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cpq summoning
#1
Ok, I have being doing cpq on my dit lately and when I do room 3/4 I'm fine, but when we do room 5/6 we almost always lose. Most of the time my team is winning my 100-150 points with like 4-5 minutes left, then once both teams start to summon monsters and buffs, my team always ends up losing. I go with different parties almost every time, so people are summoning differently, its not like we are doing the same summon every cpq and still wondering why we lose. So I guess my question is, what do you summon and when? And is your team leading when you start the summon and do you keep the lead?
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#2
I always found that when it's time to summon in room 5/6, my teams would summon master chronos and all the buffs at about 6 minutes left. This of course assuming we already have 300+ points. Doing this early has often filled up most of the platforms or at least put a chrono on each platform easily limiting what the opponent can summon. Then we just go after the robos. Losing or winning at the time of summon, we still get a lot of points from this. Although, I was usually one of the highest hitters in my monster carnivals when we did this (low DEX fighter, DEXless page, characters that can basically 3 hit roms). The people I feared to face were DEXless sins, bastards easily get more points much faster than my teams could. Oh, yeah, constant buffing on monsters helps too (personal favorite combo, speed up and [magic] attack up).
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#3
I usually summon master chronos, with speed ups, avoid ups, weapon attack ups, and magic attack ups. When the other team does it, I just start sniping from one of the platforms you spawn on.
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#4
Beserker101 Wrote:Doing this early has often filled up most of the platforms or at least put a chrono on each platform easily limiting what the opponent can summon.

oh i forgot to ask about that, although my friend didnt think one team's spawn limited the other team's.
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#5
Birdie Wrote:oh i forgot to ask about that, although my friend didnt think one team's spawn limited the other team's.

I have noticed when I monster carnival, it does just because there are limited spots for monster to spawn. One team takes as many as they are allowed, then more can't become summoned.
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#6
in the smaller map, a fighter+buff canceler party will own completely. I have gone against level 50s and beat them with a 45 fighter and a nub who mostly canceled buffs. The reason the other team lost was because they summoned rombots, which with slash blast and lots of monsters, is point heaven.
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#7
I summon Master Chronos when the other team starts summoning coz this'll give us an upper hand. Then I add avoid up and magic atk ups on it and depending on the party, I use cancel weapon atk and cancel magic atk.
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#8
In rooms 3 and 4, the best strategy against most parties is just to summon avoid up gradually again and again throughout the match. In rooms 5 and 6, once you get like 400+ points or something, it's best to summon monsters, usually master chronos, to their maximum and summon every protector at once, usually except magic cancel, so that the monsters and the protectors mutually protect each other and so that it's difficult for the other team to figure out which ones are the avoid ups, weapon cancel, etc.
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#9
It really depends on who you're up against. If they have one or two strong chars capable of taking out rombots easily, do NOT summon more for them. Instead, I'd opt for summoning buffs like cancel weapon/magic, avoid up, speed up, etc. Also when you do summon these, it is a good idea to summon a bunch of the other ones to make it harder for the other team to find the right pillars to hit. If they have a cleric (or any char really good at mobbing, like I/L's) do not summon chronos. They are annoying things in general, but not against clerics.

If the other party doesn't seem particularly strong against rombots, summon a pile and overwhelm them. Then add buffs after you get a nice mob of them on the field. =]
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