LHC/LKC Party Etiquette & Map Rotation

Discussion in 'Guides' started by Becca, Aug 11, 2022.

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  1. Becca
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    Becca GM

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    This is just a quick simple guide on party etiquette for LHC/LKC and things I have noticed after a few months of daily hosting! :) I will only be covering Reindeer and Bearwolves maps as I haven't had enough people gathered for testing grey vultures/castle golems yet, but once I get the experience for them I will gladly include it in here.

    Word Terms:
    T - Top row
    M - Middle row
    B - Bottom row
    Tower - Go back to the tower on the left
    App - Use your Onyx Apple if that's what the party agreed to use
    App soon - Onyx Apple icon is fully shaded and about to blink/disappear
    1 - number of mobs Example: 4 mobs on top "t4", 6 mobs on bottom "b6", etc.
    2- number of mobs
    3- number of mobs
    4- number of mobs
    5- number of mobs
    6 - number of mobs
    7 - number of mobs
    3a - 3 spawn across all platforms


    Basic Buff Terms:
    SI
    SE
    HB
    MW20
    Echo
    Haste

    Sometimes a party member will be out of range, when I use my buffs I make sure the icons appear over their characters if they are far away from the main group. (Sair/BM/MM)

    Map Rotation & Class Jobs:
    Generally speaking, most parties will only go to T if there are 4 or more mobs. Sometimes you will end up with a 3 3 3 spawn with 3 on all platforms, so as long as your party synergizes well together and moves around the map as one unit instead of 6 players-- it will be alright to kill T if there's only 3 mobs. Other than that it's a bit of quick thinking because you have to keep track of the spawn too. Most people focus on platforms with 4 or more, but focusing on a platform of 3 or more is okay if there aren't any 4+ platforms.

    Warriors should be Rushing or using Monster Magnet. Preferably 1 Warrior should cover left or right and another Warrior should take the other side. The mobs can sometimes spawn directly on/near the left and right tower portals so please do be mindful to check the sides thoroughly.
    Bucc's work just as good too with Corckscrew Blow and/or Snatch but I've had a blast at rounding up the mobs faster on my DK than on my Bucc.
    One thing to note is Warriors can mount up, Bucc's cannot with Super Transformation so in general they are a bit slower to gather mobs it's best to have 2 warriors split left and right and meet in the middle with the rest of the party. It can be done with 2 Buccs, or 1 Warrior 1 Bucc, but it will be a bit slower.

    Other classes that are not Buccs or Warriors should not be trying to pull mobs from the corner, unless the warrior or Bucc does not notice the mob, and you do. Just hit it once and walk over to the group somebody will Meso Magnet/Snatch it off of you and pull it into the pile. Mob aggro is very wacky and wild in Royals, and for LHC grinding it makes it even more noticeable.

    Summon mobs (BM/MM) birds will aggro the mobs and make it nearly impossible to pull them off to put them into the other group of mobs so please be mindful about summoned mobs if you are a BM or MM.

    If you are a Hero DO NOT USE RAGE. EVER. DON'T DO IT. I WILL FIND YOU. Take Rage completely off your keyboard and throw it in the trash for LHC/LKC. Don't look at it, don't talk to it, don't even smell it. Rage doesn't exist in LHC/LKC.

    Every party usually breaks around 30min or 25min left on the timer to re-echo. Its best if you can bring an echo to the tower but it's also not the end of the world too if your echo can only be done in fm. I have had a couple of people who put their echo on a rope outside the tower and echo everyone when it was time, but I'd only recommend that method if nobody needs a quick 2-3min break at the tower.

    Use Items:
    Every single LHC/LKC run will require you to use around 60 Heartstoppers. Sometimes during EXP bonus some parties will smega for apple runs instead. I find if you have a full lv 190+ team it's generally best to apple. At lv 199 I gained 30% and 170 totems for 1.5x EXP/Drop. Appling is only worth it if everybody is using one and if everybody is high level.

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    Leader Checklist:
    If you plan on leading a run, you need to be able to make call outs quickly.
    If you are running with randoms you will have to be vocal about where you want the party to go in to-all chat.
    If you are running with friends I find its much easier as everyone will be used to your calls and for the most part you'll be able to read eachother's minds and you won't really need to be told where to go next.

    Typically I would wait for players to stand on the portal leading into the map you are going to be attacking in to show that they are ready. If everybody is not standing on the portal it's best to just wait, and don't be afraid to ask "is everyone ready?" communication goes a long way in this game. Once you get the confirmation, the Bucc will re-TL the echo, or TL for the echo to be used if it is on cd. I usually do a small countdown in to-all chat "3" enter "2" enter "1" enter and then press up on the portal and begin. I've also seen people just shout "ok go" too, so whichever way works for you as long as everybody is on the same page, and ready to go.


