MOBIUS FINAL FANTASY

MOBIUS FINAL FANTASY

Not enough ratings
MP Turn Order Guide
By Daionor
A newbie-focused guide for what roles should go in what order. Too much misinformation makes things more confusing than they need to be.

This turn order is NOT set in stone; communication with your group members (via Discord/textchat) is key!
   
Award
Favorite
Favorited
Unfavorite
Turn Order
TLDR: Optimal general MP turn order is Support then Attacker or Breaker, finally Defender

SUPPORT ALWAYS GOES FIRST, DRIVE THE NON-LIFE ORBS

  • Supports need to go first if buffing and still go first if driving orbs; can go last if only auto-attacking and NOT driving any orbs. Driving orbs is quite important for Support so that they can charge their ultimate quickly (especially if Dancer) to help the group out if needed.

  • Quicken (Regalia limited-event-only card) may not be available to everyone so it shouldn't be demanded as a must-have for groups.

  • Supports with multiple Quicken are wasting valuable card slots. Attackers/Breakers should bring their own Quicken cards if they feel they still need more.

  • Good Support only needs to bring Haste, Barrier, Faith, and one other support card of their choice like a healing card, etc. If they were around for events then those support cards are also useful to bring instead.

ATTACKER GOES AFTER SUPPORT and BEFORE OR AFTER BREAKER

  • Attacker needs to go before the Breaker, so they go second. They shouldn't be going before the Support; even if Support isn't buffing the Support needs to drive and get new orbs from others generating them.

  • Attacker's job is doing Critical Resist Down (CRD) and reducing the yellow bar as much as possible so the Breaker can do their job.

BREAKER GOES AFTER SUPPORT and BEFORE OR AFTER ATTACKER

  • Breaker needs to go after the Attacker. They go before the Attacker (but after Support) only if the bar is red and they're gonna break the enemy.

  • Breaker's job is doing Break Defense Down (BDD) and reducing the red bar as much as possible to break the enemy.

  • Secondary role is to generate orbs for others via auto attacks from hitting red bars. This is the Breaker's job, not Support's job. Defender can also help out if one is in group.

  • Breaker can bring a PuPu (from Ability Shop) for enhance-element buff to help them break the guards/boss much faster than usual. The combo of Boost (Artemis) and PuPu of the opposite element from the boss is a really fantastic way to help your team!

DEFENDER GOES LAST

  • Defender almost-always needs to go last or near-last. There's almost ZERO reason for them to ever go earlier than the other roles. They need to go last to generate orbs and drive as often as possible.

  • One of the reasons for Defender to go ahead of Attacker or Breaker is if they are doing important debuffs to one or more enemies such as Debarrier, Debrave, Slow, Curse, etc. Since this is a 'newbie'-focused guide the advanced tactics used by Defenders in 4* stuff isn't generally covered but it is useful to be aware of it.

  • Even Defenders with the Taunt cards should go last to redirect as much of the generated aggro away from their fellow team members as possible.
Special thanks
This guide was made by LaputanMachine007 and copied over by me with their permission since their Steam account was limited to friends-only guide viewing.
Changelog
v1.2.1:
Updated on May 15 2017 @ 06:17 UTC-5

-Very minor edit to change 'nuking' red/yellow bars to 'reducing' to better reflect what is happening and reduce terminology-related confusion.

-Added in additional info about Taunt cards being available from Ability Shop as of May 16 2017. There will be several Taunt cards in a variety of elements in addition to the ones that already use Life Orbs. The Taunt cards are still early-access-only and the only ones obtainable are fodder from enemies in the exploration regions.

v1.2:
Updated on May 04 2017 @ 13:56 UTC-5

-Added in some additional info for Defenders regarding debuffing strategy. Not really needed for newbies doing 1* and 2* stuff but it is useful to know about it.

v1.1:
Updated on May 01 2017 @ 23:20 UTC-5

-Specified details that Quicken is from the Regalia limited-time event-only card from the FF15 celebration event given out for free only to those players who logged in during the event time period. Cindy (Barrier & Haste) was also one of these limited-time event-only cards.

