[SIZE="3"]ALL YOU WANT TO KNOW ABOUT CPQ2:
necklace is 150 coins
1/1/1/1 1watk 1matk and some def, 3 slots untradeable but scissorable
levels: 51~70
exp from monsters: 1 to 8 (srs)
about the actual pq itself, and how everyone does it in kms
C-rank (for noobs) trade wins
enter room 1, the winning team needs at least 50 CP for exp, and when the clock hits 7:59 (exp isn't available until then), the losing team disbands their party and reforms outside.
Then the other team wins. (33k exp for every win, 0 for losers)
A-rank (for people 57ish+ that can get 500 CP in 5 minutes) trade wins
enter room 2, the winning team needs 500 cp before 4:59, (when A-rank exp becomes available) and the losing team spawns Ghost Pirates + speed up, (nerfed version) due to them being the best hp/cp ratio. party leaves at 4:59, losers disband and reform, etc etc. (87500 exp for every win, 0 for losers)
Trade wins are better than constantly winning, surprisingly, so all the competitive people that like constant winning are less of an issue.
Note1:
room 1 and 2 are 2-4 in each party, and room 3 is just room 2 for 3v3 to 6v6 (useless room)
Note2:
rooms are abundant in cpq2, kind of like minidungeons. one party enters, another party enters the first
available room (causes some confusion when many people are cpqing in the same ch in the same room)
Note3:
Coins drop most from buffies, so if you're farming for pendants, go to room 1.
[/SIZE]
Sincerely,
a guy who just wasted 10 minutes on people who won't read this or care
necklace is 150 coins
1/1/1/1 1watk 1matk and some def, 3 slots untradeable but scissorable
levels: 51~70
exp from monsters: 1 to 8 (srs)
about the actual pq itself, and how everyone does it in kms
C-rank (for noobs) trade wins
enter room 1, the winning team needs at least 50 CP for exp, and when the clock hits 7:59 (exp isn't available until then), the losing team disbands their party and reforms outside.
Then the other team wins. (33k exp for every win, 0 for losers)
A-rank (for people 57ish+ that can get 500 CP in 5 minutes) trade wins
enter room 2, the winning team needs 500 cp before 4:59, (when A-rank exp becomes available) and the losing team spawns Ghost Pirates + speed up, (nerfed version) due to them being the best hp/cp ratio. party leaves at 4:59, losers disband and reform, etc etc. (87500 exp for every win, 0 for losers)
Trade wins are better than constantly winning, surprisingly, so all the competitive people that like constant winning are less of an issue.
Note1:
room 1 and 2 are 2-4 in each party, and room 3 is just room 2 for 3v3 to 6v6 (useless room)
Note2:
rooms are abundant in cpq2, kind of like minidungeons. one party enters, another party enters the first
available room (causes some confusion when many people are cpqing in the same ch in the same room)
Note3:
Coins drop most from buffies, so if you're farming for pendants, go to room 1.
[/SIZE]
Sincerely,
a guy who just wasted 10 minutes on people who won't read this or care

