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Downside of Attribute-based teams?

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Downside of Attribute-based teams? Empty Downside of Attribute-based teams?

Post by TwoPiece Tue Feb 24 2015, 16:34

Everything I read points to building teams around attribute bonuses (like Ace or Shanks). However, I wonder... wouldn't it be a problem when your facing the attribute against which it is weak? I did some re-rolling and landed Ace. If I build a Speed team, it would be not so cool to go up against a mostly Tech quest or boss.

On the other hand, building a team around "type" captains, like Zeff, there is no penalty against other combat types, right? So, if you had an all Brawler group with Chefcook Zeff (I think that's his bonus), you could have a balance of attributes... but something tells me this is not the best way, just not sure why.

Anyway, any feedback is appreciated. I'm still learning. Smile
TwoPiece
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Post by saipanmessi Tue Feb 24 2015, 16:41

like you said it has downside when you go against your attribute but also there will be new events coming up later on that probably requires quick type attributes to beat the event easily. for example like arlong's event. hope why feedback gave you some answer Smile

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Post by Oreo Wed Feb 25 2015, 00:06

That's why I like to have one character for each type in my slasher team, for most battles this will be enough, if I know that the boss of the stage is of a certain color I leave my most effective character for the doom hit.

There are however situations in which a well-trained color team might be good. For example if you want to get mihawk in his 24h event, a strong red team would be the best, but beware that a boss can have multiple stages with different colored minions.

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Post by TwoPiece Thu Feb 26 2015, 18:11

I may need to develop a slasher team, just for balance sake.

I started working on a STR (red) team... we'll see if I can level them up to be ready. (When is his event?)
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