Atlantica formation grid changing
October 28, 2009 – 2:31 amPosted by: sisilia
Do you want to see unstoppable Atlantica healers and Exos and other back-row merc? Yes, it would be game breaking.
Everything would need to be redesigned. You want a team like this :
1. Sword – LK – Spartan
2. Jani – Inventor – Gun(m)
3. Monk – Exo – Monk
4. Shaman – Oracle – Shaman
or
1. Spartan – LK – Spear(m)
2. Jani – Invent – Spear
3. Monk – Exo – Monk
4. Shaman – Shaman – NVIK
or
1. BT – LK – Spartan
2. NVIK – Inventor – Cannon
3. Staff(m) – Shaman – Exo
4. Monk – Shaman – Monk
Every team would add a row of double monks and turn PVP into a turtle game.
1. All skills that hit “the whole party” only hit 3×3 . The only exceptions to this would be Mana Seal (Mana Seal will still hit every Staff user in the formation after Exorcist’s 2nd promotion) and Princess/Prophet debuffs.
2. Gunners can now hit 4 in a row.
3. Silence can now hit 3rd row.
4. Wild Shot and Lightning Spear can hit 4 in a row. Wild Shot needs to wait until Gunner’s 3rd promotion (level 80), and Lightning Spear needs to wait until Spearman’s 4th promotion (level 100)
5. Lower Blessing of Life/Healing/Noble Sacrifice’s effect.
6. Freezing Axe lasts another turn longer than Ice Ridge (to encourage Holy Guard front). The +turn takes effect after Viking’s 3rd promotion (level 80)
7. An Inventor’s machine remains even after the Inventor dies, the damage and combo rate the machine does, however, is nerfed.
8. War Cry now hits in a cross.
9. Blood Vengence can hit anyone in the party, but the damage to the ally mercenary is slightly increased depending on how far back the Mercenary is.
10. Light Slash can target 2nd row (Row 1 > Row 2, Row 2 > Row 3.)
11. Monk Awakening costs 85 AP over level 21.
12. Either new Mercenaries at 60, 70, and 80, or at 100, 110, and 120.

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