Foarl wrote:Full MC makes for very easy hunting and dungeon clearing. Outranging animals on a boat and using the peace/re-aggro spam to get them to return when they run.
With all decks I suggest quick dodge, sidestep, jump (three basic defenses) and zig zag for red.
Spear Hunting: Quick Barrage, Full Circle.
QB for red opening, kill with Full circle. You don't need anything else.
Sword Dungeon Party: Quick Barrage, Full Circle, Storm of Swords, Take Aim.
QB/Take aim for 2-4 IP, Storm for yellow openings/damage, if still alive finish with full circle. Clears packs like it's nothing, plenty of damage for big baddies.
Foarl wrote:Full MC makes for very easy hunting and dungeon clearing. Outranging animals on a boat and using the peace/re-aggro spam to get them to return when they run.
With all decks I suggest quick dodge, sidestep, jump (three basic defenses) and zig zag for red.
Spear Hunting: Quick Barrage, Full Circle.
QB for red opening, kill with Full circle. You don't need anything else.
Sword Dungeon Party: Quick Barrage, Full Circle, Storm of Swords, Take Aim.
QB/Take aim for 2-4 IP, Storm for yellow openings/damage, if still alive finish with full circle. Clears packs like it's nothing, plenty of damage for big baddies.
Foarl wrote:Full MC makes for very easy hunting and dungeon clearing. Outranging animals on a boat and using the peace/re-aggro spam to get them to return when they run.
With all decks I suggest quick dodge, sidestep, jump (three basic defenses) and zig zag for red.
Spear Hunting: Quick Barrage, Full Circle.
QB for red opening, kill with Full circle. You don't need anything else.
Sword Dungeon Party: Quick Barrage, Full Circle, Storm of Swords, Take Aim.
QB/Take aim for 2-4 IP, Storm for yellow openings/damage, if still alive finish with full circle. Clears packs like it's nothing, plenty of damage for big baddies.
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