Hello There, Guest!  LoginRegister

Post Reply 
 
Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[Everything] Your Day by Day Guide To PAD - Mid Game Edition
02-25-2014, 05:22 PM (This post was last modified: 05-10-2014 08:19 AM by justicegray.)
Post: #1
[Everything] Your Day by Day Guide To PAD - Mid Game Edition
Your Day By Day Guide to PAD - the Mid Game Edition


Welcome to the mid-game guide to Puzzle & Dragons. This guide will be of most interest to those of you that are:
  • in the “Tier 4” Normal Dungeons (Tower of Flare to Tomb of the Saint - Deep)
  • and the “Tier 1” Technical Dungeons (Fertile Land to Castle of Satan in the Abyss).

Finishing Castle of Satan in the Abyss opens up Challenge Mode and (along with finishing the Tier 4 Normals) puts you into the late game.

There’s also a corresponding early game guide and a late game guide for people who are, er, earlier or later than this particular period.

Table of Contents


  1. What to do in the mid-game
    • Goals for the mid-game
    • Technical dungeons
    • “When should I run a collab?” - the mid-game version
    • Box Size for the mid-game
    • Evo material stockpiling in the mid-game
    • How much evo material should I store?
  2. The mid-game weekly schedule
    • Assumptions
    • Monday
    • Tuesday
    • Wednesday
    • Thursday
    • Friday
    • Saturday/Sunday
  3. Intermediate teams to build
    • What a “farming team” is
    • The “everyday farming” team
    • Rainbow Keeper team
    • Tricolor team
    • Element resistance team
    • Super [Insert Color Here] Dragons Descended team

What to do in the mid-game


Goals for the mid-game


Your goals for the mid-game are to:
  • Finish the first set of technical dungeons (this unlocks Challenge Mode which can give you a whole *bunch* of extra stones)
  • Finish the 4th tier of the normal dungeons
  • Get yourself to at *least* rank 66 (this is the “50 stamina milestone” discussed in the early game guide)
  • Build out a couple of other teams as soon as you have the opportunity (see “mid-game teams” below)
  • Stockpile some evo material so you don’t have to scrounge for it when you encounter a level-up (see below)
  • Related to this, increasing your box size (see bel...you get the picture)

Technical dungeons

You’ve now reached a big juncture in the game - technical dungeons are now available.

There are two important features of technical dungeons:
1) The monsters themselves now have active skills that they will use (some will freeze some of your monsters for a couple of turns, others will hit multiple times, thus nullifying part of the benefit of a damage reducer like Odin, etc. etc.)

2) More importantly, the first level of each of the first three technical dungeons (wood, water, fire in order) drop pengdras. If you aren’t familiar with them, a fully levelled pengdra requires about 2600 exp to level up and will grant *9000* exp to a matching color monster and 6000 to a non-match. From a gold to exp ratio this means that a fully leveled matching pengdra is a good exchange for gold up until level 90, while a non-matching one (and you’ll likely find yourself feeding a non-matching one to level up a light or dark monster, at least for a brief period) is good up to level 60. If you evolve the pengdra it will give 45,000 experience to a matching color monster which is a good exchange for any level, but this evolution step is unnecessary at this point in time (and in fact, see the “late game” part of the guide for why it’s not even necessary then).

The drops that come from the first level of the first three T1 technical dungeons are:
Mythlit Chimera Carbuncle Pengdra Divine Mask

with all of them dropping in the color corresponding to their dungeon.

The following combinations work to level up a pengdra to max:
Feed Chimera A to Chimera B, feed that Chimera to a Pengdra
Feed a chimera and a carbuncle to a Pengdra

Don’t feed another pengdra to a pengdra - it’s a waste. Also, if you end up with a bunch of spare mythlits you don’t want (and you might if you run these dungeons a lot), rather than feed the mythlit to a pengdra, I recommend feeding the mythlit to a dark monster, where it is worth 7500 experience.

As up to this point this is the largest amount of experience you've seen per monster in the game, it's a good way to grind up one team that can capably push you through the mid-game (and especially an everyday farming team, described under "mid-game teams" below).

“When should I run a collab or survey dungeon?” - the mid-game version

The only change here in guidance from the early game guide is that you are now likely powerful enough to run Lightless Devil’s Nest, the expert level of which drops Vampire (strangely enough, he simply does not appear in the lower difficulty levels. One ultimate evolution gives him 2x ATK/2x RCV to dark monsters while the other gives him 3x ATK to dark monsters. As well, his stats are great and he is a fantastic sub for a variety of teams.

