––––[C2 Otherverse Overview]–––– Goblin Kingdom, Castle Nebulous, Rangelus's Guerrillas Unlike other dungeons where you can just steamroll your way through the rooms, these require teamwork, and lots of it. This is not only apparent in the 3 person minimum requirement to enter but the flurry of gimmick rooms you will encounter. Because you will need to run these dungeons scores, if not hundreds of times in order to get a full set it is highly recommended that you get a permanent party. Being in a guild, having a good connection, and having a high reinforced weapon will help. It is also recommended that you use communication media that is not in the game (i.e. Skype, IRC, Steam) in order to better coordinate your efforts. Do not skimp on taking the effort to make a good party, it is worth it. DO NOT PARTY WITH RANDOMS. Like, ever. That being said, you will want to create a party that has both capable members and classes. I have categorized each of the classes by their usefulness in outers. Classes on the top of each category will be the best and their usefulness will decline as it goes down. I have not partied with many gunners/m fighters so I do not have much of an opinion on them. These lists are made for outers as a whole. I will mention the rooms that some classes are exceptionally good at. Those that are not listed do not have anything that will stand out in your conquest for outers. It is recommended that you not accept these into your party unless: You have all the utility classes needed for outers. They have a highly reinforced weapon and are good for damage. They know what they're doing and somehow benefits the party more than another class. [Holders] Holders are vital towards outers as they will keep mobs in place in order for your party members to deal damage. Many bosses/mini bosses will have an annoying amount of gimmicks and invincibility frames so it is imperative to keep this to a minimal. F Grappler- One of the best classes to get in outers. They were made to hold, nearly every skill holds the enemy. Make sure you get a good one as they will often launch mobs into the air/grab out of your agni. Summoner- While not having any holding skills in a traditional sense, their extreme hit stun will basically hold mobs in place with little or no help. Make sure you have a good computer as they do tend to lag. Mexo- Very nice holding class. Not only do they have super grab summons but they have immobility, hit stun and party buffs as well. Asura- That's you of course. Not recommended to party with another asura as you want the same gear. Highly desirable in parties because of your grabs and MW. Necromancer- They have a couple of super grab skills and immobility. Rogue- Many of their holding skills rely on pseudo-grabs using hitstun. F Brawler- Their efficiency in outers is greatly reduced because of the high status resistances of the mobs. However they do have some great holding skills, especially if they manage to status inflict. Witch- Witches are pretty good, although the number of useful holding skills is rather scarce. Good AoE, just not enough damage to make them great. Berserker- They have good holding skills and a super grab, while damage seems a bit lackluster. Monk- While not having any holding skills they do excel at juggling at hit stun. Elemental Bomber- High freeze and hit stun AOE skills. [Herders] There will often be rooms that are filled with enemies scattered about. It would be both safe and time efficient to bring them all into the same place. Ideally you're going to want classes that can herd with Y axis without interruption from friendly hit stun. X axis is great too. Unfortunately not many classes fit this criteria and many that do only have 1 skill that does. F Grap- Again the best in herding as most of their skills are designed for it. Rogue- Their awakening ending is pretty nice as it will herd the entire room at once. Also hurricane. Asura- Awakening, Enticer. Berserker- Bloody twister (also a super grab) Elementalist (Dark)- Black hole. Monk- Hurricane n' roll. Witch- Mega Drill, shururu. GMs- Snowflake spear. [Support] While not having the specific function of herding/holding they do have an important role in the well being of your party. Support Sader- Free MP/HP, buffs, resurrection, etc. Pretty much self explanatory. F Nen- Most important is the nen guard, it will save you a lot of grief and time by using them in many of the gimmick rooms. They also have decent buffs. Soul Bender- Ghosts are great. Freezing, reduced mob p/m def, status resi/aspd, and int/str buffs. [Damage Dealers] Everything in outers has high HP so it's important that you change that. Most any class can do high damage with good enough gear but I'll list those that are exceptional. Summoner- Summoner damage #1 M/F Strikers- This class was made to do damage. F Mech- They have similar damage to summoners but are not able to sustain it for very long. Necromancer- Vallacre is broken, extremely good DPS. Rogue- [Classes/Players to Stay Away From] Ideally there are no bad classes, there are however, bad players. Summoning Classes- Usually classes that summon are good, but this can be very bad if the player doesn't know what he/she is doing. This will often cost you tokens and pots. Summoners, mechs/gunners, necromancers, exos, and witches. Anti-Herders- Herding is extremely important. There are some classes that make this difficult. M/F launchers, summoners, BMs, rogues, exos, GMs, and EBs. Anti-Damagers- These guys either move mobs out of the way of your skills or launch them so high no one can damage. M/F rangers, pexos, BMs, rogues, EB, and f graps. People Who Don't Know What They're Doing- Pretty much self-explanatory, if they don't know how to run outers either: A, get a new teammate or B, try and explain. But really they need to check out a guide. Laggers- Self-explanatory as well. You'd want the best connection with all your party members. It is recommended that you have at least two holders and one herder. You may require more depending on how high they are on the list. Classes that overlap would be great. [Recommended Items] Toy of Mysterious World- A cure all. Messing with the various other types of specific pots is a hassle. Also able to cure Castle room 1 curse. HP Pots- Get something that heals a lot. MP Pots- While not needed for most runs it can be useful, especially in rooms where you don't get hit. Oil Flask- For Goblin room 5. Usually each party member throws 3, but you actually don't need that much. Bombs- If you're bombing Goblin room 5. Skytree Nuts- Bombing for Goblin room 5, awakening teammates for Rang boss, and Castle room 3. Berserk Dragon Cries- Castle room 3. Summons- Optional but will help in Castle room 1. Naias and ice tigers are highly recommended if your party lacks the ability to summon/protect those caught. APCs for this purpose are not recommended. Number 28- Optional. Can help in many rooms but she can screw you up too. Make sure you know when to summoner her. Tokens- Need lots Sacred Blessings- Optional. INT/HP/MP Max Pots- Optional but definitely helps, especially when you're under exo reqs. Outers is expensive to run unless if you have an exceptional party. Room descriptions will be brief and asura specific as there are guides on the wiki, dnf central, and other threads.