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Well, the problem is that clerics are needed in this KQ to just stick to healing the fighters, mages and archers, and this can be tough with 4/5 mobs + attacking them when they're trying to heal every1 else.
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there is only one other KQ and thats the lvl 7-16 one. Clerics are not much needed in it until the last mob before King Slime, if the people aren't around lvl 13-16. And they certainly need a cleric at King Slime and his spawn when he dies. But in this KQ, lvl 33-41 one, There is a lot of mobs and without the right plan of attack the fate of the KQ is already decided. I know from experience an archer is a slow slow killer if he or she took one monster by himself. It would last forever cause the monsters, even the lowest ones, have a lot of hp and can attack decently.
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I made a diagram! haha!
Think that this will work? Before the mosnters start to spawn, run to a wall and have the clerics/archers/mages huddle together then get the warroiors to form a half-sircle around them, closing them in, so that the mobs can be taken out quicker and it might be a little easier to get the heals in? |
never know with glitched walls. But I don't think it'll work after the second mob, because the fighters need to move around to fight and some, like Revy, taunt and run with 5+ monsters on her until we finally are free to take another one. And for the first few waves of monsters we fall behind and skill have earlier monsters to deal with, but by the time archer skeletons come we tend to be down with the other spawns. If you're not done by the boars, sorry to say but you're screwed with little chance of winning it.
the best chance you got is to stay in the middle, archers don't go outside the middle nor should healers. And I wish healers would stop trying to fight the monsters. I know they cn do more than buff or heal, but they are not very much useful if all the fighters are dead and they are the ones left standing. I dunno, we get close to getting the win but the last spawn, for those who never did it, is very large and overpowering. And robo doesn't do well with targeting the closest people, it feels much more random then that >.> |
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--O x | O --O X = Cleric / Mage / Archer - and | = Fighters O = Monsters Well, the only problem is that after the spawn you'll probably have to move away the wall to go to the next part of the KQ... and it'll be really hard to move in that kind of formation. So anyways, Good tactic for the spawns, but cant finish KQ like this. |
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wtf? O.o are you sure it's just that, like in every other game, it seems that the agros adore healers when it's just because healers can't tank one when the fighters can tank several?
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