Difference between revisions of "Team Building"
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== Edit Teams == | == Edit Teams == | ||
| − | Edit Teams will allow the player to choose party members and adjust their gear. To include an adventurer, tap them and then tap the slot they will fill, and they will be placed into the active party. Whenever a team member is added to the team, they will not have any gear equipped. To equip their gear, tap the appropriate location on their info window below them, and then tap the desired item. | + | Edit Teams will allow the player to choose party members and adjust their gear. To include an adventurer, tap them and then tap the slot they will fill, and they will be placed into the active party. Whenever a team member is added to the team, they will not have any gear equipped, and they will equip their default [[Shared Skills|shared skills]]. To equip their gear, tap the appropriate location on their info window below them, and then tap the desired item. |
== Team Building Considerations == | == Team Building Considerations == | ||
| − | The main | + | The main five components to consider when team building are: |
* [[Adventurers]] | * [[Adventurers]] | ||
* [[Weapons]] | * [[Weapons]] | ||
* [[Wyrmprints]] | * [[Wyrmprints]] | ||
* [[Dragons]] | * [[Dragons]] | ||
| + | * [[Shared Skills]] | ||
=== Choosing Adventurers === | === Choosing Adventurers === | ||
| + | [[File:Screenshot Elements.jpg|right|thumb|Element chart]] | ||
The first consideration when building a team is the core element the team should be, which will decide which adventurers and dragons to bring. | The first consideration when building a team is the core element the team should be, which will decide which adventurers and dragons to bring. | ||
| − | Since each quest has an attributed [[element]] that | + | Since each quest has an attributed [[element]] that the majority of the enemies, including the boss, within the quest have, a team should usually be built to contain the element that is stronger against that element, to improve defensive capabilities and to a lesser extent, offensive capabilities. For example, a Flame quest is best tackled by a team of Water-attuned adventurers and gear, as Water-attuned adventurers enjoy a 50% damage reduction against all Flame damage, as well as 50% increased damage towards Flame enemies. However, it may not always be possible to have the resources to build a mono-element team. In this case, it is fine to bring adventurers and gear of other types (Rainbow teams), as long as the adventurers are not weak to the quest element. For example, Wind-attuned adventurers should not be used for a Flame quest. |
| + | * Some quests later on in the Main Campaign introduces off-element enemies and sometimes enemies with an elemental advantage ''against'' you. Caution is advised in this situation. | ||
| − | + | Since the player controls the first character, it is possible to just have a main character strong against the quest element to carry the AI regardless of element, especially since AI adventurers enjoy a permanent damage reduction to compensate for their worse attack-dodging capabilities. | |
| − | Some adventurers may also have a niche that overrides elemental consideration. | + | Some adventurers may also have a niche that overrides elemental consideration. |
| + | * Exceptionally strong melee DPS like {{Icon|Adventurer|The Prince|size=32px|text=1}}, {{Icon|Adventurer|Marth|size=32px|text=1}}, and {{Icon|Adventurer|Gala Alex|size=32px|text=1}} are valuable on most teams for their very high damage output, even outside of their element, as long as elemental disadvantages aren't at play. | ||
| + | * {{Icon|Adventurer|Elisanne|size=32px|text=1}} and {{Icon|Adventurer|Patia|size=32px|text=1}} grant access to high amounts of unconditional strength and/or defense buffs, and also provide a universal HP co-ability, and hence can make significant contributions to a team as long as elemental disadvantages aren't at play. | ||
