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  1. #11
    Quote Originally Posted by Aidoru View Post
    For the union buffs I was told it caps out 400 (100 can go into each with 8 different choices) and resets everyday, so you can't do what you're saying with leftovers since you're already at the cap for the day with your picks.

    Personal opinion on priorities:
    1. Atk. Pretty much a necessity if you want to get anywhere.
    2. HP. Extend survivability for more attacks.
    3. Burst damage. Everyone can use burst and it's godsend during burst hours and Siegfried.
    4. Triple Attack. More attacks and quicker burst gauge fill for more damage. RNG though.
    5. Double Attack. Same as above, unless double attack has some higher success rate. JP wiki lists nothing.
    6. Regen? Or is it heal increase? This can be quite useful as well but honestly a low priority since this isn't a solo job. Might good for inactive unions though.
    7/8. Affliction rate buffs are fairly useless this fight.
    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. Chance to land ailments on boss is also very good as well, when you consider Dark teams usually bring alot of debuffs - And that the Demons seems to innately resist a higher rate of debuffs than others. However, though it's useful, I can't see justifying spending buff points into this when the other buffs are just simply better.

    Boss has 0 debuffs that they cast on the player, so "Chance to resist Ailments" is 100% useless, at least for this event. Definitely never spend anything for that.

    - - - Updated - - -

    Quote Originally Posted by CrimsonRunner View Post
    I know it's late for this one, but does your union have any slots left and what requirements does it have ?
    We've been prepared for this Event for almost a month now, so we've finished with inactivity cleanups and have 30 active members already set to go, sorry
    Last edited by Raene; 07-13-2017 at 12:51 PM.

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