So I've got a team of a water and an earth dragon as my two coli gals, usually in the kelp beds (they're 126 strength/59 quick) and I'm looking to get them a third buddy for extended grinding help. I've got another level 25 (129 strg/50 quick or whatever the standard is) but wanted to try my hand at a mage just for fun. She'd be a good help to my team.
I know mages are pretty inefficient in the coli, however, I just want to have fun with this.
So, what would the best element for the mage be? Defensive wise or whatever, I just want any ideas cause I don't really understand the coli elements.
So I've got a team of a water and an earth dragon as my two coli gals, usually in the kelp beds (they're 126 strength/59 quick) and I'm looking to get them a third buddy for extended grinding help. I've got another level 25 (129 strg/50 quick or whatever the standard is) but wanted to try my hand at a mage just for fun. She'd be a good help to my team.
I know mages are pretty inefficient in the coli, however, I just want to have fun with this.
So, what would the best element for the mage be? Defensive wise or whatever, I just want any ideas cause I don't really understand the coli elements.
@CatalyticGenesis
Your KB team should be doing great in the KB assuming you've equipped Reflect for the bosses. A mage would slow down your team but allow them to grind in the Golem Workshop.
Element-wise it depends on how you want to use them and where. Redfoot wrote [url=http://www1.flightrising.com/forums/gde/2001551]this guide[/url] to elemental choices in each venue and your best compromise for KB and GW is an Arcane mage. For any other venue adding a mage is really over-powering your team so any element works.
"How" to use them depends on if you're using them primarily as support (healing) or damage-causing. For support any element works (Aid/Regenerate/Haste/Rally) but for damage-causing you'll need to check Redfoot's guide for what element is best for where you'll spend the most time.
Elemental strength/weakness chart:
[img]https://i.imgur.com/2dY0HhC.png[/img]
You'll need to memorize the red and grey square line-ups for your mage's element if you're doing elemental attacks. Frankly, I skip all this and use my mages as support + Contuse.
For mage builds anything with at least a 95 INT/35 QCK/9 VIT works. Distribute the rest of the points as you'd like but I've found that over 45 QCK your mage gets a lot of wasted turns.
Hope this helps!
@
CatalyticGenesis
Your KB team should be doing great in the KB assuming you've equipped Reflect for the bosses. A mage would slow down your team but allow them to grind in the Golem Workshop.
Element-wise it depends on how you want to use them and where. Redfoot wrote
this guide to elemental choices in each venue and your best compromise for KB and GW is an Arcane mage. For any other venue adding a mage is really over-powering your team so any element works.
"How" to use them depends on if you're using them primarily as support (healing) or damage-causing. For support any element works (Aid/Regenerate/Haste/Rally) but for damage-causing you'll need to check Redfoot's guide for what element is best for where you'll spend the most time.
Elemental strength/weakness chart:
You'll need to memorize the red and grey square line-ups for your mage's element if you're doing elemental attacks. Frankly, I skip all this and use my mages as support + Contuse.
For mage builds anything with at least a 95 INT/35 QCK/9 VIT works. Distribute the rest of the points as you'd like but I've found that over 45 QCK your mage gets a lot of wasted turns.
Hope this helps!
I want to live in Theory. Everything works there.
Have you checked the
Gem MP for Gene and Breed scrolls before buying an AH listing from me ending in
5g?