| + | * Healers like {{Icon|Adventurer|Cleo|size=32px|text=1}}, {{Icon|Adventurer|Hildegarde|size=32px|text=1}}, {{Icon|Adventurer|Verica|size=32px|text=1}}, {{Icon|Adventurer|Halloween Lowen|size=32px|text=1}}, and {{Icon|Adventurer|Grace|size=32px|text=1}} are valuable on most teams for sustain or protection. | ||
| − | Additionally, players may only place one variation of each character in the game. This means, for example, that | + | Additionally, players may only place one variation of each character in the game. This means, for example, that {{Icon|Adventurer|Gala Mym|size=32px|text=1}} and {{Icon|Adventurer|Halloween Mym|size=32px|text=1}} cannot be on the same team. |
=== Choosing Dragons === | === Choosing Dragons === | ||
| − | Dragons should be taken into consideration alongside adventurers. This is because if an adventurer and equipped dragon share the same element, not only does the adventurer benefit from the dragon's | + | Dragons should be taken into consideration alongside adventurers. This is because if an adventurer and equipped dragon share the same element, not only does the adventurer benefit from the dragon's abilities (e.g. {{Icon|Ability|(Flame) Strength +40%||size=32px|text=1}}, etc.), but sharing the same element also grants a 50% HP and strength increase to the dragon's base stats. |
Thus, when selecting adventurers, a player should also take into consideration what elemental dragons are available to equip to those adventurers as well. | Thus, when selecting adventurers, a player should also take into consideration what elemental dragons are available to equip to those adventurers as well. | ||
| − | Similar to adventurers, exceptions may be made for niche off-element dragons. | + | Similar to adventurers, exceptions may be made for niche off-element dragons. |
| + | * {{Icon|Dragon|Mini Mids|size=32px|text=1}}'s, {{Icon|Dragon|Mini Zodi|size=32px|text=1}}'s, and {{Icon|Dragon|Fatalis|size=32px|text=1}}'s abilities still function on off-element adventurers, making them pretty good choices if you need a filler dragon, as they're stronger than story and most welfare event dragons. | ||
| + | * {{Icon|Dragon|Phoenix|size=32px|text=1}}'s and {{Icon|Dragon|Freyja|size=32px|text=1}}'s healing skills grant an extremely potent regen heal which can heal an entire team to full, even in raids, making them incredibly valuable even off-element. | ||
| + | |||
| + | Dragon preferences for an adventurer are generally as follows: | ||
| + | * DPS adventurers want Strength or Skill Damage, so that they can dish out more damage. | ||
| + | ** preference for Strength or Skill Damage will vary by how much of the adventurer's total DPS comes from skills. An adventurer such as {{Icon|Adventurer|Gala Alex|size=32px|text=1}} depends on her skills for a large portion of her DPS, so she would want Skill Damage. Conversely, an adventurer such as {{Icon|Adventurer|Pipple|size=32px|text=1}} doesn't have much Skill Damage (actually he doesn't have any), so he would prefer Strength. | ||
| + | * Buffer units (such as {{Icon|Adventurer|Elisanne|size=32px|text=1}}) would appreciate [[File:Icon Ability 1020004.png|32px|link=Skill Haste Up]] [[Skill Haste Up]] so that they can set up their buffs faster. | ||
| + | * Healers want HP, which enhances the power of their heals and improves their survivability. | ||
=== Choosing Weapons === | === Choosing Weapons === | ||
| − | Weapons should be crafted in consideration to adventurers' weapon types. For example, if using an adventurer | + | {{Main|[[Weapons Guide]]}} |
| + | Weapons should be crafted in consideration to adventurers' weapon types. For example, if using an adventurer that wields daggers, then craft a dagger. | ||
| − | + | Core crafted weapons gain an element at Tier 3. Chimeratech, High Dragon, and Agito weapons are always elemental weapons. | |
| + | Similar to dragons, elemental weapons equipped with an adventurer of the same elemental type, will grant an additional 50% HP and strength to the weapon's base stats. | ||
=== Choosing Wyrmprints === | === Choosing Wyrmprints === | ||
| − | Effectively selecting | + | {{Main|[[Wyrmprints Guide]]}} |