-Added in another tip for Breakers to use a PuPu of opposite element to the boss in order to break easier. Hope this helps them!

-Updated Taunts to no longer be referred to as RNG-only since they're available to farm anytime from the new 4th Exploration Region (though still RNG drops but now farmable instead of gamble-pulls only). As of May 16 2017 there will be at least one Taunt card in the ability shop according to the M:FF May Calendar. They lied to us about these coming to ability shop but nobody seemed to notice/care about it. They are Early-Access (RNG GAS only) for now.

v1.0 :
Initial Release on Apr 25 2017 @ 04:55 UTC-5
9 Comments
Daionor  [author] 15 May, 2017 @ 12:36pm 
Expanding on LaputanMachine's comment below, if you absolutely have to bring a card that will heal the boss, try to bring one that isn't powerful. For example: a base card that the only thing increased is card levels, not ability levels. Your magic score will still increase the healing, but it won't be as much as, say, a fully levelled card. (For a personal example I've seen: Impulse can sometimes heal Hashimal in excess of 20k. Don't use it on him.)
Daedalus007 15 May, 2017 @ 3:26am 
Regarding healing bosses with same-element cards that have useful debuffs. It is a tricky situation and one that requires communication with your group.

If you are a Defender using Taunt, you can use the Non-Elemental Taunt from Ability Shop as of May 16 2017. If you still want to use an elemental Taunt then at least try not to use one that'll heal the boss. And if you still have to do so then at least do it at the start of the round and not when the boss is below 25% health. Every bit of healing adds up!

If you are anyone else using a CRD or BDD, communicate with your group to see if there is anyone who can bring a non-healing elemental card to the battle instead. If not possible then watch the debuff icons by the enemy health bar and don't spam those debuffs if they are already active or immune to them.

Enemies become immune to a debuff for one or more turns after it wears off so be aware of that.
Sleepydragon 7 May, 2017 @ 10:21pm 
Thank you very much for response! I'll keep in mind your advices.
Daedalus007 7 May, 2017 @ 9:11pm 
@SleepyDragon:

Thank you for the commentary and feedback. Greatly appreciated! SH answered already so I've just stopped by to give a thumbs-up. :steamhappy:
Daionor  [author] 7 May, 2017 @ 7:06pm 
Also, check which cards you have in your deck for the boss in question. Say you ARE going against Odin, which you can do decently as an attacker even without earth. If you bring a wind element card and accidentally use it instead of one of your others, you've just healed him that amount. So therefore a lot of people instantly disband if an attacker brings an attack card matching the element of the boss.

Just a couple tips for you. My advice is to make multiple occultist decks specializing in 1-2 elements each. Hope this helps a little!
Daionor  [author] 7 May, 2017 @ 7:06pm 
Hello Sleepydragon, this could be a few things. Occultist does well in Water, Wind, and Dark, so if you are against one of these elements, that may well be the cause. You usually want to use something that excels at the opposing element when in groups as an attacker, so in the case of an Occultist, you would do well against Ifrit, Hashmal, and Ultima, but not so well against Shiva, Odin, and Anima. If it does use another element at all, it doesn't have a boost on the element, which some people like to assume instantly means they will do poorly on that element. This isn't always the case, but I digress.

<continued next comment>
Sleepydragon 7 May, 2017 @ 3:00am 
Hello! Thank you very much for your guide. It is really helpful! I wish everybody to follow it. Could you just answer my question? I play as Occultist in MP. Level 8, deck level is above 250, I see no problem in being a part of MP team. But I often see a situation when I apply to a team, and everybody says "too bad" and lives the party. What can be wrong? I can't figure out why it can be so. Thank you in advance.
Daedalus007 1 May, 2017 @ 8:24pm 
I've added a Changelog and a bit of extra info for Breakers. :)
Daedalus007 1 May, 2017 @ 8:03pm 
The friends-only thing is a limitation of F2P Steam accounts. My primary gaming collection is on Humble Bundle and GoG because reasons (sales, charity, pro-gamer policies).

Many thanks to SH for hosting this for me. Expect many more mini-guides where you get what you want without the (excessive) fluff! :steamhappy: