Post by The Seunger on Dec 26, 2013 9:32:11 GMT
INTRODUCTION
Greetings, Team Outlaws and Guests.
Mining Base Defense is a special Episode 2 Emergency Quest (EQ) we all commonly refer it as "Mining Defense" (MD), "Tower Defense" (TD) and "Lillipa Darker Invasion" (LDI). Mining Base Defense is a special quest for PSO2 that plays first part of the IDOLA music throughout the run. The more waves passes by, the more the music intensifies. It is also essentially Dark Vibrace's boss theme, which can be heard from here.
Mining Base Defense has 6 Waves, in which the sixth wave is the Final Wave. The Final Wave always has Dark Vibrace involved and has a slim chance of having no bonus boosts. If it has no boosts, it should be seen as a good thing. If it does, it's usually HP and S-ATK buff. Which screams bad news for most players as they have a chance of dying in one or two shot from certain attacks. Not only Dark Vibrace gets the boost, but Darkers in the Wave also receive that boost as well. If you read something like, "FINAL WAVE START - 60% HP and 40% S-ATK Boost", then all enemies, including Dark Vibrace, get that boost of the entire Wave. In addition, it makes it hard to kill them all on time due to the increased HP.
The only way you know when the wave receives a boost when the "WAVE # START" has a red signal and also reads "WARNING". This will let you know the Darkers during this wave have increased in strength and or stamina. Should Darkers in the Final Wave receive a boost, it always result at least one boost with 60%. If 60% S-ATK boost, that's no problem. If it's HP, that's a problem. Because Dark Vibrace has an unimaginable amount of HP. As closely observed, it has more than several hundred HP, somewhere around Dark Falz Elder has or less. With the HP boost, it's clearly obvious that Dark Vibrace has the most HP in the game.
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CLASS RECOMMENDATIONS
HUNTER
Main:
Offensive Hunter - All Weapon Gears
Offensive Hunter - Sword Gear Only
Offensive Hunter - Warcry + Sword Gear Only
Sub:
Offensive Hunter - Pure Fury Build
Defensive Hunter - Pure Guard Build + Automate Halfline
Hunters are obviously important to have in this whole run. Not only they're physically powerful, they can use Warcry to lure away Darkers that are running towards the Bases. With that being said, they are to deal with them when they have the Hunters' attention. Ride Slasher and Guilty Break are essentially good PA's for dealing with huge mobs, especially if they're mostly Goldrahdas. Overend is discouraged and should be saved for bosses instead.
Wired Lances are greatly discouraged as they almost serve no purpose to this run, unless you are able to master them. Partisans can be used both for mobility and offense, depending on how you use it.
FIGHTER
Main & Sub:
Offensive Fighter - PP Slayer Build
Offensive Fighter - Chase Build
Offensive Fighter - PP Slayer & Chase Mix Build
Fighter is obviously there for several reasons and they are second to having the best melee DPS. They are beaten by Melee Bravers when they are abusing Shunka-Shunran and Hatou-Rindou. If you have Nishiki or any other multiclass Twin Daggers, you can use them to dash, and furthermore, you do NOT need to subclass as a Fighter to use them. It's simple as using Step Attack as long as you are using a class capable of Step Attacking. Deadly Archer is obviously used a lot on bosses, while Bloody Sarabande is often used to deal with Darker mobs.
Knuckles is a great alternative for dashing. In addition, Backhand Smash is not a bad idea to use as it deals a huge amount of damage. Symphonic Drive is often used to deal tremendous amount of damage on bosses' weak points, like Dark Vibrace's abdomen. And this is the only time where Deadly Circle HAS a use when dealing with Darker mobs.
RANGER
Main & Sub:
Offensive Ranger - Pure Offensive Build
Ranger is obviously the most important class to have throughout the run, which makes boss fights shorter with Weak Bullet at ready. Ranger's best offensive tactic is to use Rodeo Drive, Additional Bullet or Thrillsplosion on group of Darkers. Cluster Bullet is deemed too unreliable as enemies in Super Hard move too fast to be caught in the blast. So it is best used when they are frozen or fighting another fighter. When a boss enemy appear, they are deployed immediately so they can make the boss fight end faster.
It is recommended that the Ranger's Sub Class is a Hunter and is using a Pure Fury Build for more efficient ranged damage.
