TOPIC | Coliseum Grinding/Exalting Guide
So could someone help explain to me when you use the Tincture of Dissolution? I'm just confused ahahha
Also a ping for myself
@DorkiestOfDragon
Also a ping for myself
@DorkiestOfDragon
So could someone help explain to me when you use the Tincture of Dissolution? I'm just confused ahahha
Also a ping for myself
@DorkiestOfDragon
Also a ping for myself
@DorkiestOfDragon
Just wanted to pop in and say thanks for this awesome guide! I just started with the last reg. opening, and I'm already well on my way to having a decent team. Went with the 2 fighters and a healer since it took ages to save up for the Eliminates, Ambushes, tinctures, etc. Doing pretty good now that my two main fighters are all set up though!
As luck would have it, I farmed my third Eliminate myself! I'm gonna switch my current healer over to physical once the team gets high enough level, but she's handy to have around for now.
As luck would have it, I farmed my third Eliminate myself! I'm gonna switch my current healer over to physical once the team gets high enough level, but she's handy to have around for now.
Just wanted to pop in and say thanks for this awesome guide! I just started with the last reg. opening, and I'm already well on my way to having a decent team. Went with the 2 fighters and a healer since it took ages to save up for the Eliminates, Ambushes, tinctures, etc. Doing pretty good now that my two main fighters are all set up though!
As luck would have it, I farmed my third Eliminate myself! I'm gonna switch my current healer over to physical once the team gets high enough level, but she's handy to have around for now.
As luck would have it, I farmed my third Eliminate myself! I'm gonna switch my current healer over to physical once the team gets high enough level, but she's handy to have around for now.
@aearinn
pinging myself for future reference, this guide is amazing
pinging myself for future reference, this guide is amazing
@aearinn
pinging myself for future reference, this guide is amazing
pinging myself for future reference, this guide is amazing
she was standing over me with a cigarette, the moon behind her,
yelling at me how in dance and music it's all mathematical
yelling at me how in dance and music it's all mathematical
@Kiena - Looks like the Mire monsters that used to be lv23 all got bumped to lv24. The two Toridae can no longer be one shotted by Rallied Eliminate using the 115 STR build, which is bad considering that the Toridae appear often in larger packs.
The 117 STR build is still fine! Glad that I switched over a while ago.
The 117 STR build is still fine! Glad that I switched over a while ago.
@Kiena - Looks like the Mire monsters that used to be lv23 all got bumped to lv24. The two Toridae can no longer be one shotted by Rallied Eliminate using the 115 STR build, which is bad considering that the Toridae appear often in larger packs.
The 117 STR build is still fine! Glad that I switched over a while ago.
The 117 STR build is still fine! Glad that I switched over a while ago.
@Kiena - Ghostlight Ruins! Ooh!!!
I was interested in the solo trainer build for Mire in the ruins when I noticed that the monsters give the same experience as the Mire. However, there are a lot of Scratchers, and many are fast. Unfortunately there are a lot of 48 QCK monsters as well.
Anyway, you need 115 STR to KO the non-boss monsters and exactly 76 QCK for your lv25 Haste to not waste the first turn against all the 48 QCK monsters, and also to get in enough turns to Rally Eliminate triple 48 QCK packs in 2 of your rounds.
With 75 QCK, if you're Rallying, you don't get enough turns to KO all the 48 QCK monsters in 2 of your rounds. There will be one left, and there are plenty of packs with triple 48 QCK.
There are two 50 QCK casters that are annoying and I think it's more worth it to pick an element that doesn't get destroyed by Wind and Light, rather than investing precious points into QCK. (I'm using a Water dragon. He resists one of the fastest monsters, and he doesn't take extra damage against any of the casters.)
There are also no 2-packs. Even though the exp is on par, I think the Mire is still the better place for a solo trainer for fodder. The packs are just nicer... The Ghostlight Ruins is workable though for people not as concerned about speed, especially with great timing for the festival.
My current Ghostlight Ruins build is Water element 115 STR / 76 QCK / 17 VIT.
At the moment, Water to me is hands down the best element for solo trainers in this venue. Nature and Water are the only ones that don't take increased damage against casters, and Water has the added bonus of resisting the Aer Phantom, and being able to ignore its damage is a gigantic boon considering the nature of the packs it appears in. You can take out other dangerous, fast, high-damage monsters first if you're able to ignore the Aer Phantom. (It does a ton of damage without resists, too.)
I was interested in the solo trainer build for Mire in the ruins when I noticed that the monsters give the same experience as the Mire. However, there are a lot of Scratchers, and many are fast. Unfortunately there are a lot of 48 QCK monsters as well.
