PHANTASY STAR ONLINE VER2
Challenge mode character tactics FAQ
December 6th 2001
Ver 1.0
Written by: Christian Washington (aka HC82 on gfaqs)
email:
[email protected]
This FAQ is Copyrighted work 2001 Christian Washington
Table of contents:
1:Challenge mode descrition
A:What is challenge mode?
B:Basic Character roles
C:Section IDs
D:General challenge mode tips
2:Rangers
A:Race advantages
B:Tactics
3:Forces
A:Race advantages
B:Tactics
4:Hunters
A:Race advanatges
B:Tactics
5:Legalities
6:Contacts/Thanks
1:Challenge mode descriptions
A: WHAT IS CHALLENGE MODE?
Challenge mode is a feature in ver2 which allows you
to under go differen't timed "challenges" with a team
of people. Your items, level, equipment, and
techniques are preset at the begining each challenge
stage according to your class and the stage your at.
Each stage has a set time where you most complete it
under that time. Challenge mode is like a survival
mode. You have to navigate through various stages,
puzzles, fight enemies and make do with the items you
find. If any any of your teammates dies the stage
ends, assuming you have no more scape dolls on you.
There are 9 different challenge stages.
C1 is forest1 to forest2, with "dragon" as the boss
C2 is caves 1
C3 is caves 2
C4 is caves 3, with "del rol" as the boss
C5 is mines 1
C6 is mines 2, with "vol opt" as the boss
C7 is ruins 1
C8 is ruins 2
C9 is ruins 3, with "dark flaz" as the boss
Completeing different stages in C mode gets you
different ranks, BU-EI being the highest rank. You can
only go onto the next stage by beating the stage
before it. If you've beaten a stage you can replay it
to try and get a better time, your best time is always
your current for that stage. Your current C mode times
and ranking can be seen from your menus(use R trigger
to flip between them).
Aside from having different ranks you are also given a
rating after finishing C mode. Depending on your total
time your given special items for completing challenge
mode.
Completing challenge mode under 7 hours gets you S
rank. S rank allows you to choose from a list of
weapons and name it, which are refered to as S rank
weapons. There very strong, can be grinded up to +99
and have a unique special that uses does random
effects. You can not obtain an S rank weapon with
percents from challenge mode, S ranks earned from
challenge mode have 0%. If you choose No-TYPE S rank
it chooses a random Srank, but you get to name it
ANYTHING you want.
Getting A rank gets you a White ring and getting B
rank gets you a Yellow ring. They can be equiped at
level 101 and are actually very good shields.
If you obtain a higher rank on your first try you can
redo any C mode stage to get the A rank and B rank
prizes. You can try to improve your times after
finishing C mode to improve your rank, or just for the
sake of having a good time.
B: BASIC CHARACTER ROLES
Each character class has there own role to play as in
C mode. Certain classes are less usefull earlier but
are far more effective in the later stages, so don't
neglect that force in C1 cause you'll regret it later
on when your dying over and over in c9. Having a
balanced team is very important.
Hunters are the guys that get up in there smacked the
mess out of everything. There the primary damage
dealers. In the earlier stages a team of 4 hunters can
usually get the job done very quickly.
Forces are support based. Gaining the ability to
resta/shifta/deband/zalure/jellen later on in the
stages. Having a force is vital for finsing C9. Use
techs damage and support techs to weaken the enemies
so the team can finish them off with ease. Make sure
to try and hit everything at least once so you can get
exp.
Rangers also play a slight support role, but not with
techs. Rangers snipe enemies from afar and take out
potenially dangerous enemies. Rangers also should be
on the look out and shoot enemies that might cause
problems for other teammates.
C: SECTION ID
It's believed that different section ids effect what
items are dropped and in general what enemies appear.
Some section id are believe to be better for different
stages. From my experience Yellowbooze is the jack of
all trades, and in general is good for all C mode
stages. The persons who creates the C mode game is the
section Id thats attached to the game.
Sometimes you might get into a c mode game and there
will be a HUGE amount to enemies to fight against, and
sometimes you might fight very few enemies. It is
believed that section IDs also effect this as well,
while others say it pure luck. From my experience ive
been in games with supposed bad section ids for that
stage and there were very few enemies, and times were
the wrong sect id yields many enemies....but
Ive noticed that section IDs that are speculated to be
in general good for that stage have been all good. In
other words if it is said that purplenum is best for
C9 you will in general have an easy time.