GUNNER
Main & Sub:
Offensive Gunner - Pure Chain + Perfect Keeper Build
Offensive Gunner - Pure Chain + Aerial Build
Offensive Gunner - Aerial + Perfect Keeper Mix Build
Gunner is also seen a lot throughout the run and are often seen using Heel Stab to deal with multiple Darkers, if not the entire mob. Elder Rebellion is heavily discouraged, unless they're Goldrahdas, then it's fine. Gunners, along with Fighters, are good boss killers and should be sent out to deal with them. Using a Stylish Roll JA Infinity Fire or Elder Rebellion makes the boss fight end much faster as their insane DPS makes the boss fight shorter.
Like Ranger, it's recommended to have a Hunter Sub Class with the Pure Fury Build, and leave it to Rangers to use Weak Bullet. Don't burden yourself to use Weak Bullet, and use Chain Trigger so everyone can focus on building up chains and you can use a S Roll JA Elder Rebellion. Simple as that, and makes Dark Vibrace fight short at least.
FORCE
Main:
Offensive Force - Pure Fire Build + No Talis
Offensive Force - Pure Fire Build + Talis
Sub:
Offensive Force - Normal Tech Build (Elysion Abuse)
Forces should have a Techer Sub Class so they can activate Territory Burst to abuse Zondeel to draw in minors and let brutes slaughter them in progress. It is also recommended to have a Pure Fire Build and max Element Weak Hit for more efficient damage output. If you're not a very good Talis user, then don't bother with Talis Tech Bonus skill. Rods can still do efficient damage alone. All Foie Techs are useful throughout the run, and especially using Gifoie and Nafoie. Nafoie seriously kills Gwanahda and Dark Ragne fast. It will also be a huge wake up call for Dark Vibrace as well... especially at its rear.
It is discouraged to play as a role of Medic, but if it's really necessary, there is no right or wrong answer to your decision throughout the run.
TECHER
Main:
Offensive Techer - Melee Wand Abuse Build
Sub:
Offensive Techer - Element Weak Hit + Pure Dark Build
Supportive Techer - Element Weak Hit + Pure Support Build
Techer serves no use to the Mining Base Defense run, unless they are abusing Zondeel and is also using the Wand as the melee weapon. It is recommended to have the Wand with a Fire Element as all Darkers in this EQ are weak to Fire. This includes Rare Darkers that are only weak to Fire, such as Gwanahda Nero. Techer is often Sub Classed due to Forces being superior with using Rods for more efficiency.
BRAVER
Main:
Offensive Melee Braver - Pure Average Build
Offensive Melee Braver - Average & Weak Mix Build
Offensive Ranged Braver - Pure Average Build
Offensive Ranged Braver - Pure Weak Build
Offensive Ranged Braver - Average & Weak Mix Build
Offensive Mixed Braver - Pure Average Build
Offensive Mixed Braver - Pure Weak Build
Offensive Mixed Braver - Average & Weak Mix Build
Sub:
Offensive Tech Braver - Pure Average & Weak Build
Braver, both melee and ranged, are often seen the most throughout the run. Melee Bravers are excellent at dealing with large amount of Darkers, and thanks to their Katana Combat with maxed Combat Escape, they can throw in several Kanran-Kikyou or Shunka-Shunran for more damage. Combat JA being maxed out will also help increasing their power a lot, making Melee Bravers next to being the best thing for melee DPS. This also goes for when dealing with bosses. Combat Finish is obviously used to finish off Darkers that doesn't resist it, and will die the instant it makes contact.
Ranged Bravers are indeed involved throughout the run, but cannot deal many Darkers unlike Melee Bravers. Ranged Bravers can make up for this by using Penetrating Arrow to deal damage to several lined up Darkers, especially those Goldrahdas, for crowd control... and during the time when they are frozen by their feet. Master Shot and Last Nemesis are used for bosses and used on their weak points for extra damage. By using Pure Weak Build, along with Hunter's Pure Fury Build, a Ranged Braver is deadly enough to deal tremendous amount of damage, including when using Rapid Shoot skill. The more damage modifiers, the more efficient with the DPS.
Katanas are best used to deal with mobs in general, while Bullet Bows are best for dealing with bosses. It is possible to utilize a Braver that is mixed between using Katanas and Bullet Bows.
-----
ROLES OF MINING BASE DEFENSE
Everyone in Mining Base Defense has a role or two in the whole run. Based on how they play in the game, that's how you should be.
DESTROYER
A Destroyer is a person who disregards defending the base entirely for the whole run by fighting Darkers that are nowhere near it. Destroyers, along with the Watchers, are the highest ranking people in most runs. They are essentially the most important people to have as they take on minors, deadly mobs (Goldrahdas), and bosses throughout the run. In short, they are the first line of defense. If their defense has been breached, then it's up to the Watchers to stop them.
