Kirbychu
February 25th, 2015, 12:41 AM
Kirbychu’s Guide to AoE Parties
For those of you who are new to DOMO, I have put together a guide to teach everyone how to level the fastest & funnest way you will ever level in DOMO: AoE parties. Please note that the following is not a 100% correct way to play the game and is simply a guide (as there is no 100% correct way to play and enjoy DOMO).
What is an AoE Party?
An AoE party is a full party (6 people) that uses AoE's (area of effect spells) to damage multiple enemies in order to maximize experience gained.
Why Do I Want One?
Experience in DOMO is not just gained after defeating a mob like in other MMO's, you get exp while you fight a mob. So every time you hit an enemy you're getting exp. This means the more hp a monster has, the more exp it will give you. This also means the more mobs you hit with one skill (an AoE to be exact) the faster you will gain exp.
The Roles of an AoE Party
The Tank
Basic Info About the Tank Role:
The tank is exactly what it is in other games – someone who takes damage so the rest of the party doesn't have to. The tank in DOMO is the Mercenary. Mercenary skills can also be subbed on other jobs, so other jobs can tank if their stats are built for tanking and they have both Mercenary skill trees subbed, as well as Heavy Armor and Spear equip. A typical stat build for tanking is 2 durability 1 agility per level.
Important Skills:
Wicked Windmill - your first (and for a long time only) AoE taunting skill. It does damage to surrounding enemies and will draw aggro/hate even if it misses.
Mock Monsters - pick this up at 29 from the Ax tree (you will need to level up Taunt to get it - it's on the 2nd page). This is another AoE taunt skill that doesn't do damage, but draws more aggro than Wicked Windmill. You will want to alternate between Mock and WW to maximize your aggro.
Circle Formation - this is a defense buff that buffs the entire party. How strong the buff is depends on how many people you have in your party - so having a full team of 6 will make your formations much stronger.
Crane Formation - this is another party buff that buffs magic attack - which will help your AoEs do more damage to the mobs. Since most (though not all) AoEs use magic attack, this formation is more beneficial to use than Arrow Formation - though if you have the skill points, I recommend getting both. Only use Arrow Formation if you don't have any magical classes in your party (so pretty much if you just have dancers - as their strongest AoEs are physical). Note that Crane and Arrow Formations do not stack.
Dustpan Formation - this is required to level up in order to gain access to Crane Formation. This increases the party's magic defense - which is not useful in most circumstances because most mobs you will be fighting are physical. It is worth mentioning however that you may end up in a situation where you need it. Note that Circle and Dustpan Formations do not stack.
Taunt - this skill is required to level up to gain access to Mock Monsters. It is a single target taunt skill that does no damage, and it is found in the Ax tree as opposed to Spear (where most of your skills as a party Tank will be coming from). It is useful to level this up past the required level for Mock, as you can use it to grab stragglers that you missed with either Mock or WW.
The Doc
Basic Info About the Doc Role:
The doc is your healer – and is an abbreviation of the job name Doctor – which is the healer of DOMO. Doctors use a combination of their skill trees (Medical Treatment and Croakus Pocus) to buff and heal the party. The Doctor uses consumable items called Frogs to cast a lot of their skills. Some common builds for Doctor are 2 wis 1 agi, pure wis, or 2 agi 1 wis.
Important Skills:
First Aid - the Doc's staple heal. Level this up as often as possible.
Frog's Leg Soup - a fast casting heal that consumes a frog. Not required to get, but useful as an emergency heal.
Regeneration - a HP regen/heal over time buff. Level this up as often as possible.
Born Again - resurrects a dead player. Not required to get higher than level 1 unless you want to get Ultimate Healing.
Inner Magic - a self-only MP regen buff (great for subbing on other classes). Obtained at level 33.
Greater Healing - a party heal. Obtained at level 24.
Prolong Life - consumes a frog to increase the target's maximum HP. Level this up as often as possible.
Frog Forcefield - consumes a frog to increase the target's physical defense. Level this up as often as possible.
Fantastic Frog's Leg Soup - a party heal that consumes a frog. Also not required to level up, but is another useful heal.
