Friday - Trishula

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Friday - Trishula

Post by Naptyme on Thu Jun 23, 2016 6:48 am

Assembly Bonus:
Rock Party Assembly Bonus 1: Restores 50 MP for all allies at the beginning of each turn
Activated upon entering if your party has at least 3 Rock characters

Rock Party Assembly Bonus 2: Increases Attack by 5% for all allies
Activated upon entering if your party has at least 5 Rock characters

Attack Character Party Assembly Bonus: Decreases Movement by 2 for all enemies
Activated upon entering if your party has at least 2 Attack characters

Support Character Party Assembly Bonus: 5% bonus on Clearance score
Activated upon entering if your party has at least 2 Support characters

Rage Party Assembly Bonus: Increases Movement by 1 for all allies
Activated upon entering if your party includes the Hero Rage

Trishula Base Skills:
Skill 1 (Wild Penetration): Stabs wildly at a front area, attacking enemies within the range at 111% Attack.

Passive (Soul Gear Resurrection): The Soul Gear releases energy as it evolves, attacking all enemies within its range at 105% Attack
Trishula lvl (1/2/3/4):
Skill 1 (Wild Penetration): Stabs wildly at a front area, attacking enemies within the range at (122.4/136.9/155.3/169.4)% Attack. Also creates a (65/80/100/100)% chance of casting the following effects for (1/2/3/3) turns: Immobilizes Defense-type enemies. Decreases Hit Rate by (2200/3500/4900/5200) for Attack-type enemies. And increases skill casting cost by (22/35/49/52)% for Support-type enemies.

Skill 2 (Butcher's Path): Charges through the ground, attacking enemies in its path at (125.6/140/159.2/173.6)% Attack, and moves to the farthest tile. If the enemies are on Normal Terrain tiles, then this skill ignores their Defense by (1200/2500/3900/4200).

Skill 3 (Executioner's Brand): Transforms into a giant spear and attacks enemies within its range at (248.4/265.5/288.3/305.4)% Attack. Stuns Rock enemies, Confuses Scissor enemies, and Disarms Paper enemies for (1/2/3/3) turns.

Passive (Merciless execution): Trishula achieves (11/15/28/?)% higher Attack while on Normal Terrain tiles, and ignores enemy Defense by (1200/2500/?/?) while on Special Terrain tiles. In the beginning of each turn, Trishula attacks all enemies within its range at (150.4/167.5/?/?)% Attack.

Additional Passive effect lvl (3/4/5): Trishula in its final form develops a resistance that creates a (39/42/45)% chance of ignoring Abnormal Status effects.

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Re: Friday - Trishula

Post by Cyclonus on Fri Jun 24, 2016 4:50 pm

See strategy below


Last edited by Cyclonus on Fri Jul 22, 2016 5:29 am; edited 1 time in total

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Re: Friday - Trishula

Post by Akinokaze on Tue Jun 28, 2016 9:45 am

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Re: Friday - Trishula

Post by Cyclonus on Thu Jun 30, 2016 8:04 pm

SET STRATEGY - Updated on 7/22/16

The boss isn't disarm immune, so it may be another case of disarm spamming.
I've potentially found a way to isolate the boss on the rock tile but it requires a water walking Lilid :<
You can spam Guild Shelling for damage & points here

7/22/16
Overall score - 19,905,894 - RIP SS :*(
Highest round - 7,893,521

Altered strategy since I attempted all 5 raids;

Heroes

  1. Krut

  2. Muzaka (Gillan can be taken if you want more disarm chance)
  3. Jack
  4. Yekaterina
  5. Raboff
  6. Raboff merc

Jack in position 3 will force both of the Raboffs to spam their third, as Jack has no ranged abilites and there are no other tiles available that he could move to.
You should watch your damage and the boss's health bar here. Use guild shelling if you can/need to kill the boss before the Raboffs attack, don't use Guild Shelling if that + the Raboff attacks would kill the boss. Common sense really Wink



Last edited by Cyclonus on Fri Jul 22, 2016 1:55 pm; edited 10 times in total

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Re: Friday - Trishula

Post by Akinokaze on Thu Jul 21, 2016 10:01 pm

The problem with this strat is that anyone at position 2 with 3+ movement can move left of the boss and that will mess up the attack pattern by letting the Rabs move.

The only character who has 2 movement is Nirvana [serendi does to, but only if you don't have her costume AND haven't unlocked her passive yet.]

If we replace Krut with Nirvana and change the order so Nirvana is in position 2, no character should move [in theory.]

However, this will only work if the bosses self destruct/counter isn't able to trigger Nirvana's passive, increasing his movement.

This needs to be tested.
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Re: Friday - Trishula

Post by Cyclonus on Fri Jul 22, 2016 5:27 am

Akinokaze wrote:The problem with this strat is that anyone at position 2 with 3+ movement can move left of the boss and that will mess up the attack pattern by letting the Rabs move.

The only character who has 2 movement is Nirvana [serendi does to, but only if you don't have her costume AND haven't unlocked her passive yet.]

If we replace Krut with Nirvana and change the order so Nirvana is in position 2, no character should move [in theory.]

However, this will only work if the bosses self destruct/counter isn't able to trigger Nirvana's passive, increasing his movement.

This needs to be tested.

I was thinking this through just now. We could take Jack in position 2. Since he only has melee abilities he won't move to the left of the boss, thus allowing for both Raboffs to use their 3 every turn. Could be worth testing this. Sadly I've used all 5 attacks already (RIP SS Sad )

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25+ mil per run strat

Post by Maggots on Sat Aug 13, 2016 8:22 pm

Barsark of guild Chance has been posting their guild raid strats on youtube.



In this video he clears 26 mil in one run and nearly kills boss level 9.  Of course his P2W gear is well beyond anything I'm wearing, but I don't see why this strat would not still be viable with lesser gear.  Skip the video ahead to 3:50 to go directly to character positioning.

Line up:

1.  Gillian
2.  Krut
3.  Lee
4.  Lily (Must be ungeared)
5.  Muzuka
6.  Lee (Merc)



What ends up happening is that Lily will move under the boss and knock him two tiles up, in line with the rock tile.  On Muz's second attack, he will move to the left of the boss.  On the boss's second attack, he will charge through Muz and land on the rock tile, facing away from all your characters.  On round three, all your characters will move to spots that the boss can not target, so he will never turn around. You now get the extra directional damage and faster charging guild skills.

However, Krut and Muz will be taking damage each turn from the boss's area attack passive.  Gillian will do nothing but heal them while locked on his single tile, while the other four dps away.

You must have Combat Support ready by the end of round one.  The boss's first attack will target Muz, Lee, Lily (killing Lily) and may immobilize Muz.  It must be cleared so Muz can move to the appropriate spot for the boss's second attack.  After that, spam guild shelling for damage and mana until your team starts taking to much damage.  Then switch to Absolute Protection or Combat Support.

Both Lee's will have to have the requisite extra 7mp per turn in order not to move from lack of mana.  Also, nobody can be wearing Wild Chaser for the water walking bonus.

We will have to see in how well this tests out next Friday.  I looks good to me.

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Re: Friday - Trishula

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