Heres a list of the sections Ids that are "supposedly"
to be the best for each stage.
C1:Greenil
C2:Whithill(or oran)
C3:Oran
C4:Bluefall
C5:Skyly (redia)
C6:redia
C7:Yellowbooze
C8:Yellowbooze
C9:Purplem
BTW purplem is supposed to be good for all the ruins
areas(c7 to c9), as is yellowbooze. Also redia is also
supposed to be good for all the mines stages as well.
I can confirm the redia is good in the mines and
yellowbooze is good in ruins.
D:GENERAL CHALLENGE MODE TIPS
These are general tip that go for everyone.
Drop items you don't need at the base of the door that
you will go into next(do this before you clear the
room). If you found a nice ranger weapon and your a
hunter, just drop it at the door. After you and your
team have finished clearing a room everyone will have
to run into the next doorway. So they will thus run
over the item and can pick it up with ease. Sometimes
breaking out of combat to give something to someone
can waste time unless you do it fast. Unless it's an
emergency like giving mono/di/trimates to a player
because there aboout to die, just drop items the next
doorway.
HP mats/TP materials and Mind material go the force.
As do units that are MST related. DEX mats go to
hunters, HUnewearl and HUmars get first dibs at DEX
mats since there ata is lower then the HUcast. POW
mats can go to the ranger to help them deal more
damage. Grinders can go to either the ranger or the
hunters. DFP and EVP mats should probably go to the
hunter since they get hit more. The only time to break
these item rules is if a player just needs a few more
points of a certain stat to use a weapon/item, and
your not close to leveling. For example if a HUmar
needs like 2 more MST to use a certain techs, like
resta level 1 and the Force doesn't. Give the mind mat
to the HUmar. Be sure to talk to your team about this
if your a few points away from using something
powerfull, otherwise they might stumble upon a
material and use it.
Make sure someone playing has a map or knows where to
go. Some C mode stages can get complicated, and a
wrong turn can waste alot of time. There are numerous
web sites which have C mode maps.
Talk to your team before the start of a challange
about different strategies or who should do what.
Getting your team orgainzed an preped makes things go
smoothly. This is especially important for FOs in C7
to C9. Discussing tactics are important
Create chat "short cuts" so you can give your team
commands right then and there. Short cuts like "I need
a monomate/scape doll/monofluid", "come over here",
"lets split into two groups" really come in handy.
These short cuts are also in the "pre made phrase"
guide. So if your playing with someone who doesn't
speak your languages, you can still give them commands
or ask them different things. Feel free to create more
descriptive commands to your liking. You can even
create very complex sentences as well by looking at
the "list all" in the word command.
US Ship: Miranda, block 11 is the offical Japanese
challenge block.
They usually don't object to American players. If they
do object it's is because it easier to complete cmode
when you speak the same language as your teammates,
since sometimes you might have to give out complex
commands. Although the premade word select usually
gets the job done.
In general let the force collect the items while the
team moves on. The force can drop the items at the
door way to next room for you to pick up.
Watch out what warps or buttons/switches you activate.
Some are traps and some actually are dead ends that
lock you in a certain area, or it will be time
consuming to get back on to the right path. This is
why it's imporant that someone have a map or knows
what there doing when your aiming for a good time.
People use special lingo during C mode to say things
in less time.
For example "m8" or "m8s" meaning "mates". This stands
for monomates, dimates or trimates. If a player just
says "m8s?" there askin how many mates each player
has.
Players who are hunters or rangers will usualy say
things like "2, 6, 1" during c mode. This means they
have 2 monomates, 6 dimates, and 1 scapedoll in that
order. Trimates are usually excluded because they
almost never appear, and because in some challenges
players start out with these items. In stages from
c1-c4 players will usually only have monomates and
scape dolls. So youn might see "4,2" in the earlier
stages, meaing they have 4 monomates and 2 scape doll.
Sometimes when theres a split passage way players will
say "2:2" which means split up in two. Or they will be
a bit more specific and say "HU FO:RA HU" which means
the hunter and the force go together, and the ranger
and the hunter go together. The only stage I can think
of this being use mostly is C4.