Not-So-Important Skills:
Frog Force - consumes a frog to increase the target's physical attack. Not required, and is in my opinion a waste of skill points.
Yin Frog - consumes a frog to increase the target's magical attack. Fencers and Wizards will love you if you have it, but it is another waste of skill points unless you don’t plan on getting equip or Ultimate.
Yang Frog - consumes a frog to increase the target's magical defense. Useful, but not required. Only level up if you have extra points to spend at higher levels (like 50+).
Ultimate Healing - requires level 5 Born Again, instant-cast AoE heal that heals for a large amount with a long cooldown. Not required, but a fun skill and “Oh !@#$” button.
Detox - removes poison and makes the target immune to poisons for a short time. Level this up twice to make it cast on the entire party. Not required. Only really useful in certain situations.
Purify - removes all good and bad statuses affecting the enemy (useful in pvp). Pretty much ONLY useful in pvp…
The Muse
Basic Info About the Muse Role:
The muse is the buffer of the party – and is an abbreviation of the job name Musician. Party Musicians only use skills from the Musical Magic skill tree (Pet Sounds are for solo muse). If you are a muse and want to be a party muse but have pet songs, I recommend reskilling (you can reskill for free up to level 15 at an NPC in the dojo in Eversun City) as you will need all the skill points you can get your hands on to level up all your party songs. Note that Musicians can't move while casting songs and their songs can (and probably will) draw aggro from any non-engaged enemies. Common builds for the Muse are 2 wis 1 agi or 2 agi 1 wis.
Important Skills:
Mystic Mantra – the most important song the Muse gets. This increases MP regeneration for the party. Level it as often as possible. Note that this does not increase the Muse’s own MP regeneration.
Transfusion Tune (Fuse) – the 2nd most important skill the Muse gets. Obtained at level 29. This skill transfers the Muse’s HP into MP and gives it to the target. It is helpful for the Muse to have Prolong Life cast on them, so they have more HP to fuse with.
Courageous Chorus – this song increases the physical and magical attack of the party. This should be the next skill you upgrade after Mantra and Fuse, as it makes your AoEs deal more damage to the mobs.
Song of Concentration – this song increases the accuracy and magical accuracy of the party. This is another important song because it allows your AoEs to hit enemies more often.
Diligent Ditty – this song increases the evasion and magical evasion of the party. This is especially helpful for pullers and tanks as it helps them avoid taking damage. Try and make sure the puller is in range before casting.
Mars’ Song – this is the first “long song” that the Muse gets at level 30. It increases the physical attack, accuracy, and evasion of the party, and it stacks with all of the short Muse songs. Note that the long songs don’t need to be cast as often as the short ones.
Hymn to the Goddess – this “long song” is obtained at level 31. It increases the magical attack, magical accuracy, and magical evasion of the party, and it stacks with all of the short Muse songs.
Echo Guard – this “long song” is obtained at level 32. This song reflects damage and spells back at the enemies.
Not-So-Important Skills:
Super Sonic Swipe – this is a very powerful AoE skill that Muse can choose to get. It does a lot of damage (and can grab a lot of hate). It is really up to you if you want to get this skill. I recommend choosing between this and Instrument equip.
Pet Songs – this is including anything in the Pet Songs tree - rather than describe each skill in detail. If you plan to be a strictly party Muse, getting any pet songs is a risk that you will not have enough skill points to level your party songs up at proper intervals. That isn’t to say you CAN’T, just that I wouldn’t recommend it. What I sometimes did was only get the pet HP and MP heals and only make them level 1. This does set back your skills a little, but it also makes it so you don’t have to spend money to heal your pet at the pet shop. I do not recommend getting any of the pet buffs.
The Puller
Basic Info About the Puller Role:
Another important job, but one almost no one wants to do. This job does the most amount of work for the least amount of experience. The puller's job is to “pull” mobs to the party. They do this by using a bow (if not a Hunter, buy a beginner bow from the NPC in the summoning pool) and attacking mobs, bringing them to where the party is standing. Doing this sometimes puts the puller outside of exp-sharing range of the party – which decreases how much exp they get. Using a bow helps minimize how often this happens.
What Jobs Make Good Pullers?