WATCHER
A Watcher is a person who looks out for any Darkers while being near the base and defends it. Watchers are one of the two top-ranking people in most runs, their most trusted partners are the Destroyers. Watchers are definitely the most important people to have as they serve the base's shield and live, genuine anti-virus protection. Watchers are also responsible for operating burst shields and restoring bases when they need it. People who aren't Watchers can also assist with the operations.
TACTICIAN
Tacticians are essentially people who instruct people what they should be doing regardless of their said role. It can be done via text or voice chatting with them. It's very difficult to type and fight at the same time, so voice chatting is strongly recommended. While receiving this title is rare, acting as a Tactician is still possible throughout the entire run.
MEDIC
Medics support others in need, and they are usually Forces and Techers. They dispatch Mates when other fighters need it, if any Forces or Techers carry them. Reviving fallen fighters also count towards their Medical role. Using Resta or Megidverse are a huge help, especially when they have Territory Burst activated. Using Atomizers and Riders counts towards to being a Medic. A person having this role is quite rare, but can be convenient to have.
COLLECTOR
Collectors are people who collect crystals throughout the run. All people with their said roles are collectors as well, but those who solely focus on collecting crystals will also be evaluated for this. The more people that collect crystals, the more features that will unlock. Like the Destroyers and Watchers, this is one of the most important roles, despite not able to rank high as them.
-----
STRATEGY GUIDE
First off, it is recommended to be part of a active team with many active members possible. Once you do, you'll want to form in 3 groups of 4; 3 Parties containing 4 people each. This way, you and the whole team that are partaking the Mining Base Defense will be more organized. You will also need some sort of vocal communication, like TeamSpeak or Skype. If you are playing alone with random people, then chances of securing an S Rank are very slim. The minimum percentage to secure an S Rank is 85.01%.
The team must inform others to grab what they needed, Attack Tree Buff (convenient to have, but not always mandatory), Exp Boost Ticket and Rare Boost Ticket (Exp is a must-have, while Rare Boost is an added bonus), and Half Doll (if any, it's always good to have one if you have been ignored by random players, but you shouldn't be in it).
Once the EQ is ready, fire up the quest, lock your Parties by Team Members Only and set a Password.
MISSION START
From here, you have the next 35 Seconds to start collecting crystals. All people must collect crystals before Wave 1 begins. By sometime less than 10 seconds, you may apply to your roles and begin Wave 1.
WAVE 1 START
WAVE 2 START
Two from the Purple Base, one should assist the Blue Base and the other assist the Green. The remaining two at the Purple Base should continue to collect crystals. Darkers will appear and attack Blue and Green Bases simultaneously for the first spawn. The next spawn will attack all bases, so those who are part of the Purple Base should retreat to their Party and assist them. Should the Darkers breach through the Frontline Blue and Green Offense, they should fall back to their bases as well. Any one of them with Kanran-Kikyou or Warcry will retain their Frontline Offense position.
When Dicahdas and Predicahdas show up, immediately retreat to the base to eliminate them. In addition, those who are Base Watchers should also be aware of the infection that may occur over time and destroy it. Either the Blue or Green Base will be overwhelmed by Goldrahdas, so one of the Watchers from either bases should use up one of their Burst Barriers and proceed to kill frozen Darkers.
Wave 2 ends, and again, you have 35 seconds to collect crystals and prepare for Wave 3.
WAVE 3 START
On Wave 3, the first group of Darkers consist of El Dagans and Goldrahdas and they will spawn just about any Base. If too many Goldrahdas appear at once, lure them to the Base and wait to be signalled by a Team Member to activate the Burst Barrier. Those who are nearby, regardless of Base, should eliminate frozen Darkers immediately. Those who are too far away should mind their own business and keep collecting crystals in process. Kartargots will appear either Blue or Green Bases at the end of Wave 3, so it's best to keep an eye out for them.
And don't forget, the Bases will have an occurring infection and should be dealt with immediately. You should sustain minimal damage possible. Everyone begins with 2 Healing Uses, and there is a total of 24 Heal Uses in the entire run, which also means 24 Burst Barriers; everyone has 2 Burst Barrier Uses.
Wave 3 ends after groups of Kartargots and Goldrahdas on the far side are dealt with. Once again, you have 35 seconds to collect crystals and apply your role for Wave 4. It is also a good idea to refresh your Stances before the next wave begins.
