i'm sick of going to farm papa saw and not having a good crew, so here's a mini-guide i made to help. this covers the crew layout and strategy.


everyone has two AoE rings (usually dervish and fire rain)

2 medics have diagnose/bandage, defib, meat, and wish, plus two buffs (halo, div, improb, rock armor)

2 tanks have 1 or 2 ranged attackers (solar, shark, or hunters bow) to build rage and attack power, then buffs.

2 buff/debuffers have a ranged ring or third AoE, plus debuffs and buffs

good buffs for this: improb, ghost, pot lid, iron will, keen aye, teflon, turtle, rock armor,
good debuffs: scaredy cat, quicksand.

other notes i've found:
-adrenaline doesnt help too much
-taunt is a bad idea,
-scaredycat is a huge lifesaver in a pinch.
-improb/rock/teflon/ghost combo makes you nearly unhittable, with turtle it makes you nearly invunerable.
-Div/Halo is a must, for obvious reasons.
-give healers meat, it means they last longer and have better chance of being around when you need them.
-buffers only spend a small amount of time actually buffing, so make sure they have attack rings too
-medics have to be able to defend themselves if they get left alone, and aoe is a must have
-medics get revived first in case of fainting, then buffers, then tanks. staying in the game takes priority over kicking a**.

general strategy:

-try not to have duplicate buffs, except for short-term buffs like turtle
-build rage and do at least 2 buffs per person at rr4 before entering, thats basically what the saws at the entrance are there for.
-if you have extra ring slots you need to fill, use passive buffs. (integrity, fortune's favor, fitness. all of these have the added advantage of luck bonuses, and sugar rush boosts willpower speed and dodge)


[{[{will be updating this as i see fit}]}]