how fast you can reach region 3, and later the lost grove, really depends on the player. Certainly some players have reached the lost grove in just days of joining the site, while it takes others a Lot longer.
A lot comes down, I think, to how well a player grasps the battle system (elements, proficiencies, equipment, party setup), and how much time they have?
If you've just reached Umbra Forest, your first call is getting the third party slot unlocked at sanctuary of saerielle's plaza.
So the question becomes: how well do you understand the elements and how they should be set up? Any questions?
I can toss you some gear for your team, but I don't have any under lv25, so it wouldn't be usable just yet |
Okay, elements can be broken up in a few ways:
Physical vs Magical
Physical elements use Strength and Physical Damage stat, and cannot use the Magical Damage stat
Magical elements use Intelligence and Magical Damage stat, and cannot use the Physical Damage stat
PD and MD stats control the power of a pet's moves, eg "An attack that deals 150% magical damage" deals an average of 1.5x the pet's MD stat (with some variance based on rng and enemy mitigation stats)
Physical elements are Earth, Water, and Air
Magical elements are Shadow, Light, and Fire
I'll go a bit more into gear later, but you always want to make sure your pet's Relic is boosting the correct Damage stat, since it's quite a large boost to their move output)
Stats
> HP for the buffer- a hit has to do more to be able to take the pet down,
> Attack (depends which element it is, the attack proficiency will always put points into the one that matches the element, strength for physical elements, intelligence for magical ones) increases the pet's Damage stat, which will increase move potency (whether that move be offensive or defensive)
> Dexterity boosts Accuracy and Critical hit chance
> Agility stat boosts Evasion and Defences,
Both Dexterity and Agility control a pet's speed, sharing it equally (so 30dex + 10agi is the same speed as 20dex + 20agi or 10dex + 30agi)
Tank, Healer, Buffer, Attacker
Tanks are the pets that go in slot 1 of the party (enemies aim preferentially, slot 1, then 2, then 3)
They are usually set up with proficiencies in HP, Attack (strength or intelligence), Agility, varying by pet, pet element and player.
Typically Tanks are Earth, Water, or Shadow element, sometimes Light element
Main focuses:
Earth- Taunts, defences, minor self-healing
Water- buffs, damage absorption/ some healing (self or other), mana generation (lv75)
Shadow- debuffs, hp absorption/ self-healing, taunt at later levels (lv65)
Light- Healing, healing, more healing, healing for the whole team.
Healer, Buffer
Light pets are Healers, and the more common of the two. They heal the whole party, and are the only element fully focused on that
Water pets are Buffers, but they don't really fall well into the role until higher levels, with access to more moves. Water pets are the only other element capable of allowing other pets in the party to heal, via use of their Ice Barrier and Ice Sphere moves' damage absorption
Often stats are put into attack and dexterity (though agility rather than dexterity works too)
Attacker
Fire and Air.
These two elements have no elemental-based healing or defence (save Air once it reaches lv75, and only while they have their fifth move active, so it isn't a reliable healing method in most circumstances, given the amount it heals, and the move cooldown)
They're all about damage output, Air focused on Single target damage, Fire on Spread damage multipliers.
Stats go into attack and dexterity
(Survivalist teams also exist, such as triple shadow, but those aren't used much in the later game, some people run [tank/healer]+two attackers also)
(some people like to keep an HP prof on non-tank pets also, it depends)
Gear
There's four main gear types available up until lv60 (when the lost grove gear becomes usable)
Assassin, which raises Strength and Agility
Used for Physical Tanks (Earth, Water), can be used by Buffers (Water)
Illusionist, raises Intelligence and Agility
For Magical Tanks (Shadow, Light), can be used by Healers (Light)
Myrmidon, raises Strength and Dexterity
For Physical Tanks (Air), can be used by Water Buffers
Evoker, raises Intelligence and Dexterity
for Magical Tanks (Fire), can be used by Light Healers
there's also
Disciple gear is more a placeholder equip, equal boosts to all stats, but overall lower average than the more focused ones
Ravager, which only focuses on Strength, and is better used for a Strength Mission pet than a battle pet
Arcanist, which only focuses on Intelligence, better for Intelligence Mission pets
(there are others, but these are the ones that drop from battles and mission satchels) |