Thanks for this.
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Thanks for this.
Good stuff...
Thanks for sharing and nice to see more good LSs.
The previous runs, we had a MRD instead of THM, so that setup is also doable. Just have to stay away from ruffle and king to avoid AOE.
Any DD can work. It's just more MP efficient to have ranged DD to avoid aoe's. Sadly lancer can't avoid the aoe's with distance but they can hang with archer damage pretty well.
Thanks for the information, I'll be sure to give this a look over next time I try and hand that moogle his crown.
Oh, would you look at that! More class stacking strategies. Such a legitimate strategy! I can't believe no ones ever tried THREE CNJ instead of TWO! Wow! How does it feel knowing you will win? I'll never understand this mentality.
/shrug
More of that path of least resistance stuff, I guess.
Enlighten me, please. Anyone. I'm sure I'll probably get a lot of attacks, but you won't change my idea of accomplishment.
There's hardly any classes to choose from as it is, expect class stacking. 2-3+ here & there, it's going to happen.
Many things can be accomplished with any set up, but once you're too a point of shit drop rates & not enough time to farm it in the day, you want speed & efficiency.
The fight is in no way a guaranteed win just because there are three or four archers. Everyone still needs to be on their A game to win.
The only reason we use archers that much is to keep Wiskerwall bound. It's a strategy. Isn't that the whole point? Devise a tactic to overcome the obstacle?
We've won with lancers, pugilists and marauders in the fight. But the point is we won using intended mechanics. You could spread it out more and exchange an arc for a thm, but MP will be an issue. That's what makes arc so ideal, they can bind and DD and reserve their MP for self healing -- assuming they stay clear of Tailturner.
As others have said, there's only seven battle classes. With GLA, CNJ, THM and ARC in there, we're using four out of the seven classes.
You can use melee but they need to be familiar with the fight to know when to clear out for Pom Flare. Even Moogle-Go-Round can be lethal. It's not just us choosing a "path of least resistance," it's just that we're being efficient in a fight where getting rid of a lesser version of an ability ultimately makes it stronger until the king is killed.
A group could go in with one of each class and two Conjurers, but then the archer and Thaumaturge are going to be focused solely on binding and the cons' MP will drain quickly with moves like Pom Flare, Moogle-Go-Round and Moogle Eye Shot.
You could forego binding, but then Wiskerwall is further stretching MP because he gets called for help. So instead of stacking Archers you'll have start taking out DDs for healers to keep up with the damage as well as melees taking a bomb-and-run style of attack once the king has both Moogle-Go-Round and Pom Flare.
I hope you don't think I'm attacking you, I'm just trying to explain the logic behind the use of archers. It's more than, "oh, they don't get hit. Instawin!" It's about managing Wiskerwall so other classes can focus on their own duties. But as I said, everyone still has to play hard to win.