1. There are patrolling mobs placed along the way, and if you are accidentally spotted, surrounding mobs will link and attack you.
As a result, the tank has to use a lot of mitigation, and the low blow skill stuns and inhibits the MOB's actions.
Red DPS attacks with full power to reduce the mobs as quickly as possible, reducing the burden on the tank.
Or perform crowd control such as sleep, knockback, and bind to reduce damage from MOBs to tanks.
The more MOBs the healer has, the more they have to stop attacking and concentrate on healing.


2. MOBs along the way will use fear, petrification, and sleep debuffs.
Tanks can inhibit chanting with stun or use silence to stop chanting. Also, place opportunities in your standing position to prevent debuff line-of-sight attacks from hitting your allies.
The healer is Esuna, who will treat anyone who is debuffed by any chance.


3. Boss gimmicks often use invisible range attacks, random targets, and removable debuffs.
Cyclops, the first boss in ID Aurum Vale, has a skill called Glawer.
It's been fixed now, but in the past it was invisible, and there was also a skill that would knock you back if you took damage from a spinning attack, but I remember it being invisible.


It had all the above elements, was very satisfying, and was a very useful ID for understanding game skills even if you were just starting out. I still use it to take beginner users to ID Hauketa for lectures. This is because you can learn various elements such as guidance, patrolling, and silence skills.