EPiGRrt2's Guide on MCPQ Strategy: Difference between revisions

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===Warriors/Dawn Knights/Arans/Brawlers/Thunder Breakers===
===Warriors/Dawn Knights/Arans/Brawlers/Thunder Breakers===
[[Image:Power_Strike.gif‎]]
[[Image:Power_Strike.gif‎]][[Image:Somersault_Kick1.gif‎]]
*Pros:
*Pros:
**Mob skills
**Mob skills

Revision as of 23:43, 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?

Spiegelmann Kerning.png Read Spiegelmann's rules in game, since I don't want to waste 50 min of my life typing them...

Vocabulary

  • CP = Carnival Points
  • Mobbers = People with skills that can hit multiple monsters.
  • Mob (noun) = Monsters
  • Mob (verb) = Skills that multiple monsters (e.g. Slash Blast)

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, Night Walkers, Wind Archers, Blaze Wizards)
    • 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, Cygnus Knights)
  • Made more difficult for:
    • Assassins, Bowmen, Gunslingers because they have a minimal range requirement. (Bowmen are better because they have effective mob attacks.) Wind Archers can push things away with Storm Break, so they're fine.

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, and on half the monsters in rooms 3-4.
  • Try to get Blaze Wizards who trained Fire Pillar first and I/L wizards who trained Thunderbolt first for rooms 3-4.
  • Someone who can't type coherently probably won't be very good.

Maple Coin.gif

  • Set up a system for gathering Maple Coins before the match, so people don't waste too much time trying to get them or fight over them.
  • It's better to have people who you know will cooperate. (People you know in real life, or friends.)

Individual Jobs: Pros/Cons

Warriors/Dawn Knights/Arans/Brawlers/Thunder Breakers

Power Strike.gifSomersault Kick1.gif

  • Pros:
    • Mob skills
    • High singular damage
    • High HP
  • Cons:
    • Low accuracy
    • Short ranged

Bandits

Savageblow.gif

  • Pros:
    • High singular damage (insane if dexless)
    • High accuracy
    • Haste
  • Cons:
    • No mob skills
    • Short ranged

Assassins

Luckyseven.gif

  • Pros:
    • High singular damage (insane if dexless)
    • High accuracy
    • Haste
  • Cons:
    • No mob skills
    • Minimal range requirement

Night Walkers

  • Pros:
    • Very high singular damage (past insane if dexless)
    • High accuracy
    • Haste
  • Cons
    • Bad mob skills
    • Minimal range requirement

Blaze Wizards/Ice-Lightning Wizards

  • Pros:
    • Mob skills
    • Decent singular damage
    • Teleport
  • Cons
    • Elemental attacks fail on Robos

Fire-Poison Wizards

  • Pros:
    • Semi-high singular damage
    • Teleport
  • Cons
    • No mob skills
    • Elemental attacks fail on Robos

Clerics

  • Pros:
    • Teleport
    • Heal (little bonus)
  • Cons
    • Bad singular damage
    • No mob skills

Wind Archers

  • Pros:
    • Mob skills
    • High singular damage
    • High accuracy
  • Cons
    • None really

Hunters/Crossbowmen

  • Pros:
    • Mob skills
    • High singular damage
    • High accuracy
  • Cons
    • Minimal range requirement

Gunslingers

  • Pros:
    • Mob skills
    • Semi-high singular damage (low damage but fast attacks)
    • High accuracy
  • Cons
    • Minimal range requirement