I'm trying to make meditate builds for each of the grinding venues, and this is my take on a Ghostlight Ruins build.
There is a very similar build,
Ruins Meditate Monk (This build did not inspire mine, I found it after making the Wrecker), but it has more Qck than is needed. Since this build uses less Qck, it has more points in Vit making it more tanky than you might expect.
Post Index:
What Stats and Why
Which Element to Pick
Enemies You'll Face
What to do on Your Turn
What to do Against Each Group
I would like to thank:
Sylvandyr - Their stat tools (found
HERE)
[columns]
[b]Stats:[/b]
STR
AGI
DEF
QCK
[nextcol]
115
8
8
70
[nextcol]
|
|
|
|
[nextcol]
INT
VIT
MND
[nextcol]
5
31
5
[nextcol]
|
|
|
|
[nextcol]
[b]Stones:[/b]
Meditate
Rally
Berserker
Ambush
[nextcol]
Eliminate
Berserker
Ambush
[nextcol]
Sap
Berserker
[nextcol]
Haste
[/columns]
[img]https://s26.postimg.cc/h8b463hi1/Stats.png[/img]
The reasoning for the stats is as follows:
Str 115 allows the Wrecker to Rally + Elim everything in the venue (other than bosses).
Qck 70 plus 30 from haste allows the Wrecker to take 2 extra turns before the enemy (This is because it has 2x the qck of the fastest enemy).
Vit 31 allows the Wrecker to take quite a few hits before you have to refresh.
Def 8 is where I put the remaining points.
Stats:
STR
AGI
DEF
QCK
|
115
8
8
70
|
|
|
|
|
|
INT
VIT
MND
|
5
31
5
|
|
|
|
|
|
Stones:
Meditate
Rally
Berserker
Ambush
|
Eliminate
Berserker
Ambush
|
Sap
Berserker
|
Haste
|
The reasoning for the stats is as follows:
Str 115 allows the Wrecker to Rally + Elim everything in the venue (other than bosses).
Qck 70 plus 30 from haste allows the Wrecker to take 2 extra turns before the enemy (This is because it has 2x the qck of the fastest enemy).
Vit 31 allows the Wrecker to take quite a few hits before you have to refresh.
Def 8 is where I put the remaining points.
I'll now go through the various dragon elements and say which I think are best, and which are worst. This is based on which elements are super effective against your dragon's element. (I'm only counting the elements for spell-casting enemies since the melee enemies don't usually use their element attack before you kill them).
My scale will be Great, Good, Doable, Bad, and Terrible.
[b][u]NOTE:[/u][/b] The rankings in this venue mean less than the rankings in other venues, like the Kelp Beds, because the enemies are slower and weaker. While I don't suggest using a Terrible ranked element, you should be able to with relative success.
Your trainer's element only matters when you're hit by elemental attacks, and this build can beat melee enemies before they get a chance to use their elemental attacks. After the first battle, you have enough breath the cast eliminate and beat mages before they can cast elemental attacks as well, so element matters even less after the first battle.
[b]# Strong Elem[/b] is how many enemy elements are strong versus the element (deal more damage to your dragon)
[b]# Weak Elem[/b] is how many enemy elements are weak versus the element (deal less damage to your dragon)
[columns]
[b]Element[/b]
Arcane
Earth
Fire
Ice
Light
Lightning
Nature
Plague
Shadow
Water
Wind
[nextcol]
|[b]Rank[/b]
|Bad
|Terrible
|Doable
|Bad
|Bad
|Bad
|Great
|Doable
|Bad
|Good
|Bad
[nextcol]
|[b]# Weak Elem[/b]
|1
|0
|1
|0
|1
|1
|2
|1
|1
|1
|1
[nextcol]
|[b]# Strong Elem[/b]
|2
|2
|1
|1
|2
|2
|0
|1
|2
|0
|2
[/columns]
-----
If you don't want to read the chart, here's the ranking from best to worst
[b]1st (Great):[/b]
Nature
[b]2nd (Good):[/b]
Water
[b]3rd (Doable):[/b]
Fire
Plague
[b]4th (Bad):[/b]
Arcane
Ice
Light
Lightning
Shadow
Wind
[b]5th (Terrible):[/b]
Earth
-----
Here's a chart to show what elements are strong/weak to what
[img]http://i.imgur.com/lLliwWS.png[/img]
I'll now go through the various dragon elements and say which I think are best, and which are worst. This is based on which elements are super effective against your dragon's element. (I'm only counting the elements for spell-casting enemies since the melee enemies don't usually use their element attack before you kill them).
My scale will be Great, Good, Doable, Bad, and Terrible.
NOTE: The rankings in this venue mean less than the rankings in other venues, like the Kelp Beds, because the enemies are slower and weaker. While I don't suggest using a Terrible ranked element, you should be able to with relative success.