In C9 when fighting dark falz makes sure you have 141+
hp. Dark falzs dark rain attack does 140 dmg, so
having 141+ hp ensures that you won' waste scape
dolls. If you don't have 141+ hp by flaz be sure ask
your teammates for scapedolls, but make sure they have
at least one for themselves.
If your about to level don't waste a mate or a fluid.
When you level your hp/tp refills. But becarefull NOT
to die in the process. If you absolutly have to use a
mate or a fluid, then just use one.
When fighting Flaz tech resists are more imporant then
DFP/EVP.
In C9 the forces mag is closest away from gaining a
PB. If the FO evloves the mag it will gain Mylla &
youlla. If a ranger evolves it you get pilla, if a HU
evloves it you gain golla and it will cast resta at
1/10 hp. After you gain a level with the mag you can
swap mags with the hunter(Fo gets hunters mag, Hu gets
FOs mag). While the stats might not fit each
character, Hunters get there PB up very fast, and a
well placed PILLA blast can clear an entire room. This
is a good tactic to do when focusing on time.
In C7 and C8 the hunters mag is closest to gaining a
PB. Be sure to use items like antidote, anti paralsis
and Sol atomizers when raising a mags level in C mode.
When fighting granz, have one person choose to run in
circles around it and have it's missles kill it's
self. Have the other players wait outside. Hold start
so you don't go into a "slow walk" when near an enemy.
Usually a hunter is the best candidate for this.
*INDEPTH CHARACTER TACTICS*
:::RANGER:::
RACE BREAK DOWN:
RAmars:
They have the lowest stat increases between the other
two rangers, so they are usually aren't that popular
in C mode but non the less can get the job done.
Difference is they can use techs. Usually techs go
straight to the Force, but sometimes techs that the
Force already has or are at a lower level then what
they currently have can go to the RAmar. Finding a
spare resta during the ruins stages that the RAmar can
use saves on the Forces TP and on mates. Since ramars
can't see traps give them any trap visions you find.
RAcasts and RAcaseals:
Being android they get the best stats increases and
get both the ability to see trap and aren't effected
by poision or paralysis. Although bots can be shocked
into a negative status effect from an electric attack,
which are common in the mines stages. Also the fact
that they can see traps makes them effective at
shooting traps from afar. They can't use techs, but
thats not a bad thing. Difference in character growth
between the two characters is that the HUcast gets
more atp, hp when leveling up, while the RAcaseal gets
a better defensive growth
:::INDEPTH RANGER TACTICS:::
Rangers should shoot enemies that a hunter cannot kill
in a single combo and in general use your gun to watch
players backs.
Shoot an enemy thats about to hit an player. The
player
thats about to get hit can move away from an enemies
attack, or can help a hunter perfom another combo
without getting hit afterward. This the most important
role for a RAnger.
Utilize your guns rapid fast 3 hit combo(when compared
to a saber) to stun enemies at the right moments, and
keep them in check while the a hunter pounces on them.
Compinsate for the .5 second lag that naturally occurs
between a player making an action the screen and you
the player seeing the other person action, by starting
to shoot by the 3rd swing of hunters combo, or before
a hunter attacks.
Attack with a gun to stun enemies so a hunter can
easily move out of the way of an enemies attack after
finishing a combo, or going into another combo right
after that helps save on mates. Nothings more worse
then doing a 2-3 hit combo and having one of the
attacks miss and getting hit directly after
that...effectively wasting a mate.
Sniping enemies like sinow beats, cave dragons, and
C-bringers from a distance keeps them in check and
helps hunters takes them out with out getting smacked
down after a combo. Take out lillies from afar before
they poison some one, just becarefull when a player is
going directly toward a lilly while shooting it since
lillies sometimes shoot out an area effect paralyzing
after being attacked a bit.
This is especially important against C-bringers since
C-bringers go into a stun animation when hit from
afar, but will not go into a stun animation if being
attacked up close. With the help of a FOs foie, a RA
can take down potenially lethal scape doll stealing
C-bringers, or weaken them enough for a hunter to take
them out with ease.
Lets dragons land when there flying in the air.