WAVE 4 START
Wave 4 gets interestingly harder as the first group always begins with Goldrahdas running towards the Bases. Namely, the Purple Base. The other people at Blue and Green Base should at least send one person from those Bases to assist the Purple Base. When next group of Darkers appear, the said people from Blue and Green Bases should retreat to their group.
Finally, sometime at the middle-end of Wave 4, a Gwanahda will randomly appear and attack that Base. Should there be a Ranger with a Weak Bullet of the said Base, the group should able to deal with it at ease, while the other two Bases remain focused on their own business. When there is only one endangered Base at the end of the wave, everyone should proceed to help them, while leaving at least 2 people from the two bases behind in case of infection.
Wave 4 ends and you have 35 seconds to do the usual thing. Everyone must be cautious where Dark Ragne spawns upon the start of Wave 5 and it's a good idea to refresh you Stances if you haven't done so already in Wave 4.
WAVE 5 START
You will notice that a lone Purple dot below the Purple Base seems to be misleading. This means an "extra helper". He or she is free to side whichever Base when Dark Ragne appears. When Dark Ragne appears in front of the said base, 5 people (either Green or Blue, with one person from Purple) will deal with the Dark Ragne. If Ragne targets the Purple, then six people (1 from Blue and 1 from Green) will deal with the Dark Ragne. The remaining ones must be left behind in case of infections and enemy mobs. And if they consist of Dicahdas, Predicahdas and or Goldrahdas, immediately use the Burst Barrier(s) and finish them off.
In addition, there must be at least one Ranger for each Base. The closest Ranger gets deployed first, so they can deal with Dark Ragne.
After for some time after killing all those Goldrahdas, Wave 5 ends and the fun begins in the next 35 seconds. And for the third and last time, it's always a good idea to refresh your Stances.
FINAL WAVE START
From here, you will notice 3 new colors. These represent people who are dealing with Dark Vibrace. It is recommended to have a Hunter with Warcry and a Ranger with Weak Bullet. The third dealer can be just about anyone who is offensive. Those who are positioned by the Bases MUST focus on dealing with massive waves of Goldrahdas as they may seriously be boosted. If that is the case, anyone with remaining Burst Barriers should use them and deal with them immediately. Should there be damage sustained by Dark Vibrace, heal that Base. If you are out of Healing Uses as part of your Base, call for assistance and switch places with that person from the Purple Base, since it's the closest.
If Dark Vibrace is too close to any of the Bases, mostly Purple, they are to get involved with the boss fight. One or two from each Base should summon a Laser Cannon (worth 5,000 Points) and hit the spot that has Weak Bullet latched onto and strike there. Those who can still access the Laser Cannon after Dark Virbace is beaten should use it to instantly kill the remaining Goldrahdas and claim your victory. If you used up your Laser Cannon usage and you still have Healing Uses, use them before the Final Wave ends.
Once the Final Wave ends, you are unable to heal the Bases in the aftermath. With this well-organized strategy, you will claim victory with at least more than 85.01%, meaning you should at least secure an S Rank. If not, it's was worth partaking the Mining Base Defense EQ. And that's it. Break the giant red crystal to claim your rares!
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CONCLUSION
I'd like to thank you for taking your time to read most of this and adding your support to this guide.
If there are any errors, suggestions or alternative strategies, feel free to share them on here and this guide may be revised for a better chance of victory.
Greetings, Team Outlaws and Guests.
Mining Base Defense is a special Episode 2 Emergency Quest (EQ) we all commonly refer it as "Mining Defense" (MD), "Tower Defense" (TD) and "Lillipa Darker Invasion" (LDI). Mining Base Defense is a special quest for PSO2 that plays first part of the IDOLA music throughout the run. The more waves passes by, the more the music intensifies. It is also essentially Dark Vibrace's boss theme, which can be heard from here.
Mining Base Defense has 6 Waves, in which the sixth wave is the Final Wave. The Final Wave always has Dark Vibrace involved and has a slim chance of having no bonus boosts. If it has no boosts, it should be seen as a good thing. If it does, it's usually HP and S-ATK buff. Which screams bad news for most players as they have a chance of dying in one or two shot from certain attacks. Not only Dark Vibrace gets the boost, but Darkers in the Wave also receive that boost as well. If you read something like, "FINAL WAVE START - 60% HP and 40% S-ATK Boost", then all enemies, including Dark Vibrace, get that boost of the entire Wave. In addition, it makes it hard to kill them all on time due to the increased HP.
