View Full Version : Robo KQ...DEPRESSING
ashigakuda
03-05-2008, 10:15 AM
wasup wid robo kq? its like it doent let any of us get it successfully dun?
everytime i go there evn there's like a bunch of high lvls..there's always a 89% chance of failing...
what would help for us to get successful for once? or lets just say me...:D
Chegism
03-05-2008, 10:19 AM
The key to success is to not join robo A, and only join B half of the time.
:)
Serric
03-05-2008, 10:19 AM
It is NOT an easy KQ... the trick is to have 2-3 good tankers and a LOT of decent clerics.
iLoveless
03-05-2008, 10:20 AM
and people who pay attention!
Bunnysnoog
03-05-2008, 11:16 AM
I always avoid doing them too late at night and that seems to help...because of the time zone differences you get a lot of people that don't speak very much English at night and it makes communication pretty much impossible.
Something to keep in mind if you live in the U.S. >.<
ras-blackfire
03-05-2008, 12:25 PM
A most fail... ya.. <.<
but i always succesd... dont had that problem xD
crystalorbie
03-05-2008, 01:13 PM
Hmm... I'd say find out what you can do in that KQ, and for the last 8 minutes, please know that its usually easier to chase and heal than it is to revive (and use hp stones if you are forced to run, even clerics should do that because stopping to heal could mean instant death...)
Another idea is to let go of the designated runner strategy, not everyone should run at once, but if you got more than you can handle after you...
Also note, until you get the quests to kill monsters in the kq, I wouldn't join, because it means you'll be quite useless before that point...
A really good suggestion, bring the best speed scrolls you can equip/have ready, they will reduce overall damage if you feel you need to run around in big circles...
I know I'm forgetting my other advice, but why give away everything? (especially when I can't remember it) Besides, you should come up with good strategies on your own.
Oh and finally, it isn't needed to kill Robo to complete the KQ, he only needs to die for the quest credit. (that means to win, live for half an hour will ya?)
Now what we need to do is make working strategies that are easily replicatable for the Giant Mean Honeying KQ...
Atmor
03-05-2008, 01:57 PM
The key to success is to not join robo A, and only join B half of the time.
:)
I'm sorry but what the heck is up with this?!?!? The success or failure of a KQ, ANY KQ, is teamwork, something most people don't realize.
Nyoro
03-05-2008, 02:01 PM
Its not always dependant on being A,B,C,or D (i never had D)
but usually its the lack of a good tank that knows what he/she's doing and clerics to heal that main tank. Need the main tank to mock. If there's no tank, mages and archer's can't aoe and you get swarmed by mobs and next thing you know the tank is dead going after the clerics and mages and archer's fleeing for their lives out side the south room.
ryuarashi
03-05-2008, 02:12 PM
one thing ive noticed lately.
I passed my tank through robo very well. Hardly ever failing.
We got in, made our pt's very very fast and were very organized, most everyone knew what had to be done.
Nowadays, people pt slow, which creates havoc. People seem to know less and less what has to be done. It used to be a very fun kq, now its just chaos.
Still like it ^^ Chaos can be fun.
One thing that helps, make sure to get pt's made quickly so people can do their jobs.
cb2000a
03-05-2008, 02:39 PM
Most of the ones I was in succeded.
I was a runner so I did not really see what was going on with robo.
(yes a cleric tank)....just as I though we had failed success! popped up and it really surprised me. Robo is just organized chaos (well somewhat organized).
Suna_
03-05-2008, 02:41 PM
shouldn't this go in the Quests section? o.O
Anyhow robo KQ is one where you need a lot of patience and teamwork. Really everyone finds some way of staying alive until the end.
capron
03-05-2008, 04:27 PM
I would kill the vivis and archers first(ranged monsters). They can kill the runner and if the runner dies then the monsters will swarm all over killing people. Also, revive the clerics first and a tanker if possible. The revived cleric can revive someone else, revive has a rather long cooldown.
MissusDolly
03-05-2008, 04:43 PM
The problem with Robo now that I can see is there are too many and many people have agreed with me on this. Before three was enough. Now many of the ones I have been in fail within a few minutes due to trying to be quick and no coordination. Since that one fails everyone jumps into the next one which is normally empty. At least 2-3 of them are empty until the others failed. Right when there were more I did 4 and all 4 failed in a row. I don't know if it is the amount, but to me it feels rushed since many times the others are empty. I think three was enough before gave incentive to finish the with a success now there seems to be more fails then ever.
-Dolly
born2war
03-05-2008, 04:45 PM
Actually, Robo is easy if at leas 2 or 3 tankers lvl 43+ and clerics who heal good. When all people is 47-. It has a lot of posibilities to fail.
yukping
03-05-2008, 07:25 PM
Stay Alive ;)
Takerial
03-05-2008, 09:12 PM
Alright, I'm going to list all the problems I have seen with robo and why it fails.
1: Poor concentration of types of classes. You can't win without tanks, healers, or damage dealers. If you don't have a good concentration of these it gets really difficult and near impossible to win.