| + | Effectively selecting wyrmprints will highly depend on the adventurer's skills and player preference. It is best to analyze the wyrmprint's abilities and determine which adventurers match best with the provided abilities. | ||
| − | + | * Adventurers who utilize damaging skills will benefit from wyrmprints with [[File:Icon Ability 1010002.png|32px|link=Skill Damage Up]] [[Skill Damage Up]], [[File:Icon Ability 1020002.png|32px|link=Strength Up]] [[Strength Up]], [[File:Icon Ability 1020010.png|32px|link=Critical Rate Up]] [[Critical Rate Up]], [[File:Icon Ability 1020004.png|32px|link=Skill Haste Up]] [[Skill Haste Up]], or potentially [[File:Icon Ability 1010007.png|32px|link=Skill Prep]] [[Skill Prep]] depending on a player's playstyle and quest duration. | |
| + | ** These wyrmprints are usually also suitable for defense debuffers, as debuffers have a tendency to deal a noticable amount of damage (i.e. a hybrid DPS/support). | ||
| + | ** Adventurers that can shapeshift frequently tend to also benefit from wyrmprints with [[File:Icon Ability 1020002.png|32px|link=Dragon's Claws]] [[Dragon's Claws]] and [[File:Icon Ability 1010002.png|32px|link=Dragon's Skill]] [[Dragon's Skill]]. | ||
| + | ** Adventurers in teams which receive frequent defense buffs, or activate defense buffs themselves, may benefit significantly from [[File:Icon Ability 1020002.png|32px|link=Strength Doublebuff]] [[Strength Doublebuff]] and [[File:Icon Ability 1020011.png|32px|link=Critical Damage Doublebuff]] [[Critical Damage Doublebuff]] (if having a high critical rate) for offense and [[File:Icon Ability 1010011.png|32px|link=Healing Doublebuff]] [[Healing Doublebuff]] for survivability. | ||
| + | * Adventurers who utilize buffing skills will benefit from wyrmprints with [[File:Icon Ability 1020004.png|32px|link=Skill Haste Up]] [[Skill Haste Up]] and [[File:Icon Ability 1010006.png|32px|link=Buff Skill Time]] [[Buff Skill Time]]. | ||
| + | * Healers will usually benefit most from wyrmprints with [[File:Icon Ability 1020009.png|32px|link=Recovery Up]] [[Recovery Up|Recovery Potency Up]], [[File:Icon Ability 1020001.png|32px|link=HP Up]] [[HP Up]], [[File:Icon Ability 1020003.png|32px|link=Defense Up]] [[Defense Up]], [[File:Icon Ability 1010008.png|32px|link=Shapeshift Prep]] [[Shapeshift Prep]], [[File:Icon Ability 1020004.png|32px|link=Skill Haste Up]] [[Skill Haste Up]], [[File:Icon Ability 1010007.png|32px|link=Force Charge]] [[Force Charge]], and if lacking skill prep, [[File:Icon Ability 1010007.png|32px|link=Skill Prep]] [[Skill Prep]] abilities. | ||
| + | ** Healers with regen healing will also benefit from [[File:Icon Ability 1010006.png|32px|link=Buff Skill Time]] [[Buff Skill Time]]. | ||
| + | * AI adventurers may prefer carrying [[File:Icon Ability 1020003.png|32px|link=Defense Up]] [[Defense Up]] or [[File:Icon Ability 1010011.png|32px|link=Last Recovery]] [[Last Recovery]] abilities to enhance their survivability. | ||
| + | There are also wyrmprints which have high risk, high reward abilities such as {{Icon|Wyrmprint|Seaside Princess|size=32px|text=1}}'s {{Icon|Ability|Full HP {{=}} Strength +15%|size=32px|text=1}} and {{Icon|Ability|Full HP {{=}} Critical Damage +22%|size=32px|text=1}}. If a player can maintain the adventurer's HP levels (which may be easier on ranged characters vs. melee, or with regen healing), then the additional stats and damage these abilities provide may pay off. Ultimately, this is all dependent on synergizing with what skills and abilities an adventurer has, as well as playstyle. | ||
| + | |||
| + | === Choosing Shared Skills === | ||
| + | {{Main|[[Shared Skills]]}} | ||
== Optimize == | == Optimize == | ||
The Optimize button will automatically create a team based on a few specifications. These specifications include the dominant element desired and an emphasis on offense, defense, or balance. Additionally, there are options to remove adventurers, weapons, etc. from the automated optimization. | The Optimize button will automatically create a team based on a few specifications. These specifications include the dominant element desired and an emphasis on offense, defense, or balance. Additionally, there are options to remove adventurers, weapons, etc. from the automated optimization. | ||