Box size for the mid-game

As always, box size is a personal choice. Ideally at this point you might be working towards a box size of 200-300. Some people do well with more, others with less (one of the most publicly successful non-IAP players has a box size of 600; I am by no measure as successful but generally run comfortably with 500). This is because you will want to have some room for:

a) saving any King Metal Dragons and Super King Metal Dragons for feeding to higher level monsters (generally level 65-70 or above, see the “late game” guide for more)
b) Evo material stockpiling

Evo material stockpiling in the mid-game

At this point in the game (and much more evident in the late game when you start getting rare drops from many levels) it is good to have some evo material on hand when you need it versus having to either scrounge for it or worse, wait for the dungeon that drops it to come up (nothing worse than levelling up something to max on Friday, only to find out you need a Dragon Fruit to evolve it and need to wait until Thursday again).

It is also now more efficient to farm evo masks/demon masks from the Wednesday beginner dungeon and low level spirits from the Friday beginner dungeon than it is to waste stamina on trying to find them in their respective normal dungeons and the schedule is updated accordingly. If you’re absolutely desperate, you can follow the advice in the early game guide to find them.

“How much evo material should I store?”

This is entirely up to you and your box size. Generally I like to have about 5 of each major material in my box at all times, more if I can’t control the drop (e.g. until Mystic Dragons, you cannot guarantee a drop of a Dark Keeper or a Light Keeper - it is one or the other). Other people like to have 10. If you’re curious about what this looks like for your box space, here’s some numbers:

5 of all 6 low spirits = 30 spots
5 of all 6 high spirits (normal 5 + dubmythlit) = 30 spots
5 of all 5 evo masks = 25 spots
5 of all 5 demon masks = 25 spots
5 of all 6 divine masks (normal 5 + mystic) = 30
5 of all 4 keeper types = 20 spots
5 of dragon seed, plant, fruit, flower = 20 spots

That’s 180 spots for evo material with all of your bases covered (except twinlits and trifruits). If you wanted to store 10 of each you would need 360 spots in your box solely devoted to evo material. You can do whatever makes you comfortable (more than this, less than this) but I do recommend having at least 1 of each evo material on hand at all times and the weekly guide does take this into account.

2. The mid-game weekly schedule

Assumptions
The weekly guide for the mid-game assumes that:
a) you’re above rank 50
b) you’ve built some sort of team that can pass the Wed/Fri expert dungeons
c) your ordinary team of choice is strong enough that getting past the first tier of the technicals is not too much of a stretch. If your team is low-levelled enough or otherwise weak that you’re barely able to get past level 1 of the first technical dungeon, I advise re-running it over and over and feeding fully levelled pengdras to your team (regardless of whether they are off color) until your team is stronger (and perhaps evolved a bit further). It’ll happen pretty fast.

Monday
  1. Run any collabs or limited time dungeons if they meet the conditions listed above
  2. Run Pengdra Village if it shows up
  3. If there’s a “Super X Dragons Descended”, you have at least rank 66, and you have a team capable of running it (see “intermediate teams”), run this instead of anything below
  4. All Technical Dungeons are at 1.5x drop rate, so assuming you have unlocked the corresponding level, if you are looking for:
    • green divine masks or green pengdras, run Fertile Land - New Journey
    • blue divine masks or blue pengdras, run Ice Maze - Silver Labyrinth
    • red divine masks or red pengdras, run Blazing Highway - Road Dyed With Blood
    • gold divine masks, run Faithless Temple With No Name - Hidden Treasure
    • dark divine masks, run Twilight Woods - Tempting Purple Crystal of Death
  5. If you need to build up your monster levels or evos before running a dungeon, run the first levels of the RGB technicals listed below, level the pengdras, and feed them to your monsters
  6. Tackle the mid-game dungeons in the following order of priority:
    • Technical - Fertile Land
    • Technical - Ice Maze
    • Technical - Blazing Highway
    • then after that, either a T4 Normal or one of the remaining 2 T1 Technicals, whichever one you feel like running

Tuesday
  1. Run any collabs or limited time dungeons if they meet the conditions listed above
  2. Run Pengdra Village if it shows up
  3. If there’s a “Super X Dragons Descended”, you have at least rank 66, and you have a team capable of running it (see “intermediate teams”), run this instead of anything below
  4. If you have a team capable of running the “Keeper of Rainbow” dungeon (see “intermediate teams” below) and the drop rate is 2x, run this dungeon until you have 5-10 Keeper of Rainbows. You ideally want at least 4 usable as monsters given their absolutely *ridiculous* HP (3000!) and their useful active, with several others stockpiled for evo material.
  5. If you have a team capable of running the RGB Keeper levels, run these dungeons until you have your “comfortable stockpile” of Keeper material (see “stockpiling evo materials” above).
  6. If you need to build up your monster levels or evos before running a dungeon, run the first levels of the RGB technicals listed below, level the pengdras, and feed them to your monsters
  7. Tackle the mid-game dungeons in the following order of priority:
    • Technical - Fertile Land
    • Technical - Ice Maze
    • Technical - Blazing Highway
    • then after that, either a T4 Normal or one of the remaining 2 T1 Technicals, whichever one you feel like running

