper
+ Vulture Harpy (extremely fast with very high dodge, making it impossible for ranged characters to hit)
Damage Output: ++
Chargers are extremely fast and extremely useful for swarming the raider, which makes them a dangerous yet cheap sub-class in this game. They are programmed to do one function: charge in head-first to any raider that comes within their vicinity and keep them occupied long enough for the other slower minion to catch up.
Resembling a lower defence Disabler (from the Defender class), these Charger types come with a disabling skill (eg. knockdown, stun, stagger), which they will unleash occasionally when in contact with the raider. They also work best in smaller trap rooms with little to no obstacles (eg. Nettle Grove, Nightmare Pit), allowing them to catch up to the raider easily.
On the contrary to the hit-and-runs, Chargers fare much better when in direct contact of the raider and come equipped with an inherent ability to make it even harder for the raider to kill them (with the exception being the weaker Kenashi Berserker). They also pose a threat to Ranged users from their speeds to close in the distance.
TL;DR: Chargers are dangerous melee strikers that are fast and can disable raiders.
Minions: Kenashi Berserker, Thunderfist Brawlerˆ, Ravagerˆ, Pumpkin Ghoulˆ, Delicious Chocolate Idolˆ
+ Thunderfist Brawler (high dodge with invulnerability shield to increase durability, brawler ability: damage increases when closer to raider)
+ Ravager (extremely high HP leech, revive-able, does not die immediately at 0 HP, almost unkill-able in Ruby Temple)
+ Pumpkin Ghoul (extremely high HP leech, revive-able, does not die immediately at 0 HP)
A question that you might ask at the end of reading this post would be: “So how is all this information relevant to me as a DH5 player?”
Essentially, the objective of these posts would be to provide insight as to how minions can be used (as a stronghold builder) and to be countered (as a raider).
With Guild wars and consequentially raids, making up a major part of the game, being able to ‘read’ minions would enable players to formulate strategies to utilise and excel over them. This can be done without constantly resorting to just slapping strong minions together or thinking that the only way to go is by raiding with Legendary armor.
I’ll just leave you to read the TL;DR to sum it up.
TL;DR: You don’t really have to spend that much money on a game which you’re good at.
(A) For Stronghold Builders
The primary intention of building up the first part of the stronghold would be to cut down as much HP from the raider before he/she enters your keeper’s room.
First of all, it is best to have certain combinations of minions that compliment each other’s skills and attack patterns.
For example, if you’re looking into a stun combination, coupling minions with inherent abilities to stun or knockdown your foes (eg. Immortal Gatekeeper, Monkeys, Cicatrizers, Cardinals, Dark Sentinels etc.). However, most of these deal moderate amounts of damage so perhaps it’s best to team up them up with something that is weaker but able to inflict more damage (eg. Ethera, Scepters, Incinerators etc.).
Nonetheless, it is also imperative to match up with the type of trap room which you possess in order to take advantage of its strengths while compensating for its weaknesses. Hypothetically, the stun combination of minions would work well in smaller damage dealing trap rooms, allowing minions to keep the raider affixed to one spot while the raider is subjected to more damage.
Additionally, due to the elemental advantage/weakness system exhibited by the new Combat 2.0, unpredictability is the key.
One way to go about this would be to cater to all possible scenarios and have all different elements of minions within a trap room of another element and to top it off, have a keeper that a different elemental weapon from his/her armor.
Although this form of setup is versatile to deal against all elemental raiders, do note that in order for this to work, it is best to also have some form of strategy so the minions are not some mix-mesh of individual power workers. Unity and teamwork is always beneficial in setups.
Alternatively, you could opt for an all out for 1 to 2 elemental types if you’re confident about how it can handle raiders of the opposing element. For example, having a Harbringer, Acolyte, Ravager, Pumpkin ghoul setup in Ruby Temple to enhance the regenerative power of the melee strikers and resurrect them when they are out, while countering the Nature types with the fire-based trap room.
However, do some ‘market research’ first to see what element is predominant in your league. This might give you an idea as to what elements you’ll be fending off most of the time.
TL;DR: Setup minions and traps that work together and either choose to go with many elements or stick to 1-2.
(B) For the Raider
On the reverse, the intention of raiding would be to get through the first part with as much HP as possible before reaching the keeper. However, unless you have 10k+ stats on both attack and armor, you’ll need some form of strategy instead of charging in head-first to achieve this.
Personally, I see this more like a strategic puzzle where knowing the placement of minions determines the route for my character to walk and which ones can be first taken out.
Upon the first aerial reveal of the stronghold, you can roughly plan out a path in your mind to do the following: (a) Maneuver through the trap room (paths to take, areas to avoid)
(b) Prioritise the minions to be killed
(c) Formulate secondary strategies if your primary one doesn’t work out I won’t go through this in detail at this point but probably do a post on this in the near future due to the already lengthy entry of this post. Some of these strategies have been covered in other trap room posts before so you might want to check them out first.
(This function has been removed on Update 11.)
But the advice which I would leave you would be to keep practicing!
If you find that your character is some how not performing up to par with your expectations and keeps dying to certain minions, you might want to rethink how to approach them. Gain some experience (not only the ‘physical’ EXP) by trying out the minion at lower levels or individually to understand how the particular minion moves and attacks and even defends.
TL;DR: As a raider, plan out and prioritise the path to take and minions to kill. Practice makes perfect!
Note that even for myself, I don’t possess excellent gear nor exceptional minions and hence, do face problems in certain stronghold setups since I predominantly raid in light even till now. While I do hope to get a Mal.Rush or Legendary Armor someday, I also hope that these few posts might inspire you, as a player, to focus not on spending, but on strategic pursuits in approaching raids, stronghold setups or the game in general.
Good luck; Have Fun and hopefully this update won’t be too buggy! 🙂