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Always aim for green symbol (at least 5 of them), then unlock every symbol you can. The game isn't that hard once you've figured out what to do.
I'd have favored the game quick resolving it with a gameover screen the moment I reached the boss floor; better timemanagement for a fight I feel like I wouldn't even have completed with 6 lvl 3 chars
Edit; Take a look at the glossary to know more about monsters and bosses stats and skills. Just a little bit of thinking will get you far in the game.
I usually focus Green and Forest firstmost and always have 2 shielding gems and a heal gem (usually 1 mana font and healpot too; just in case) the rest being used for attacks....
My last attempt on gemeater was Dia, Jade, Garnet, Gemska, Spessar (all lvl 2 except Dia).
First round? Gemeater uses Azure Breath + Emerald Breath (thanks combo for making double nuking possible btw)..... so how are you supposed to live through that ?? There's no amount of thinking that will save you from 500 party wide damage on the first round.....using a shield halves that but the remaining 250 damage is STILL enough to wipe all common lvl 2 units and then you're left with 2100HP to take down with 1.... maybe 2 party members.
Funny thing...when I DO get through the first floor boss....I usually make it to the final boss too (only to wipe there due to some esoteric mechanic (like double nuking thanks to the combo 1 infused Double action ability every boss has, Or an ability that makes an enemy summon creatures and gaining health upon death)
Your team synergies are so bad no wonder you died. In the early game I would decide which team to build, full phys or full Magic. Then takes gems that boost that team damage. Your team damage is so split it so bad. You underestimate the synergies and only look at the rarity. A level 1 Dia is worse than a bronze level 2 tank lmao.
Edit: You may say Gemska skill trigger the damage when healing with Spessar, but that's so reliant on RNG why even try it. Just use a Freeze team against that boss and see what happened.
Edit 2: Forest is only good if you have a loop team, which you don't even have on the roster you mentioned, so the amount of damage seems good on paper but bad on execution.
It sounds like you are on your way. You didn't mention building up to Rank 3 characters, and that's good. Rank 3 characters are a trap that are almost never worth trying for. I do disagree with the person who said they wouldn't take a Rank 1 Silver unit into the first boss fight, I have done that plenty of times, and it works out fine (especially if you already have Green). Just stick them in the back of the fight and they aren't likely to get hit.
I noticed that you mentioned building Forest. I do not believe Forest is worth the investment unless you are building a Truestrike team. I know that building Green leads into Forest, but it's better to just leave Forest alone unless it happens to fall into your lap. The four symbols that I look for first are: Blue, Shield, Green, and Chariot (ignore Chariot if you are building Truestrike). These defensive symbols can carry you pretty hard.
You might want to take a look at your team comp. You mention having 5 characters, with 4 damage dealers and one healer. I usually pick up a second healer when I'm around 4-5 characters. Most healers can only heal once every two turns. Having two makes a huge difference. Not to mention that Spessar cannot ever heal the characters in the 5th and 6th slots, which is a problem. I am into the post game, and I usually keep Sphene as one of my healers throughout entire runs. She's only a bronze, but at Rank 2 she heals for 100, and target's the lowest HP member. She's convenient too because of her Green symbol.
Assuming you have no defense at all, Emerald Breath does 50 damage to four random units (at most it can do 200 to one unit), and Azure Breath does 42 damage to two units. If you don't use a shield, then it is possible that you could lose one unit from this. If you use a shield, then there is not a single Rank 2 unit in the game that would die from this.
Some units have skills that scale harder than double per rank. Alchemist Pinto comes to mind, increasing her Barrier targets 3->5->7 while still doubling the Barrier value per rank.
In general, I'm less high on healers unless its "overhealing", such as Barrier and other sources of damage prevention. I'd rather bring 2-3 gem slots worth of heal gems instead (aided by symbols and/or accessory effects), while running damage mitigators in the slots that would otherwise be healers.
Not a big fan of Healers instead.
Between the mitigation of the Symbols and the Perma-Shield, ~100 points heal every once in a while isn`t that great