| − | The Optimize function focuses on maximizing [[Might]], which may be convenient to unlock quests, but will often give quirky results. For example, the Optimize function will not hesitate to pair | + | The Optimize function focuses on maximizing [[Might]], which may be convenient to unlock quests, but will often give quirky results. For example, the Optimize function will not hesitate to pair wyrmprints that do not benefit the selected adventurer at all due to class locks. Therefore, while this function can be used for convenience, the player is strongly encouraged to evaluate teams created using Optimize to ensure it suits their needs before starting quests. |
| − | + | For best result when mixing multiple elements, hand pick the adventurers first, then choose Optimize for All without adventurers checked. This is most useful when you don't have a matching element healer for your team and still want the Optimize function to choose matching element dragons for all adventurers. Alternatively, choose a single element without adventurers checked for more single dragon element oriented team, even when you don't have powerful adventurers for the same element. | |
== Collection == | == Collection == | ||
In the Collection menu, the player can see all of their adventurers, weapons, wyrmprints, and dragons in a larger window. Most notably, this is where unwanted items can be sold or unwanted dragons can be parted with. Wyrmprints ({{3*}} and higher) and dragons are exchanged for {{Rupies-}} and {{Eldwater-}}. Weapons and {{2*}} wyrmprints, however, can be sold for {{Rupies-}} only. Items must be unlocked and unequipped before they can be exchanged, and only 50 items can be exchanged at once. | In the Collection menu, the player can see all of their adventurers, weapons, wyrmprints, and dragons in a larger window. Most notably, this is where unwanted items can be sold or unwanted dragons can be parted with. Wyrmprints ({{3*}} and higher) and dragons are exchanged for {{Rupies-}} and {{Eldwater-}}. Weapons and {{2*}} wyrmprints, however, can be sold for {{Rupies-}} only. Items must be unlocked and unequipped before they can be exchanged, and only 50 items can be exchanged at once. | ||
| + | |||
| + | If selling an {{4*}} or higher rarity, unbound, or augmented wyrmprint, weapon, or dragon, a warning message will be shown and you will have to permit the sale of such items at the confirmation window. | ||
| + | |||
| + | Sell values by rarity are listed below for 0UB items. | ||
| + | * If an item is unbound, the amount of unbinds will be factored into the sale value (e.g. selling a 3UB {{5*}} dragon will have the same value as selling 4 copies of a {{5*}} dragon.) | ||
| + | {{Wikitable| class="wikitable center" style="margin-left: 25px; | ||
| + | !Wyrmprint/Dragon Rarity !! Rupies + Eldwater Gained | ||
| + | |- | ||
| + | |{{5*}} Dragon || {{Rupies}} x5,000 + {{Eldwater}} x8,500 | ||
| + | |- | ||
| + | |{{4*}} Dragon || {{Rupies}} x2,000 + {{Eldwater}} x2,200 | ||
| + | |- | ||
| + | |{{5*}} Wyrmprint|| {{Rupies}} x5,000 + {{Eldwater}} x3,000 | ||
| + | |- | ||
| + | |{{4*}} Wyrmprint || {{Rupies}} x2,000 + {{Eldwater}} x1,000 | ||
| + | |- | ||
| + | |{{3*}} || {{Rupies}} x300 + {{Eldwater}} x150 | ||
| + | |- | ||
| + | |{{5*}} Welfare || {{Rupies}} x5,000 + {{Eldwater}} x300 | ||
| + | |- | ||
| + | |{{4*}} Welfare || {{Rupies}} x2,000 + {{Eldwater}} x100 | ||
| + | |- | ||
| + | |{{3*}} Welfare || {{Rupies}} x300 + {{Eldwater}} x10 | ||
| + | }} | ||
| + | |||
| + | {{Menus navbox}} | ||
Latest revision as of 06:26, 5 July 2020
| Under Construction!
This page is currently in the process of being expanded on. Please note that there may be missing or incomplete information. |
Team Building is the action of choosing and outfitting the four adventurers that will be sent on a quest. This is done in the "Teams" tab in the menu.
