hi, I'm relatively new at guides so if u see anything wrong, please just inform me... dun kill me with criticism...
ok, I am sick and tired of going through the waiting of 2 hours twice every day (I am limited to 2 hours a day) off the com and play just to get a fail, cuz some nooks just won't do their jobs and create something like a scrollless full int MANK! I have created this guide to help future players win KQs.
FIGHTERS
you guys are the class with the highest defense and hp. as such we have made it so u are the mob's punching bag... your job can be 1 of the following
1. the tank
the job natural to the fighter, you job is to move to the mobs, be the first to get their attention, move back and mock/kick/devastate them, and get them excited about eating u dead... just kidding about that last part
u have to keep the monsters really angry with u and do what's called keeping aggro. this prevents them from going after the squishies (archers and mages). this is extremely important with boss monsters cuz the squishies will definitely deal more damage on u and the only thing keeping the monsters on u is mock and kicks. and don't die expecting a heal... sure KQs dun give that much money, but using hp stones and pots are crucial in preventing aggro from flying everywhere just cuz u died
Summary: mock, kick, attack, and just don't die.
2. the damage dealer
I am not a fan personally of this type. generally they put points meant for endurance into strength. they could tank, wouldn't need to kick as often, but will be a real stress on the clerics. (my main is a cleric so that's why I don't like em) generally, when fighting bosses, if I had any say, I would make them go on mob duty ( killing the mobs spawned by the boss)
3. spare tank
in kq's like robo, mini dragon or king kong phino (I'll explain later), a kq will probably fail because they can use fear (robo and mini dragon) or have bosses or mini bosses that deal magic damage, ghost slime), unless they have a secondary tank to wipe up the aggro if the tank falls.
4. the runner
the fighter that takes mobs deemed too big or strong for the party and are unnecessary... they are needed to deal with the truckload of monsters in robo by mocking them all and running around the room (t2 speed scroll recommended) or in mini dragon where the boss spawns like a handful of mini bosses aka werebear masters, the runner will mock them all and run with them. this type of fighter should be the last on a clerics priority list cuz if any mobs didn't get mocked, the heal will attract them
CLERICS
they are the only class that can heal and have the 2nd highest def and m.def their main and almost sole job is to keep everyone alive and buff people.
however, there may be instances where there are no fighters or they are too weak to tank, so the cleric with the highest defence must clank.
they have no aoes and very few damaging moves so they need to spam heal when fighting bosses to keep aggro.
ARCHERS
you are a squishy damage dealer, who specializes in DOTs, damage over time. archers have the second lowest def and m.def, but can still tank if it is really necessary. kiting is also a good method if you just have one target or a small mob to handle, just aoe poison, bleed and disease them and keep running, and replenish often to keep the aggro up. however, be reminded that being a DD is ur main priority
MAGES
technically, ur job is the simplest, *just nuke the mobs down. but if u see that a boss is after u, dun run, stay there, take the hit, anklet the tank kick it. otherwise u will waste time letting it chase u...