Your trainer's element only matters when you're hit by elemental attacks, and this build can beat melee enemies before they get a chance to use their elemental attacks. After the first battle, you have enough breath the cast eliminate and beat mages before they can cast elemental attacks as well, so element matters even less after the first battle.
# Strong Elem is how many enemy elements are strong versus the element (deal more damage to your dragon)
# Weak Elem is how many enemy elements are weak versus the element (deal less damage to your dragon)
Element
Arcane
Earth
Fire
Ice
Light
Lightning
Nature
Plague
Shadow
Water
Wind
|
|Rank
|Bad
|Terrible
|Doable
|Bad
|Bad
|Bad
|Great
|Doable
|Bad
|Good
|Bad
|
|# Weak Elem
|1
|0
|1
|0
|1
|1
|2
|1
|1
|1
|1
|
|# Strong Elem
|2
|2
|1
|1
|2
|2
|0
|1
|2
|0
|2
|
If you don't want to read the chart, here's the ranking from best to worst
1st (Great):
Nature
2nd (Good):
Water
3rd (Doable):
Fire
Plague
4th (Bad):
Arcane
Ice
Light
Lightning
Shadow
Wind
5th (Terrible):
Earth
Here's a chart to show what elements are strong/weak to what
Even with this build working the best, you still will take hits from the enemy. This is due to the nature of the coliseum.
An all melee group will get 1 hits on your dragons.
Mages:
Aer Phantom
Longneck Medium
Longneck Scholar
Lux Spectre
Otherworldly Aura
Somber Spirit
|
Wind
Nature
Neutral
Light
Arcane
Shadow
|
Melee:
Carrioncorn
Greybeak Reaper
Infestation Hound
Nightmare
Pronghorn Stomper
Shatterbone Vulture
Tatterwing Carcass
Tengu Caller
Wendigo
Wraith Hound
|
Neutral
Neutral
Plague
Fire
Water
Lightning
Shadow
Shadow
Earth
Lightning
|
Even with this build working the best, you still will take hits from the enemy. This is due to the nature of the coliseum.
An all melee group will get 1 hits on your dragons.
Mages:
Aer Phantom
Longneck Medium
Longneck Scholar
Lux Spectre
Otherworldly Aura
Somber Spirit
|
Wind
Nature
Neutral
Light
Arcane
Shadow
|
Melee:
Carrioncorn
Greybeak Reaper
Infestation Hound
Nightmare
Pronghorn Stomper
Shatterbone Vulture
Tatterwing Carcass
Tengu Caller
Wendigo
Wraith Hound
|
Neutral
Neutral
Plague
Fire
Water
Lightning
Shadow
Shadow
Earth
Lightning
|
First Battle:
1) Meditate
2) Haste (targeting Wrecker)
3) Rally (targeting Wrecker)
4) Defend
5) Eliminate
Meditate, haste, and rally will generate enough breath to cast eliminate. You need to defend because you still have 1 turn left before the penalty of meditate wears off.
With the speed of the build, you will be able to defend on your first turn, before the enemies go.
You can also use this in the second battle if you want to build up more breath.
You can also cast meditate twice against a group of 3 mages that are normal/weak to you element if you want more breath.
Second Battle (3 Enemies):
1) Rally (targeting Wrecker)
2) Eliminate
Second Battle (4 Enemies):
1) Haste (targeting Wrecker)
2) Rally (targeting Wrecker)
3) Eliminate
Using haste isn't needed unless you want more breath, or there's a group of 4. Against a group of 4, Haste allows the Wrecker to kills 2 enemies, then (usually) take 2 more turns the next time it goes.
Using Haste will also be useful if you want to heal with Sap since it allows you to Sap then Elim.
Enemy Attack Order:
Hit the melee enemies first, and the mages last. The mage has a chance at charging instead of attacking so you won't take more damage.
Sap Usage:
There are 2 situations where I use Sap:
1) I used Haste at the beginning and have 2 turns before the last enemy, so I'll Sap then Elim.
2) I didn't use Sap and the last enemy is a caster. I will sometimes just use 3 Saps on the caster since I should heal more damage than they deal, and they might meditate instead of attack.
Refresh:
You can put the fodder's stats into Vit if you want, but I personally don't see a reason to most of the time. The Wrecker is tanky and fast enough in my opinion.
Dodge:
You don't always have to refresh when an enemy dodges and you don't have breath to cast Elim. As you use the build more, you'll get a better idea of when you need to refresh or when you can continue on.
As a base rule, if there are 2 or 3 melee enemies left, you probably should refresh, otherwise you should be able to keep going. However, this will also depend on your Wrecker's HP.
Note: If you're 5-10 breath away from Elim, you can cast Haste + Rally to get that breath instead of casting Meditate.