Wednesday
  1. Run any collabs or limited time dungeons if they meet the conditions listed above
  2. Run Pengdra Village if it shows up
  3. If there’s a “Super X Dragons Descended”, you have at least rank 66, and you have a team capable of running it (see “intermediate teams”), run this instead of anything below
  4. If you are in urgent need of a divine or mystic mask or need to stockpile, run the Expert Wednesday Dungeon level (particularly if it is on 2x drop)
  5. If you are in need of an evo mask, light demon mask, dark demon mask, or need to stockpile, run the Beginner Wednesday Dungeon level
  6. If you need to build up your monster levels or evos before running a dungeon, run the first levels of the RGB technicals listed below, level the pengdras, and feed them to your monsters
  7. Tackle the mid-game dungeons in the following order of priority:
    • Technical - Fertile Land
    • Technical - Ice Maze
    • Technical - Blazing Highway
    • then after that, either a T4 Normal or one of the remaining 2 T1 Technicals, whichever one you feel like running

Thursday
  • Run any collabs or limited time dungeons if they meet the conditions listed above
  • Run Pengdra Village if it shows up
  • If there’s a “Super X Dragons Descended”, you have at least rank 66, and you have a team capable of running it (see “intermediate teams”), run this instead of anything below
  • If you are in urgent need of a dragon seed, plant, flower, or fruit or need to stockpile, run the Thursday Dungeon level (particularly if it is on 2x drop)
  • If you need to build up your monster levels or evos before running a dungeon, run the first levels of the RGB technicals listed below, level the pengdras, and feed them to your monsters
  • Tackle the mid-game dungeons in the following order of priority:
    • Technical - Fertile Land
    • Technical - Ice Maze
    • Technical - Blazing Highway
    • then after that, either a T4 Normal or one of the remaining 2 T1 Technicals, whichever one you feel like running

Friday
  • Run any collabs or limited time dungeons if they meet the conditions listed above
  • Run Pengdra Village if it shows up
  • If there’s a “Super X Dragons Descended”, you have at least rank 66, and you have a team capable of running it (see “intermediate teams”), run this instead of anything below
  • If you are in need of a dubmythlit or otherwise high spirit or need to stockpile them, run the Expert Friday Dungeon level (particularly if it is on 2x drop)
  • If you are in urgent need of a low spirit, mythlit, or need to stockpile, run the Beginner Friday Dungeon level (you’ll likely end up with a boatload of mythlits from running the technicals)
  • If you need to build up your monster levels or evos before running a dungeon, run the first levels of the RGB technicals listed below, level the pengdras, and feed them to your monsters
  • Tackle the mid-game dungeons in the following order of priority:
    • Technical - Fertile Land
    • Technical - Ice Maze
    • Technical - Blazing Highway
    • then after that, either a T4 Normal or one of the remaining 2 T1 Technicals, whichever one you feel like running

Saturday/Sunday

  1. Run any collabs or limited time dungeons if they meet the conditions listed above
  2. Run Pengdra Village if it shows up
  3. If there’s a “Super X Dragons Descended”, you have at least rank 66, and you have a team capable of running it (see “intermediate teams” below), run this instead of anything below
  4. If you are at less than rank 90, run Tower of Giants - Dragons of the Tower over and over as it is at half stamina and you’ll rank up before you run out of stamina
  5. If you are at greater than rank 90, run the highest level of the Tricolor Weekend Dungeon that you can survive.

3. Levels to look out for


Tower of Flare - Red Guardian

Ifrit has 35,700 defense and 73 hp. While you can grind this one out it’s better to take either a defense break monster if you have one or better yet, a poison monster. If you already have a spike team set up, the multiplier might make the defense a non-issue.

Polar Night Tower - Blue Guardian
Leviathan will hit for 16,000+ damage every 5 turns. Possible teams to help beat him include:
  • A resolve team
  • An Odin/healer team
  • A water resistance team (either 50% (one lead) or 75% (two leads))
  • A team that can kill Leviathan in less than 5 turns (a typical spike team)
  • A tank (4/1/4) team can grind him out as well.

Tomb of the Saint (Deep) - King of the Underworld
Hades hits for 66,667 damage every 6 turns. This requires you to either
  • be able to kill Hades before he ever attacks (which requires a spike team and possibly a delay monster like Echidna to give you around 10 turns worth of time)
  • use a resolve team
  • use an Odin team combined with a dark resistance monster (this knocks his attack down to 8,000 HP every 6 turns)

As said during the early game guide, better people than I have devoted a lot of time to detailed strategies for these dungeons, which you can find by clicking here.

