Hatsu Glory
Yea, thanks, this helps a lot. I didn't even know what "tank" and "aggro" means...I have encountered those words a lot, but I didn't know their meanings. Well thanks to you, I get it now. >: )
It's okay, people are learning and if you take too many AoE's or rings like slash (even though it's so goood) attack multiple targets when r4'd, so if you enter GR/Green rooms you have to be careful when using it. So attacking multiple targets can steal aggro, which would mean causing yourself more damage, reason why you'd instant-die in ym when using fire rain. Fire rain is good for bl/last part of dms, but only one person would need to carry it.
Anyway dms has different areas and they go in the following order: yellow maze/ym - green rooms/gr - hundred per cent room/hpr - cyrpt - blood lust/bl
and that's the end of it. It is quite time consuming and you need to reach hpr to be able to short cut (or get attuned, in other words) and skip ym to go straight into gr and enter in domo to get to gr (it's that weird door at the top when you enter ym's entrance) I don't know what else to explain. Oh, avoid tank, the person with the most heals because generally it means you will get hit, unless your tank knows about splash damage, which is basically sitting in different directions to avoid a person or crowd getting hit at certain angles/areas. Uh, there will be mapping so say for example ym:e-br[GR] is the map and this refers to which doors to enter. Now the code names go
e = entrance, b = bottom, r = right, l = left, t = top, x = one way
so br = bottom right, tr = top right, tl = top left, bl = bottom left
c = crack/smallest door in the room, m = middle, bd = big door/biggest door in the room
so in the map ym: e-br it's yellow maze's map: entrance - bottom right [ green room ]
the last part means taking that door will lead you to green rooms, the next area. I think that's all the important stuff covered o ^ o;