Post by zelkova on Oct 29, 2011 13:25:12 GMT
WARNING: This is a wall of text and most likely you won't care about it so feel free to hit the backspace on your keyboard and ignore this thread.
I haven't play this game in a while and decided to make a new team. I going to log it for a few reasons.
*Project started on Ver.10.1*
1. Other users may have pointers like what weapon I should use and such.
2. Some may find my log entertaining and I can use the log itself for references so I don't have to search around the wikia for what stats and such that I should have.
3. This may be the perfect excuse to get me back into the forums again.
Notes:
1. I will not hack, this will be a legit VS Mode team. The lack of being two level higher then everyone else may give me a bad winning % but I feel that being a legit group is more of an achievement then having 100% wins with a hacked group.
2. My team is already set in stone. It is basically the "prefect" team but replacing the Priest for an Angel. I really want to use the Angel class and never care much for the Priest anyway. This will also prove that my team is quite new. Unless given a very good reason this team will never change. Beside this will keep my Archer from getting "stuck" with the poison bows and allow more experimentation with other equipments. The Archer&Priest combo really only exist because the priest increase both physical and magical attack which include poison. This is why 4 priests with poison staffs can murder anything that not immune. Due to the compo that allow players to be immune to poison I feel the archer&priest combo is overrated and outdated.
3. I don't care if compo item X is more useful then compo item Y, I am going for max FP.
First part is setting up the team. A few of our pros will know that even the order can change the outcome in VS Mode. Who ever is the first one your list will be at the back of the group regardless if you are fighting on VS mode or being Challenged on it. It may be easier to remember that traditionally that Japanese read right to left. So the first unit to us is really the last unit to them. So generally melee/tanks should be the 4th member while range/support should be the first.
4th member: Gladiator - Serve as a minor increase in dps and only useful as a tank and taking out other tanks and maybe even a priest. Chosen over a Boxer only because Fire Blade take less MP which means more SP for Life. His higher range also help though a boxer may have a higher dps that don't mean he will live long enough to attack.
1st member: Sniper - Main attacking unit and hopefully doing most of the damage. Even with the debatable weapons the MP and range is the same for all of them so Mag and Str will work for all three.
2nd member: Magician - Mainly serve to slow down the dps of the opponent while doing some minor damage. Also will be use to protect the Sniper from the first set of range attacks. Ice Spike will be use over Freeze as VS mode have weaken that status effect by 80%.
3rd member: Angel - Though the whipper may be a better choice I really don't need a unit to be taking damage as it would make my tank useless. I really want to play with this class and he may end up doing more damage then my sniper. Planning to go with the Thunder Chakram as it sound like a monster of a weapon.
Not using priest or gunner as they have a LP decrease in VS Mode and I personally dislike them both. Not using boxer or whipper as they are melee units and I already have a tank.
Stats~
Gladiator: Mag til 30, rest on Life. ~Simple
Angel: Dex til +2 rings, Mag til 150, rest on Str (though doubtful I will have any SP for it) ~Simple-ish
Magician: Dex til 30, Str til able to attack while protecting the Sniper, rest on Mag ~Complex, require trial and error and Str could end up wasting SP while keeping the magician from doing his job.
Sniper: Mag til 35, Str til able to attack without moving, rest on Dex ~Complex, require trial and error and Str could end up wasting SP which is importation as this unit will be my main attacker.
Current equipment plan~
Gladiator - Fire Blade (Using magical attack with each attack), Black Crystal 4 & Poison Charm 4.
I could use Zombie Card or a White Stone but poison and fast attacks are usually VS mode main pattern. I could give him something to increase his attack but he was meant to be use as a tank.
Angel - Thunder Chakram (Using magical attack most of the time), Bullet's Card 4 & Blue Stone 4.
I mainly want him to use his magical attack as much as possible. I could replace Bullet's Card with a Black Stone but the minor Mag is not worth the lost of bullets. Being shielded by the Gladiator I shouldn't worry too much about his defense. Increasing his attack power wouldn't do as much as it would focusing on his magical capabilities.
Magician - Ice Spike, Aquamarine 4 & Black Crystal 4 or Quick Card.
Black Crystal may be replace with a poison charm but it would make more sense to block any attack and not have a high chance of blocking poison. poison can still hit and if 20 arrows attack him then the chances of getting poison only increase. This is assuming they are using poison and not something like fire. Quick Card may be more useful though as he will only need to take two-three quick attacks before his job as a sniper protector is over. I not worry about his attack power so wasting 40 Str over getting a Catapult's Card sound good in my book.
Sniper - Pyramid Arrow or Flame Arrow, Bullet's Card 4 regardless (though I honestly not sure if this a good idea, Do the Flame Arrow produce more flame clouds with it and how many bullets do the bows shoot?) & Emerald/Ruby 4.
Honestly I have no clue for this unit. Can anyone help out with this? I remember poison being the most overused thing on VS Mode. Catapult's Card only save 40 SP and the magical attack is value over the physical and as the last person standing in my team I will slap a Black Crystal if anything before a Catapult's Card.