Edit Teams
Edit Teams will allow the player to choose party members and adjust their gear. To include an adventurer, tap them and then tap the slot they will fill, and they will be placed into the active party. Whenever a team member is added to the team, they will not have any gear equipped, and they will equip their default shared skills. To equip their gear, tap the appropriate location on their info window below them, and then tap the desired item.
Team Building Considerations
The main five components to consider when team building are:
Choosing Adventurers
The first consideration when building a team is the core element the team should be, which will decide which adventurers and dragons to bring.
Since each quest has an attributed element that the majority of the enemies, including the boss, within the quest have, a team should usually be built to contain the element that is stronger against that element, to improve defensive capabilities and to a lesser extent, offensive capabilities. For example, a Flame quest is best tackled by a team of Water-attuned adventurers and gear, as Water-attuned adventurers enjoy a 50% damage reduction against all Flame damage, as well as 50% increased damage towards Flame enemies. However, it may not always be possible to have the resources to build a mono-element team. In this case, it is fine to bring adventurers and gear of other types (Rainbow teams), as long as the adventurers are not weak to the quest element. For example, Wind-attuned adventurers should not be used for a Flame quest.
- Some quests later on in the Main Campaign introduces off-element enemies and sometimes enemies with an elemental advantage against you. Caution is advised in this situation.
Since the player controls the first character, it is possible to just have a main character strong against the quest element to carry the AI regardless of element, especially since AI adventurers enjoy a permanent damage reduction to compensate for their worse attack-dodging capabilities.
Some adventurers may also have a niche that overrides elemental consideration.
- Exceptionally strong melee DPS like Error: Table Adventurers not found.,Error: Table Adventurers not found., andError: Table Adventurers not found.are valuable on most teams for their very high damage output, even outside of their element, as long as elemental disadvantages aren't at play.
- Error: Table Adventurers not found.andError: Table Adventurers not found.grant access to high amounts of unconditional strength and/or defense buffs, and also provide a universal HP co-ability, and hence can make significant contributions to a team as long as elemental disadvantages aren't at play.
- Healers like Error: Table Adventurers not found.,Error: Table Adventurers not found.,Error: Table Adventurers not found.,Error: Table Adventurers not found., andError: Table Adventurers not found.are valuable on most teams for sustain or protection.
Additionally, players may only place one variation of each character in the game. This means, for example, that
and
cannot be on the same team.
Choosing Dragons
Dragons should be taken into consideration alongside adventurers. This is because if an adventurer and equipped dragon share the same element, not only does the adventurer benefit from the dragon's abilities (e.g.
, etc.), but sharing the same element also grants a 50% HP and strength increase to the dragon's base stats.
Thus, when selecting adventurers, a player should also take into consideration what elemental dragons are available to equip to those adventurers as well.
Similar to adventurers, exceptions may be made for niche off-element dragons.
- Error: Table Dragons not found.'s,Error: Table Dragons not found.'s, andError: Table Dragons not found.'s abilities still function on off-element adventurers, making them pretty good choices if you need a filler dragon, as they're stronger than story and most welfare event dragons.
- Error: Table Dragons not found.'s andError: Table Dragons not found.'s healing skills grant an extremely potent regen heal which can heal an entire team to full, even in raids, making them incredibly valuable even off-element.
Dragon preferences for an adventurer are generally as follows:
- DPS adventurers want Strength or Skill Damage, so that they can dish out more damage.
- preference for Strength or Skill Damage will vary by how much of the adventurer's total DPS comes from skills. An adventurer such as Error: Table Adventurers not found.depends on her skills for a large portion of her DPS, so she would want Skill Damage. Conversely, an adventurer such asError: Table Adventurers not found.doesn't have much Skill Damage (actually he doesn't have any), so he would prefer Strength.
- preference for Strength or Skill Damage will vary by how much of the adventurer's total DPS comes from skills. An adventurer such as
- Buffer units (such as Error: Table Adventurers not found.) would appreciate
Skill Haste Up so that they can set up their buffs faster. - Healers want HP, which enhances the power of their heals and improves their survivability.
