This is a build for long runs in the Golem Workshop, in particular for taking down the bosses, with some training on the side.
In the second post is an adjustment to this build for use in the Forbidden Portal as well.
The builds:
Move sequencing:
Start up:
Recovery:
Sustain:
Boss:
Example Leveling Times (in minutes):
5 - 2:43
6 - 4:19
7 - 6:56
8 - 9:08
9 - 13:58
10 - 20:12
Reasoning:
Stats:
The goal of this build is to farm for a boss familiar drop and to level dragons on the side. With this in mind, both dragons need to reach at least 110 quickness with haste to get twice as many turns as the bosses.
With that much speed, the most appropriate breakpoint for strength is 110, allowing for scratch + rallied eliminate on all basic enemies. The remaining points on the fighter go to increasing quickness for additional double turns against basic enemies when using haste and then to vitality for survivability.
For the mage, intelligence needs to be at least 108 to set up for an eliminate with contuse. There is a breakpoint at 25 vitality, to tank a super effective crit from a bolter (like a swift lumen). The mage has enough points to reach this. (Killing the whole pack is usually more useful than surviving an improbable crit, which is why the fighter has speed over this extra vitality.) The remaining points also go to vitality for additional survivability.
The highest damaging enemies are the bosses and the bolters, which are split between physical and magical damage. With healing, the chip damage does not really matter too much; the concern is getting one-shot. For this reason, the build uses vitality over defense or mind. As for agility, at best it offers a random effect and at worst it does nothing at all. Since the other stats offer more reliable benefits, I went with those instead.
Stones:
The fighter stones are pretty simple. Scratch, eliminate, ambush, and berserker are all pretty stock. Shred has the best value of damage/breath so works well against the boss. Rally on the fighter opens up a sequencing against the boss that allows for more healing, if you get a boss following a rough wave. The fourth stone could be an elemental slash if you are using an element where that matters against the boss. I am using plague, which is weak against the bosses, so have sap slotted there for when I take the fighter to another zone.
The mage stones deserve more consideration. Meditate, scholar, and ambush are stock, but the rest are more interesting. Rally and haste are there to buff the fighter so it can keep killing faster than the enemies can act. The other two stones need to be a source of damage to set up eliminates and a source of healing to sustain the run. Contuse could swap for disorient or shock (with some slight stat modifications). Disorient offers a faster kill against a boss, but also opens up more ways to die and end the run. I opted for the safer plan with contuse. Aid and regeneration both provide healing. Regeneration does offer more healing over the length of the buff. However, the spare healing turns usually come at the end of the wave, meaning that the immediate healing of aid is more useful.
Overall:
Since the goal of the build is to sustain and to easily take down bosses, it really needed to be a mage/fighter pair for the healing. From there, the options seemed to be high strength/low speed or a more balanced split. The higher speed seemed better against the bosses, as mentioned above, while also offering more free recovery turns during the normal waves, without too much of a slowdown.
Elements:
Really, any element is fine. Optimal though is probably nature or fire on the fighter, and earth, ice, or wind on the mage.
Fire and nature are weak to only two mages and one boss each, while also resisting two mages each. Earth, ice, and wind, each weak to three mages while also resisting two mages and one boss each.
With the 20 vitality, the fighter will die to any super effective elemental crit. Fire and nature give the lowest chances of that happening. With 27 vitality, the mage can survive a super effective elemental bolt crit if at almost full health (at least 1267/1290). A super effective elemental slash crit from the boss however will always be a one shot KO. Therefore, the bosses are the biggest danger, making earth, ice, and wind the best elements.
However, I am personally using plague, which is the absolute worst elements for the zone as it is weak to four mages and one boss while offering no beneficial resistances. Even still, and I rarely have an issue. Super effective critical hits are rare.
If you choose wind, water, nature, lightning, shadow, or fire for your fighter, I would use the elemental slash, since it will help against one of the bosses.
Acknowledgements:
Sylvandyr for the Enemy Stat Tool, the Player Stat Preview, and the Damage Calculations
Maki for the Battle Stone Guide
Georgieanna for the Elemental Effectiveness Chart
Amayai for the Element by Venue Guide
In the second post is an adjustment to this build for use in the Forbidden Portal as well.
