Strategy Guide (split to fit the messages max allowed characters)
This is my strategy guide that I'd like to share with the .US community.
I have many reasons to do so, but mainly, it's because on the server I play on, US server 7, the gap between my guild and rest of the server has become so ridiculous that we are able to dominate pact using players with our pacts turned off. I stopped playing for several month (3-4 I think), came back, and only one player outside the guild could beat me with his pacts ON and all mines.
The gap has widened so much that we are all being accused of pushing each other (
I don't even know how that even works, how can 2 players push each other? Isn't it supposed to be 1 player pushing the others?!).
I hope by publishing this guide it will help all players realize what they were doing wrong, and maybe catch up to the outliers of each server.
This is by all means not meant to "rub it in" or annoy anyway, so, and while all comments are welcome, I'd ask you to keep ur hate messages –if any- to your selves.
Also, this strategy is the cumulative knowledge of all the Elite guild, and not all information is coming from me. I do not take full credit for this. I can name
at least 10 other player who should take the credit…but if I had to single out the one person who contributed the most, it will have to be FattyNoob
Target players:
This guide is meant to target players level 70 and above, and mainly ruby users. The reason it starts from 70 and not before is simply because I don't remember how things were before 70, and I believe you can screw up all you want before 70 and yet still catch up normally by the time u reach 90.
Obviously, non ruby players and/or player below level 70 can still benefit a great deal from this strategy guide.
And now, let's begin:
A- General Strategy
There are 2 general strategies usually used on Gladiatus: on one extreme, some players' level extremely slow and build stats; and on the other, you have players who burn threw levels as fast as possible.
Although no strategy is 100% correct, a balance should be used when leveling. Leveling too slow is useless, and the opportunity cost –your time- is too precious. Regardless of how slow you can play at the beginning, 90% of your time is going to be spent on the levels between 70 and 90, and an equal amount will be spent on the level between 91 and 100! And that's because the exp needed to level up increases at an alarming rate while each level.
I find that the best way is to keep in to your level bracket (i.e. 10-19; 20-29;…70-79…) until you can start beating the next dungeon. That means stay in your 60 to 69 bracket until u can beat Papa Sama (level 80 dungeon), and stay in the 70-79 until u can beat Franky (level 90 dungeon), and 80-89 until u can beat Zag.(level 100 dungeon).
You can slow down progress by stopping any arena fights, or slowing down on ur expeditions, but never on dungeons!!!
B- Dungeons
1. General and Drops:
Dungeons ARE THE MOST IMPORTANT thing in the game!! I honestly don't know how players can go threw the game without ever doing dungeons!!! They are the number one source of income for you and the number one source of excellent items u'll need to conquer the arena.
One very important thing to realize about dungeons is that the bigger the difference between you and the boss or minions, the BETTER the drops you'll get!
(This is why I mentioned earlier not to advance to a new level baroque before you can beat the next dungeon).
Even if you can't beat the boss, you should go and beat the minions. The dungeon reset every 7 days, so keep track of when it will end, and return in 7 days to beat the minions. This is how u'll get the great drops u'll need to beat that dungeons. At level 70, you should be paying franky's minions a visit every 7 days. That's where u'll get all the icho gear needed to beat him later. And you should also try Zag minions if you can beat them, also once every 7 days.
Another very important thing to realize about dungeons and drops is that it's all relative to the number of rounds it takes u to beat them! Less it NOT BETTER and MORE is not better as well! It seems that the best number to guarantee a good drop is in the 70 rounds. If you're killing them too fast, then take one less merc (that will also give u a bit more gold, but you're not doing it for the 100 or 200 more gold per minions, u're doing it for the drops!) if 3 mercs are still too strong, take 2…still too strong? Take just ur healer? Also too strong? Take an item of ur self...do what ever to get the number of rounds into the 70s.
2. Mercs:
You can take up to 4 mercs with u in the dungeons. Here, you can either be ur own healer and use the 4 mercs as attackers, or get a healer and use ur self as an attacker.
Usually, it's always easier to use ur self as a healer simply because the mercs have much better stats then you for attaching!
Regardless of what strategy you decide to use, the attackers need to have very height charisma, enough to get a 100% chance of double hit or the boss if possible, and height skill, enough to at least land a hit 45 to 50% of the time. Strength is also needed for the added damage. But Charisma comes first, then skill, then finally strength.
(On a side note, the best mercs available on server 7 are the ones I'm using. They are level 102, have 233 base charisma, 216 base skill and 184 base strength; these are being using by quite a few of us….additionally, the best merc on server 7- as far as I can tell- is the blue version of that merc and I think I have the only one; he has 244 base charisma, 227 base skill and 197 base strength
)
The healer needs to have Agility as high as possible, and enough charisma for the boss to have 0% chance of double hit. Intelligence is not really needed because the healer will get all of his healing from the equipment. HP is a bonus. So charisma = boss charisma, Agility as height as possible, then HP as a luxury. Everything else is a waist.
Remember that the boss will target your healer regardless of what strategy you use, and the healer will heal himself. So armor is not a needed, and agility and/or armor for ur attackers are not needed as well.
(this does not apply to the Circum Tenma Arena btw)
Also remember that u absolutely need to kill the boss before he kills ur healer. Once the healer is dead, that's it for u.
You probably all know how the increase of the damage done by the boss increase, so keep that in mind as well.
3. Equipments:
This is the most essential part of the setup, and 90% of players actually DO GET SOME OF IT WRONG!
1- You need 4 hell weapons for ur attackers, the higher the damage, the better- but that, we all knew.
2- You need high damage gear= that means you need icho gear. The icho have very high damage and some skill and agility but rarely charisma, but this is OK, we'll fix it for you ;-) all your equipment except the weapon and 2 others SHOULD BE ICHO if possible.
3- This is the part most get it wrong: the last 2 items should be Trafans of Death/ Of freedom/ of Critical Strike. The trafans have +9 damage, and the death, freedom and critical strike will have very height charisma % that u'll need. 2 of those AND charisma upgrades on all ur gear to get u to max ur charisma even if no other item has any charisma bonus on it!!!
But here's the kicker: the main reason u need to use trafans is because of the HP bonus! Icho gear comes with a very very high negative HP penalty! If u don't have ur 2 trafans items (they come with +500HP each), one of ur attackers might actually end up dead in the fist couple of rounds before the boss starts targeting ur healer!
4- Finally, I'd recommend that one of those 2 trafans item be boots because boots don't come with skill bonus, and trafans don't come with skill bonus.
5- Boosting: if you can't beat the boss, and just need a final push, you can boost each merc, and I'm not talking about ur regular one boost per merc. You can use up to 4 charisma boosts, 4 skill boosts, 4 strength boosts and 1damage boost, ALL PER MERC! I'll illustrate how to do that with an example: use an 8 hour +7 charisma boost on merc x, then use a 4 hour +8 charisma boost on the same merc, then a 2 hour +9 charisma boost then a 1 hour +10 charisma boost. IT should be done in that order: the longest duration to the shortest, and the lowest boost to the highest! This might be a bit costly, but each run will more then cover the fees and increase ur chances of getting usable drops to till u wont need the boosts anymore.