Choosing Weapons
Weapons should be crafted in consideration to adventurers' weapon types. For example, if using an adventurer that wields daggers, then craft a dagger.
Core crafted weapons gain an element at Tier 3. Chimeratech, High Dragon, and Agito weapons are always elemental weapons. Similar to dragons, elemental weapons equipped with an adventurer of the same elemental type, will grant an additional 50% HP and strength to the weapon's base stats.
Choosing Wyrmprints
Effectively selecting wyrmprints will highly depend on the adventurer's skills and player preference. It is best to analyze the wyrmprint's abilities and determine which adventurers match best with the provided abilities.
- Adventurers who utilize damaging skills will benefit from wyrmprints with
Skill Damage Up,
Strength Up,
Critical Rate Up,
Skill Haste Up, or potentially
Skill Prep depending on a player's playstyle and quest duration.
- These wyrmprints are usually also suitable for defense debuffers, as debuffers have a tendency to deal a noticable amount of damage (i.e. a hybrid DPS/support).
- Adventurers that can shapeshift frequently tend to also benefit from wyrmprints with
Dragon's Claws and
Dragon's Skill. - Adventurers in teams which receive frequent defense buffs, or activate defense buffs themselves, may benefit significantly from
Strength Doublebuff and
Critical Damage Doublebuff (if having a high critical rate) for offense and
Healing Doublebuff for survivability.
- Adventurers who utilize buffing skills will benefit from wyrmprints with
Skill Haste Up and
Buff Skill Time. - Healers will usually benefit most from wyrmprints with
Recovery Potency Up,
HP Up,
Defense Up,
Shapeshift Prep,
Skill Haste Up,
Force Charge, and if lacking skill prep,
Skill Prep abilities.
- Healers with regen healing will also benefit from
Buff Skill Time.
- Healers with regen healing will also benefit from
- AI adventurers may prefer carrying
Defense Up or
Last Recovery abilities to enhance their survivability.
There are also wyrmprints which have high risk, high reward abilities such as Lua error: Error: Table Wyrmprints not found..'s
and
. If a player can maintain the adventurer's HP levels (which may be easier on ranged characters vs. melee, or with regen healing), then the additional stats and damage these abilities provide may pay off. Ultimately, this is all dependent on synergizing with what skills and abilities an adventurer has, as well as playstyle.
Optimize
The Optimize button will automatically create a team based on a few specifications. These specifications include the dominant element desired and an emphasis on offense, defense, or balance. Additionally, there are options to remove adventurers, weapons, etc. from the automated optimization.
The Optimize function focuses on maximizing Might, which may be convenient to unlock quests, but will often give quirky results. For example, the Optimize function will not hesitate to pair wyrmprints that do not benefit the selected adventurer at all due to class locks. Therefore, while this function can be used for convenience, the player is strongly encouraged to evaluate teams created using Optimize to ensure it suits their needs before starting quests.
For best result when mixing multiple elements, hand pick the adventurers first, then choose Optimize for All without adventurers checked. This is most useful when you don't have a matching element healer for your team and still want the Optimize function to choose matching element dragons for all adventurers. Alternatively, choose a single element without adventurers checked for more single dragon element oriented team, even when you don't have powerful adventurers for the same element.
Collection
In the Collection menu, the player can see all of their adventurers, weapons, wyrmprints, and dragons in a larger window. Most notably, this is where unwanted items can be sold or unwanted dragons can be parted with. Wyrmprints (3
and higher) and dragons are exchanged for
Rupies and
Eldwater. Weapons and 2
wyrmprints, however, can be sold for
Rupies only. Items must be unlocked and unequipped before they can be exchanged, and only 50 items can be exchanged at once.
If selling an 4
or higher rarity, unbound, or augmented wyrmprint, weapon, or dragon, a warning message will be shown and you will have to permit the sale of such items at the confirmation window.
Sell values by rarity are listed below for 0UB items.
- If an item is unbound, the amount of unbinds will be factored into the sale value (e.g. selling a 3UB 5
dragon will have the same value as selling 4 copies of a 5
dragon.)
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