Originally Posted by
Raene
From a team-work perspective, if you're working together with your union to defeat bosses: I would say that HP is nice, but really unneeded. Perhaps if you're a union with alot of Solo-players, but that's not really the structure of this event.
This event allows deaths really leniently- you simply die, and join another raid! No downsides. Also due to the fact we want to QUICKLY down bosses, if your guild is active enough you can simply Glass-Cannon into a raid, deal say, 20% of the boss's HP, and let another 4 union members do the same thing after you die. Each spending only 3-5 turns attacking, and then leaving for another raid to do the same.
Of course, working in teams is alot more efficient, 1 person can apply debuffs while the others deal DPS, but that's another topic entirely. Also this approach uses alot of Seeds/BP, which after the -50% cost and the previous event, alot of our members have more seeds than they could possibly ever use. (I have 600+ seeds, for example.)
Basically it depends on your union: If you have strong and active members who can mop up High- Level Demons, just go glass cannon buffs.
If you've only got 1-2 players trying to slug through an extended fight and can't afford to die- Then maybe spend some into HP - See also: You should've joined an active union! (Too late now though)
I have noticed alot of debuffs are bouncing off of the Demon bosses ineffectively, and Dizzy/Charm effects are EXTREMELY useful in general if you can get them to stick.
I would say pump everything into attack, double rate, triple rate and burst.
You can take some out of double/triple/burst and feed extras into HP if you feel the need for it.
Boss has 0 debuffs that they cast on the player, so "Chance to resist Ailments" is 100% useless, definitely never spend anything for that.