View Full Version : Minimalist Formations?
Drezleb
12-11-2008, 12:23 PM
This does not fit directly in any of the specific sub-forums for formations, as its' not about building around a particular main. I hope nobody minds me asking this here.
I'm wondering though, if anyone has tinkered around with the idea of small formations instead of running at 9?
Fewer merc's along for the ride = fewer targets for the enemy to hit and distract you with.
That's my basic theory, and I've yet to test it; but what do you guys think ab out cutting down the number of targets you present, and forcing the enemy to deal with the ones you choose?
Samwise93
12-11-2008, 03:09 PM
The only sad thing is that there is hardly any downside to having a large party. If anything whats the point of "fewer targets for the enemy to hit and distract you with."? Are you saying that it's distracting for the enemies to spread their damage so one person doesn't get overkilled? Honestly mercs tend to compliment one another quite well (two/three guns can pretty much party stun). And it's not like reducing YOUR party size will force the enemies you fight to reduce THEIR party size. So basically your just fighting at a disadvantage...
maxcomp
12-11-2008, 03:21 PM
I agree with Sam. When it coems to PVP, use as many mercs as you can, don't hinder yourself that way.
Although, in terms of PVE, things cna be different. I'll have to test some things to get an exact amount, but I seem to have a limited amount of AP on my first turn. This usually ends up with no single merc having more than 100 ap first turn. If I limit myself to 7 mercs, not 9 I usually find myself with 2 mercs over 100 ap, and able to attack without going into negative numbers. If I have problems with a boss, I find myself taking out 2 of my weakest merc, or the 2 that are least suited to that fight. Then I usually see 2 attacks before the mobs can retaliate, followed by 5 on my first "full" turn.
Granted, that's all in PvE, not PvP. In PvP...definitely use as many mercs as possible, it's pretty much suicide not to. Fewer mercs = fewer target = more concentrated damage.
Samwise93
12-11-2008, 03:58 PM
I don't think AP has much to do with the character number. I think that there are what I call "quick" characters that tend to have a high 1st turn frequency.
Sword
Archer
Gunner
Thats what I've found so far.
Drezleb
12-11-2008, 04:50 PM
Most of my thought process here is for PvE.
The idea is that you could run a three man formation early on in the game and stick a very well geared tank in the front, and let him soak all the damage up. Using Guard even.
Then the people behind the tank can deal all the damage.
Maybe, that's why I'm asking here :)
Kiena
12-11-2008, 05:45 PM
Most of my thought process here is for PvE.
The idea is that you could run a three man formation early on in the game and stick a very well geared tank in the front, and let him soak all the damage up. Using Guard even.
Then the people behind the tank can deal all the damage.
Maybe, that's why I'm asking here :)
Definitely not a three-person team. You'd only get to go three times in a round instead of five, like you would with a normal team.
The only benefit to a smaller team would be less people to gear up, and even that's a tiny benefit. Stick with a full team and play around with the mercs instead. :)
Roadkill
12-15-2008, 02:37 AM
I was doing allright levels 40-47 and 50-54 one-merc-down. Waiting for my BT and Witch, every other player I looked at had got thier 8th & 9th mercs as early as possible, but I was having no difficulty and leveling faster than my guildies, my equips were also +2/+3 nothing special.
You can save yourself time with less mercs.
maxcomp
12-15-2008, 04:40 AM
Well, Sam..my team's odd, I run 8 gunners and 1 princess so far. Took 2 mercs out for Machine Goddess, and I had 2 that have over 100 ap right off the bat, and I never have that if I use a full 9.
*shrugs*
Who knows, might be somethign useful in pve, but I still doubt it.
Roadkill
12-15-2008, 05:47 AM
Did I read this right, not a typo... 8 gunners?
Zpirit
12-15-2008, 10:21 AM
You gain more ap per turn if you decide to use 7 instead of 9 mercs.
The ap gain is too small to be a factor in pvp tho, due to all the disables you want as many as you can get in pvp so you can always get 5 actions per turn.
maxcomp
12-16-2008, 05:18 AM
Yes, you did read that right. Soon to be 7 gunners + inventor, though. Tad on the squishy side, but my damage output is amazing. :)
*nods* Zpirit's right. 7 mercs is only good for pve, unless it's a 7v7 pvp match, which I hope they bring back soon.
Avonis
12-26-2008, 09:36 AM
As far as PVE, at the time I had 7 mercs, two spear and an Axe up front, and out of a mob of 7 (all 5) that I was engaged with attacked my right spear and killed him outright...sooo having more mercs is better; at least 5 for PVE so you can get the max benefit of five actions within that round
overall I say Loag up to 9..it deosnt hurt other than it gets expensive to equip em all.
Heh, week ago accidentally left mercs disabled from individual dungeon and went FLing with 7 mercs (1 somehow renabled from merc room moving).
Was only div6 so it wasn't extremely high end pvp, so I ended up winning on points by going retardedly slow and only losing 1 merc to my opponent's 2. Advantages as individual dungeon may preset: fewer targets, higher AP gain for my damage output mercs, and the ability to move in free spots (which really screwed up cannon stuns)
Suffice it to say it's doable if you're bored.. but not at all a dependable strategy.
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