After saving up for a while i finally bought a shadow key, and want to do a Shadow Roarmulus Twins run (I've already done Snarbolax). I want to save my CE for crafting in Sanctuary, so I want to keep revives to a minimum. How should i go about assembling a team to ensure success?
Assembling a team for a shadow run
Just to add to that, Bopp:
Teamwork is a key factor, I find. Equipment and skill etc are all important, but the worst thing for a team is someone who's got such rad gear and is so good that he doesn't think he needs to revive anyone who's died, or go back and help, or who thinks he can take on the entire button room himself. That's the kind of stuff that creates party wipes.
Something important to remember when working with teams is that you can only ever be killed from an attack outright with 1/2 hps, regardless of what damage the attack does. (i.e, if you have 15 hp and get hit for 8, you'll have 7 left, but if you have 5 hps, you'll be reduced to 1; not dead). Keeping this in mind allows more freedom for revives with less worry. For example, if you have 4 hp and someone's died, then just revive them; whether you do or not, the next hit will bring you down to 1 hps, so it's better to have someone else up and alive with you.
A combination of friends, haven recruiting and asking someone who already had Mercurial Demo gear produced a run that only needed about 5 revives. Also, when I did Shadow Snarby the Knight with the key covered that cost entirely themselves so I wanted to pass that love along. Now I can join those who complain that Movement speed increase needs a buff. :P
First, you should know all three other people well and trust them. Or at least you should trust one enough to trust people that he recommends. I mean, trust in their skill, in their equipment, in the fact that they won't leave halfway through because their pizza was delivered, etc. If you can't find three people, then consider advertising in the General Discussion forum. But I don't know what kind of quality you can expect there.
A Shadow Lair is much easier for the party if at least one person has done it already and can act as a guide. But it's also fun to encounter everything fresh. I always viewed YouTube videos ahead of time, to get an idea of what would happen. I wouldn't do that in a typical SK mission, but the cost to enter a Shadow Lair is so high that I don't want any big mistakes.
I recommend that you all start at depth 18, so that you can all acquire pills, vitapods, and remedies before the Shadow Lair itself begins.
Consider this procedure at depth 23: You open the shadow gate with your key, and then each party member gives you 450 CE, and then you all get on the elevator. If you trust them a lot, then you needn't be so rigid, but this procedure is fairly robust to moochers (which you shouldn't have, because you trust these people).
Of course, never revive with energy unless everyone is dead. I'm not sure what else to say, other than about equipment.