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Forum Index > Q&A (Newbie Friendly) > Battle Questions
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Author Thread Post
Valeriem205
Level 75
High Warlord
Joined: 4/5/2017
Threads: 62
Posts: 1,776
Posted: 6/17/2020 at 7:26 PM Post #1
Having a discussion on Region chat and just hoping for more answers.
Captharleyc
Level 75
Champion
Joined: 9/2/2015
Threads: 5
Posts: 788
Posted: 6/17/2020 at 7:29 PM Post #2
I could just PM you a lot of what you need to know...

There are five attributes all sylesties have Health, Strength, Intelligence, Dexterity and Agility.

Health: determines how much punishment a pet can take before passing out.
Strength (used by water, air & earth): Determines how much Physical Damage, certain pets deal.
Intelligence (used by fire, light & dark): Determines how much Magical Damage, certain pets deal
Dexterity (essential for slot #2 & #3 sylesties, known as Cannons): Increases your sylestie's chances of critically hitting an opponent for double damage.
Agility (essential for slot #1 sylesties, known as tanks): Increases your sylestie's chances of avoiding attack damage from an opponent.

Attributes for PARTY SYLESTIES: Party Sylesties need to focus on just three attributes, which depend mainly on which slot they are in, which element they are using (species at this point doesn't matter) and the type equipment they have. These are the primary party game mechanics:

Amount of attack damage from enemies, as a general rule the table is thus:
Slot #1 pet receives 50-60% of all attacks
Slot #2 pet receives 15-25% of all attacks
Slot #3 pet receives 10-15% of all attacks

Type of damage your pet inflicts: You may notice one of the proficiency point sections looks like a flexing arm and a brain, this one boosts either Strength or Intelligence and is dependent upon the element you choose for your pet. You probably noticed this earlier:
STRENGTH ELEMENTS: Earth, Air, Water = Physical damage only
INTELLIGENCE ELEMENTS: Shadow, Fire, Light = Magical damage only
Each one has their specialties so strengths and weaknesses abound with each. But what you need to know Intelligent elements do not inflict Physical Damage and Strength elements do not inflict magical damage.

EQUIPMENT TYPES
DISCIPLE: This armor is average on everything.
MYRMIDON: Best armor for Physical Damage Cannons (slot #2 or 3), boosts both Strength & Dexterity.
ASSASSIN: Best armor for Physical Damage Tanks (slot #1), boosts both Strength & Agility.
EVOKER: Best armor for Magical Damage Cannons (slot #2 or 3), boosts both Intelligence & Dexterity.
ILLUSIONIST: Best armor for Magical Damage Tanks (slot #1), boosts both Intelligence & Agility.
RAVAGER: Pretty much boosts Strength only.
ARCANIST: Pretty much boosts Intelligence only.

This first lesson should help you get onto a good footing. Something you will notice about Air & Fire,they are the only two elements that enhance dexterity in proficiency; they are also the only two elements with no healing ability.

-----------

Festival Mini-bosses: Most tend to be high dexterity, low agility so they hit critically often, but tend to be avoided more than normal enemies. And all of them have their abilities based off Aeriel's from Astryl's Tranquility, with the same timing:

Special Abilities and when they happen:

Wailing Cry (Stuns) on every 8th turn starting on Turn 1 or 9: Turns 1, 9, 17, 25, 33, 41, 49, 57, 65, 73, 81, 89, 97, etc.

Counters: Your pet is going to get stunned, all you can do is cast a turn based action the turn before so your sylestie is still having an effect while stunned.
Air: Razor Wind,
Earth: Thorncoat,
Fire: Explosive Fireball,
Light: none,
Shadow: Force (Siphon),
Water: Ice Barrier


Nightmare (Haunts for 394-525 damage, 3 turns) every 5th turn starting on Turn 3; however turns are disrupted by battle log resets and continue the fifth turn casting until log resets again: Turns 3, 8, 13,.. After this the turn is likely to change. Thankfully counter is best done the turn after it is cast on your sylestie.

