2009-07-28, 10:43 PM
There should be a section on the Cygnus knights once they are out for a while, because they have a 49(i think) AP advantage over Adventurers and also are probably going to have a substantial boost from the Blessing of Sprite than an adventurer. Dawn warriors get Soul Blade which gives them longer range. Wind archers get Storm Breath (don't actually remember name) which I believe has no minimum range. I'm not so sure about the other cygnuses.
One thing to note is that for F/P mages it is beneficial to use a hybrid build during 2nd job, and max or 28 poison brace/breath is very useful in certain situations, mainly Magic Cancel. When I cpqed with my hybrid f/p I would poison all the monsters and then go break the towers. Then I would finish off all the monsters with one hit. This really shines when the other team has a lot of CP and can put the magic cancel back up the instant you break it. The only problem is that it does not poison rombots.
It is my strong opinion that no monsters should be summoned in rooms 1-4 and only master chronos should be summoned in fields 5/6.
Summoning monsters is a very bad idea for rooms 1-4 if the opposing team is over say... 40. It just becomes more monsters to kill for cp. Lower leveled teams might be overrun, but the higher leveled teams just take the lead. If you are trying to summon master chronos to keep them from breaking the protectors, they just get the boost for the rest of the pq after they destroy the towers. Sins with haste can generally jump shoot over trojans and robos in 3/4, so they are still fairly mobile and useful when summoned on.
However, summoning in rooms 5/6 is a great idea, and should usually be top priority. This is because in every room, there is a maximum number of monsters that can be summoned on your opponent. Iirc, Field 3/4 is 7, and the most in 5/6 is 16. But in 5/6 there can only be 20 monsters summoned TOTAL by both teams, meaning if you summon 16 monsters first, they can only summon 4. If you summon 8 first, they can summon 12. Master Chronos are good choices for summons here because of their ranged magic attack and their avoid to an extent. The magic number for 16 master chronos's on your opponent is 192 cp. If you can max out your spawn before the other team can respond, there is a good chance that they can't put a master chronos on BOTH double robo platforms. After they summon their 4 monsters and start using avoid/cancels and such. You can just camp the double robo platform and not even need to worry about breaking the towers. Good teams can max master chronos in ~2 minutes. As a general rule of thumb you only really need 1 attacker killing rombots, and you want this to be your strongest member.
I don't see you mention that the robos in fields 5/6 are not party specific like all the other monsters. Both teams can kill them which means ksing is likely for the double robo platforms when you have large teams. Also might be good to note that rombots require significantly less cp to summon in fields 5/6 when compared to fields 1-4 (22 in 5/6 and 30 in 1-4). Players should be wary of players that will party lower leveled characters to get into a pq in fields 3/4 and then expel them to have makeshift 1v1 fights where they each get full exp from monsters instead of sharing it with party members.
I can't think of anything else at the moment. Great guide so far, can't wait to see it completed.
One thing to note is that for F/P mages it is beneficial to use a hybrid build during 2nd job, and max or 28 poison brace/breath is very useful in certain situations, mainly Magic Cancel. When I cpqed with my hybrid f/p I would poison all the monsters and then go break the towers. Then I would finish off all the monsters with one hit. This really shines when the other team has a lot of CP and can put the magic cancel back up the instant you break it. The only problem is that it does not poison rombots.
It is my strong opinion that no monsters should be summoned in rooms 1-4 and only master chronos should be summoned in fields 5/6.
Summoning monsters is a very bad idea for rooms 1-4 if the opposing team is over say... 40. It just becomes more monsters to kill for cp. Lower leveled teams might be overrun, but the higher leveled teams just take the lead. If you are trying to summon master chronos to keep them from breaking the protectors, they just get the boost for the rest of the pq after they destroy the towers. Sins with haste can generally jump shoot over trojans and robos in 3/4, so they are still fairly mobile and useful when summoned on.
However, summoning in rooms 5/6 is a great idea, and should usually be top priority. This is because in every room, there is a maximum number of monsters that can be summoned on your opponent. Iirc, Field 3/4 is 7, and the most in 5/6 is 16. But in 5/6 there can only be 20 monsters summoned TOTAL by both teams, meaning if you summon 16 monsters first, they can only summon 4. If you summon 8 first, they can summon 12. Master Chronos are good choices for summons here because of their ranged magic attack and their avoid to an extent. The magic number for 16 master chronos's on your opponent is 192 cp. If you can max out your spawn before the other team can respond, there is a good chance that they can't put a master chronos on BOTH double robo platforms. After they summon their 4 monsters and start using avoid/cancels and such. You can just camp the double robo platform and not even need to worry about breaking the towers. Good teams can max master chronos in ~2 minutes. As a general rule of thumb you only really need 1 attacker killing rombots, and you want this to be your strongest member.
I don't see you mention that the robos in fields 5/6 are not party specific like all the other monsters. Both teams can kill them which means ksing is likely for the double robo platforms when you have large teams. Also might be good to note that rombots require significantly less cp to summon in fields 5/6 when compared to fields 1-4 (22 in 5/6 and 30 in 1-4). Players should be wary of players that will party lower leveled characters to get into a pq in fields 3/4 and then expel them to have makeshift 1v1 fights where they each get full exp from monsters instead of sharing it with party members.
I can't think of anything else at the moment. Great guide so far, can't wait to see it completed.

