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The Revenge of Monster Magnet!
#1
Most have seen the Phase 6 Pink Been video by now. Pink Been doing outrageous damage, especially to range:

Video for those who have not: http://www.youtube.com/watch?v=r8_Ej8EkZ1o

What I notice is that his attacks are only from whats in front of him. And not around him. So having someone hold him in place would be fantastic.

What I have notice in the Twisted Master boss fight, is that the archer boss basically has some of the same mechanics, he has a 1/1 and Poison, along with a stun that only effect and hit whats in front of him.

For a little testing, in my guild that is in Mardia, we did do some CWKPQ runs, and the archer was truly being annoying as pomegranate. We had a Dark Knight in the guild, go to the very corner, and Monster Magnet it.

The results was outrageous. Though only level 5, the archer boss was stuck to the ground, and stuck to the warrior. On top of that, he could not be knock back during the duration of Magnet, and he could not hit the range people at all, because his back was facing against him. This made the boss fight entirely easier.

But from what I saw in the Pink Been video, the mechanics is the same way. So it seems that is would be a dire requirement in the Pink Been run to have a 4th job Warrior have max Monster Magnet, or at a good level. Him running around, and hitting everyone would cause all the range to die, causing the run to be a failure.

Fiel Wrote:[Image: skill1121001iconMouseOver.png]Monster Magnet
Description: Charge up your skill to forcibly draw a group of up to 6 enemies toward you. The longer you charge the skill, the more enemies will be pulled.
Animation: Monster Magnet
Max Level: 30


1
MP - 10
42% Chance
200% range
[noparse][/noparse]
2
MP - 10
44% Chance
200% range
[noparse][/noparse]
3
MP - 10
46% Chance
200% range
[noparse][/noparse]
4
MP - 10
48% Chance
200% range
[noparse][/noparse]
5
MP - 10
50% Chance
200% range
[noparse][/noparse]
6
MP - 13
52% Chance
200% range
[noparse][/noparse]
7
MP - 13
54% Chance
200% range
[noparse][/noparse]
8
MP - 13
56% Chance
200% range
[noparse][/noparse]
9
MP - 13
58% Chance
200% range
[noparse][/noparse]
10
MP - 13
60% Chance
200% range
[noparse][/noparse]
11
MP - 18
62% Chance
300% range
[noparse][/noparse]
12
MP - 18
64% Chance
300% range
[noparse][/noparse]
13
MP - 18
66% Chance
300% range
[noparse][/noparse]
14
MP - 18
68% Chance
300% range
[noparse][/noparse]
15
MP - 18
70% Chance
300% range
[noparse][/noparse]
16
MP - 21
72% Chance
300% range
[noparse][/noparse]
17
MP - 21
74% Chance
300% range
[noparse][/noparse]
18
MP - 21
76% Chance
300% range
[noparse][/noparse]
19
MP - 21
78% Chance
300% range
[noparse][/noparse]
20
MP - 21
80% Chance
300% range
[noparse][/noparse]
21
MP - 26
82% Chance
400% range
[noparse][/noparse]
22
MP - 26
84% Chance
400% range
[noparse][/noparse]
23
MP - 26
86% Chance
400% range
[noparse][/noparse]
24
MP - 26
88% Chance
400% range
[noparse][/noparse]
25
MP - 26
90% Chance
400% range
[noparse][/noparse]
26
MP - 25
91% Chance
400% range
[noparse][/noparse]
27
MP - 24
92% Chance
400% range
[noparse][/noparse]
28
MP - 23
93% Chance
400% range
[noparse][/noparse]
29
MP - 22
94% Chance
400% range
[noparse][/noparse]
30
MP - 21
95% Chance
400% range
[noparse][/noparse]

It seems as if Nexon is going to add more moving bosses, especially with Pink Been. So it could actually be one of the most useful skills as a warrior, and as a run. But this is only for bosses that move around the map.

Maybe it'll be used more now, and actually become a useful skill >.>


EDIT:

I will say this, in my opinion.