Everytime you shoot it, it won't land. Dealing 5-10
dmg per shot is not as effective as having two other
hunters attack it for way more, combined with your
shots.
Time your gun shots with hunters attacks so the enemy
can't attack back is definatly one of the most
important roles a Ranger can play in challenge mode.
The stun animtaion your gun does to an enemy
is imporant for keeping enemies is check since guns
shoot fast.
:::FORCE:::
RACE BREAK DOWN:
FOmarl: Has the best atp, ata, hp growth of any other
FO. While the ATP and ATA stats aren't used in C mode
for a FO, the extra HP makes in easier for the FOmarl
in the later stages. The HP comes in handy during C9
against flaz, since chances are this is the only FO
race that can survive his dark rain attack. Also the
FOmarl will be able to survive the berlas fist a
little earlier in cmode then the other FOs. The
FOmarls hp makes up for any mistakes you might make in
C mode, making them a very begginer friendly Force.
Down side is the FOmarl has the lowest MST and TP when
compared to the other FOs. A primary stat for FOs.
FOnewman: His hp is 2nd to the FOmarl, but not very
close to her hp. His hp is closest to the FOnewearl
but higher. FOnewman is all about MST and TP. The
FOnewman has the highest MST and TP stats, something
FOs use alot of in C mode. Like the FOnewearl he
usually won't be able to survive flaz dark rain
attack, but if you find HP+ items/units he can
survive.
FOnewearl: Lowest HP, atp, ata of any of the FOs. But
she has MST and TP thats higher then FOmarl but not as
high as the FOnewman(her MST growth is closest to the
FOnewmans). Most importantly she has the highest dfp
and evp growth of any of the FOs. In fact her dfp/evp
growth is actually higher then a HUmars. You'll find
her evading attacks more often then any of the other
FOs. During C9 the FOnewearls dfp comes in handy
against the dark belras. After a few levels the
Fonewearl will be able to survive the belras attacks.
The reason she is considered the most difficult to
beat C mode with is because during C9 she will be the
most difficult to get 141+ hp with to survive falzs
dark rain attack. DFP has no effect on his dark rain
attack, only HP and dark resist. So often times the
team will have to give her scapes before falz, so it's
important the team play well. Despite this the
FOnewearl plays very well during the stages because of
her good MST, DFP, EVP.
Use a FOnewearl, or FOnewman if your team is
experienced since they will need to be skilled C9 to
use very little scapes. The inceased TP of these
characters makes them effective at combat support. The
Fomarl is the easiest to beat Cmode with if your team
is new at c mode because chances are at C9 they won't
have many scapes to spare.
:::INDEPTH FORCE TACTICS:::
As the Fo you should break the boxes and collect items
while the team moves onward. Have the Fo go into
nearby treasure rooms and grab the goodies. Drop the
items off at the next door way for your team to grab.
You won't be able to gain many kills. So an imporant
way to gain exp is just "tag" enemies with techs or
attacks. In C5 to C9 use jellen to "tag" a group of
enemies for exp.
If your a FO class and you wanna snag exp cast jellen
on a group of enemies instead of zalure. Becarefull
not to cast jellen if the enemies are coming toward
you. You have to be somewhat close to cast it, and it
may seem that they won't reach you...but theres the
delay after you cast the tech before you can move. Ive
seen FOs use up a few mates because they cast
jellen/zalure on a group of enemies and can't move
away in time. Some low level techs cast slow, so
becarefull. If it seems to risky just use a regular
damage tech instead. It's not worth wasting a mate.
Use jellen when the enemy is occupied and you know you
won't get hit after casting.
Believe me, jellen is much more helpfull then zalure
too a hunter. You take about 1/4 to 1/3 less damage
from enemy attacks and it saves on mates. Also you
won't have to resta as often, and you will still gain
exp in the process. The enemies dfp are simply too low
for zalure to make a big enough difference in dmg
considering how much more effective jellen is to the
teams survival. Zalure will make a difference of like
5 damage per hit.
Only use zalure in conjunction with jellen when your
team has to deal with dangerous baddies. Make sure you
shifta and deband the team as well, since it will make
jellen and zalure more effective(assuming you can
safely cast S/D, otherwise just use shifta). Or if you
can use a hard hitting tech(the stun animation from a
tech might make the difference of a player getting
hit). It's at tough times when you might have to
splurge your tp for the teams survival.
