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Forum Index > Q&A (Newbie Friendly) > How do I get past the Arch Mages???
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Author Thread Post
T1g3r
Level 75
The Perfectionist
Joined: 6/11/2022
Threads: 44
Posts: 778
Posted: 6/20/2022 at 9:19 PM Post #1
Ive been at this level (50) so long!
I just cant seem to get path the Arch Mages in the undead army that you fight in the Umbra Forest. Can anyone give me some tips on how to defeat them?
Edited By T1g3r on 6/20/2022 at 9:20 PM.
Scathreoite
Level 75
Hand of Destiny
Joined: 11/2/2014
Threads: 91
Posts: 4,302
Posted: 6/20/2022 at 10:06 PM Post #2
I will assume your current battle party, Zerox, Draconah, and Skeera, are the team you are using?

okay, the Arch Mage fight is... a wave battle, isn't it? where you start with a bunch of weaker enemies and thy get replaced until the mages appear?
Fire isn't a great element for this fight since the best strategy for these battles is to focus on one single enemy slot, so that the stronger enemies get bottlenecked and can only appear one at a time. Fire struggles with this since its abilities focus on spread damage/ moves that hit multiple enemies.

team notes:
Water and Shadow are both Tank elements (though water can also pull Buffer, though it isn't so good at it until higher levels, and Shadow can pull Survivalist)

Teams are usually, though not always, Tank (water/earth/shadow, sometimes light) in slot 1, with a Healer (light) or Buffer (water) and an attacker (air or fire) in slots 2 and 3. (definitely not the only team setup, but the most common, since it's effective and pretty easy to use)

Team equipment/ profs:
Earth, Water, and Air are Physical elements, and use the Strength/ Physical Damage stats.
Light, Shadow, and Fire are Magical elements, and use Intelligence/ Magical Damage.

Tank pets in slot 1 use Agility for the defence and evasion stat boosts, while attackers and generally healers/buffers use Dexterity for the Accuracy and higher crit chances (both stats have equal control of a pets speed)

So, when looking at equips, you can quickly decide what sort they want
Let's look at Draconah- Fire element (attacker), Assassin relic, Evoker armor, Disciple bracer, Evoker bracer
Evoker equips boost her Int and Dex, which is perfect for a Magic Attacker
on the other hand, Assassin boosts Str and Agi, which is pretty useless for a Magic Attacker- perfect for a Water or Earth Tank, though.
(Disciple are kind of like placeholder equips, with no strengths)
(additionally, you really want to have relics that give a boost to the correct Damage stat; Draconah's relic gives a +149 boost to her Physical Damage stat... which she, as a Fire Attacker, doesn't use at all. Her current move output is being calculated off of her 163 Magical Damage stat, while if the only difference in her equips was that the relic gave a Mag. Damage boost, she'd have an output of 312)

So for Earth and Water tanks, Assassin gear

for Light and Shadow tanks, Illusionist

Light healers, Evoker, or illusionist

Water Buffers, Myrmidon, or Assassin

Fire attackers, Evoker

Air attackers, Myrmidon


(for Profs, a lv75 Attacker element is usually 3 offense / 3 dex, Tanks have some combo of HP, offense, and agi depending on preference, and healers and buffers usually also have 3 offense and 3 dex)
Angelsystem
Level 65
Warden of Umbra
Joined: 6/17/2022
Threads: 3
Posts: 22
Posted: 6/21/2022 at 12:47 PM Post #3
Make sure you have 3 pets in your party, and they are all equipped with level appropriate armor, relics, and accessories. Then focus on one enemy at a time, starting with the weakest enemy. Use finishing blows regularly, and use mend whenever it's ready. Stock up on lots of potions before the battle, you can use one every 2 rounds, take advantage of that and use it every 2 rounds. Grab revival droughts to be on the safe side. Make sure your strongest pet is in the first party slot, second strongest in the second slot, and third strongest in the third slot. Take a few minutes to go over each of your pets' attacks to figure out which is the strongest and the most helpful to you.
Scathreoite
Level 75
Hand of Destiny
Joined: 11/2/2014
Threads: 91
Posts: 4,302
Posted: 6/21/2022 at 4:24 PM Post #4
@Angelsystem,
First point, "first pet in slot 1, weakest in slot 3" is not how the battle system works. The position of a pet in the party has no effect on its move output, just how likely the enemy is to aim for it (hence me mentioning that tanks go in slot 1 in my previous post- Tanks generally will have the highest survivability, via HP or Agi or both, and the moveset most oriented to it (eg, earth is designed to raise its defensive capabilities and draw all enemy attacks to iteslf, Shadow is designed to heal itself off of the enemies)

Second, focusing on the weakest enemy is not always the better strategy. As I *also* mentioned, I am fairly certain the battle in question is a Wave battle. With wave battles in Umbra Forest, it's better to focus on a single slot, so that when new enemies come in to the fight they have to come one-at-a-time and you don't have to end up fighting three stronger enemies at once.