    Party Checklist:
    If you are a member it would be best to follow the crowd/follow the leader instead of solo-attacking a platform by yourself. It's not the end of the world if you're watching Netflix or something and you take your eyes off the screen for several seconds and you're left behind for a bit-- just run over and join your group after. :)
    Remember Heartstopper has a 1 minute timer, you will get the hang of using them overtime and it's also not the end of the world if you accidentally miss a couple of them. :)

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    This section will focus on class tier ranks for both maps, and Mob weaknesses.

    Mob Weaknesses:
    Crocky - Fire weakness
    Reindeer - No weakness
    Blood Reindeer - Ice weakness
    Bearwolf - Fire weakness
    Grey Vulture - Lightning weakness
    Castle Golem - Holy weakness

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    @TidalWave had already taken the time to break down and explain some of the roles a bit deeper in their thread from late last year, so I will just try to do a simplified version. Please read their thread for a more in-depth version if you are curious as to why some of these classes have been chosen/placed where they are placed.
    https://royals.ms/forum/threads/lhc-class-tier-list.198348/

    Reindeers (Under The Castle Walls 3)
    Class Tiers:
    S rank - Arch Mage IL
    A rank - DK, Bucc, Shad, MM
    B rank - Pally, Hero, Sair
    C rank - Arch Mage FP, Bish, BM
    D rank - NL

    Notes: I find Sair can also be somewhere between B and A rank but it depends on how strong your current team composition is. I've had Sairs clean up solo targets much faster than a NL would and paired with a Bucc they can take out the remaining mob if it has less than full HP remaining. I've had lv 190+ runs where the main attackers (multi-target) would kill every 3-4 that spawn in and the Sair would clean up while melee moved to the next platform and it generally worked a bit faster. Especially when some spawn join into the main fight 15-20 seconds after hammering down on the main pile of mobs.

    Pally could be decent here, but I'm only speaking based on experience with my daily LHC party members being Pallys. I've never had any issue with them, I find even with the elemental weakness they still sit between B and A rank but I'd only recommend A rank if they are geared/funded. I haven't had the time to work on mine yet but it's sitting around 13x waiting patiently to be used so please take this with a grain of salt atm until I can get a more hands-on experience. 0:)

    NL unfortunately is bottom of the barrel, even if they're the only ones with mw20 it's better to just get another melee to replace them instead. Mw20 isn’t really the end all be all unless you are high level, but I’ve taken NLs with mw20 out of desperation and it was better to fill that slot with another melee and use mw10 imho. They rely on SE and even with SE you're looking at missing EXP instead of filling in with another melee attacker. I've done both SEless NLs and SE NLs and on average I would gain usually 15-25% lower than what I normally would. NLs would have to 100% apple run if you want the smaller gap of EXP loss and have SE.

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    Bearwolves (Under The Castle Walls 4)
    Class Tiers:
    S rank - Arch Mage FP
    A rank - DK, Bucc, Shad, MM
    B rank - Pally, Hero, BM, Sair,
    C rank - Arch Mage IL, Bish
    D rank - NL

    Notes: FP swapped positions with IL, and BM moved up to B rank. It depends on how strong your BM is but because the mobs are weak to fire they can spam their fire arrow move (with SI) and their summoned mob does some good damage. Not enough to place it in A rank where MM is but that's because BM is supposed to be single target. BM's overall are not too bad in Bearwolves compared to Reindeers.

    BM's aren't terrible. I've started to work on my BM in parties lately and I noticed that Arrow Rain and Inferno essentially do the same damage-- Inferno is give or take 3k higher than Arrow Rain. I've spammed Arrow Rain and I've also spammed Inferno and didn't notice any significant EXP difference between the two. Inferno is good for long ranged however BMs get pushed around quite a lot and I found myself slapping or using Mortal Blow when watching shows and using Inferno so I started using Arrow Rain and discovered that the difference between the two is unnoticeable at all and Arrow Rain doesn't default to slapping/Mortal Blow if the mobs get too close too, so I would say a BM using either or is alright. Both are equal maybe Inferno could be situational but I found mobs died faster with Arrow Rain than Inferno due to getting knocked into melee ranged and slapping them with your bow.

    Pally could be decent here, but I'm only speaking based on experience with my daily LHC party members being Pallys. I've never had any issue with them, I find even with the elemental weakness they still sit between B and A rank but I'd only recommend A rank if they are geared/funded. I haven't had the time to work on mine yet but it's sitting around 13x waiting patiently to be used so please take this with a grain of salt atm until I can get a more hands-on experience. 0:)

    I would recommend not using your summon bird skills as BM/MM and the summon mage skills too, because they do interfere with rush/corkscrew blow/monster magnet and it's mostly a headache if anything trying to pry off the aggro to drag the mobs together.

    Important Note:
    FP mages will vary here due to the 80% mage ult totem nerf.