There isn't enough space is your customize bar to cast
all the spells you'd want to. Use your quick menu(via
the R trigger+Y button) to cast spells on the fly. You
can sort spells with the A button in your quick menu.
Against single targets, just peg em with a tech that
there weak against so you can snag exp. You usually
need to conserve your TP. So be sure to peg every
enemy with a spell. This also help hunters take
enemies out faster.
Against bosses if you have zalure or jellen cast it on
them. Every bit counts, and jellen is very effective
against Del rol.
If you have a HUmar, RAmar, or Hunewearl in your team
during the ruins and mine stages they start off with
monofliuds. This is excellent for the FO since they
can now cast shifta on the team more often, where as
before they might of had to conserve tp because the
game is being stingy with the items or your a FOmarl
is getting shafted on the amount of fluids that are
appearing. FONewearls and FONewmans have a large
amount of TP in general in the later stages, also when
using items like trifluids/difluids which will
completely refill a FOs TP at times, you'll get more
tp out of it in general.
Have the team tell you when ever they find a fluid, or
at least make sure they drop them off at the next door
as soon as possible. A FOs playing tactics are
effected when they are running low on fluids if your
not close to finishing the stage. This effects the
team so be wary of whats in your inventory.
If your a few rooms away from finishing and your team
has alot of fluids(or you have alot of fluids) a FO
can "splurge" on tech usuage towards the last 3-5
rooms. This is espcially effective in the ruins if the
FO has a RA tech. It makes things easier for the team,
and the FO can dish out some serious damage with RA
techs with enough TP to back it up. 90+ dmg to 3 to 5
enemies per tech is awesome(it's slow to cast and has
a short range so becarefull). Don't go over board and
run out of tp. When you begin to run low on TP start
to conserve tp again just for the most important
things like resta/jellen.
Also if you find a tech at a lower level then what you
have give it to the HUmar, HUnewearl, or RAmar.
If your a FO skilled at not getting hit much, and find
a resta tech give it too a hunter who can use it
(assuming its less then level 3 and it's your not in
the ruins).
Hunters get hit WAY more then Forces and one bar of tp
for a hunter is equal to a good 6+ restas. By the
time they run out of TP they will probably gain a
level
and get that tp right back.
IMO a hunter should be given a low level resta instead
of a FO in the earlier stages. A FO will usually use
there tp up for other things, while a hunter will
barely use there tp and will get hit more then a FO.
The hunter can distribute his mates to the team
members in need of them if you do get hit quite a bit
with a FO.
*often times I find myself having to splurge my TP if
my teammates are getting lucky with the fluids. Which
is a very good thing. Especially in the ruins and you
have rafoie at your disposal. You can really make
things go faster and get a better time by nuking
everything for a good 90+ dmg. It eats up TP, but when
your team just found 2 trifluids from a grave marker
you can afford to do that in a few rooms. I just feel
plain bad if I have 3+ fluids left in my inventory at
the end of a stage. It's potenial TP I could of used
to deal more damage*
If you know there is a healing ring nearby, have the
team group up near you and resta/shifta/deband them.
Then have the team go on the next room while you
recover your tp by using the heal ring.
When your teammates are close together ganging up on
enemies, this is a great opportunity to cast shifta on
them. You can get all of them in one shot and save on
TP.
If you choose not to shifta the team often, look for
opportunites when certain teammates are close togther
to shifta them. If you've got the spare tp to use
shifta, use it. It does about 10 extra dmg per hit,
which adds up if your in a new room and there wacking
numerous baddies with a sword.
IMO shifta does make a difference in the C7-C9, so
shifta the team. But try to do it at the right times
so you can shifta them together. It's uaually a waste
of time to tell your group to "come over here" to
shifta them after every room. Only do so if a
dangerous room is coming up.
If a hunters is low on life and you have a good
connection with your team you can run up to a damaged
player and heal them while there next to an enemy. The
key is right after you heal the person, have the
hunter immediatly attack the enemy before the enemy
attacks you. The player will be healed and you can
move
out of the way in time. Be sure to cominsate for the
usual half a second lag that occurs in the game when a
players spell effects another player.