The only way you know when the wave receives a boost when the "WAVE # START" has a red signal and also reads "WARNING". This will let you know the Darkers during this wave have increased in strength and or stamina. Should Darkers in the Final Wave receive a boost, it always result at least one boost with 60%. If 60% S-ATK boost, that's no problem. If it's HP, that's a problem. Because Dark Vibrace has an unimaginable amount of HP. As closely observed, it has more than several hundred HP, somewhere around Dark Falz Elder has or less. With the HP boost, it's clearly obvious that Dark Vibrace has the most HP in the game.
-----
CLASS RECOMMENDATIONS
HUNTER
Main:
Offensive Hunter - All Weapon Gears
Offensive Hunter - Sword Gear Only
Offensive Hunter - Warcry + Sword Gear Only
Sub:
Offensive Hunter - Pure Fury Build
Defensive Hunter - Pure Guard Build + Automate Halfline
Hunters are obviously important to have in this whole run. Not only they're physically powerful, they can use Warcry to lure away Darkers that are running towards the Bases. With that being said, they are to deal with them when they have the Hunters' attention. Ride Slasher and Guilty Break are essentially good PA's for dealing with huge mobs, especially if they're mostly Goldrahdas. Overend is discouraged and should be saved for bosses instead.
Wired Lances are greatly discouraged as they almost serve no purpose to this run, unless you are able to master them. Partisans can be used both for mobility and offense, depending on how you use it.
FIGHTER
Main & Sub:
Offensive Fighter - PP Slayer Build
Offensive Fighter - Chase Build
Offensive Fighter - PP Slayer & Chase Mix Build
Fighter is obviously there for several reasons and they are second to having the best melee DPS. They are beaten by Melee Bravers when they are abusing Shunka-Shunran and Hatou-Rindou. If you have Nishiki or any other multiclass Twin Daggers, you can use them to dash, and furthermore, you do NOT need to subclass as a Fighter to use them. It's simple as using Step Attack as long as you are using a class capable of Step Attacking. Deadly Archer is obviously used a lot on bosses, while Bloody Sarabande is often used to deal with Darker mobs.
Knuckles is a great alternative for dashing. In addition, Backhand Smash is not a bad idea to use as it deals a huge amount of damage. Symphonic Drive is often used to deal tremendous amount of damage on bosses' weak points, like Dark Vibrace's abdomen. And this is the only time where Deadly Circle HAS a use when dealing with Darker mobs.
RANGER
Main & Sub:
Offensive Ranger - Pure Offensive Build
Ranger is obviously the most important class to have throughout the run, which makes boss fights shorter with Weak Bullet at ready. Ranger's best offensive tactic is to use Rodeo Drive, Additional Bullet or Thrillsplosion on group of Darkers. Cluster Bullet is deemed too unreliable as enemies in Super Hard move too fast to be caught in the blast. So it is best used when they are frozen or fighting another fighter. When a boss enemy appear, they are deployed immediately so they can make the boss fight end faster.
It is recommended that the Ranger's Sub Class is a Hunter and is using a Pure Fury Build for more efficient ranged damage.
GUNNER
Main & Sub:
Offensive Gunner - Pure Chain + Perfect Keeper Build
Offensive Gunner - Pure Chain + Aerial Build
Offensive Gunner - Aerial + Perfect Keeper Mix Build
Gunner is also seen a lot throughout the run and are often seen using Heel Stab to deal with multiple Darkers, if not the entire mob. Elder Rebellion is heavily discouraged, unless they're Goldrahdas, then it's fine. Gunners, along with Fighters, are good boss killers and should be sent out to deal with them. Using a Stylish Roll JA Infinity Fire or Elder Rebellion makes the boss fight end much faster as their insane DPS makes the boss fight shorter.
Like Ranger, it's recommended to have a Hunter Sub Class with the Pure Fury Build, and leave it to Rangers to use Weak Bullet. Don't burden yourself to use Weak Bullet, and use Chain Trigger so everyone can focus on building up chains and you can use a S Roll JA Elder Rebellion. Simple as that, and makes Dark Vibrace fight short at least.
