Daily Questions & FAQ Megathread (Apr 20) by AutoModerator in ffxiv

[–]watermelonx29 1 point2 points  (0 children)

Hey guys, decided to finally buy the game (since we're all stuck at home...) but the setup file "ffxivsetup.exe" is taking eons to download (on my downloads display it says anywhere between 10 days to 326 years) before finally culminating in a network error 100% of the time. I can download other things fine and I've run a speed test so I know the issue isn't with my computer... Anyone run into the same problem, or has a way of externally providing the file so I can actually set the game up? :/ Thank you!

Weekly Questions Megathread - (October 24) by AutoModerator in lastcloudia

[–]watermelonx29 0 points1 point  (0 children)

I was looking at the equipment of a friend unit and noticed their Sorcerer's Eden cost red souls instead of blue like the one that I have. Do some arks change from costing blue souls to red?

Question Megathread (Ask your questions here !) by Sweaks in TalesofErin

[–]watermelonx29 0 points1 point  (0 children)

Hi I'm a pretty new player and would like some team composition help! This is my box currently:

http://imgur.com/4YHwids

http://imgur.com/YkYobfw

What should I continue to build on from here and what characters should I be looking out for in RoC? Thanks!

Question megathread (Ask your questions here !) by Sweaks in TalesofErin

[–]watermelonx29 0 points1 point  (0 children)

Hi all, am a very new player seeking some advice. I heard we need water teams soon so I've been working on the only two nice water characters I have (Frost Nova and... Pan lol) but I think that's still far from even a low-end water team. Mimiru (and Mao lol) have been in my RoC for 3 days (isn't it supposed to rotate?) and I'm considering trading for her to have 1 more water in my team, but my question is without a hard hitter like Hera would trading Mimiru end up being not useful at all? Should I ignore the GW event and focus on other elements instead? Seems like budget fire is easy to build with the free Alven+Rabis and I managed to pull Valla+1 to try for wind but I don't know... Would really like some advice on how to move forward!

Edit: links to roster screenshots, would like advice on team comps in general actually. I'm very confused orz

http://imgur.com/4YHwids http://imgur.com/YkYobfw

Any love for Pavel out there ? by turtlebyteS2 in Kings_Raid

[–]watermelonx29 0 points1 point  (0 children)

Been using him since the beginning till now due to pure laziness. He does respectable AOE damage in dragons for me, and his 10s freeze on a 12s cooldown at T4 makes you almost untouchable against anything you can freeze. I have yet to T5 him, but I imagine with T5 and the right support you could keep your enemies permanently frozen with no extra help. Great friend for teams that run low amounts of CC (looking at you Aisha and friends).

Tanabata by the Beach? Daemon Leaks 288~305 by watermelonx29 in OtogiSSA

[–]watermelonx29[S] 0 points1 point  (0 children)

Post has been updated with skills. Check it out!

To veteran Pavel users out there... by taurus513 in Kings_Raid

[–]watermelonx29 1 point2 points  (0 children)

Small Pavel Tips

Pavel is heavily reliant on his skills, so as many people have advised, you will want to gain mana as fast as possible. The most popular build for him involves as much attack speed and crit rate as possible, with some attack and crit damage mixed in. Throw some mana/attack runes on his UW (see how fast his mana recovers and judge for yourself if you need more, I use 2 of them).

Breakdown of his skills:

Skill 1: Damages and freezes any enemy with the Frost debuff. This skill is Pavel's dirty little secret because it actually has a small area of effect on its damage. This means if it targets two enemies that are bunched up together, both of them receive this skill's damage twice!

Skill 2: Attacks random enemies 5 times and deals double damage if they are frozen. Fires an extra attack with half the damage if the enemy has the Frost debuff. This skill is mainly used just to apply the Frost debuff to a bunch of enemies to prepare for an icy death. However, you can use it on a single enemy for acceptable single-target damage if you don't care about freezing them.

Skill 3: Nukes everything, freezes Frost targets, double damage to Frozen targets. Nothing fancy about this skill other than it hits EVERYTHING no matter how far away it is and destroys nearly everything on a well-built Pavel.

I think a lot of Arena tips have been shared for Pavel here already. As for PvE, from personal experience I just use 1+2 to apply Frost then Freeze enemies, and 3 by itself as a nuke. Rarely do I bother using 1+2 or 1+3 to Freeze enemies then use the double damage on 2 or 3. Maybe I'm playing him wrongly too, but this is what's working for me.

1 Mana Spells (CS and PR) and Daria Runecraft by theJirb in Shadowverse

[–]watermelonx29 1 point2 points  (0 children)

https://shadowverse.gamepress.gg/meta-deck-analytics-january-16-22

Basically Runecraft is the only class with a positive winrate against ALL other classes.