Technically any job can be a puller, but it is recommended that the puller be wearing Clothing (such as Thief, Hunter, Martial Artist), Light Armor (Blademaster, Fencer), or even Heavy Armor (though it is not recommended as it lowers your attack speed). So if you are on a class that naturally wears Robes or Dancerwear, you should level up Blademaster/Thief to level 30 for Light Armor/Clothing equip before pulling (or be very very careful). Jobs that are considered pullers (unless subbing tank/AoEs/muse/doc) are Thief, Hunter, Martial Artist, Commoner, Merchant, Witch Doctor, Blademaster, and Fencer (before 22-23+ when they get AoEs).
The AoEs
Basic Info About the AoE Role:
The AoEs are the DPS (damage dealers) of the party. They are the ones who get – and therefore share – the exp in the group. If not careful, AoEs will get aggro a lot – it is best to wait for the tank to use Wicked Windmill or Mock Monsters BEFORE using any AoEs.
What Jobs Are Considered AoEs?
Jobs that start out with AoEs (meaning having them by the time they hit 15) are Wizard and Dancer. Wizard AoEs can be subbed on Shaman (Shaman does start getting their own around 30) without any equip (and possibly Witch Doctor – it was in AG DOMO, but not in IC DOMO) but uses scrolls – which can get expensive unless you farm them yourself. Dancer uses AoEs from both their skill trees – the ones from Different Dances are weaker, but are more spammable. Fencer gets AoEs in their 20's and is considered a full-fledged AoE by level 25 usually. Shaman is considered a full AoE without Wizard subs at around level 30.
Important Side-Note:
Having one or two AoEs does not make you an AoE/DPS. You must have at least 3 AoEs of comparable level to you (meaning not all level 1 AoEs when you're in a level 30 area) to be considered an AoE. I can't tell you how many times I've seen people with just the Different Dances Dancer AoEs (sometimes only level 1) subbed and no other AoEs and try to pass themselves off as a DPS. Likewise the puller-only classes do get AoEs, but are not considered DPS because they get two at the most.
I hope this guide has been informative. If you would like information on when and where to do AoE parties, please check out my Leveling Guide (http://domoaddict.blogspot.com/p/domo-leveling-guide.html).
For those of you who are new to DOMO, I have put together a guide to teach everyone how to level the fastest & funnest way you will ever level in DOMO: AoE parties. Please note that the following is not a 100% correct way to play the game and is simply a guide (as there is no 100% correct way to play and enjoy DOMO).
What is an AoE Party?
An AoE party is a full party (6 people) that uses AoE's (area of effect spells) to damage multiple enemies in order to maximize experience gained.
Why Do I Want One?
Experience in DOMO is not just gained after defeating a mob like in other MMO's, you get exp while you fight a mob. So every time you hit an enemy you're getting exp. This means the more hp a monster has, the more exp it will give you. This also means the more mobs you hit with one skill (an AoE to be exact) the faster you will gain exp.
The Roles of an AoE Party
The Tank
Basic Info About the Tank Role:
The tank is exactly what it is in other games – someone who takes damage so the rest of the party doesn't have to. The tank in DOMO is the Mercenary. Mercenary skills can also be subbed on other jobs, so other jobs can tank if their stats are built for tanking and they have both Mercenary skill trees subbed, as well as Heavy Armor and Spear equip. A typical stat build for tanking is 2 durability 1 agility per level.
Important Skills:
Wicked Windmill - your first (and for a long time only) AoE taunting skill. It does damage to surrounding enemies and will draw aggro/hate even if it misses.
Mock Monsters - pick this up at 29 from the Ax tree (you will need to level up Taunt to get it - it's on the 2nd page). This is another AoE taunt skill that doesn't do damage, but draws more aggro than Wicked Windmill. You will want to alternate between Mock and WW to maximize your aggro.
Circle Formation - this is a defense buff that buffs the entire party. How strong the buff is depends on how many people you have in your party - so having a full team of 6 will make your formations much stronger.
Crane Formation - this is another party buff that buffs magic attack - which will help your AoEs do more damage to the mobs. Since most (though not all) AoEs use magic attack, this formation is more beneficial to use than Arrow Formation - though if you have the skill points, I recommend getting both. Only use Arrow Formation if you don't have any magical classes in your party (so pretty much if you just have dancers - as their strongest AoEs are physical). Note that Crane and Arrow Formations do not stack.
