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Old Oct 09, 2006, 06:21 AM // 06:21   #21
Forge Runner
 
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Join Date: Aug 2005
Location: Ashford Abbey
Guild: Hey Mallyx [icU]
Profession: Mo/Me
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I'm not a fan of cookie-cutter, overused builds such as mm, nuker and the like. You can master the mission without any of those provided the team isn't retarded. By that I mean fireing up Frenzy in the midst of exploding Afflicted, going for the boss on the far side of the radar and stuff like that. Even if you get a suggested build for this mission that's no guarantee you'll get the job done. You can increase your odds by forming a team of your own, not joining someone elses. I've learned this the hard way. Form a team, inspect your teams builds, skills, wishes and launch only when you're all ready. None of that "OMG 8/8 GOGOGOGO" crap and don't worry about jumpy people leaving the team just because you're taking time to prepare everyone for the mission. I've noticed that it's the bad players that are jumpy so you're better off without them anyway. Talking to people and prepairing for the mission instead of rushing in as soon as the team is full makes people want to stay in the group if you don't do it in the first go.

Hmm, now that I look at it - apply this to every mission and you'll be okay.
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Old Oct 11, 2006, 06:39 PM // 18:39   #22
Jungle Guide
 
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Join Date: Sep 2005
Location: ...deep within the sylvan splendor...
Guild: Order of the Migrating Coconuts [ALBA]
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My ele finally got Masters after several attempts.

The one that worked was a group that realized that not everything in the map needed to be killed in order to "win". (Most foe were vanquished, but a few were left to warn their comrades of impending doom ) We completed Masters in 18:16 (I think it was).
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Old Oct 11, 2006, 07:27 PM // 19:27   #23
Ascalonian Squire
 
Join Date: Oct 2006
Guild: Light of the Star Fire
Profession: Mo/Me
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i mastered the first luxon mission with a 9
;56 useing ure idea
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