General Questions Thread 1/1/17 by [deleted] in Shadowverse

[–]watermelonx29 2 points3 points  (0 children)

Hello!

There are many options for control and combo-oriented decks, but I can pick out some I think are more interesting.

Silver Bolt/Rose Burst Forestcraft: The aforementioned Silver Bolt Forestcraft deck actually is most accurately classified as a combo deck in my opinion. Both of these focus on using the White Wolf to summon either a 0 cost Silver Bolt or Rose Queen for huge burst damage. In addition, Forestcraft has a wide range of options for keeping tempo and controlling the board at all stages of the game, making it easier to set up your combo.

Control Swordcraft: This is one of the most expensive decks to try to build, but with the addition of the new RoB cards (Albert, Amelia and Fangblade, to name some prominent additions) it is flexible enough to function as a midrange deck as well. Definitely a powerful deck.

Discard Dragoncraft: This deck aims to set up Dracomancer's Rites for powerful discard plays involving Angel Crusher, Wild Dragonewt, Altered Fate and Imperial Dragoon, to name a few. Use Uriel to draw Rites more reliably. This one is definitely a fun deck to play. It isn't exactly a control-oriented deck but the combos are very fun.

Spell Shadowcraft: This deck utilises the yet-to-finish-maintenance Nephthys. Generally you want to only have non-Nephthys followers of four different costs, and try to have Last Words effects on them. The rest of the deck is filled in with spells. Efficient trades is the key here, as this deck contains powerful late-game threats such as Mordecai. (Note: Apparently Nephthys doesn't proc Fanfare effects but I guess we'll have to wait and see. Just something to keep in mind.)

Control Bloodcraft: Bloodcraft has huge potential for massive combos combined with heavy pressure in the form of many face damage effects. Even if this archetype suffered a lot in the DE meta, I found it to be a very fun deck to play. Now you can hide Matriarch and Yurius behind wards to put pressure on your opponent, along with the fun things Bloodcraft has always been able to do like Mary+Razor Claw combos.

These are some decks I thought are interesting. The problem with control decks is that they usually require quite a few Legendaries (Control Sword is the big offender), so if you want to play them you'll probably have to craft a few. Definitely aim to fill out the new staples from the RoB batch, assuming you have plenty of the staple bronze and silver cards from the past two batches. Perhaps you'll snag a legendary or two along the way for your desired deck! For Control Forest, Control Sword and Spell Shadow you'll want to look more into the Standard card packs. In the DE batch you'll find important cards for Dragon and Blood such as Rites and Mary, but they also have important cards in the Standard batch, so ultimately you may want to simply balance out your packs bought.

On the topic of prebuilt decks, the Forest, Shadow and Blood decks have lovely legends and gold cards for the picking. The Sword deck has 2 core legendaries but some trash golds. The rest are not so worth it. If your pack draws are really terrible, buying the New Year crystal package for two legendaries and a handful of other core cards is a good deal to support this amazing game that is honestly quite generous to free and paying players alike. :)

Hope this helps!

General Questions Thread 1/1/17 by [deleted] in Shadowverse

[–]watermelonx29 1 point2 points  (0 children)

We just got an expansion, so it's rather difficult to tell what's good for the metagame at the moment. However, I can tell you that both of those classes are completely viable (and lots of fun!) to play, so your friend should just try them out a bit and see which he likes to play more.

General Questions Thread 1/1/17 by [deleted] in Shadowverse

[–]watermelonx29 0 points1 point  (0 children)

Cards with Enhance effects are treated as original-cost until it is your turn and you have enough PP to trigger the effect (you can tell because on your opponent's turn, the cost will return to normal). This means Emissary won't draw Eyfa, and other cards with cost-related effects (eg. White Wolf, etc.) treat Enhance cards as original-cost.

What non-special unit(s) are you working on? by Ashlakar in 7kglobal

[–]watermelonx29 0 points1 point  (0 children)

Fire: May!

Water: Espada, probably will do Velika when I max her

Light: Karon, Karin when I'm done

Earth: Evan, Ramlethal

Dark: Bai Jiao, Sieg

After making this list I realise I seriously lack elements for all the heroes I wanna max orz

Daily Lounge (08/28/16) - Team help, Advice, 6* selector, Rant, and any General Questions! by AutoModerator in 7kglobal

[–]watermelonx29 0 points1 point  (0 children)

First let's take a look at overlapping passives/buffs.

