Could someone with experience running Auf Haven rank the classes based on how good / viable they are at fighting this boss? This could be used to rank: https://tiermaker.com/create/mapleroyalsclasses-280388?presentationMode=true (Link taken from eli's thread here: https://royals.ms/forum/threads/mapleroyals-class-tier-list.151600/) Also explanations on why some classes are good and why others are bad would be helpful!
As someone who aufs on pally, its more like C tier, also NL is S and SAIR is A. I agree about the rest tho...
EX - Bucc is a god and enables the entire auf run. Having TL is big for refreshing ress too. I would take any bucc to auf so long as they have barrage, TL and SI. 0 range is fine too. A - Bishops are a lifesaver here. Doom mavericks, gen mavericks, ress teammates, holy shield if necessary, dispel defence from core blaze. Make sure to do prequest on your bishop and mule it. Bring as many bishops as possible to the run until you are comfortable. Corsairs are the biggest damage dealers here. If properly played, you won't lose ship at all. Attacks are infrequent and you get to stay on ship for long periods of time. You are essentially worth 1.5++ attackers. Nerf yourself and use gizers. NLs have the advantage of having an easy time and dealing consistent good dps. Feel free to make mistakes, its usually less likely than a coin flip to die to accidents. The archers are great here. Range attackers has the advantage of hitting auf more consistent (auf has iframes that shrinks hitbox but range attackers are fine). Offers SE which are crucial for most teams too. MMs can also help tremendously with pierce on mavericks. B - The biggest problems with melee attackers is that they lose dps unless they get 3 holy shield rotation at auf. If you instead choose to hit from the left platform where attackers don't get stunned, you will find your attacks hitting nothing half the time due to iframes. Still, drks and shads provide some utility here. HB might be useful or even important for attackers with insufficient hp. Shads don't fear the frequent seduce and can provide smokescreen at crucial times if played well. Shads and drks help with clearing mavericks effectively too. Shadowers also stand out among the melee crowd (except bucc) as they have high natural accuracy and don't need additional accuracy steroids. Honestly, shads would have ranked a tier higher if not for losing so much dps because of auf iframes or needing holy shield rotation. C - Same issues with the B tier, except they offer even less support/utility. I might be biased here because I didn't do much testing with using guardian to pin. Buccs are probably more consistent at pinning though. Unfortunately for paladins, total crash is useless too, at least heroes can remove def on core blaze and clear mavericks faster... NOPE - I did auf prequest on my FP to try fog on Imperial Guards. Unfortunately, there was a patch after shao's release which constrained fog by putting a cap to the max damage instead of doing a % dmg per tick. Also, needs doom to remove elemental resistance to poison IGs, which makes this entire scheme rather pointless. Hence, both ILs and FPs offer nothing to the table except speeding up the clearing of mavericks. Just bring other mules to the run.
I will be ranking the classes that I would like to party with. Purely personal opinions, I'm not assaulting any classes by means. S - The only god. No bucc No auf, very simple. A - High priority. NL because of their high avoid, less KB/stun = higher dps, and able to deal dmg in floating air, important for killing clones and pre auf. A good trio run with 2 NLs can be done with 1 apple + few stoppers. NLstory indeed. Bishop is important as well because they can doom, res, holy shield against stuns, heal party member while they get stun+sed. B - Good to have. Pally can consistently pin auf, haven hammer is very good skill to clear annoying mobs. Shad can smoke, can pin, they can even solo auf. C - HB mule and armor crash mule for core blaze. Not sure if anyone can berserk in auf and royal guard without dying, but I wouldn't want to risk the run without hb. D - Hero is okay if you can deal 75k consistently to knock back auf, but their damage is not good for single target boss. They can help armor crash core blaze. F - Archer is inefficient attacker in auf because they cannot attack in the air. Once they get constant knockback, they can't do anything. It is very crucial because auf has alot of kb attacks, and they dont have high avoid. Archer is basically just acting like a SE mule in auf. You can actually just bring a 12k hp se mule and afk on the top right platform and they fulfill the same purpose. Not sure how to rank corsair because it's a class that requires alot of pro game play, and I have not been party with any corsair in auf run.
if you know what you're doing : S: Sair and NL, highest damage dealers, must I explain more..? A: A Bucc WITH DAMAGE, because they can pin (which is something unnecessary), and for TL. Buccs without damage used solely for pinning belong in C or D tier. Totally not worth the effort. B: Shad, Pally ONLY if there are three bishops to Holy Shield to prevent stuns, but doing this wastes time from juggling the bishops in party. Attacking from the platform causes auf to knockback and you'll miss half your attacks this way. With shield, these classes can stay on the ground without getting stunned. C: Pure SE mules lmao, bishops are unnecessary if you run with sairs and NLs only, unless you want hs. D: With unlimited Holy Shield Heroes can probably be B or C tier. Melees are generally useless as hell in auf. F: lul must I really explain y'all are overglorifying buccs, they're OVERRATED. my quad runs with 1 sair and 3 NLs take less than 40 mins for the entire thing, and our fastest was ~36 mins: the sair's ship doesn't even break once the entire run. and fastest trio run (3 NLs) was 45 mins: all without buccs. *if you know what you're doing*
i know i put SE abit high but they really do improve NL damage by a ton, bishop is op for their ability to give NL extra exp
Fake news. NL and sair with se are the only necessity for an auf run. I’ve done countless of auf runs without buccs and I can 100% say that they are overrated in auf.
Interesting to know that, but how do you keep the mules alive from auf sticking to the right wall? I have tried serveral times to duo with another nl without bucc, but it is just so hard to keep mules alive if there is no bucc to pin auf to left wall. Can you share abit more on how you guys doing it?
NLs without SE on gelt at auf is only about ~10 minutes slower than NLs with SE on apple i.e. probably only slightly slower than NL with SE on gizer Anyway, can't comment on the utility of buccaneers at Auf since I've never run with one, but I can imagine they would be very useful.
Put your mules on the top right platform. I’d assume your mules can tank at least 1 hit of auf’s magic attack. The sed duration isn’t long enough for your mules to get hit a 2nd time after the i-frame of your chars end. If you’re tanking auf touch damage then you’re doing something very wrong.
just a side note, sed duration is long enough for 2x dispel attack but not for the gen-looking attack. usualy happens when auf is far left and uses first dispel right as sed happens.