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Shadow Noob
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total posts: 130
since: Oct 2008
May 19, 09 at 12:17pm
Enhancing Sazabi Mob clearing capabilities

Hi Guys , how do you clear mobs with sazabi.Strike freedom C6 with high magnetism is very efficient. but sazabi's C6 is pathetic . guys any sugguestion? currently i have only zero range and Hexa drive attached.
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RGZ Archer
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May 19, 09 at 12:51pm
re: Enhancing Sazabi Mob clearing capabilities

This is one of the suits I'm borroring the designs of from a friend. He uses this setup. Dont laugh by the way, this things cleand my clock more times than I want to count.

Torso-M Drive
Left arm- Biocomputer
Rightarm-Bio Computer
Left leg-Air master
Right leg-Speed star

My friend creams my by charging up his SP bar like mad, then using the aeral SP attack on me.

He uses a somewhat similar setup with Wing Zero I think. I say I think because I cant get him to tell me exactly WHAT he has under the hood of that monster. I just know that he can fire off the SP attack like....every ten seconds. *shudders*

But back to the suit in question. Sazabi's aerial SP attack has a high combo count, combined with dual Biocomputers means to charges like crazy. I dont know what skills his pilot has, but I'm willing to be Heat Up is one of them, along with the one that makes every SP attack a 'true' SP attack. Hope this helps!
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Shadow Noob
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since: Oct 2008
May 19, 09 at 1:33pm
re: Enhancing Sazabi Mob clearing capabilities

how does he managed to do this??? i mean most of his parts are already used up, there is no room for enhancing damage(hard strike, sniper etc). i thought , the more damage you deal, the more sp you get back with bio-computer.

the strike freedom with magnetic high,hexa drive plus 1 bio-computer charges up to full sp with one single C6 attack only. what the hell...
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RGZ Archer
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May 19, 09 at 3:36pm
re: Enhancing Sazabi Mob clearing capabilities

Thats what I'M trying to figure out. I only managed to weedle the suits specs out of him, NOT the pilots. When he fights the thing just never seems to run out of SP attacks!

He hits me with it, then like ten seconds later, he nails me with it again!

Not having Sniper or Hard strike means that each SP attack doesnt do much ON ITS OWN, but him hammering away with blast after blast does hurt if I cant dodge or block it in time.

The key to his setup is not in doing a ton of damage with each blast, but the uncanny ability to fire the thing off so frequently. Figuring out the key combination of what three skills his pilot has equiped is the trick. They must have some combined effect that either make him do more damage, thus getting boosted by the dual biocomputers to charge faster, or he's somehow manipulating the continous charge effect into working overtime.

The only way I found to slow him down is to keep him as far away from grunts to kill as possible, but even then he east though my HP like a weedeater.
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Shadow Noob
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since: Oct 2008
May 20, 09 at 2:20am
re: Enhancing Sazabi Mob clearing capabilities

bio-computer combined with serene mind is even faster , a single c6 on a well placed mob will give you a full SP meter.

i will also try to work on sazabi's best mob clearing build.

just side topic here: last time i thought burning gundam'C6 with magnetic is the best but now i think it's infinite justice's C6 or strike freedom's c6.

sometimes i just clear a single field with a SINGLE C6! how imbalanced it was , when it comes to mob clearing.
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RGZ Archer
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May 20, 09 at 12:51pm
re: Enhancing Sazabi Mob clearing capabilities

So thats what he's doing huh? I'll see if I can figure out a way to counter that. Thanks man, at least now I have an idea of what he's got running under the hood. Now I just gotta find a way to counter it...

As for Mob clearing...I just whip out SP attacks and blast them to pieces. WZ and Turn A have been my butcher knives.
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Shadow Noob
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since: Oct 2008
May 21, 09 at 7:08am
re: Enhancing Sazabi Mob clearing capabilities

My
current set-up:
Bio-computer
Armour Gain
Sniper
Zero-ranged shot
Hexa drive

Pilot skills:
Impulse
Fighting instinct
high tension

just side topic here:Impulse description on my ps2 says release a electric charge/shock wave (something like that ) during a " SP ATTACK"!!!

but guide says this:

Impulse
Specific (ranged charge) attacks create electric shock that affect nearby enemies

Probability: Very rare

Available MS: Zeong, Nemo, Gottrlatan, Turn X, GM, Gaza D
Comments: Very useful if there are a lot of shots in a charge attack.

is this a typo error again?
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Megas MkII
I dig giant robots.
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total posts: 593
since: Jul 2008
Jun 09, 09 at 5:29am
re: Enhancing Sazabi Mob clearing capabilities

Impulse is very useful in DWG1. Combined with any ranged attack, or any C attack, most mobile suits explode in a purplish mist, which can, and often does with me, spread to other suits. Combined with a freshly conquered field, any group of four or more that are standing close creates the domino effect.