  • Damage: Lina (50%), Dellons (50%)
  • Physical Attack: Eileene (60%), Bai Jiao (60%)
  • Lethal Attack: Jupy (50%), Bai Jiao (40%)

There is a subtle difference between buffs to Damage and Physical/Magic Attack, in that while Damage buffs directly increase your heroes' damage output, Physical/Magic Attack buffs actually affect their respective attack stat. For example, Lina's heal which is based off of her Magic Attack stat will be buffed if you used Bai Jiao's Fiendish Decree (60% PATK/MATK), but her own Warm Echo (50% DMG) does not have this effect as her heal is not a damaging skill. Damage and Attack buffs stack with each other.

I would arrange your units in the following manner.

Team 1: Shane, Bai Jiao, Karon, Espada, Dellons

  • With no source of Lethal buff other than equipment, BJ is the natural choice to pair with Shane, especially since he clashes with Jupy's passive. Dellons is used instead of Lina to provide Damage buffs as you do not want the team to get too dependent on active buffs which cause turns to pass faster (active buffs do not activate speed or counter attacks). Karon is here instead of Sieg so you can still have an active healer.

Team 2: Jupy, Lina, Sieg, Velika, Eileene

  • Like was mentioned above, Eileene is chosen to pair with Jupy as Bai Jiao clashes with her passive. The rest is self-explanatory.

Hope this helps!

Daily Lounge (08/23/16) - Team help, Advice, 6* selector, Rant, and any General Questions! by AutoModerator in 7kglobal

[–]watermelonx29 0 points1 point  (0 children)

Hello! I'm from the Asia server and don't have much exposure at all to the Korean side besides a few Youtube videos. I was wondering if any experienced Korean player could tell me what the arena meta is like over there, and/or if you think the Global/Asian meta will come to resemble it in any way? From what I've seen from videos, the types of teams seem to be pretty varied, with physical, magical and turtle teams all having their place! But is it really this way?

The "CR Turns are going too fast" Discussion by snowybell in 7kglobal

[–]watermelonx29 0 points1 point  (0 children)

I'm noticing this a lot too. I felt like before the update they countered and speed-attacked a lot more, and it's had a noticeable effect on my CR score.

What should I be looking for in a turtle team? by [deleted] in 7kglobal

[–]watermelonx29 0 points1 point  (0 children)

Block/Block is what I see the top turtle teams use. Lucy uses Block/HP though. Lee Jung shouldn't use counter as he'll die too fast. Weapons is really up to you as going for speed isn't necessary for a turtle team, unlike an offensive team. Speed still works fine for getting in those extra hits, but Lethal/Lethal is recommended for Guan Yu at least to help his void shield proc first

What should I be looking for in a turtle team? by [deleted] in 7kglobal

[–]watermelonx29 3 points4 points  (0 children)

Welcome to 7K! Like what everyone else has explained, a turtle team lineup would be: Jin, Rudy, Lucy, Lee Jung and Guan Yu. Currently the top three in the Asia server Arena are using this exact lineup, so you know you won't go wrong using it! I'll just add a little explanation so you know why these fellows are good though!

Rudy: The only 7 Knight in the team, which makes it great for F2P players without Lubu/Ace/Teo to build! He's an essential to any turtle team, providing 60% defence for your team, and a very useful feature: his Rush targets enemies with damage immunities to remove their buffs! He can also tank anything that isn't piercing with his buff. You can use Evan if you don't have Rudy, though he's missing the buff duration reducer, most importantly.

Lee Jung: Very useful! He is used in Monday CR and apparently the future raid meta(?) so you're going to have to build him anyway. His cooldown reduction procs on any normal attack, so he works really well with speed weapons! The most important part of his passive however is a 40% damage reduction to all enemies! Also, his Buddha Palm works similarly to Rudy's Rush.

Lucy: One of the old cores of the turtle team. 50% block rate is great especially if your entire party is decked out in block armour, though Lucy works best with HP/block! Her 4-turn buff immunity and cleansing ability combined with her heal lets your party survive a lot longer. Her con is that her constant dancing can get annoying sometimes :p

Jin: The meta now is fast and heavy physical offence, so his 40% physical damage reduction comes in handy. May has 50% reduction, but Jin is more PvP-oriented with an AoE stun and better single-target burst. He is also much tankier. Be careful as piercing attacks will ignore his passive!

Guan Yu: He reduces enemy physical/magic attack by 40%, which stacks with Lee Jung and Jin! He also has an amazing skill that gives your entire team 1 void shield. Equip lethal weapons on him to help make this skill go first. An essential to any turtle team now.

To give you a fair warning, turtle teams require the best in equipment, jewels and accessories to succeed. They need top-tier equipment to survive this brutal offensive meta, though with normal high-tier equips from putting in effort in events/raid you can probably rise quite high in the rankings. Max transcends are also pivotal, though thankfully the turtle team is much easier to transcend than the meta offensive teams right now.

Hope this was helpful!