FORCE
Main:
Offensive Force - Pure Fire Build + No Talis
Offensive Force - Pure Fire Build + Talis
Sub:
Offensive Force - Normal Tech Build (Elysion Abuse)
Forces should have a Techer Sub Class so they can activate Territory Burst to abuse Zondeel to draw in minors and let brutes slaughter them in progress. It is also recommended to have a Pure Fire Build and max Element Weak Hit for more efficient damage output. If you're not a very good Talis user, then don't bother with Talis Tech Bonus skill. Rods can still do efficient damage alone. All Foie Techs are useful throughout the run, and especially using Gifoie and Nafoie. Nafoie seriously kills Gwanahda and Dark Ragne fast. It will also be a huge wake up call for Dark Vibrace as well... especially at its rear.
It is discouraged to play as a role of Medic, but if it's really necessary, there is no right or wrong answer to your decision throughout the run.
TECHER
Main:
Offensive Techer - Melee Wand Abuse Build
Sub:
Offensive Techer - Element Weak Hit + Pure Dark Build
Supportive Techer - Element Weak Hit + Pure Support Build
Techer serves no use to the Mining Base Defense run, unless they are abusing Zondeel and is also using the Wand as the melee weapon. It is recommended to have the Wand with a Fire Element as all Darkers in this EQ are weak to Fire. This includes Rare Darkers that are only weak to Fire, such as Gwanahda Nero. Techer is often Sub Classed due to Forces being superior with using Rods for more efficiency.
BRAVER
Main:
Offensive Melee Braver - Pure Average Build
Offensive Melee Braver - Average & Weak Mix Build
Offensive Ranged Braver - Pure Average Build
Offensive Ranged Braver - Pure Weak Build
Offensive Ranged Braver - Average & Weak Mix Build
Offensive Mixed Braver - Pure Average Build
Offensive Mixed Braver - Pure Weak Build
Offensive Mixed Braver - Average & Weak Mix Build
Sub:
Offensive Tech Braver - Pure Average & Weak Build
Braver, both melee and ranged, are often seen the most throughout the run. Melee Bravers are excellent at dealing with large amount of Darkers, and thanks to their Katana Combat with maxed Combat Escape, they can throw in several Kanran-Kikyou or Shunka-Shunran for more damage. Combat JA being maxed out will also help increasing their power a lot, making Melee Bravers next to being the best thing for melee DPS. This also goes for when dealing with bosses. Combat Finish is obviously used to finish off Darkers that doesn't resist it, and will die the instant it makes contact.
Ranged Bravers are indeed involved throughout the run, but cannot deal many Darkers unlike Melee Bravers. Ranged Bravers can make up for this by using Penetrating Arrow to deal damage to several lined up Darkers, especially those Goldrahdas, for crowd control... and during the time when they are frozen by their feet. Master Shot and Last Nemesis are used for bosses and used on their weak points for extra damage. By using Pure Weak Build, along with Hunter's Pure Fury Build, a Ranged Braver is deadly enough to deal tremendous amount of damage, including when using Rapid Shoot skill. The more damage modifiers, the more efficient with the DPS.
Katanas are best used to deal with mobs in general, while Bullet Bows are best for dealing with bosses. It is possible to utilize a Braver that is mixed between using Katanas and Bullet Bows.
-----
ROLES OF MINING BASE DEFENSE
Everyone in Mining Base Defense has a role or two in the whole run. Based on how they play in the game, that's how you should be.
DESTROYER
A Destroyer is a person who disregards defending the base entirely for the whole run by fighting Darkers that are nowhere near it. Destroyers, along with the Watchers, are the highest ranking people in most runs. They are essentially the most important people to have as they take on minors, deadly mobs (Goldrahdas), and bosses throughout the run. In short, they are the first line of defense. If their defense has been breached, then it's up to the Watchers to stop them.
WATCHER
A Watcher is a person who looks out for any Darkers while being near the base and defends it. Watchers are one of the two top-ranking people in most runs, their most trusted partners are the Destroyers. Watchers are definitely the most important people to have as they serve the base's shield and live, genuine anti-virus protection. Watchers are also responsible for operating burst shields and restoring bases when they need it. People who aren't Watchers can also assist with the operations.
TACTICIAN
Tacticians are essentially people who instruct people what they should be doing regardless of their said role. It can be done via text or voice chatting with them. It's very difficult to type and fight at the same time, so voice chatting is strongly recommended. While receiving this title is rare, acting as a Tactician is still possible throughout the entire run.
MEDIC
Medics support others in need, and they are usually Forces and Techers. They dispatch Mates when other fighters need it, if any Forces or Techers carry them. Reviving fallen fighters also count towards their Medical role. Using Resta or Megidverse are a huge help, especially when they have Territory Burst activated. Using Atomizers and Riders counts towards to being a Medic. A person having this role is quite rare, but can be convenient to have.
