EPiGRrt2's Guide on MCPQ Strategy: Difference between revisions
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GUIDE IN PROGRESS | |||
Hello. My IGN is (obviously) EPiGRrt2 and I play on the Windia server. | Hello. My IGN is (obviously) EPiGRrt2 and I play on the Windia server. | ||
This is a guide on strategy in the Monster Carnival. This is targeted to Monster Carnival 1 (at level 30~50). No one does MCPQ2 anyway. | This is a guide on strategy in the Monster Carnival. This is targeted to Monster Carnival 1 (at level 30~50). No one does MCPQ2 anyway. | ||
All of the following information is for the people who know how to MCPQ without trading wins. (Seriously, trading is dumb...) | |||
==What is MCPQ?== | ==What is MCPQ?== | ||
Read Spiegelmann's rules in game, since I don't want to waste 50 min of my life typing them... | Read Spiegelmann's rules in game, since I don't want to waste 50 min of my life typing them... | ||
==The Basics== | |||
*You should not use CP unless: | |||
**you are losing by a moderate margin (>10 points) | |||
**your opponents have already used CP. | |||
*Generally, try to keep your available CP above your opponent's. Obviously. | |||
*Don't use anything in the Skill tab. Waste of CP. | |||
*Don't summon mobs unless you can effectively buff them. | |||
**A common tactic for people with low accuracy is Master Chronos + Avoidability Up. | |||
**If you can't afford to buff them, your opponents get more CP by killing them | |||
*Not every buff is worth its CP value (obviously). | |||
Those are the dead basics, that people could probably figure out for themselves. | |||
==The Rooms== | |||
There are three different types of rooms in MCPQ. Yeah, you'd better know this. >:] | |||
Rooms 1-2 (2~4 players) are notorious for giving very little CP. | |||
Rooms 3-4 (2~4 players) are notorious for giving a load of CP. | |||
Rooms 5-6 (3~6) are for large parties or for people who can kill Rombots easily. | |||
Each room favors certain classes and is harder for others: | |||
===Rooms 1 and 2=== | |||
*Favors: | |||
**Long range (Assassins, Bowmen, Magicians) | |||
**Non-mobbers (Thieves, Fire-Poison Wizards, Clerics) | |||
*Does not favor: | |||
**Short range | |||
===Rooms 3 and 4=== | |||
*Favors: | |||
**Mobbers (Arans, Evans, Ice-Lightning Wizards, Bowmen, Warriors) | |||
*Made more difficult for: | |||
**Assassins, Bowmen, Gunslingers because they have a minimal range requirement. (Bowmen are better because they have effective mob attacks.) | |||
===Rooms 5 and 6=== | |||
*Favors: | |||
**Long range | |||
**Thieves with Haste - to move quickly |
Revision as of 23:00, 23 March 2010
GUIDE IN PROGRESS
Hello. My IGN is (obviously) EPiGRrt2 and I play on the Windia server.
This is a guide on strategy in the Monster Carnival. This is targeted to Monster Carnival 1 (at level 30~50). No one does MCPQ2 anyway.
All of the following information is for the people who know how to MCPQ without trading wins. (Seriously, trading is dumb...)
What is MCPQ?
Read Spiegelmann's rules in game, since I don't want to waste 50 min of my life typing them...
The Basics
- You should not use CP unless:
- you are losing by a moderate margin (>10 points)
- your opponents have already used CP.
- Generally, try to keep your available CP above your opponent's. Obviously.
- Don't use anything in the Skill tab. Waste of CP.
- Don't summon mobs unless you can effectively buff them.
- A common tactic for people with low accuracy is Master Chronos + Avoidability Up.
- If you can't afford to buff them, your opponents get more CP by killing them
- Not every buff is worth its CP value (obviously).
Those are the dead basics, that people could probably figure out for themselves.
The Rooms
There are three different types of rooms in MCPQ. Yeah, you'd better know this. >:] Rooms 1-2 (2~4 players) are notorious for giving very little CP. Rooms 3-4 (2~4 players) are notorious for giving a load of CP. Rooms 5-6 (3~6) are for large parties or for people who can kill Rombots easily.
Each room favors certain classes and is harder for others:
Rooms 1 and 2
- Favors:
- Long range (Assassins, Bowmen, Magicians)
- Non-mobbers (Thieves, Fire-Poison Wizards, Clerics)
- Does not favor:
- Short range
Rooms 3 and 4
- Favors:
- Mobbers (Arans, Evans, Ice-Lightning Wizards, Bowmen, Warriors)
- Made more difficult for:
- Assassins, Bowmen, Gunslingers because they have a minimal range requirement. (Bowmen are better because they have effective mob attacks.)
Rooms 5 and 6
- Favors:
- Long range
- Thieves with Haste - to move quickly