EPiGRrt2's Guide on MCPQ Strategy: Difference between revisions
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**Assassins - especially dexless ones, because they overkill Rombots | **Assassins - especially dexless ones, because they overkill Rombots | ||
*Easier for non-mobbers because there aren't many grouped monsters. | *Easier for non-mobbers because there aren't many grouped monsters. | ||
Keep these in mind when selecting a room for the party. | |||
==Party Member Selection== | |||
*No amount of strategy will help you if you have all level 30 party members. Players should be as good as possible. | |||
*Having a mix of weapon and magic attack is helpful, so that one of Cancel Weapon Attack or Cancel Magic Attack cannot nullify your entire party. | |||
*Clerics are unnecessary. This is not LPQ or something. You won't save pots with a Cleric, and there aren't many undead monsters either. | |||
*The Robos are strong against all magic types. Mages must use magic claw (or suffer crappy damage) in rooms 5-6 unless fighting Rombots. |
Revision as of 23:05, 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
- Assassins - especially dexless ones, because they overkill Rombots
- Easier for non-mobbers because there aren't many grouped monsters.
Keep these in mind when selecting a room for the party.
Party Member Selection
- No amount of strategy will help you if you have all level 30 party members. Players should be as good as possible.
- Having a mix of weapon and magic attack is helpful, so that one of Cancel Weapon Attack or Cancel Magic Attack cannot nullify your entire party.
- Clerics are unnecessary. This is not LPQ or something. You won't save pots with a Cleric, and there aren't many undead monsters either.
- The Robos are strong against all magic types. Mages must use magic claw (or suffer crappy damage) in rooms 5-6 unless fighting Rombots.