    If you have a low party (level 150-160s) and not much gear, a FP will do enough damage to trigger the nerf even if they take off all of their gear and don’t use magic pots. My FP is 195 at the moment and I’m unable to party with a lower level party at Bears because even with zero gear on I still hit about 150-160k and it still takes away the totems if the other party members can’t make that difference in damage.
    If you have geared level 150-160s you shouldn’t have an issue because I haven’t had any problems with geared low level parties at Bears.

    If your party has a couple of higher level attackers/semi geared in it for Bears, a FP mage wouldn’t disrupt your totem gains as long as it’s an apple party.

    FP mages have huge potential to generate a ton of EXP here, even with lowered totems I powerleveled a friend 2 and a half levels at 155 in one run without a bonus EXP event– but in return you will get less totems if the other members aren’t geared or using apples.

    I think if you have a level 150-160+ FP mage maybe it wouldn’t cause issues with the drop, but I only started doing LHC on mine around 180 so I don’t have any experience with that.

    TLDR:
    FP mages will trigger totem nerf if your party isn't strong enough to keep up.
    If your party is strong enough to keep up, it will be okay to invite FP mages.


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    Golems Tall Castle Walls 2
    Class tiers:
    S rank - DK, Shad
    A rank - Bucc, Hero, Pally
    B rank - Bish, Arch Mage FP, Arch Mage IL, MM
    C rank - NL, BM, Sair
    D rank -

    Notes: Golems have taken off for the past year or so which is exciting to see! The top two classes are still DK and Shad due to their abilities and how useful Smoke is in the middle of the platforms for the other party members.

    A rank has the other warriors and Bucc. I feel like Bucc could also fit in S rank too but I’d say it's very close on the line to being both A and S imo from when I leveled mine.
    Warriors are good here to rush to the platforms– warriors in general typically thrive in LHC parties anyways.

    B rank has the mages in it because they can be valuable here.
    Most mages usually hit around 140-160k with magic pots there, and they tend to not interfere with the 80% mage ult totem nerf as much as FP mages do with Bears depending on the party’s stats.

    It’s important to note that Bishop has a very small advantage over IL and FP here because of the Holy weakness and they have HS, but I’ve run my FP in Golem parties before and I was told I hit harder than other Bishops and my damage is usually around 150-160k. I’d say Bishops do a little bit more which isn’t a huge difference in the grand scheme of things.
    My Bishop was already level 200 by the time Golem parties took off, so I only have FP experience in Golems and whatever my party members say based on their experience using a Bishop.
    Nobody's complained yet lol

    Conclusion:
    It is okay to use a IL or FP in place of a Bishop as long as they are using Ssiws Cheese, or VL magic pots.

    I chose to put MM in rank B because they generally do better than BMs due to their mobbing abilities, and I find MM can do better damage than BM here.

    C rank I decided to place the ranged here.
    On one hand they’re not terrible, but on the other it’s better to have a NL only party instead of mixing NL in with melee ones similar to Bears. 5 NL + SE is viable here and you can get some decent exp. Sair it depends on gear and skill of the Sair player, they will bounce between C and B rank.

    D rank is empty for once!

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    I have not participated/Recruited my own Crocky rubs (level 120+), but if you had/have experience running Crocky runs please let me know. I'd like to look into it further as it looks like it could be an additional place for Bishops (1 out of 2 useless classes for LHC currently) to party up and help out level 120+ players.

    That should be just about everything you need to know for LHC/LKC parties! Let me know if I missed something down below and I will do my best to fit it in somewhere. :)

    Editor's Note: I'll be keeping this up to date as best as I can so do feel free to check back in I could add another new paragraph or two.
     
    Last edited: Apr 28, 2024
  2. TidalWave
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    TidalWave Member

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    Great and super useful guide! Thank you for the mention as well.
     
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  3. jessyjinx
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    jessyjinx Well-Known Member

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    I want to add that SI, echo and mw20 is a must. I've ran with groups without mw20 and/or echo and it was noticeable, especially when your high lv. SE while usefull isn't really mandatory.

    Great guide ! :)
     
  4. Ibra01
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    Ibra01 Well-Known Member

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    Great guide, this will be incredibly useful! Also in the Bearwolves class ranking you have Arch mage FP in S and C tier.
     
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  5. Becca
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    Becca GM

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    Should be changed now! I meant to write IL oops ^_^'
     
  6. joaonjoooooo
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    joaonjoooooo Member

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    What level is recommended tô run? Iam 153 pally
     
  7. Sylafia
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    You have castle golems marked at lightning weak. They're actually holy weak
     
    Last edited: Jul 3, 2024
  8. Laps
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    Laps Donator

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    great guide thanks!
    I wouldnt put heros B class tho the dps on 3-4 mobs is second only to dk .
     

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