Dustpan Formation - this is required to level up in order to gain access to Crane Formation. This increases the party's magic defense - which is not useful in most circumstances because most mobs you will be fighting are physical. It is worth mentioning however that you may end up in a situation where you need it. Note that Circle and Dustpan Formations do not stack.
Taunt - this skill is required to level up to gain access to Mock Monsters. It is a single target taunt skill that does no damage, and it is found in the Ax tree as opposed to Spear (where most of your skills as a party Tank will be coming from). It is useful to level this up past the required level for Mock, as you can use it to grab stragglers that you missed with either Mock or WW.
The Doc
Basic Info About the Doc Role:
The doc is your healer – and is an abbreviation of the job name Doctor – which is the healer of DOMO. Doctors use a combination of their skill trees (Medical Treatment and Croakus Pocus) to buff and heal the party. The Doctor uses consumable items called Frogs to cast a lot of their skills. Some common builds for Doctor are 2 wis 1 agi, pure wis, or 2 agi 1 wis.
Important Skills:
First Aid - the Doc's staple heal. Level this up as often as possible.
Frog's Leg Soup - a fast casting heal that consumes a frog. Not required to get, but useful as an emergency heal.
Regeneration - a HP regen/heal over time buff. Level this up as often as possible.
Born Again - resurrects a dead player. Not required to get higher than level 1 unless you want to get Ultimate Healing.
Inner Magic - a self-only MP regen buff (great for subbing on other classes). Obtained at level 33.
Greater Healing - a party heal. Obtained at level 24.
Prolong Life - consumes a frog to increase the target's maximum HP. Level this up as often as possible.
Frog Forcefield - consumes a frog to increase the target's physical defense. Level this up as often as possible.
Fantastic Frog's Leg Soup - a party heal that consumes a frog. Also not required to level up, but is another useful heal.
Not-So-Important Skills:
Frog Force - consumes a frog to increase the target's physical attack. Not required, and is in my opinion a waste of skill points.
Yin Frog - consumes a frog to increase the target's magical attack. Fencers and Wizards will love you if you have it, but it is another waste of skill points unless you don’t plan on getting equip or Ultimate.
Yang Frog - consumes a frog to increase the target's magical defense. Useful, but not required. Only level up if you have extra points to spend at higher levels (like 50+).
Ultimate Healing - requires level 5 Born Again, instant-cast AoE heal that heals for a large amount with a long cooldown. Not required, but a fun skill and “Oh !@#$” button.
Detox - removes poison and makes the target immune to poisons for a short time. Level this up twice to make it cast on the entire party. Not required. Only really useful in certain situations.
Purify - removes all good and bad statuses affecting the enemy (useful in pvp). Pretty much ONLY useful in pvp…
The Muse
Basic Info About the Muse Role:
The muse is the buffer of the party – and is an abbreviation of the job name Musician. Party Musicians only use skills from the Musical Magic skill tree (Pet Sounds are for solo muse). If you are a muse and want to be a party muse but have pet songs, I recommend reskilling (you can reskill for free up to level 15 at an NPC in the dojo in Eversun City) as you will need all the skill points you can get your hands on to level up all your party songs. Note that Musicians can't move while casting songs and their songs can (and probably will) draw aggro from any non-engaged enemies. Common builds for the Muse are 2 wis 1 agi or 2 agi 1 wis.
Important Skills:
Mystic Mantra – the most important song the Muse gets. This increases MP regeneration for the party. Level it as often as possible. Note that this does not increase the Muse’s own MP regeneration.
Transfusion Tune (Fuse) – the 2nd most important skill the Muse gets. Obtained at level 29. This skill transfers the Muse’s HP into MP and gives it to the target. It is helpful for the Muse to have Prolong Life cast on them, so they have more HP to fuse with.
Courageous Chorus – this song increases the physical and magical attack of the party. This should be the next skill you upgrade after Mantra and Fuse, as it makes your AoEs deal more damage to the mobs.
Song of Concentration – this song increases the accuracy and magical accuracy of the party. This is another important song because it allows your AoEs to hit enemies more often.
