In other words, wildskeeper reives are too frigging hard for content level 7.Tax'et, Kurma, Neverik.
Tax'et- Use debuffs and feed tp until it uses 20 exuviations. Stop debuffs have everyone gather but the tank. Use brd rotations for x2 march 4 x min + cor Chaos + hunter. DD use sushi. If everyone has delve or 99 relic/empy then you cant lose if you tried.
Kurma - Step 1: Use t1 nukes to build the damage multiplier after about 4.0 worth off multiplier start to land MB (each nukes is 0.1 and any harden shell tp move is 1.0)
Step 2 : Sam's make back to back light SC which all mages MB thunder/ramuh on. If at any time tortoise song gets used go back to step 1.
Things to note; any nukes that miss the MB is wasted mp that will lead to you losing the run. This is all in the timing, if everyone consistently hits a MB every 30 secs using thundaja or thunder 5 you will win. The nukes will travel upward to 10-15k per person. Do not nuke outside of MB unless its a t1 building the multiplier.
Neverik - Fight at biov #3 have someone bring it in. blu uses absolute terror followed by another which the DD will break the lanterns by then. Use brd rotations and DD must use sushi. 3 blu's with absolute terror make it almost 100% victory. The blu's must set their home point at the MH and sub blm to warp in and out reseting the JA by changing sub job.
Anyone who dies automatically home points and warp's strait back in under 20 secs.
With these key things you cannot lose unless someone deliberately messes up.
Regular "John" Doe - Not on the Community Team
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