The key to defeating Pink Been(Phase 6), is none other then Monster Magnet.
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#2
never thought i would see the day that magnet is deemed useful. brb maxing it in my 19x.
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#3
Um, of all the times I screwed around with MM, it didn't work on bosses =/ . My MM was lvl 1 though, so there's definitely room for error.

Testing wasn't done this patch. Maybe I'll go summon the King Goblins and see if I can't work the magic on one of them or something.
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#4
KajitiSouls Wrote:Um, of all the times I screwed around with MM, it didn't work on bosses =/ I would know if I was actually missing them or not, since monsters you affect in your range will either show "CATCH!" above their heads or "MISS". My MM was lvl 1 though, so there's definitely room for error.

Testing wasn't done this patch. Maybe I'll go summon the King Goblins and see if I can't work the magic on one of them or something.

It has worked for us at CWKPQ at the archer boss, even though it's only level 5. I will have to see if I can record (or have someone record, since my GFX card went boom) the boss fight.
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#5
So your idea is to have someone like a Dark Knight or a well HP washed Hero put their back against the wall tanking the hits, and spam Monster Magnet so the ranged parties can not get hit??

That's...... BRILLIANT! Now to inform the KMS community about this, because that really requires thinking outside the box.
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#6
If you can indeed confirm that Monster Magnet works on Pink Been at all, then this idea would work. However, if Magnet does not work on Pink Been, then... =\

I'm maxing it myself regardless personally...since 6 mobs at 200% range = legal vac. And yes, I'm lazy to Rush and kill. Rolleyes
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#7
And all this time I thought warriors were adorable!!! Turned out they're magneting others to them.....
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#8
monster magnet does not work against bosses....
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#9
technically it's not supposed to work against bosses, but as we've seen before there are occasionally glitches/exceptions (i.e. big foot) :f6:
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#10
its does not even work with ht summon lol
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#11
Besides the question if Monster Magnet works on bosses, there's also the factor of aggro.

A boss will always face into the direction of the player that does most damage for a set period of time. If the warrior uses MM all the time, he may suck a monster towards him, but the boss will turn always to the attacker who does most damage. So it's not gonna work. Rellik's 1/1+Poison attack has about 500 range, while ranged attackers only have 350 range, so ranged attackers are just not usefull with attacking him, because they get stunned all the time. You just need melee attackers like warriors, shadowers and buccaneers to kill Rellik effectively. They just have to stand "on" the boss to not get stunned at all. It's quite easy to attack him that way...

These scenario's (Pink Bean/Rellik) is just Nexon saying, pure damage isn't everything... Ranged attackers have to realize they just cant survive or be usefull at all bosses...
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#12
Devil Wrote:These scenario's (Pink Bean/Rellik) is just Nexon saying, pure damage isn't everything... Ranged attackers have to realize they just cant survive or be usefull at all bosses...

I find it interesting how they actually made that into consideration, because, for example, training at Bigfoot is better for ranged than for mages.

Meaning that they are not useful at all training spots. Even though it's still considered a boss :p

But yeah, distinctions like that are quite nice. Specially Rellik.

My main point is always on monster book. If you can't get a card because you DIE no matter what you do, something's going wrong. The Rellik case is that you are actually helpful somewhere else, and you can ask for his card if it drops. (If we get Masterian mobs to drop them DSmile

Or something like a set time to make the boss unable to do so much damage. Few seconds to get in range, attack as much as you can, and then, before he attacks again at full power... RETREAT. If that worked on Pink Been, that'd be quite nice.
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#13
CrazyNomad Wrote:its does not even work with ht summon lol

HT Summons have boss flags.

Maybe or maybe not, but does anyone know for a fact if Dispel works on bosses like Zak when they power up during arms [if not, some other boss powers up]. Red nirg can be dispelled from his attack buff so maybe Nexon was able to make certain monsters be affected by some things and others not.
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#14
Devil Wrote:Besides the question if Monster Magnet works on bosses, there's also the factor of aggro.