2: Too many people try to solo the kq, or you get the leechers (people who join then just go afk to get the exp. This is also not a kq you want to solo if you can avoid it.
3. People forming improper parties. Mainly, a party ending up with 3 clerics where another ends up with none and so on. You need to make parties even.
4. Fighters not pulling taunt. THIS IS ONE OF THE BIGGEST ISSUES I'VE SEEN. Some Fighters are just plain idiots at times and will refuse to taunt to keep the agro. These leaves damage dealers in a pickel because THEY WILL PULL THE AGRO in this case. This causes them to either focus on the mob at hand which limits their damage. Or if they use their aoe skills, they now just pulled 10 mobs which decimate them. Now they can't damage at all. Since the mobs don't die fast enough more appear and it overwhelms everyone.
5.A problem shared by all KQ. Clerics not doing a proper job healing.
Now I'm not saying they should just sit back and heal and rez. I wouldn't want to either. But you do need to keep your other members alive. If you can't handle attacking at the same time and still keep up heals, then don't attack. Usually the times when you need to work to keep your party alive are the most crucial times in the kq.
6. The most annoying problem. A runner who runs through the center of the stage.
If you have mobs behind you and you are running, DO NOT DO THIS! You'll end up pushing agro off onto other people. While you might find this appealing, you'll only tick off the people in the kq and make it possible you'll fail, why?
Well typically you get a bunch of people in the middle picking off the mobs. If they suddenly get a rush of mobs that they aren't prepared to handle, as well as the ones they are in the process of picking off, they usually get too overwhelmed and die. If everyone dies, you lose.
7. DD refuse to attack at a reasonable pace. At the very beginning of the quest, it is best to just use your sp stones rather than trying to shroom and gain it back. After the first four or so waves are dealt with, you're out of the danger zone so to say and then you can start shrooming to regain sp.
Shounen
03-05-2008, 09:27 PM
The key to success is to not join robo A, and only join B half of the time.
:)
This trick is very unreliable! The same people goes in B almost every time and it always end the same, FAIL. That's when i learnt that B is what makes me fail and i joined A, well, what do you know, we won so many times! If you tell this trick to everybody, it won't work, the lvl 33s would still go to robo B if they learn this trick. So i basically have no idea on how to finish a good kq except this: 1 40+ fighter
atleast 4 clerics
Mages to finish fast (speed isn't really too necessary, though)
Archers to kill boss and also DD (Helps for boss and can handle
aggro good off of the cleric)
Mages and Archers are optional, but they help alot!! I've won a kq with full fighter and clerics only and we won slowly but surely, since the only thing holding us back is time, which isn't that necessary, since there isn't any actual limit (kills mobs VERY SLOW, though, which is quite dangerous since mobs start swarming at the end)
EDIT: + a VERY good runner! You need them badly, unless you have enough mages and archers to kill the monsters like mad!
barloka
03-05-2008, 11:51 PM
after you kill the honeyings have someone run all the mobs make em run around and around and around while the rest kills there others or till time runs out
all you gota do in this KQ is just survive o.O
or kill robo and eleminate other mobs XD
Ralath
03-06-2008, 12:31 AM
4. Fighters not pulling taunt. THIS IS ONE OF THE BIGGEST ISSUES I'VE SEEN. Some Fighters are just plain idiots at times and will refuse to taunt to keep the agro. These leaves damage dealers in a pickel because THEY WILL PULL THE AGRO in this case. This causes them to either focus on the mob at hand which limits their damage. Or if they use their aoe skills, they now just pulled 10 mobs which decimate them. Now they can't damage at all. Since the mobs don't die fast enough more appear and it overwhelms everyone.
This one is SO true. I, for one, am tired of all the Fighters who don't know that their jobis--to tank. You are a tank first and a DD second because NO ONE ELSE CAN TANK!!!
That is why it is so important for Fighters to Mock. The last Robo I was in, I was lvl 44, one of the highest in there. And I pulled AGGRO every single time the Fighters didn't Mock. It wasn't such a big deal because I can handle the Cave Kebings or the Skeleton Archers or whatever. I can even handle 2 to 3 hits of Skeleton Knight and I will use a Stone/Pot if I need to. But lower level Mages, Archers, and Clerics can't. And if the Cleric is too busy running away from a Dark Skeleton Knight, that means the Fighter isn't getting healed...
The last Robo I was in, none of the Fighters wanted to Mock. One Fighter told me he didn't want to mock because "he would die" that way. Well what do you think everybody else is going to do if you don't mock!?
7. DD refuse to attack at a reasonable pace. At the very beginning of the quest, it is best to just use your sp stones rather than trying to shroom and gain it back. After the first four or so waves are dealt with, you're out of the danger zone so to say and then you can start shrooming to regain sp.
Also, another problem I've noticed. If you're about to die, don't expect a cleric to heal you, especially if you're not the tank. Use a freaking pot or stone. Rezzing takes a lot longer than just healing and any time that is devoted to rezzing is time that is not spent healing the tank. I hate people who go into KQ and say that they're out of SP stones and SP pots--BE PREPARED TO USE SOME if you're going to the KQ.