So RGZ Archer, your buddy is pounding you with continuous SP? Sheesh, that's my wish. I would like to figure out what he's doing. By observing his progress you might be able to take note of his stats. Serene Mind may be a factor. It may be slow to charge, compounding with Biocomputers can lead to amazing speed in unleashing destruction. The best advice I can give is to observe your friend carefully and try to figure it out one step at a time. Damaging you through the shield, pressure hit. Doing more damage than seems possible, hard strike or sniper. High speed charging, Biocomp. Permanent True SP attack, High Tension.

All I can know is, this friend of yours sounds cheap. Cheap like my buddy Scott. He's a wuss when it comes to games. Halo and Halo 2, he sets fair rules. No back hits, no swords, no invisibility, no rockets, no motion tracker. His rules. He grabs the sword, grabs the invis, and sneaks up behind. I track him by the MT, and I turn and introduce him to the Rocket Launcher in the face. Does this sound like something your friend would do?

Oh, and I don't care for the Sazabi much. The C3 is good, but the rest just annoys me. And the Dual SP sucks to be totally honest. Same for the Nu Gundam. The whole thing is overhyped if you ask me. It's good, but I'll stick to Wing Zero thanks. The ZERO System will guide me far better than the Psychoframe ever could have.


-------------------
*I brake for catgirls and fire fights*- My ideal license plate.
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RGZ Archer
unwashed heathen
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Jun 09, 09 at 1:00pm
re: Enhancing Sazabi Mob clearing capabilities

I cant exactly call my buddy cheap, after all, I'm the guy using Heat Up with Epyion, and thats not too big a difference. Besides, I enjoy a challange. He's a gear head when it comes to stuff like this. He's actually the one that helped me design my 'Turn A of absolute destruction'.

I can hold my own against most of his suites, but his new Quably MKII is a bit...rough.

Back to the topic though, Sazabi's Co-op SP attack might not look like much, but the thing packs a punch. I am fairly certian that its using the Hyaku Shiki's beam sabers since they are both gold, and those were the only gold beam sabers in the series. Its very effective when fighting large bosses.
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Shadow Noob
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total posts: 130
since: Oct 2008
Oct 20, 09 at 7:30am
re: Enhancing Sazabi Mob clearing capabilities

quote RGZ Archer
This is one of the suits I'm borroring the designs of from a friend. He uses this setup. Dont laugh by the way, this things cleand my clock more times than I want to count.

Torso-M Drive
Left arm- Biocomputer
Rightarm-Bio Computer
Left leg-Air master
Right leg-Speed star

My friend creams my by charging up his SP bar like mad, then using the aeral SP attack on me.

He uses a somewhat similar setup with Wing Zero I think. I say I think because I cant get him to tell me exactly WHAT he has under the hood of that monster. I just know that he can fire off the SP attack like....every ten seconds. *shudders*

But back to the suit in question. Sazabi's aerial SP attack has a high combo count, combined with dual Biocomputers means to charges like crazy. I dont know what skills his pilot has, but I'm willing to be Heat Up is one of them, along with the one that makes every SP attack a 'true' SP attack. Hope this helps!
hey, by the way ,
sazabi ground sp, once it hits the enemy, it seems that the enemy is somehow juggled in the air , does that means air-master triggers?


what i know is sazabi ground sp is good since it never miss(enemy takes full hit) once the enemy takes the 1st hit, but for his aerial sp, does the enemy kicks out of the aerial combo , this is what all the max difficulty aces does when they suffer a few hits from a sp?

this could be the reason why your friend attach air master to sazabi?
since it works with aerial and PERHAPS GROUND SP?
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RGZ Archer
unwashed heathen
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Oct 20, 09 at 12:42pm
re: Enhancing Sazabi Mob clearing capabilities

Interesting theory, I never really suspected that. I had always assumed that it was for using the aerial SP attack...this warrents a bit of investigation.
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