A boss will always face into the direction of the player that does most damage for a set period of time. If the warrior uses MM all the time, he may suck a monster towards him, but the boss will turn always to the attacker who does most damage. So it's not gonna work. Rellik's 1/1+Poison attack has about 500 range, while ranged attackers only have 350 range, so ranged attackers are just not usefull with attacking him, because they get stunned all the time. You just need melee attackers like warriors, shadowers and buccaneers to kill Rellik effectively. They just have to stand "on" the boss to not get stunned at all. It's quite easy to attack him that way...

These scenario's (Pink Bean/Rellik) is just Nexon saying, pure damage isn't everything... Ranged attackers have to realize they just cant survive or be usefull at all bosses...

Assuming the TS isn't completely BSing this and it actually worked, then no, it seems like the boss would stay facing away long enough.

Also, NLs and Corsairs have 400 range (350 with Rapid Fire), and archers have 440 range.
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#15
Kaasoljoyyx Wrote:HT Summons have boss flags.

So do all four CWK PQ bosses.
It's not having what you want - It's wanting what you've got.
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#16
CrazyNomad Wrote:monster magnet does not work against bosses....

That does not make sense.

You have a boss running around that does normally 11k damage (Pink Been), you NEED to control him in some way. Range will never be able to take so much damage like that, ever.

I saw it being done at the Twisted Masters, the Archer boss was magnet down like so, he could not move, he could not get knocked back. He was getting hit for more then 15,000 damage, which is his knockback rate.

It might be though, that Magnet can only work on certain bosses... that could be a possibility?

If Pink Been cannot be magnet, then there is no way to control him, and therefor a major portion of the Squad dies, because that portion cannot take hits like that, therefor, unkillable, which wouldn't be any developers of a game's purpose. >_>
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#17
GameMX Wrote:You have a boss running around that does normally 11k damage (Pink Been), you NEED to control him in some way. Range will never be able to take so much damage like that, ever.

Yes they will. It's called that little arrow button next to you HP on the stats screen. Goggleemoticon
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#18
GameMX Wrote:That does not make sense.

You have a boss running around that does normally 11k damage (Pink Been), you NEED to control him in some way. Range will never be able to take so much damage like that, ever.

I saw it being done at the Twisted Masters, the Archer boss was magnet down like so, he could not move, he could not get knocked back. He was getting hit for more then 15,000 damage, which is his knockback rate.

It might be though, that Magnet can only work on certain bosses... that could be a possibility?

If Pink Been cannot be magnet, then there is no way to control him, and therefor a major portion of the Squad dies, because that portion cannot take hits like that, therefor, unkillable, which wouldn't be any developers of a game's purpose. >_>

not really, threaten still doesnt work against boss, it only got changed on kMS so far, i've tried MM against a lot of bosses, and it always miss, and i have max MM, even against geist balrog it doesnt work, i can be wrong, but even against ht summon it always miss.
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#19
GameMX Wrote:I saw it being done at the Twisted Masters, the Archer boss was magnet down like so, he could not move, he could not get knocked back. He was getting hit for more then 15,000 damage, which is his knockback rate.


The KB doesn't always work. If you have many ppl hitting under 15k and only few hitting above 15k there is a high chance of it avoiding the KB because of all the attacks being done at same time thats not over 15k. Atleast thats how it used to work at pap long time ago when I went with random people.
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#20
TamilTiger1 Wrote:The KB doesn't always work. If you have many ppl hitting under 15k and only hitting above 15k there is a high chance of it avoiding the KB because of all the attacks being done at same time thats not over 15k. Atleast thats how it used to work at pap long time ago when I went with random people.
The monster will only flinch from the "knockback value" under two conditions:

1. It's aggro is directed at the player who can do it
2. The player is dealing the damage greater than the knockback value

If even one of these conditions isn't fulfilled, don't expect the monster to flinch.
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