The builds:
Fighter:
|
Mage:
|
Move sequencing:
Start up:
- Mage: haste on fighter
- Mage: rally on fighter
- Fighter: scratch
- Fighter: scratch
- Fighter: scratch
- Mage: haste on mage
- Fighter: scratch (kill 1)
- enemies turns
- Mage: haste on fighter
- Fighter: scratch
- Mage: rally on fighter
- Fighter: scratch the other
- enemies turns
- Mage: meditate
- Fighter: eliminate
- Mage: meditate
- Fighter: eliminate
Recovery:
- Mage: haste on mage
- Mage: haste on fighter
- Fighter: scratch one enemy
- Fighter: scratch another enemy
- Mage: rally on fighter
- Fighter: eliminate
- Mage: contuse the third enemy
- Fighter: eliminate
- enemy turn
- Mage: meditate / aid
- Fighter: eliminate
Sustain:
- Mage: contuse
- Mage: rally on fighter
- Fighter: eliminate
- Fighter: scratch
- Mage: contuse
- Fighter: eliminate
- enemy turn
- Mage: meditate
- Fighter: eliminate
Boss:
- Mage: haste on mage
- Mage: haste on fighter
- Fighter: rally on fighter
- Fighter: shred
- Mage: contuse
- Fighter: scratch
- Mage: aid/meditate/contuse
- Fighter: scratch/eliminate
- boss turn
- Mage: haste on mage [Start of mage cycle]
- Fighter: scratch/eliminate
- Mage: haste on fighter
- Fighter: scratch/eliminate
- boss turn
- Mage: rally on fighter
- Fighter: scratch/eliminate
- Mage: aid/meditate/contuse
- Fighter: scratch/eliminate
- boss turn
- Mage: aid/meditate/contuse [End of mage cycle]
- Fighter: scratch/eliminate
- Mage: haste on mage [Repeat cycle]
- Fighter: shred/scratch/eliminate
Example Leveling Times (in minutes):
5 - 2:43
6 - 4:19
7 - 6:56
8 - 9:08
9 - 13:58
10 - 20:12
Reasoning:
Stats:
The goal of this build is to farm for a boss familiar drop and to level dragons on the side. With this in mind, both dragons need to reach at least 110 quickness with haste to get twice as many turns as the bosses.
With that much speed, the most appropriate breakpoint for strength is 110, allowing for scratch + rallied eliminate on all basic enemies. The remaining points on the fighter go to increasing quickness for additional double turns against basic enemies when using haste and then to vitality for survivability.
For the mage, intelligence needs to be at least 108 to set up for an eliminate with contuse. There is a breakpoint at 25 vitality, to tank a super effective crit from a bolter (like a swift lumen). The mage has enough points to reach this. (Killing the whole pack is usually more useful than surviving an improbable crit, which is why the fighter has speed over this extra vitality.) The remaining points also go to vitality for additional survivability.
The highest damaging enemies are the bosses and the bolters, which are split between physical and magical damage. With healing, the chip damage does not really matter too much; the concern is getting one-shot. For this reason, the build uses vitality over defense or mind. As for agility, at best it offers a random effect and at worst it does nothing at all. Since the other stats offer more reliable benefits, I went with those instead.
Stones:
The fighter stones are pretty simple. Scratch, eliminate, ambush, and berserker are all pretty stock. Shred has the best value of damage/breath so works well against the boss. Rally on the fighter opens up a sequencing against the boss that allows for more healing, if you get a boss following a rough wave. The fourth stone could be an elemental slash if you are using an element where that matters against the boss. I am using plague, which is weak against the bosses, so have sap slotted there for when I take the fighter to another zone.
The mage stones deserve more consideration. Meditate, scholar, and ambush are stock, but the rest are more interesting. Rally and haste are there to buff the fighter so it can keep killing faster than the enemies can act. The other two stones need to be a source of damage to set up eliminates and a source of healing to sustain the run. Contuse could swap for disorient or shock (with some slight stat modifications). Disorient offers a faster kill against a boss, but also opens up more ways to die and end the run. I opted for the safer plan with contuse. Aid and regeneration both provide healing. Regeneration does offer more healing over the length of the buff. However, the spare healing turns usually come at the end of the wave, meaning that the immediate healing of aid is more useful.
Overall:
Since the goal of the build is to sustain and to easily take down bosses, it really needed to be a mage/fighter pair for the healing. From there, the options seemed to be high strength/low speed or a more balanced split. The higher speed seemed better against the bosses, as mentioned above, while also offering more free recovery turns during the normal waves, without too much of a slowdown.
Elements:
Really, any element is fine. Optimal though is probably nature or fire on the fighter, and earth, ice, or wind on the mage.
Fire and nature are weak to only two mages and one boss each, while also resisting two mages each. Earth, ice, and wind, each weak to three mages while also resisting two mages and one boss each.
With the 20 vitality, the fighter will die to any super effective elemental crit. Fire and nature give the lowest chances of that happening. With 27 vitality, the mage can survive a super effective elemental bolt crit if at almost full health (at least 1267/1290). A super effective elemental slash crit from the boss however will always be a one shot KO. Therefore, the bosses are the biggest danger, making earth, ice, and wind the best elements.
However, I am personally using plague, which is the absolute worst elements for the zone as it is weak to four mages and one boss while offering no beneficial resistances. Even still, and I rarely have an issue. Super effective critical hits are rare.
If you choose wind, water, nature, lightning, shadow, or fire for your fighter, I would use the elemental slash, since it will help against one of the bosses.
Acknowledgements:
Sylvandyr for the Enemy Stat Tool, the Player Stat Preview, and the Damage Calculations
Maki for the Battle Stone Guide
Georgieanna for the Elemental Effectiveness Chart
Amayai for the Element by Venue Guide