~I will be working on this team for now but I still need help with the Sniper, lucky for me my stats will be the same for him no matter what so less worries for me.~
I haven't play this game in a while and decided to make a new team. I going to log it for a few reasons.
*Project started on Ver.10.1*
1. Other users may have pointers like what weapon I should use and such.
2. Some may find my log entertaining and I can use the log itself for references so I don't have to search around the wikia for what stats and such that I should have.
3. This may be the perfect excuse to get me back into the forums again.
Notes:
1. I will not hack, this will be a legit VS Mode team. The lack of being two level higher then everyone else may give me a bad winning % but I feel that being a legit group is more of an achievement then having 100% wins with a hacked group.
2. My team is already set in stone. It is basically the "prefect" team but replacing the Priest for an Angel. I really want to use the Angel class and never care much for the Priest anyway. This will also prove that my team is quite new. Unless given a very good reason this team will never change. Beside this will keep my Archer from getting "stuck" with the poison bows and allow more experimentation with other equipments. The Archer&Priest combo really only exist because the priest increase both physical and magical attack which include poison. This is why 4 priests with poison staffs can murder anything that not immune. Due to the compo that allow players to be immune to poison I feel the archer&priest combo is overrated and outdated.
3. I don't care if compo item X is more useful then compo item Y, I am going for max FP.
First part is setting up the team. A few of our pros will know that even the order can change the outcome in VS Mode. Who ever is the first one your list will be at the back of the group regardless if you are fighting on VS mode or being Challenged on it. It may be easier to remember that traditionally that Japanese read right to left. So the first unit to us is really the last unit to them. So generally melee/tanks should be the 4th member while range/support should be the first.
4th member: Gladiator - Serve as a minor increase in dps and only useful as a tank and taking out other tanks and maybe even a priest. Chosen over a Boxer only because Fire Blade take less MP which means more SP for Life. His higher range also help though a boxer may have a higher dps that don't mean he will live long enough to attack.
1st member: Sniper - Main attacking unit and hopefully doing most of the damage. Even with the debatable weapons the MP and range is the same for all of them so Mag and Str will work for all three.
2nd member: Magician - Mainly serve to slow down the dps of the opponent while doing some minor damage. Also will be use to protect the Sniper from the first set of range attacks. Ice Spike will be use over Freeze as VS mode have weaken that status effect by 80%.
3rd member: Angel - Though the whipper may be a better choice I really don't need a unit to be taking damage as it would make my tank useless. I really want to play with this class and he may end up doing more damage then my sniper. Planning to go with the Thunder Chakram as it sound like a monster of a weapon.
Not using priest or gunner as they have a LP decrease in VS Mode and I personally dislike them both. Not using boxer or whipper as they are melee units and I already have a tank.
Stats~
Gladiator: Mag til 30, rest on Life. ~Simple
Angel: Dex til +2 rings, Mag til 150, rest on Str (though doubtful I will have any SP for it) ~Simple-ish
Magician: Dex til 30, Str til able to attack while protecting the Sniper, rest on Mag ~Complex, require trial and error and Str could end up wasting SP while keeping the magician from doing his job.
Sniper: Mag til 35, Str til able to attack without moving, rest on Dex ~Complex, require trial and error and Str could end up wasting SP which is importation as this unit will be my main attacker.
Current equipment plan~
Gladiator - Fire Blade (Using magical attack with each attack), Black Crystal 4 & Poison Charm 4.
I could use Zombie Card or a White Stone but poison and fast attacks are usually VS mode main pattern. I could give him something to increase his attack but he was meant to be use as a tank.
Angel - Thunder Chakram (Using magical attack most of the time), Bullet's Card 4 & Blue Stone 4.
I mainly want him to use his magical attack as much as possible. I could replace Bullet's Card with a Black Stone but the minor Mag is not worth the lost of bullets. Being shielded by the Gladiator I shouldn't worry too much about his defense. Increasing his attack power wouldn't do as much as it would focusing on his magical capabilities.
Magician - Ice Spike, Aquamarine 4 & Black Crystal 4 or Quick Card.
Black Crystal may be replace with a poison charm but it would make more sense to block any attack and not have a high chance of blocking poison. poison can still hit and if 20 arrows attack him then the chances of getting poison only increase. This is assuming they are using poison and not something like fire. Quick Card may be more useful though as he will only need to take two-three quick attacks before his job as a sniper protector is over. I not worry about his attack power so wasting 40 Str over getting a Catapult's Card sound good in my book.
Sniper - Pyramid Arrow or Flame Arrow, Bullet's Card 4 regardless (though I honestly not sure if this a good idea, Do the Flame Arrow produce more flame clouds with it and how many bullets do the bows shoot?) & Emerald/Ruby 4.
Honestly I have no clue for this unit. Can anyone help out with this? I remember poison being the most overused thing on VS Mode. Catapult's Card only save 40 SP and the magical attack is value over the physical and as the last person standing in my team I will slap a Black Crystal if anything before a Catapult's Card.
~I will be working on this team for now but I still need help with the Sniper, lucky for me my stats will be the same for him no matter what so less worries for me.~