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How to Not Fail at Sati's Playground
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Virulent Mind

Joined: Apr 13, 2007
Messages: 801
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Tenshi wrote:
monkeymanx8 wrote:
Villemar_MxO wrote:

Quick question.  I buy a grandmaster box and have a team and we do the box.  We are all level 50.

How many Kunoichi Grandmaster Shurikens can I expect to collect per box, roughly?

That's a good question. I think it's fairly random, because I have had that scenario and I have received as low as 3 shurikens and as high as 12.
It is based on a percent chance so yes, somewhat random, having a lowbie do damage to it though increases your chances.

According to Zudrag's guide, and Rarebit's post, that doesn't help with the GM box.  It only helps to have lowbies if the NPCs you're fighting are equal to or lower than your level.



Transcendent

Joined: Mar 9, 2007
Messages: 1823
Location: Eshean West
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Ah, so I could have a level one help me out to get the lower stuff. Wasn't sure if the damage had to be done by the lower level or not.



Systemic Anomaly

Joined: Aug 22, 2005
Messages: 3272
Location: Lost in La Mancha
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Oooh, just thought of something.  Kunoichi Gear + Tin Can's Headgear makes me wanna Jump, jump....




Jacked Out

Joined: Aug 21, 2005
Messages: 789
Location: The Indutiae Faction: Fallen Horizon
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Villemar_MxO wrote:

Oooh, just thought of something.  Kunoichi Gear + Tin Can's Headgear makes me wanna Jump, jump....

I just watched that whole video, good times....

Message edited by Crowlos on 07/11/2008 17:05:43.


Ascendent Logic

Joined: Mar 16, 2006
Messages: 4809
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Mhm ... minimum assembly for a GM box is 3+ people:

 

1 Kungfu GM with WDD, DMS and PS and Taunt aKa Tank

1 TS with Heals, Rez and Combat Aura 1.0 aKa Doc

1* SMG Spec with FAR and FA aKa Support

 

Buffs like UM, MA prowess, Firarms skill or resistance debuffs like Inisidious or Destroyer or Sky-High Kick are rendered completely useless once the Kunoichi hit above level 60 (61 and upwards) and are thus not needed in any way. The damage you do is constant from lvl 61 upwards and does not decrease.

 

Tactic:

Tank - The Tank interlocks the Kunoichi immediately and uses Taunt (if it's not his box). Do NOT waste IS on normal abilities. Wait for specials. Use Speed and Kungfu style. (with Power Tactic Switch). If the Kunoichi tries to withdraw it means that somebody else got more attention than you. Use Taunt immediately to redraw attention upon yourself.

Doc - The Doc heals when necessary and runs Combat Aura 1.0 WITHOUT pause. This is very essential for a flawless victory. When not healing the Doc keeps shooting the Kunoichi for increased state chance (preferrably on Power, Victory Rifle is a wise choice here (+15% stagger))

Support - The Support keeps on hitting on Speed till the Kunoichi is stated. Use FAR. If you have more than 1 Support keep a balance between people who shoot on Speed and people who shoot on Power for maximized state and thus damage output.

 

The reason why to use Combat Aura 1.0 is because as soon as the Tank uses an ability you can easily override her accuracy or defense and thus keep her from hitting. That is why it's very important to keep her stated as much as possible so the amount of normal rounds will be kept to a minimum (in which it's very likely that you could be hit). That's moreover the reason why the minimum is not 2 (Tank and Doc) but 3 (Tank, Doc and Support) so the chance of states is much higher and you don't need to waste IS on normal abilities to negate her accuracy/defense (state specials are better than normal abilities because of IS consumption, accuracy and damage).

 

If you want to do the GM box faster, only increase the amount of Support types. You do not need more Tanks or Docs, though.

That is not, however, how you do the high level box. The number of Tanks and Docs has to be increased and you need quite a fair amount of Supports.




Virulent Mind

Joined: Apr 13, 2007
Messages: 801
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GoDGiVeR wrote:

Mhm ... minimum assembly for a GM box is 3+ people:

The reason why to use Combat Aura 1.0 is because as soon as the Tank uses an ability you can easily override her accuracy or defense and thus keep her from hitting. That is why it's very important to keep her stated as much as possible so the amount of normal rounds will be kept to a minimum (in which it's very likely that you could be hit). That's moreover the reason why the minimum is not 2 (Tank and Doc) but 3 (Tank, Doc and Support) so the chance of states is much higher and you don't need to waste IS on normal abilities to negate her accuracy/defense (state specials are better than normal abilities because of IS consumption, accuracy and damage).

If you're saying that it's impossible to do a GM box with less than 3 people, then you're wrong.  I've done it with just two people, on more than one occasion.  It just takes longer if you only have 2 people.




Ascendent Logic

Joined: Mar 16, 2006
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Omega0 wrote:

GoDGiVeR wrote:

Mhm ... minimum assembly for a GM box is 3+ people:

The reason why to use Combat Aura 1.0 is because as soon as the Tank uses an ability you can easily override her accuracy or defense and thus keep her from hitting. That is why it's very important to keep her stated as much as possible so the amount of normal rounds will be kept to a minimum (in which it's very likely that you could be hit). That's moreover the reason why the minimum is not 2 (Tank and Doc) but 3 (Tank, Doc and Support) so the chance of states is much higher and you don't need to waste IS on normal abilities to negate her accuracy/defense (state specials are better than normal abilities because of IS consumption, accuracy and damage).

If you're saying that it's impossible to do a GM box with less than 3 people, then you're wrong.  I've done it with just two people, on more than one occasion.  It just takes longer if you only have 2 people.

I don't say it's impossible only that it's very easy with 3. And you don't need so many heals, only with the lvl 69 and lvl 70 you need some more.


 
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