I wouldn't recommend doing this unlss your team is
skilled.
*One of the biggest gripes with FOs is getting hit
right after healing a player because they back away
from the enemy after you heal them. In general it's a
wise idea to have the hunter/ranger break from combat
and go to the FO when they need healing*
If theres a dark room and there are MANY enemies in
there that can kill you in a single hit or theres a
VERY large potenial of dying(ie. C bringers, belras)
stay out of the room intill the light is turned on, or
if you know where the light switch is go after it as
soon as possible. S/D the team before they enter the
room if you choose not to go in yet.
Jellen belras, or run around them to keep them in
check.
Ice techs spilt slime, so don't use any on them.
Use damage techs to split Pan arms if no one has a dim
weapon.
If theres dangerous enemies and they come after
you, have them follow you while the other players
deal with the lesser enemies. If theres tons of sinows
along with numerous other enemies and one of them is
coming after, don't try to shake the enemy. Just keep
it occupied by running around like a scardy cat. It
may look bad, but it can really help the team out.
Once there done with the other enemies they can take
out the enemy that was chasing you down.
It's easier to deal with one sinow at a time instead
of two sinows.
In C1 don't conserve TP to often. Just go Foie crazy
early on making sure to hit every enemy, and then
continue to use foie instead of waiting for the
hunters to kill em. You start off with enough fluids
to get you through the C1, and you'll rack up more
kills by being more agressive. Thus getting more exp
and gaining a level quicker, which in turn will refill
your TP. Not too mention being able to clear C1
at a faster time. Ive done C1 enough times to realize
that I can get through C1 with at least one fluid to
spare(for the dragon) without having to conserve
techs.
Only if your in a C1 game where there are tons of
enemies should you conserve your TP by just tagging
each enemy with a tech, and only in F2 towards the
last few rooms. This is assuming you don't find a
fluid. Either way go foie crazy in F1.
In most cases splurge your techs in C1, but do it
wisely so you don't cast foies that hit nothing.
If your about to level and have little to no TP left
you can gain exp simply by hitting an enemy with a
melee attack. Even if you deal 0 damage it still
counts, although a "miss" does not. Or you can use a
monofluid and go tech crazy intill you level up.
In C7 to C9 have all the players give the HP/DFP/EVP
mats to you the FO. Also in C9 have them give you any
digger/hps or elemental resist units. A FOnewearl can
survive Falzs dark rain attack with 2 digger/hp on.
Also when fighting falz equip armor that has better
resists, as to dfp, or evp...that is unless you have
armors that have slots with units to put in them(good
units that is)
:::HUNTERS:::
RACE BREAK DOWN:
HUmars: There pretty much well balanced when in comes
to character growth. They can use techs which come in
handy if extra tech discs are found. If you find a
resta tech disc thats a big time bonus for the teams
survival.
HUnewearls: Highest MST, DFP, EVP of any other hunter.
Sadly they have the lowest ata and this can be a pain.
Most people perfer the male saber animation, but
you'll start out with swords by C3. If you don't want
a FO in your team but instead a team of 4 hunters,
make sure one of them is a HUnewearl for the purpose
of using tech discs.
HUcasts: The most popular class to use in challenge.
They have the high ATA, ATP, HP growth of any other
hunter, and there dfp/evp growth is just slightly
lower then the HUnewearl. Also they can't be effected
by poision or paralyzed, and they can see traps. Most
imporantly is that there high ATA allows them use guns
much earlier then there other hunter counter parts.
This is imporant in stages like C3 where you have to
shoot switches and there no ranger present.
:::INDEPTH HUNTER TACTICS:::
Go after a single enemy and attack in pairs with other
hunters or attack all at once. This lets you kill an
enemy out right with out in attacking back.
When a hunter first goes in for an attack be sure to
attack during the other hunters second attack connects
so the hunter who orginally attacked it can hit the
enemy right after you finish your combo. This works
great with swords
Another tactic is to have one hunter circle the enemy
and have a second hunter attack the enemies back while
to turns to get the circling hunter. Once the hunter
is hitting it's back, the hunter who was circling will
want to move to the enemies side and attack. So if
your combined attacks don't kill it you can move away
afterward and repeat or all attack at once.