Counter: You have to absorb or replace the damage to counter during the five turns it effects you.
Air: Elixir,
Earth: Leeching Strike (Leeching Vines),
Fire: Elixir,
Light: Any ability,
Shadow: Force (Siphon),
Water: Ice Barrier.
Valeriem205
Level 75
High Warlord
Joined: 4/5/2017
Threads: 62
Posts: 1,776
Posted: 6/17/2020 at 7:29 PM Post #3
I lost about half of what you guys were saying and am very confused by what you were saying.
Stormdragon21
Level 75
Nature Walker
Joined: 8/1/2016
Threads: 13
Posts: 271
Posted: 6/17/2020 at 7:31 PM Post #4
I was just commenting on what other people were saying, not giving direct advice. Sorry.
Captharleyc
Level 75
Champion
Joined: 9/2/2015
Threads: 5
Posts: 788
Posted: 6/17/2020 at 7:31 PM Post #5
I figured, its festival time so the RC (Region Chat) has a highly active bunch.
Valeriem205
Level 75
High Warlord
Joined: 4/5/2017
Threads: 62
Posts: 1,776
Posted: 6/17/2020 at 7:32 PM Post #6
Totally okay. Um, thank you both tho. This is more than I knew.
Edited By Valeriem205 on 6/17/2020 at 7:33 PM.
Valeriem205
Level 75
High Warlord
Joined: 4/5/2017
Threads: 62
Posts: 1,776
Posted: 6/17/2020 at 7:33 PM Post #7
left a reply. but really, thank you guys for explaining this to me
Captharleyc
Level 75
Champion
Joined: 9/2/2015
Threads: 5
Posts: 788
Posted: 6/17/2020 at 7:38 PM Post #8
It's what a couple of us are here for. Let me check with my quartermaster and see if we can't release some gear to give you a hand up. At least stop your team from getting slapped around.
Scathreoite
Level 75
Hand of Destiny
Joined: 11/2/2014
Threads: 91
Posts: 4,296
Posted: 6/17/2020 at 7:45 PM Post #9
okay, so I got the impression that the team under discussion was
Fire Starter
Blue Death
Coralite

Most teams are tank/healer(or buffer)/attacker,
Tanks are usually Earth, Water, Shadow, Light
(light are more common on tank-healer/ attacker/attacker teams I think? I use them as the tank on my board teams which have that setup)
Healers are light, buffers are water
Attackers are generally Fire or Air, but a shadow could potentially do it, but not as well


So I'd say swap Fire Starter over to Light element, put Blue Death in slot 1 as tank for a start

So Earth Tank. first thing I note about BD, she has a bunch of Int-based equips, one of which is her relic. This is damaging her damage output. A pet's relic gives a large boost to the Damage stat, but she has an Illusionist relic, which gives +Magical Damage, but as an Earth pet, she doesn't use the magical damage stat at all, she uses the physical damage stat.
She needs Assassin equipment, which will boost her Strength stat (will increase her Physical Damage stat) and her Agility (will raise her evasion, which is something tanks need to avoid incoming damage)
Additionally, most of the gear is rare- I'd suggest getting legendary lv25 equips (from broker of esior very hard mission satchels)

Profs, eh, should be fine? HP/Str/Agi are all viable profs for an earth tank


Coralite as an air pet should have profs either be 2str or 1str/1dex, not HP- the other two party members should cover for any lack in HP, with the tank taking most damage and the healer or buffer healing anything else.
His equips... Disciple equips are more of a placeholder, with no focus/speciality (and the one that isn't a disciple is an evoker, which is not for air pets)
He needs Myrmidon equips to boost his strength and dexterity (again, lv25 legendaries) or you could get Veracity equips from sanctuary of saerielle town hall


Again, I say probably Fire Starter should be swapped to being a Light pet so that she can heal the other pets, but either way, if she isn't tanking you want Evoker equips on her (or Shadows equips from Sanctuary Town Hall.) for Int+dex
Profs should be either 1int/1dex or 2int.
Valeriem205
Level 75
High Warlord
Joined: 4/5/2017
Threads: 62
Posts: 1,776
Posted: 6/17/2020 at 8:08 PM Post #10
Thank you for your advice. I did do what you said and switched Fire to Light.
 
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