Diligent Ditty – this song increases the evasion and magical evasion of the party. This is especially helpful for pullers and tanks as it helps them avoid taking damage. Try and make sure the puller is in range before casting.
Mars’ Song – this is the first “long song” that the Muse gets at level 30. It increases the physical attack, accuracy, and evasion of the party, and it stacks with all of the short Muse songs. Note that the long songs don’t need to be cast as often as the short ones.
Hymn to the Goddess – this “long song” is obtained at level 31. It increases the magical attack, magical accuracy, and magical evasion of the party, and it stacks with all of the short Muse songs.
Echo Guard – this “long song” is obtained at level 32. This song reflects damage and spells back at the enemies.
Not-So-Important Skills:
Super Sonic Swipe – this is a very powerful AoE skill that Muse can choose to get. It does a lot of damage (and can grab a lot of hate). It is really up to you if you want to get this skill. I recommend choosing between this and Instrument equip.
Pet Songs – this is including anything in the Pet Songs tree - rather than describe each skill in detail. If you plan to be a strictly party Muse, getting any pet songs is a risk that you will not have enough skill points to level your party songs up at proper intervals. That isn’t to say you CAN’T, just that I wouldn’t recommend it. What I sometimes did was only get the pet HP and MP heals and only make them level 1. This does set back your skills a little, but it also makes it so you don’t have to spend money to heal your pet at the pet shop. I do not recommend getting any of the pet buffs.
The Puller
Basic Info About the Puller Role:
Another important job, but one almost no one wants to do. This job does the most amount of work for the least amount of experience. The puller's job is to “pull” mobs to the party. They do this by using a bow (if not a Hunter, buy a beginner bow from the NPC in the summoning pool) and attacking mobs, bringing them to where the party is standing. Doing this sometimes puts the puller outside of exp-sharing range of the party – which decreases how much exp they get. Using a bow helps minimize how often this happens.
What Jobs Make Good Pullers?
Technically any job can be a puller, but it is recommended that the puller be wearing Clothing (such as Thief, Hunter, Martial Artist), Light Armor (Blademaster, Fencer), or even Heavy Armor (though it is not recommended as it lowers your attack speed). So if you are on a class that naturally wears Robes or Dancerwear, you should level up Blademaster/Thief to level 30 for Light Armor/Clothing equip before pulling (or be very very careful). Jobs that are considered pullers (unless subbing tank/AoEs/muse/doc) are Thief, Hunter, Martial Artist, Commoner, Merchant, Witch Doctor, Blademaster, and Fencer (before 22-23+ when they get AoEs).
The AoEs
Basic Info About the AoE Role:
The AoEs are the DPS (damage dealers) of the party. They are the ones who get – and therefore share – the exp in the group. If not careful, AoEs will get aggro a lot – it is best to wait for the tank to use Wicked Windmill or Mock Monsters BEFORE using any AoEs.
What Jobs Are Considered AoEs?
Jobs that start out with AoEs (meaning having them by the time they hit 15) are Wizard and Dancer. Wizard AoEs can be subbed on Shaman (Shaman does start getting their own around 30) without any equip (and possibly Witch Doctor – it was in AG DOMO, but not in IC DOMO) but uses scrolls – which can get expensive unless you farm them yourself. Dancer uses AoEs from both their skill trees – the ones from Different Dances are weaker, but are more spammable. Fencer gets AoEs in their 20's and is considered a full-fledged AoE by level 25 usually. Shaman is considered a full AoE without Wizard subs at around level 30.
Important Side-Note:
Having one or two AoEs does not make you an AoE/DPS. You must have at least 3 AoEs of comparable level to you (meaning not all level 1 AoEs when you're in a level 30 area) to be considered an AoE. I can't tell you how many times I've seen people with just the Different Dances Dancer AoEs (sometimes only level 1) subbed and no other AoEs and try to pass themselves off as a DPS. Likewise the puller-only classes do get AoEs, but are not considered DPS because they get two at the most.
I hope this guide has been informative. If you would like information on when and where to do AoE parties, please check out my Leveling Guide (http://domoaddict.blogspot.com/p/domo-leveling-guide.html).