COLLECTOR
Collectors are people who collect crystals throughout the run. All people with their said roles are collectors as well, but those who solely focus on collecting crystals will also be evaluated for this. The more people that collect crystals, the more features that will unlock. Like the Destroyers and Watchers, this is one of the most important roles, despite not able to rank high as them.
-----
STRATEGY GUIDE
First off, it is recommended to be part of a active team with many active members possible. Once you do, you'll want to form in 3 groups of 4; 3 Parties containing 4 people each. This way, you and the whole team that are partaking the Mining Base Defense will be more organized. You will also need some sort of vocal communication, like TeamSpeak or Skype. If you are playing alone with random people, then chances of securing an S Rank are very slim. The minimum percentage to secure an S Rank is 85.01%.
The team must inform others to grab what they needed, Attack Tree Buff (convenient to have, but not always mandatory), Exp Boost Ticket and Rare Boost Ticket (Exp is a must-have, while Rare Boost is an added bonus), and Half Doll (if any, it's always good to have one if you have been ignored by random players, but you shouldn't be in it).
Once the EQ is ready, fire up the quest, lock your Parties by Team Members Only and set a Password.
MISSION START
From here, you have the next 35 Seconds to start collecting crystals. All people must collect crystals before Wave 1 begins. By sometime less than 10 seconds, you may apply to your roles and begin Wave 1.
WAVE 1 START
The first part of the fun begins here. You will be fought by Dagans that will usually start in the middle, and by that, they want to destroy the Purple Base, so those who are in the Frontline Offense should stop them there. Melee Bravers do a better job at stopping them with Kanran-Kikyou. A Hunter with Warcry works just as efficient as well. A Force or Techer casting a Territory Burst Zondeel helps as well. Should the Frontline Offense be breached, the Watchers by the Purple Base should stop them. One Watcher from both Blue and Green are to assist, since they're near to the Purple Base anyways.
But it doesn't end there, El Ahdas appear after the Dagan and will spawn anywhere for the bases, but is often spotted in the middle... so it's not always guaranteed. After the El Ahdas are small groups aiming for the bases, so all of the Frontline Offensive peeps are to retreat to the base to assist the Watchers. Those who are collecting crystals should do it later if any Darker are nearby. If you are a Ranger, Gunner, Force, Techer or Braver, you are to stop collecting crystals for a moment and assist fighting. Hunters and Fighters will go back to collect crystals, unless they are subbed as Bravers, utilizing a Bow.
Wave 1 ends, and you have 35 seconds to collect the crystals. Please remember that there is NO competition. Collect crystals as you see them and make sure they are near to you as well. For the last 10 seconds, apply to your role for Wave 2. Crystal collectors should keep on collecting.
But it doesn't end there, El Ahdas appear after the Dagan and will spawn anywhere for the bases, but is often spotted in the middle... so it's not always guaranteed. After the El Ahdas are small groups aiming for the bases, so all of the Frontline Offensive peeps are to retreat to the base to assist the Watchers. Those who are collecting crystals should do it later if any Darker are nearby. If you are a Ranger, Gunner, Force, Techer or Braver, you are to stop collecting crystals for a moment and assist fighting. Hunters and Fighters will go back to collect crystals, unless they are subbed as Bravers, utilizing a Bow.
Wave 1 ends, and you have 35 seconds to collect the crystals. Please remember that there is NO competition. Collect crystals as you see them and make sure they are near to you as well. For the last 10 seconds, apply to your role for Wave 2. Crystal collectors should keep on collecting.
WAVE 2 START
Two from the Purple Base, one should assist the Blue Base and the other assist the Green. The remaining two at the Purple Base should continue to collect crystals. Darkers will appear and attack Blue and Green Bases simultaneously for the first spawn. The next spawn will attack all bases, so those who are part of the Purple Base should retreat to their Party and assist them. Should the Darkers breach through the Frontline Blue and Green Offense, they should fall back to their bases as well. Any one of them with Kanran-Kikyou or Warcry will retain their Frontline Offense position.
When Dicahdas and Predicahdas show up, immediately retreat to the base to eliminate them. In addition, those who are Base Watchers should also be aware of the infection that may occur over time and destroy it. Either the Blue or Green Base will be overwhelmed by Goldrahdas, so one of the Watchers from either bases should use up one of their Burst Barriers and proceed to kill frozen Darkers.