If your engaging an enemy solo, only perfom 1 or 2 hit
combos. Make sure you have the maximum distance
between you and the enemy before doing a single hit
attack, so after you hit it once you can move away
safely if the attack misses. This is a time consuming
method and it's better to pair up, but is safe.
If you only have a saber, your low on mates, and
theres a large group enemies that attack back right
after you perfrom a 3 hit combo try to split them up
first. Try to seperate them first by having them
follow
different players. Once you seperate the enemies, have
the team converge on single enemies, instead of having
each hunter take out the enemies by themselves. This
is an excellent tactic when using sabers with out the
aid of a sword.
When using swords use it's long distance. Attacking as
far as possible from the enemy in two hit combos
prevents you from getting hit. If your teamate is
attacking with you go for a 3 hit combo. If your too
far and your first hit doesn't reach the enemy, don't
sweat it. Your 2nd hit will hit the enemy. Assuming
the 2nd hit was a hard hit and it connected to the
enemy you can perfom a 3rd hard hit and manage to
still avoid an enemies attack after you finish the
combo.
When fighting sinow beats, fight them in pairs or if
possible have everyone team up on them assuming theres
no other enemy that will will pose an immediate
threat.
If theres too many sinows try to have someone draw
there attention, avoiding there attack while the other
players pick em off one by one.
C-bringers are best fought from afar via guns or foie
techs(foie techs to weaken it a bit). If not have a
player draw the C bringers attention, and have the
other players attack it from it's back or side. This
is a good way to fight C bringers without getting hit
much. Have all the players team up on C bringers since
there the biggest threat. If a C bringer is hit with a
tech it will stop dead in it's track when charging,
assuming it was far enough for it to go into a stun
animation when the tech hits. Gifoie works well when
doing this.
Ask the FO to drop any techs disks that are lower then
what they already have. As an example: Sometimes a
player might drop a level 3 shifta at the door to give
to the FO, not knowing that a FO alreay has it or
starts of with that level tech. If a Hunter can shifta
himself that saves on the FOs TP, and you can buff
your self at the beginging each room.
Give mech guns to the HUcast. A Hucast with shifta on
and a pair of mechs can usually kill any enemy in one
combo. If the HUcast can't use the mechs yet, but a
Ranger can let the RA use em intill the Hucast has the
ata to use em.
If a ranger finds a better gun, have them give there
older gun to a hunter. Sometimes HUcasts will have
enough ata to use guns very early on. Hunters can use
guns to pick off up dangerous enemies from afar(like C
bringers), or attack a lone enemy thats far away to
save on time.
If your a hunter below 50% hp and have a gun, use it
if you can. Below 50% health attacking up close is
dangerous, and it saves on mates. Assuming the FO can
resta the team you don't have to automatically use a
gun when your hp drops below 50%
If your a HUcast give your antidotes and anti
paralyisis to characters who need them.
Take out the dragons in C2-C4 first. Although
sometimes if your team is far away from the dragon and
an enemy is close to the dragon, the dragon will
attack the enemy instead. Use this too your advantage.
Use dim based weapons to kill Pan arms instantly.
You'll almost always find a dim weapon in C4.
Otherwise cast techs on them intill they split.
Never hit a slime with the last attack of a combo, it
splits them. Ice attacks also split them(via an ice
based special attack from a weapon).
Legalities:
This document is protected by US Copyright Law, and
the Berne Copyright Convention. This FAQ is for
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The Phantasy star series is (c) sonic team.
Contacts/thanks
Gotta give props to everyone at mamak and PSOW who
helped me in C mode. I would also like to thank my
guild mates of the AT tribe for totally owning C mode
with me. I'd also like the thank gamefaqs and any
other websites I allow for hosting this FAQ.
BTW you can catch me online with my soon to level 200
FOnewearl Dyne(currently level 190+). I also use my
Humar Adol and my racast zeriph. You might even catch
me on the GC PSO when it comes out.
Check out my guilds webpage at
http://theat.cjb.net/
If you have any questions, suggestions regarding this
FAQ email me at
[email protected].
Be sure to make it clear in the heading of the email
what it's about. BTW I don't even bother to read
adveritsements, so don't bother sending any since I
delete them.
Christian Washington
Copyrighted (c) 2001