First Battle:
1) Meditate
2) Haste (targeting Wrecker)
3) Rally (targeting Wrecker)
4) Defend
5) Eliminate
Meditate, haste, and rally will generate enough breath to cast eliminate. You need to defend because you still have 1 turn left before the penalty of meditate wears off.
With the speed of the build, you will be able to defend on your first turn, before the enemies go.
You can also use this in the second battle if you want to build up more breath.
You can also cast meditate twice against a group of 3 mages that are normal/weak to you element if you want more breath.
Second Battle (3 Enemies):
1) Rally (targeting Wrecker)
2) Eliminate
Second Battle (4 Enemies):
1) Haste (targeting Wrecker)
2) Rally (targeting Wrecker)
3) Eliminate
Using haste isn't needed unless you want more breath, or there's a group of 4. Against a group of 4, Haste allows the Wrecker to kills 2 enemies, then (usually) take 2 more turns the next time it goes.
Using Haste will also be useful if you want to heal with Sap since it allows you to Sap then Elim.
Enemy Attack Order:
Hit the melee enemies first, and the mages last. The mage has a chance at charging instead of attacking so you won't take more damage.
Sap Usage:
There are 2 situations where I use Sap:
1) I used Haste at the beginning and have 2 turns before the last enemy, so I'll Sap then Elim.
2) I didn't use Sap and the last enemy is a caster. I will sometimes just use 3 Saps on the caster since I should heal more damage than they deal, and they might meditate instead of attack.
Refresh:
You can put the fodder's stats into Vit if you want, but I personally don't see a reason to most of the time. The Wrecker is tanky and fast enough in my opinion.
Dodge:
You don't always have to refresh when an enemy dodges and you don't have breath to cast Elim. As you use the build more, you'll get a better idea of when you need to refresh or when you can continue on.
As a base rule, if there are 2 or 3 melee enemies left, you probably should refresh, otherwise you should be able to keep going. However, this will also depend on your Wrecker's HP.
Note: If you're 5-10 breath away from Elim, you can cast Haste + Rally to get that breath instead of casting Meditate.
*NOTE:* All of these numbers are assuming you don't miss an attack. You might want to refresh if you miss an eliminate before your breath it at 70 (70 breath is the point where missing with eliminate still leaves you with enough breath to try again).
Enemy Groups
3 Mages
2 Mages + 1 Melee
1 Mage + 2 Melee
2 Mages + 2 Melee
3 Melee
|
Max Hits Turn 1
1
2
3
4
4
|
Max Hits Later
0
0
0
0
1
|
Refresh Turn 1
No
No
No
Maybe
Maybe
|
3 Mages
First battle: These are the best to start with.
Later Battles: These are very easy later on.
2 Mages + 1 Melee
First Battle: These are very good to start with.
Later Battles: These are very easy later on.
1 Mages + 2 Melee
First Battle: These are very good to start with.
Later Battle: These are very easy later on.
2 Mages + 2 Melee
First Battle: These aren't the best to start with, but you can.
Later Battles: These are very easy later on.
3 Melee
First Battle: These aren't the best to start with, but you can.
Later battles: These are the only thing (other than bosses) that will get a hit on you if you don't miss.
Bosses:
Don't try taking them on, just refresh. They aren't worth the time or effort to try and beat it. The only time they might be worth it is later when you have nearly full health and full breath.
*NOTE:* All of these numbers are assuming you don't miss an attack. You might want to refresh if you miss an eliminate before your breath it at 70 (70 breath is the point where missing with eliminate still leaves you with enough breath to try again).
Enemy Groups
3 Mages
2 Mages + 1 Melee
1 Mage + 2 Melee
2 Mages + 2 Melee
3 Melee
|
Max Hits Turn 1
1
2
3
4
4
|
Max Hits Later
0
0
0
0
1
|
Refresh Turn 1
No
No
No
Maybe
Maybe
|
3 Mages
First battle: These are the best to start with.
Later Battles: These are very easy later on.
2 Mages + 1 Melee
First Battle: These are very good to start with.
Later Battles: These are very easy later on.
1 Mages + 2 Melee
First Battle: These are very good to start with.
Later Battle: These are very easy later on.
2 Mages + 2 Melee
First Battle: These aren't the best to start with, but you can.
Later Battles: These are very easy later on.
3 Melee
First Battle: These aren't the best to start with, but you can.
Later battles: These are the only thing (other than bosses) that will get a hit on you if you don't miss.
Bosses:
Don't try taking them on, just refresh. They aren't worth the time or effort to try and beat it. The only time they might be worth it is later when you have nearly full health and full breath.
@
bonibaru self tagging for getting back here
@
bonibaru self tagging for getting back here
I've been using this build on my Nature spiral for a few days and I really like it! Much murder and mayhem, he is a Ghostlight killing machine. Two thumbs up.
I've been using this build on my Nature spiral for a few days and I really like it! Much murder and mayhem, he is a Ghostlight killing machine. Two thumbs up.