Wave 2 ends, and again, you have 35 seconds to collect crystals and prepare for Wave 3.
WAVE 3 START
On Wave 3, the first group of Darkers consist of El Dagans and Goldrahdas and they will spawn just about any Base. If too many Goldrahdas appear at once, lure them to the Base and wait to be signalled by a Team Member to activate the Burst Barrier. Those who are nearby, regardless of Base, should eliminate frozen Darkers immediately. Those who are too far away should mind their own business and keep collecting crystals in process. Kartargots will appear either Blue or Green Bases at the end of Wave 3, so it's best to keep an eye out for them.
And don't forget, the Bases will have an occurring infection and should be dealt with immediately. You should sustain minimal damage possible. Everyone begins with 2 Healing Uses, and there is a total of 24 Heal Uses in the entire run, which also means 24 Burst Barriers; everyone has 2 Burst Barrier Uses.
Wave 3 ends after groups of Kartargots and Goldrahdas on the far side are dealt with. Once again, you have 35 seconds to collect crystals and apply your role for Wave 4. It is also a good idea to refresh your Stances before the next wave begins.
WAVE 4 START
Wave 4 gets interestingly harder as the first group always begins with Goldrahdas running towards the Bases. Namely, the Purple Base. The other people at Blue and Green Base should at least send one person from those Bases to assist the Purple Base. When next group of Darkers appear, the said people from Blue and Green Bases should retreat to their group.
Finally, sometime at the middle-end of Wave 4, a Gwanahda will randomly appear and attack that Base. Should there be a Ranger with a Weak Bullet of the said Base, the group should able to deal with it at ease, while the other two Bases remain focused on their own business. When there is only one endangered Base at the end of the wave, everyone should proceed to help them, while leaving at least 2 people from the two bases behind in case of infection.
Wave 4 ends and you have 35 seconds to do the usual thing. Everyone must be cautious where Dark Ragne spawns upon the start of Wave 5 and it's a good idea to refresh you Stances if you haven't done so already in Wave 4.
WAVE 5 START
You will notice that a lone Purple dot below the Purple Base seems to be misleading. This means an "extra helper". He or she is free to side whichever Base when Dark Ragne appears. When Dark Ragne appears in front of the said base, 5 people (either Green or Blue, with one person from Purple) will deal with the Dark Ragne. If Ragne targets the Purple, then six people (1 from Blue and 1 from Green) will deal with the Dark Ragne. The remaining ones must be left behind in case of infections and enemy mobs. And if they consist of Dicahdas, Predicahdas and or Goldrahdas, immediately use the Burst Barrier(s) and finish them off.
In addition, there must be at least one Ranger for each Base. The closest Ranger gets deployed first, so they can deal with Dark Ragne.
After for some time after killing all those Goldrahdas, Wave 5 ends and the fun begins in the next 35 seconds. And for the third and last time, it's always a good idea to refresh your Stances.
FINAL WAVE START
From here, you will notice 3 new colors. These represent people who are dealing with Dark Vibrace. It is recommended to have a Hunter with Warcry and a Ranger with Weak Bullet. The third dealer can be just about anyone who is offensive. Those who are positioned by the Bases MUST focus on dealing with massive waves of Goldrahdas as they may seriously be boosted. If that is the case, anyone with remaining Burst Barriers should use them and deal with them immediately. Should there be damage sustained by Dark Vibrace, heal that Base. If you are out of Healing Uses as part of your Base, call for assistance and switch places with that person from the Purple Base, since it's the closest.
If Dark Vibrace is too close to any of the Bases, mostly Purple, they are to get involved with the boss fight. One or two from each Base should summon a Laser Cannon (worth 5,000 Points) and hit the spot that has Weak Bullet latched onto and strike there. Those who can still access the Laser Cannon after Dark Virbace is beaten should use it to instantly kill the remaining Goldrahdas and claim your victory. If you used up your Laser Cannon usage and you still have Healing Uses, use them before the Final Wave ends.
Once the Final Wave ends, you are unable to heal the Bases in the aftermath. With this well-organized strategy, you will claim victory with at least more than 85.01%, meaning you should at least secure an S Rank. If not, it's was worth partaking the Mining Base Defense EQ. And that's it. Break the giant red crystal to claim your rares!
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CONCLUSION
I'd like to thank you for taking your time to read most of this and adding your support to this guide.
If there are any errors, suggestions or alternative strategies, feel free to share them on here and this guide may be revised for a better chance of victory.