Anyway, you need 115 STR to KO the non-boss monsters and exactly 76 QCK for your lv25 Haste to not waste the first turn against all the 48 QCK monsters, and also to get in enough turns to Rally Eliminate triple 48 QCK packs in 2 of your rounds.
With 75 QCK, if you're Rallying, you don't get enough turns to KO all the 48 QCK monsters in 2 of your rounds. There will be one left, and there are plenty of packs with triple 48 QCK.
There are two 50 QCK casters that are annoying and I think it's more worth it to pick an element that doesn't get destroyed by Wind and Light, rather than investing precious points into QCK. (I'm using a Water dragon. He resists one of the fastest monsters, and he doesn't take extra damage against any of the casters.)
There are also no 2-packs. Even though the exp is on par, I think the Mire is still the better place for a solo trainer for fodder. The packs are just nicer... The Ghostlight Ruins is workable though for people not as concerned about speed, especially with great timing for the festival.
My current Ghostlight Ruins build is Water element 115 STR / 76 QCK / 17 VIT.
At the moment, Water to me is hands down the best element for solo trainers in this venue. Nature and Water are the only ones that don't take increased damage against casters, and Water has the added bonus of resisting the Aer Phantom, and being able to ignore its damage is a gigantic boon considering the nature of the packs it appears in. You can take out other dangerous, fast, high-damage monsters first if you're able to ignore the Aer Phantom. (It does a ton of damage without resists, too.)
@Kiena - Ghostlight Ruins! Ooh!!!
I was interested in the solo trainer build for Mire in the ruins when I noticed that the monsters give the same experience as the Mire. However, there are a lot of Scratchers, and many are fast. Unfortunately there are a lot of 48 QCK monsters as well.
Anyway, you need 115 STR to KO the non-boss monsters and exactly 76 QCK for your lv25 Haste to not waste the first turn against all the 48 QCK monsters, and also to get in enough turns to Rally Eliminate triple 48 QCK packs in 2 of your rounds.
With 75 QCK, if you're Rallying, you don't get enough turns to KO all the 48 QCK monsters in 2 of your rounds. There will be one left, and there are plenty of packs with triple 48 QCK.
There are two 50 QCK casters that are annoying and I think it's more worth it to pick an element that doesn't get destroyed by Wind and Light, rather than investing precious points into QCK. (I'm using a Water dragon. He resists one of the fastest monsters, and he doesn't take extra damage against any of the casters.)
There are also no 2-packs. Even though the exp is on par, I think the Mire is still the better place for a solo trainer for fodder. The packs are just nicer... The Ghostlight Ruins is workable though for people not as concerned about speed, especially with great timing for the festival.
My current Ghostlight Ruins build is Water element 115 STR / 76 QCK / 17 VIT.
At the moment, Water to me is hands down the best element for solo trainers in this venue. Nature and Water are the only ones that don't take increased damage against casters, and Water has the added bonus of resisting the Aer Phantom, and being able to ignore its damage is a gigantic boon considering the nature of the packs it appears in. You can take out other dangerous, fast, high-damage monsters first if you're able to ignore the Aer Phantom. (It does a ton of damage without resists, too.)
I was interested in the solo trainer build for Mire in the ruins when I noticed that the monsters give the same experience as the Mire. However, there are a lot of Scratchers, and many are fast. Unfortunately there are a lot of 48 QCK monsters as well.
Anyway, you need 115 STR to KO the non-boss monsters and exactly 76 QCK for your lv25 Haste to not waste the first turn against all the 48 QCK monsters, and also to get in enough turns to Rally Eliminate triple 48 QCK packs in 2 of your rounds.
With 75 QCK, if you're Rallying, you don't get enough turns to KO all the 48 QCK monsters in 2 of your rounds. There will be one left, and there are plenty of packs with triple 48 QCK.
There are two 50 QCK casters that are annoying and I think it's more worth it to pick an element that doesn't get destroyed by Wind and Light, rather than investing precious points into QCK. (I'm using a Water dragon. He resists one of the fastest monsters, and he doesn't take extra damage against any of the casters.)
There are also no 2-packs. Even though the exp is on par, I think the Mire is still the better place for a solo trainer for fodder. The packs are just nicer... The Ghostlight Ruins is workable though for people not as concerned about speed, especially with great timing for the festival.
My current Ghostlight Ruins build is Water element 115 STR / 76 QCK / 17 VIT.
At the moment, Water to me is hands down the best element for solo trainers in this venue. Nature and Water are the only ones that don't take increased damage against casters, and Water has the added bonus of resisting the Aer Phantom, and being able to ignore its damage is a gigantic boon considering the nature of the packs it appears in. You can take out other dangerous, fast, high-damage monsters first if you're able to ignore the Aer Phantom. (It does a ton of damage without resists, too.)