2011-01-20, 01:14 AM
OB3LISK Wrote:Shadowers can't rush them. Kb maybe, but that's sloppy. Unless you plan to have warriors rush them then have Shads keep them there. In which case I don't see the Shadowers keeping them there long lol.
I agree with the first part of this, but not the second. I haven't done extensive research, so I don't know much about her, but from watching the videos and reading this thread I wonder if for mob control you could have someone rush the mobs into a corner, and have a few shads keep them there. I think they could keep mobs in the corner if there's enough of them (maybe 3?), since Bstep KBs every hit, even if it's just a little, and with two or more shads it would make it harder for the mobs to move forward (since it looks like they don't move with hasted speed, and use at least mildly ranged attacks).
As for taking damage, I think everyone knows shads tank pretty well, especially if they HP wash or have any +10% HP equips. It looked like in that second video that mobs did up to 15k (but I couldn't tell if that was the Pirate CK, or just his minions), which with HB & Meso Guard (and high avoid) shouldn't be hard to tank. As for healing and getting around the pot cool down, they can use smoke screen + Chakra in a pinch. (As long as other people in party still attack the mobs, this person can stand still in smoke and heal faster.)
In addition, it would probably be useful to have a Battle Mage in the party for Advanced Chains; this way, if the shads do lose control of the mobs, they can try to pull them back into the corner. (Plus the usefulness of auras).
Having a bishop (or maybe a mechanic, with their healing robots and rush skills) might be useful for heal (and dispel if it's a bishop, if it turns out she casts dispel-able status effects), just in case.
And having a Drk for HB + rush, and maybe a Pally for CO, tanking, and rush?
So I guess in the end the party would look like:
- 2 or 3 Shads
- 1 Drk (and maybe a pally for CO + rushing + tanking, if you only bring 2 shads or leave something else out)
- 1 BaM
- 1 Mech or Bish
Also, I agree with the idea that the CK boss should be separated out from the mobs if possible and rushed into the opposite corner, which means your mob controllers take less damage, and it gives ranged sometihng to wail on without the regular mobs getting in the way fo their attacks. A pally would maybe be best for separating the mini-boss and keeping him in the opposite corner, since they tank so well now. (The DrK in the range party[ies] could help the pally keep it rushed in the opposite corner, since I'm assuming that all ranged would have a DrK in party to HB them anyway.) However, if he keeps summoning around himself, I don't know if this would work (as obviously he'd respawn them and they'd likely be all over ranged?).
This might be useless as a strategy, I honestly don't know, so I'm sorry if it is >//<.
I was just thinking about it and figured I'd post it just in case. >//>

