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 Guild Event Strategy?

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Merivel



Join date : 2013-07-30
Posts : 26

PostSubject: Guild Event Strategy?   Wed Aug 21, 2013 2:44 am

I'm wondering if anyone has any insight on strategy for this event? I'm curious about placement of players (Atk, mid, def) and selection of units both overall and then dividing them into offense and defence.

I want to use my time wisely to build up the right units! Thanks for sharing your thoughts!
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velocityhead245
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Join date : 2013-01-09
Posts : 177

PostSubject: Re: Guild Event Strategy?   Wed Aug 21, 2013 2:49 am

Question. In building team, would you put your best units in attack or defense, or balance them out?Very Happy Smile 
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muld0803



Join date : 2013-08-16
Posts : 14

PostSubject: Re: Guild Event Strategy?   Wed Aug 21, 2013 6:00 am

I think it's new for everyone, but it would be interesting to see what people think after the first battle?

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Merivel



Join date : 2013-07-30
Posts : 26

PostSubject: Re: Guild Event Strategy?   Sat Aug 24, 2013 2:30 am

Bump
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Vaati
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Join date : 2013-08-17
Posts : 1320

PostSubject: Re: Guild Event Strategy?   Sat Aug 24, 2013 5:45 am

Right, can't say much about strategies, so i'll just give my feedback about skills.

The unit skills here functin a bit like the Masquerade Colosseum, with a few tweaks:
-Slow: goes the same as Colo
-Knockback: goes the same as Colo
-Poison: it reduces the front unit's HP (5-10%, cannot say) each time it takes an action; imo its power has been reduced drastically, though having one around for extra damage on the front tank helps
-AOE: While dealing normal damage, it also does small damage (i'd say 10%) to units close to the target; For exemple, if the enemy has 1 speed B unit (tank), 2 speed C units and 2 D units, the AOE will do 10% to the speed C units; if it had 2 B units and 1 D unit instead, the AOE would do 100% to the target and 10% to the other B unit and the C units; imo this skill could be a counter to the 3B/2C speed team, in which it would do 140% damage total; saddly, the skill has lower power than the Colo version, although not as heavily reduced as poison.

A strategy i would think of is a 5-Slow Def team. With extra Def and extra skill proc, your team's Slows will reduce your enemy's moves on the 30 turns more than normal imho.


Last edited by Vaati on Sat Aug 24, 2013 5:49 am; edited 1 time in total (Reason for editing : Grammar fixes)
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gigadc



Join date : 2013-08-26
Posts : 5

PostSubject: Re: Guild Event Strategy?   Mon Aug 26, 2013 4:43 pm

This event is very funny. One opponent is tough, and then one is easy. 50% chance to win.
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Abyssight
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Join date : 2013-02-09
Posts : 587

PostSubject: Re: Guild Event Strategy?   Mon Aug 26, 2013 5:21 pm

Merivel wrote:
I'm wondering if anyone has any insight on strategy for this event? I'm curious about placement of players (Atk, mid, def) and selection of units both overall and then dividing them into offense and defence.

I want to use my time wisely to build up the right units! Thanks for sharing your thoughts!
Positioning much depends on what units you have available. Most importantly, how important it is for your skill to go off compared to getting early attacks in.

For example, if you defend with 2 Aksana and 3 Charles. You want their Iron Wall and Double Attack to go off as often as possible. So naturally you want them in DEF for the bonus skill proc. If you have a bunch of random 6*s with Poison/Slow/Knockback, you want to take ATK or MID to have brute force over skill proc because Poison and KB aren't very useful.

And because higher damage in attacks on castle gives more points, you want your heavy hitters on the front line. Rooks and weaker team members typically go to DEF.
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Minowara
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Join date : 2013-07-08
Posts : 374

PostSubject: Re: Guild Event Strategy?   Mon Aug 26, 2013 8:45 pm

In attacking lots of different people, the defenders are in different setups. Sometime it is 1x2x2, sometimes it is 4x1, sometimes it is 5x0. How do you change the positioning and thus who gets attacked first?
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xbLux
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Join date : 2013-07-08
Posts : 187

PostSubject: Re: Guild Event Strategy?   Mon Aug 26, 2013 9:38 pm

Minowara wrote:
In attacking lots of different people, the defenders are in different setups.  Sometime it is 1x2x2, sometimes it is 4x1, sometimes it is 5x0.  How do you change the positioning and thus who gets attacked first?
The formation is determined by the unit's range. Lower range are tanks, while higher range is in the back.
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PostSubject: Re: Guild Event Strategy?   Today at 3:22 pm

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