Talk:Proving Grounds/February 2019

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Ribby (talkcontribs)

If you are going for Proving Grounds points, prepare to invest into long battles, where the skills, summons, and maybe charges are accounted for. This will take some time.

If you are going for badges, then I can help you with a few suggestions. Beating the first stage quickly and easily is the goal here. After, you can evacuate from the battle altogether to collect easy, yet mealsy gains. There are several methods to execute this repetitive excercise. Exploiting elemental weakness rules is essential, you get penalized for not doing so. Your allies should at least be in the fire element, particularly good ones. In this period, exploit the aura of your support summon. An increase in attack percentage is what you are looking for. You might want to invest in a wave attack if optional (thru class or character, but I hadn't seen a weapon [charge/skill] nor summon [call/aura] capable of wave attacks just yet). If unable, attack rate multipler would help. Not sure about bounty debuffs due to badges being in wooden chests.

Why do this? That "Feb 2019 Proving Grounds SSR Ticket" can help with getting something good. It might be related to the correlated draw event period. I just missed out on the character draw period, but summons are much rarer. Got "Sylph, the Flutterspirit of Purity".

Ribby (talkcontribs)

If you happened to run out of well invested elemental characters, just get any good ones. Plain damage, even turn-based plain damage, are good choices.

For weapons, the best elemental weapon would be good as the main hand. It will translate into the charge combo damage value. This is especially important as the combo can affect all foes. Otherwise, I hope your main hand would suffice (in charge attack and weapon skill[s]) regardless of element.

The rest of the roster/equipment will just have to be good enough to carry thru the battle. Damage numbers is obvious, but UpliftedCharge bar is boosted on every turn
, Charge Bar +Instantly boosts Charge Bar by
, Charge Bar Gain UpCharge bar gain is boosted
, RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
, DA UpDouble attack rate is boosted
, and TA UpTriple attack rate is boosted
would be the chief status choices (both active and passive [weapon skill!]) in terms of dulling out the combos in cyclic rate.

Because this would be the Proving Grounds event, time is much shorter and foes are much tougher. Kaguya is required as backup insurance in case one of your main allies fall down. Of course, if you intend to use the sub allies, that's fine with me.

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