View Full Version : Mara KQ
Advents
10-11-2007, 05:02 PM
People get so mad over it.
Rushing or Fighting, the thing is, most groups rush and the ones who dont want to are the people who just finished off the slime KQ's and are new to mara KQ. To be honost I find that Rushing is the easiest way to get the whole thing done, considering theres ALOT to kill and not much time at the end unless your group is all high levels. I have never failed 1 mara KQ and I rushed them all if that changes your perspective.
To the archers and mages that complain about rushing cuz they always die, you need to learn to run behind the tank and not so far behind. And people should always shout for others that got stuck behind at rest points to go back and get them, usually being a cleric who can rev.
But ya, Im just sharing my insight on the Mara KQ to make it easier. Ive never fought through it so I cant say much about that except GL with time at the end O_O.
ToorimaKun
10-11-2007, 05:05 PM
BIG LETTERS
i fight though mara all the time and have plenty of time to beat it.... rushing only thins out the lower levl chars that really benifit from the small amont of XP that KQs give. and also with the fewer people attacking that means less dam to mobs and means it taks longer to kill them.
Advents
10-11-2007, 05:10 PM
Hmmm I duno much people who do KQ for the kill XP except in Slime King but usually people are just there for chest and finish XP. Although I know people want to kill for quests cuz I was one of them. Somehow I got mine done O_o.
ToorimaKun
10-11-2007, 05:40 PM
LOL i didn't say you could not do it rushing... just that its smarter to fight...
only time i have ever seen rushing is on apoline (we beat it but i needed help from tank to get to group -levl 16 archer at the time-)
mina1024
10-11-2007, 06:08 PM
Personally I found that rushing is rarely worth it myu. A poorly conducted rush (9 times out of 10) tends to end up losing 4-5 peoples along the way, who could've in turn saved the group more than the little time gained by rushing myu.
However, a well conducted rushing (that is, to wait for everyone to catch up at each safe zone, and rush as a tight group) can save the whole party around 6 or 7 minutes myu. The problem is, people needs to realize that they "have" to wait at each safe zone for people to catch up myu! Most rushes I've seen, tank just charge and charge, and ending up the leaving the mages and archers with all those Marion Clane Archers myu.
Cuddles101
10-11-2007, 06:41 PM
Personally I found that rushing is rarely worth it myu. A poorly conducted rush (9 times out of 10) tends to end up losing 4-5 peoples along the way, who could've in turn saved the group more than the little time gained by rushing myu.
However, a well conducted rushing (that is, to wait for everyone to catch up at each safe zone, and rush as a tight group) can save the whole party around 6 or 7 minutes myu. The problem is, people needs to realize that they "have" to wait at each safe zone for people to catch up myu! Most rushes I've seen, tank just charge and charge, and ending up the leaving the mages and archers with all those Marion Clane Archers myu.
Mina...I could kiss you!
Yes people, there are safe zones in Mara KQ, if you didn't rush so much maybe you'd spot them.
There is no reason to rush, just like there is no reason to kill every single mob in the KQ. It is easy to avoid some mobs but the leader will sometimes run right through a group of mobs and while he/she may survive they only end up kiting the mobs onto everyone else.
I've met some really considerate people in the Mara KQ. Clerics who turn back to revive archers and mages, Fighters who turn back to escort clerics and archer and mages who draw mobs way from the weaker players and it is usually the ones that get left behind that fight with the like-minded team spirit necessary to succeed the KQ. Unfortunately, they seldom make it to the end and their efforts were in vain.
And to those who rush the Mara KQ to ensure they win and get their chests: Don't you think people who die in KQ because of rushing would have liked to get chests too?
angelz_3
10-11-2007, 07:53 PM
I agree with the rushing person. I'm a lvl 23 cleric and i've been through several mara KQ....pretty much all the ones i did before lvl 20 were failures.
In a sense, rushing SUCKS if the people are too spontaneous and dont know *** they are doing. However, with a decent group its alot better then fighting off all the mobs.
Generally, I try to stay near the back of the group so that i can revive anyone who dies. When rushing, it's usually good to have 2 decent clerics do this, which can help save alot of the lower levels and the archers/mages. The tanks should be in the front. Everyone else in the middle...and keep up.
Yet, both ways have their advantages if used correctly...so i guess it all comes down to preferences and competence of the group members. (god forbid if you have a stupid impulsive one)
Gavener
10-11-2007, 08:06 PM
why not just ask for a I Win Buttion? im sure the Devs really thought rushing was the point there, more like they will fix it in the future so you rush you get ALL aggro not breaking them on spots in the floor kinda like a exploit
Gravvi
10-11-2007, 08:56 PM
OK if someone is going to rush mages and archer who can't survive. Follow the tank. Use the follow thing and walk away. If they did their job correctly u will not be attacked.