|Raid-Based Team Building|
|A lot of fights in GBF are about compromise. Often the "best" team comps might not have a spare veil or clear or even have the defense downs needed to actually clear a fight better than a different team.|
If you want to make a good team thats suited for a fight there are generally some considerations that you need to make.
1. Defense/Attack Downs
Mist increases damage dealt by around 27.7% assuming a base defense of 10, or about 30% assuming a base defense of 20. An additional 25% defense down would give us 38.5% more damage assuming 10 defense or 43.5% more at 20 defense.
In addition, the 25% attack down would increase our effective survivability by 33% and adding another 25% increases it by 50% more.
Going into fights attack and defense downs should be heavily prioritized as they are an easy 1-2 button solution to get near full uptime on basically a unique damage modifier. One reason Berserker can be very popular in solo is due to it's ability to cap defense down without other party members, enabling more aggressive solo comps.
2. Mechanics that might not affect your team building
Veil is often an overrated mechanism in raids where you can rely on clear from other raid members. Defense downs can be accounted for with other members sometimes as well. Paralyze and Phalanx can also quickly reduce the number of mechanics you actually need to worry about.
In guild wars events you can also rely on clarity herbs, revive pots and extra blue pots which greatly reduces the actual difficulty of the fights.
A lot of mechanics seem like an issue but can actually just be ignored. For example casting a very weak debuff on you or casting an attack up. There is an opportunity cost of responding to a mechanic that you may not want to pay if you can otherwise avoid it. Another example would be skipping triggers in a fight by dealing enough damage to bypass it to the next trigger or skipping the activation range of the trigger with things like Lucha's Tag Team, Sleep, Conjunction, Shiva call, Siete's 4th ability, etc.
3. MC EX Skills and Classes
The ability to customize MC is one of the most powerful tools at your disposal. At the same time it's one of the most valuable abilities you have and should not be wasted.
In the best case MC will be a character with above average attack, survivability, DATA, cap up, echo and have a team-buffing ougi effect with several strong buffs or team buffs and maybe some debuffs.
In general MC can fill supportive roles like team buffing, healing, debuffing, etc however it should be noted that most often you give up a lot of potential on your MC. It's rare that you can find 3 other characters who are all better than MC at attacking such that you would actually want to give up your MC to weaker setup. Such setups include things like Elysian, who requires 2 EX skills or a CCW to gain a penalty-less CoTA and generally lacks harps with an ougi effect that could actually increase your team damage whereas other classes could easily fit Ultima as their mainhand or have a DATA effect on their ougi as well as having superior DATA to get a higher uptime on the DATA effect than CoTA allows.
Another aspect is that MC has some of the best utility skills like Dispel, Clear, Veil, etc. Rather than running a character for dispel you can opt to use one of your EX skill slots for it and replace that character for one with much higher damage. To be able to make these optimizations it's important that you keep your EX skills flexible or else you run into the issue of being unable to optimize your team for the better.
4. Damage is Safety
This is not apparent to players who are perhaps less geared or less advanced in the game. Examples would include things like "I cannot run DF against Leviathan Magna because he will eventually ougi and kill my team with Tidefall" or "Holy Saber is really good for the first ougi with Phalanx but I die the second ougi because Phalanx is still on cooldown" or "Ultimate Bahamut HL does too much damage so I took all characters with defensive or healing skills" or "Now I can't pass the DPT phase in Ultimate Bahamut HL because we don't deal enough damage even with typhons...." or "The debuffs ran out and I died".
In most cases a lot of good and reliable strategies require a certain amount of damage in your grid and also in your characters. Avoid ougis by breaking the enemy instead. If the enemy can be killed in the duration of a paralyze then focus on landing the paralyze and then putting everything into DPSing the enemy before paralyze wears off. Alternate Phalanxes with the other players in the raid and focus on bursting the boss as hard as possible, he will barely get a chance to attack you before he reaches the next trigger where you will get a phalanx from someone to safely pass through. In extreme cases you can do 1 turn or 2 turn comboes that could just avoid every mechanic in the fight by simply oneshotting it.
Ultimately when building teams you should try to minimally cover the utility you need to actually clear it and then put in as much damage as you can into the party and make it work.
5. Mechanics that actually cannot be ignored
Such things are the ones you truly need to build around. Examples include oneshot attacks like Skyfall that would just kill you without full cuts, Aegis Merge which would be a pain to deal with if not dispelled, debuffs like Prometheus' marks, etc. For these mechanics you need to come up with some way to deal with them or else your ability to clear the raid is actually in jeopardy.
6. Purpose of the party
Some raids like Magnas you just want the quickest solo possible. Some raids like HLs you want a reliable clear while relying on your other teammates. Sometimes you want to leech a blue chest from a Shiva raid so you just want to deal as much damage as possible. Sometimes you want a team that can just MVP it but ultimately has some capacity to finish it if the raid backup does not do it. It's important to choose a team for a specific purpose, you will get better results than trying to be a jack of all trades.