Third, saying "make sure they are equipped with level appropriate gear" is all well and good, but it doesn't explain *what those are*.
For example, it makes no mention of which sort you want to use for a pet, eg, str gear for physical element pet, which is an important thing to take into account (I did cover that in our own previous post),

Actually, @T1g3r, another thing I should probably have mentioned, both rarity and level of an equip affect the stats. If you had, say, a choice between a lv50 uncommon equip or a lv25 legendary, you'd probably want to go for the lv25, simply because uncommons have, how to say. Bad stats.
(the Lost Grove equips, which are pretty easy to pick out, are all lv60 and outstrip pretty much every non-lg equip regardless of rarity or level, though)

Fourth, a well set up team doesn't generally need to use Mend at all, and certainly shouldn't be needing to use potions every two turns. I can't even think of the last time any of my main teams or board teams used mend besides by accident. Light pets that are well equipped and proffed can generally recover most of their teams' HP without much issue each round, excepting after bigger boss moves where it might take an extra turn or two.
(also you don't need to buy healing items if you've got some mission pets set up- potions, elixirs, and draughts have a 25% chance of dropping from the reward mission satchels.)

Fifth, Finishing blow should probably be more of a strategic usage move, since it consumes all mana the user has. (although once you're later in the game, it pretty much falls entirely out of use, there's just Better Options)
Angelsystem
Level 65
Warden of Umbra
Joined: 6/17/2022
Threads: 3
Posts: 22
Posted: 6/21/2022 at 6:15 PM Post #5
idk who spit in your cheerios but chill out lol. I gave advice that works for me, if it isn't your cup of tea that's perfectly fine, but no need to write a dissertation on all the things you disagree with.
T1g3r
Level 75
The Perfectionist
Joined: 6/11/2022
Threads: 44
Posts: 778
Posted: 6/21/2022 at 6:57 PM Post #6
Thanks so so so much, Scathreoite!!! This helped me defeat the Arch Mages!
Scathreoite
Level 75
Hand of Destiny
Joined: 11/2/2014
Threads: 91
Posts: 4,302
Posted: 6/21/2022 at 9:14 PM Post #7
I genuinely don't mean to be rude, I just endeavor to be as clear and as in-depth as I can for the sake of anyone who may read this thread later and find it useful, and for the original poster.

The first point we made was purely for the sake of clarifying the manner in which the pet slots actually affect a battle.
Slot 1 takes the most damage, strongest pet is usually an attacker, attackers have lower hp and agi since they focus on damage and dex, and so take more damage when in that slot than a pet with hp/agi investment.

The second was that, given your own completion %, I cannot be sure if you have run into any of the more intense, longer wave battles that have much stronger enemies waiting in the wings. I know there are a lot of newer players who have struggled with these fights because they have just treated them the same as every other fight, and ended up fighting three four-star enemies at once after a tidalwave of 1-3 star enemies.

Third is primarily a matter of clarity. Level alone just does not determine how useful an equip is. Both the rarity and type also play a role, and arguably much more than the level of the equip.
Just putting any equip that's close in level onto a pet and expect the pet to be doing the best it can be (example: lv60 uncommon illusionist relic gives int+13. A lv25 legendary illusionist relic gives int+14. The first one is the higher level, but has the lower stats because of its rarity. And both would suck if put on an air attacker rather than a shadow or light tank because illusionist boosts Int/Agi when an air attacker thrives on str/dex)


Fourth and Fifth are less relevant, that's true, especially from me as someone who finished the early game years ago and thus has less of a grasp on the earlier areas' strength vs equal level these days.

Regardless, a well set-up light pet can generally cover a respectable amount of the party's healing. I see yours is not yet lv30, which might play in to the need for Mend? Fairy light is a higher output move than Beam, so once you get it you should see a difference
I say this as someone who runs lv30 light/fire/fire during battle boards when Fests are active and who hasn't needed to use mend for any of those teams across thousands of battles

I also admittedly no longer have any grasp on how useful Finishing Blow in early-game; these days my main team can just deal a lot more damage than finishing blow can output with relative ease without costing all my mana. I guess ?7k? damage is a lot bigger back in the early areas than it is later on, and with a smaller elemental move pool there's more worth to being able to use it for that extra damage? So if it works for you it works for you for now.
 
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