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I know Big Balrog boss has a 20 min or 30 min timer depending on what lvl you want to go after. But i don't know many ppl and wanted to know how much ppl i needed to take with me to take down Big Balrog. Also I would like to know is it even worth it to take to down easy mode Big Balrog or you get nothing out of it?
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I'm pretty sure that:
Easy is levels 50~70 and has a 3~6 party requirement. Hard is level 50+ (I think?) with a requirement of a 6-member party.
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He means minimum to take it down.
The people you need to count are attackers, so don't count mages if you bring them along, whether they are lvl 50 or 200.
Bare minimum would be about 6~7 attackers, iirc. Maspan has claimed that he needs less, probably because he's godly so ignore him. It's safe to bring 8~9 attackers, and expect 1~2 to die out of their ignorance when you tell them to stop attacking.
Best DPSers: PA Drks > Spear Drks > KoC classes.
P.S: I'm not sure about KoC, but it seems true.
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Kalovale Wrote:He means minimum to take it down. ... Right. >_> My bad.
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3 Dark Knights will either make it or come extremely close (no apples). With apples, 2 could probably do it. You need 6 to enter, so ought to be fine with 2 drks and 4 randoms.
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MasPan Wrote:3 Dark Knights will either make it or come extremely close (no apples). With apples, 2 could probably do it. You need 6 to enter, so ought to be fine with 2 drks and 4 randoms.
Be aware that PA Drks do 150% more dmg potential than Spear Drks.
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Kalovale Wrote:Be aware that PA Drks do 150% more dmg potential than Spear Drks. 
Yep, and more than FAless hybrids too. Give us a super snowboard and we rape. Spear DrKs can use a Maple Impaler for boosted dps too.
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Strikers are good too, having passive critical, a 60 str advantage, and 2nd job blast. Blast completely tears through summons. Corkscrew also helps repositioning.
Since literally everyone of a certain class will have exactly the same damage range assuming same passives and weapon speeds, class differences should be very easy to compare, giving ranged attackers a little bit of an advantage because melee attackers have to reposition themselves when getting constantly hit by those very high accuracy attacks.
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Cyanne Wrote:Strikers are good too, having passive critical, a 60 str advantage, and 2nd job blast. Blast completely tears through summons. Corkscrew also helps repositioning.
Since literally everyone of a certain class will have exactly the same damage range assuming same passives and weapon speeds, class differences should be very easy to compare, giving ranged attackers a little bit of an advantage because melee attackers have to reposition themselves when getting constantly hit by those very high accuracy attacks.
If you sit on the right arm facing left, you'll generally stay in attacking position with a 2h weapon. The head is a bit more of a problem.
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While the APs are static for all classes: 252 main stats, 60 secondary stats; the watk/matk values may differ. I'm not entirely sure how much of an edge ranged people have over melees but melees always have a choice to rape the arms instead of the head for more consistent dmg, until DR, that is.
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Kalovale Wrote:While the APs are static for all classes: 252 main stats, 60 secondary stats; the watk/matk values may differ. I'm not entirely sure how much of an edge ranged people have over melees but melees always have a choice to rape the arms instead of the head for more consistent dmg, until DR, that is.
Attack is actually static too =/
Cygnuses also gain a huge 60 AP advantage over adventurers, making them better than counterpart adventurer classes that don't have good passives.
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Cyanne Wrote:Attack is actually static too =/
Cygnuses also gain a huge 60 AP advantage over adventurers, making them better than counterpart adventurer classes that don't have good passives.
I know that it is static for different individuals in a class at the very least, but I have yet to test amongst classes. Do you also have 80watk?
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I recommend PA users go in with a gold surfboard or super snowboard, spear a maple impaler (just realized impaler is an anagram of iMapler), etc since wattk is static. Anyways, I have roughly a 1000 damage range on my DrK going in, 27xx with an apple.
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Kalovale Wrote:I know that it is static for different individuals in a class at the very least, but I have yet to test amongst classes. Do you also have 80watk?
My MM gets 74 attack, it's probably based on the level 60 weapon or something.
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I looked and Holy Spear (lvl 60) has 82atk, Golden Crow (lvl 60) has 76atk.
Lvl 60 weapon's atk - 2? That's rather random. :f6:
EDIT: Anyway I'm off to a nap. xD
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It also depends on how many people bring a gladius, because +30 att is godly there.
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Kortestanov Wrote:It also depends on how many people bring a gladius, because +30 att is godly there.
If you go in early, you can pass around the gladius until everyone gets the 30 att buff. It casts upon entry, so just trade the gladius while inside, leave, then go back in again. Then just repeat for however many people you need.
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Cyanne Wrote:If you go in early, you can pass around the gladius until everyone gets the 30 att buff. It casts upon entry, so just trade the gladius while inside, leave, then go back in again. Then just repeat for however many people you need.
So far, every time I leave the room, I lose the buff. :f6:
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DualReaver Wrote:So far, every time I leave the room, I lose the buff. :f6:
You stay in after you get the buff, then trade it off (while inside) to someone else who needs it, who then goes outside and back in, and repeat.
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Cyanne Wrote:You stay in after you get the buff, then trade it off (while inside) to someone else who needs it, who then goes outside and back in, and repeat.
Oh I see. Not gonna risk my own gladius doing that, though
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