[UB][SIZE="5"]1. Introduction[/SIZE]
Erinn Martial Arts Tournament, more commonly known as “MAâ€, is a series of theater missions consisting of 9 rounds in Avon. MA is often spammed by parties and guilds, as it provides an enormous amount of EXP relative to the time it takes to clear it. There are several methods of clearing each round, but the most effective method is to blaze, which will be covered in this guide. The effectiveness of these blaze parties can be ruined by ignorance of uninformed individuals, which is why players prefer to run MA with their guilds. However, sometimes those guilds are not always available and may not always understand how blaze functions with crisis, and forming a decent blaze party from randoms in Avon is difficult due to the ignorance of certain individuals.
[SIZE="5"]2. Roles[/SIZE]
There are two primary roles which include a puppeteer and blazer(s). There is another minor role, but is not required.
a. Puppeteer AKA Crisis Slave
What enables this combo to work is the [S]crisis slave[/S] puppeteer, but only one is required. Having multiple puppeteers may be helpful if the first attempt fails, and during the final round. This role is typically played by a puppeteer who has r1 Crisis and the master title and/or crisis reforge hat. The puppeteer must use Act 6: Crisis, and immediately follow up with Act 4: Rising Action. Do note that any excessive delay with Act 4 will cause the NPCs to be knocked back, instead of down, due to the loss of the buildup in the knockdown gauge over time.
However, before this is done, the puppeteer should move into the center of the NPCs, which will allow them collect the highest number of NPCs with Crisis. If Deian or Ruwai spawns, the puppet should hit said NPC before using Crisis, so that those summons will be collected by Crisis as well. Wire Pull can be used to drag any NPC outside of the crisis radius in beforehand.
Act 4: Simply gather the NPCs with Crisis, and follow up with Act 4. (Blazer(s) will stand on the puppet)
It’s possible to use Act 7: Climatic Crash instead of Act 4, but Act 4 is preferred over Act 7, as it is arguably easier to coordinate with the blazer(s).
[SPOILER="Act 7"]Crisis and follow up with Act 7. The puppet MUST charge into the direction of where the blazer is positioned. (Blazer will stand normal knockback distance away from the puppet)[/SPOILER]
b. Blazer(s)
The blazer(s) will use blaze, hence the name. Only one blazer is required, but having multiples will yield better results, as blaze can be stacked. This role is typically played by a mage with r1 Blaze, and have a high MATK. A blaze damage reforge is useful, but not required as there can be multiple blazers. All blazes must released at around the same time, or a knockback of one or more blaze'd NPC will occur.
There should be enough time at the start of crisis and the end of Act 4 for blaze to be fully charged.
However, before charging blaze, the blazer(s) must move into position.
Act 4: Follow the puppet and stand on top of it (or slightly behind). Once the puppet is in position, the blazer(s) should start charging blaze. Once Act 4: Rising Action ends (or near the end), the blazer(s) should release blaze.
[SPOILER="Act 7"]Act 7: Stand normal knockback distance away from the puppet. When the NPCs are knocked downed, release blaze. This should be done near the end of the animation of Act 7. Due to the nature of Act 7, having a blaze explosive range reforge will be helpful. [/SPOILER]
c. Everyone Else
The role of everyone else is not required, but may be helpful. Someone may WM any NPCs that are near the end of the arena so that the NPC will be within the crisis radius. If Deian or Ruwai spawns, someone may use a normal attack instead of the puppet, but be sure to discuss this with the party prior to starting. [SPOILER="If puppeteer is lagging..."]Note that if the puppeteer is having lag issues and cannot follow up with Act 4 on time, it's possible to replace act 4 with certain knockdown skills, like Hailstorm. However, this will require one to have next to no lag, as it must happen IMMEDIATELY after the invincibility frames of crisis, or knockback will occur.
It's possible for another player to use flameburst into crisis instead of act 4, but the blazers should stand in front of the flameburst, where the NPCs will be knocked back towards. [/SPOILER]
[SIZE="5"]3. What Not to Do[/SIZE]
As stated before, blaze is the most effective way (unbuffed/unprepared) of clearing rounds in MA, but may be ruined by the individuals who lack understanding of how blaze functions.
Blaze functions by using the knockdown provided by act 4/7 in a group collected by crisis. Moreover, blaze damage comes from knockdown, and therefore it is best not to interrupt the combo because most skills affect the knockdown gauge. General rule of thumb is don’t do anything outside of your role when Crisis > Act 4/7 > Blaze is being performed.
Under no circumstances should anyone:
1. Use pets that lock mobs in place before or during crisis, act 4, or blaze. Pets like ice dragon and scooters prevent knockdown, which prevents blaze from doing actual damage.
2. Use shadow bind before or during crisis. Crisis collects mobs in a group for blaze, and by using shadow bind, mobs cannot be collected. Knockdown is still possible with shadow bind, therefore, shadow bind works fine after crisis.
3. Ele frozen blast before or during Crisis, Act 4, or blaze. Frozen blast functions in a similar matter to ice dragons. Knockdown gauge does not build up when frozen, therefore making blaze useless.
4. Flame Burst into Crisis > Act 4. Flame burst affects knockdown, and will cause Act 4 to knockback, and therefore will not be in the blaze radius.
5. WM everything away from the puppet. Pretty self-explanatory, if not, NPCs will be out of range.
6. Use any skills have build up the knockdown gauge or causes knockback between crisis, act 4, and blaze. Knockback will occur, defeating the purpose of crisis, and will be out of blaze radius.
7. Use shock before the combo is completed. Shock resets knockdown, therefore making blaze useless. Act 4 will knockback if shock is used.
8. Use r1 Rain Casting in the first 8 rounds. The lightning that stuns may cause the NPC to be knocked back from Act 4 because it resets knockdown, defeating the purpose as the NPCs will not be in the radius of blaze.
If a player is unsure about a skill, do not use it. The combo is easiest without interruption.
[SIZE="5"]4. Final Round[/SIZE]
As for the final round, Crisis > Act 4 > Blaze can be alternated. This will still clear rounds fairly quickly.
This requires at least two puppeteers to alternative crisis > act 4 during the other puppeteer’s cooldown.
1. Bring out 1st puppet to Crisis > Act 4 > Blaze.
2. Put away puppet 1.
3. Bring out 2nd puppet to Crisis Act 4 > Blaze.
4. Put away puppet 2.
5. Repeat steps 1-5 until NPCs are dead.
Stun pets should be used when puppeteers are alternating puppets.
[SIZE="5"]5. Conclusion[/SIZE]
When done correctly, this combo should be able to clear rounds very quickly. Act 7: Climatic Crash can be used instead of Act 4, however, this requires the blazer(s) to be positioned differently. The party may follow up this combo with Act 7, IS>Blaze, or anything in general.
The guide was written to enlighten individuals who lack understanding of what can and cannot happen in a blaze party.
Feel free to add or correct anything. Thank you for reading!
[SIZE="5"]Videos: [/SIZE]
These videos are obviously not mine.
[SPOILER="videos"][video=youtube;1WXD7KromjE]https://www.youtube.com/watch?v=1WXD7KromjE[/video]
[video=youtube;NV1DnfyfPXE]https://www.youtube.com/watch?v=NV1DnfyfPXE[/video]
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