4. Intermediate teams to build

In addition to continuing to build on your “working” team (mentioned in the early game guide), here are the teams you should look into constructing during the mid-game (and in fact the first one can conceivably replace your “working” team for most dungeons in the game...)

“Farming team”

You’ll find many definitions of “farming team” in the forums, but for this guide a “farming team” means a team that can capably *blow through* a dungeon in 5-10 minutes total if not less. if your team takes 30-45 min to beat Keeper of Rainbow for the first time (and many of you will, it’s like a rite of passage) that is not considered a “farming” build for Keeper of Rainbow, for example. =)

The “everyday” farming team

For the purposes of this guide, the “everyday” farming team is defined as a team that can farm:
every normal dungeon up to the end of the T5 normals
every technical dungeon up to the beginning of the conditionals

This team - along with the team that can run Super Metal Dragons, - is one of the two most important teams to build in the game as together they will be the teams that you spend about 70-90% of your time using.

The absolute *best* everyday farming team - in my opinion only - is one with an attack multiplier based on the *type* of monster, no HP conditional, and a rainbow set of monsters such that every color is covered off significantly. This is for several reasons:
  • you can’t lose the attack bonus if you lose or gain HP
  • you are not limited to one color in play, which is great because...
  • at higher levels, matching 5 orbs of any color will blow away everything on every floor except an ogre, and hitting the weakness color of the ogre will blow him away as well
  • there are no conditions on matching several colors of orbs, so zero chance of being “orb trolled” (where one or more colors of orbs don’t show up when you need them to)
  • at higher levels, comboing either:
    • 2 sets of 3 orbs and another set of non-matching (e.g. 2 sets of 3 green orbs + 2 of red)
    • 3 sets of 3 orbs of the same color
    will blow through the defense of *anything* it attacks if the monster is weak to that color (e.g. two sets of 3 fire orbs + 1 set of 3 dark orbs will kill a divine mask outright). This includes a couple of monsters that show up in the T5 Normal dungeons, and are covered in the late-game guide.

That being said, a 12.25x HP conditional attack team (such as say, a Light or Dark Metatron team, Goemon team, Zeus team) is still a great potential everyday farming team, If you have a team like this ready-made or easily made, then go for it. Some things to be aware of:
* The 12.25x will likely kill anything before you can ever take a hit
* If you do take a hit you should have a good way to heal back up or you're likely toast (possibly an awakened autohealer or two)
* Ideally your team has the ability to bust out all of its skills in the final round to one shot the boss (otherwise you run a huge risk on the boss stage of Clayus Prison or Rhemis Temple, as the bosses there are on a 2 timer and a 1 timer, respectively)

You should be working towards building some sort of everyday farming team (and it might even be the one you currently are running) when you first get an opportunity. Not only will it come in handy when you hit the late game portion, as you’ll see in that section, but you will absolutely *slaughter* everything in your way in the Technical and Normal dungeons in the mid-game. Nothing will be able to stop you.

It’s possible to race through the game with combo-based gods as well and the attack multipliers they supply (which also gives you a great deal of team flexibility), but they are not quite as braindead simple as the everyday team I have listed above. This team is ideal if you have limited time to play and a large stamina pool.

However, depending on your box content, you may not have access to this sort of team at this point (don’t worry - you will...the 9x ADKZ and Valkyrie have special event dungeons that show up on a regular basis, and all of the subs needed to make a rainbow team for them can be farmed or drop from the PAL machine). If not, a 2/4/2 mono team can carry you through (albiet slightly slower). You don’t actually *need* this team for the midgame, but you will for the late game unless you’d prefer to run the pengdra cycle (and you don’t), so it’s best to start preparing it now if you can.

There is only one example listed here of an everyday 9x attack rainbow farming team, with three others listed in the late game guide. This is because at the mid-game point, you're likely only powerful enough to run the survey dungeon for ADKZ. However, if you happened to get one of the following monsters from the Rare Egg Machine:
  • any version of Cu Chulainn (starts out as Highlander)
  • any version of Fenrir, Mystic Knight
  • any version of Siegfried (starts out as Berserk)
  • any version of Valkryie

then feel free to look at the examples listed in "Heroes Descended" in the late game guide, as they are there as well.

9x Dragon-Type build: Easiest everyday farming team to build as ADKZ's survey dungeon is super-easy and the rippers regularly drop from the PAL machine. This is based off of the 3 ripper dragons and CDKZ. Sub in Chaos Devil Dragon for CDKZ if you don't have him. This build, as of 6.3, also has the advantage of being able to change the entire board to green, as well as *almost* the entire board to dark, blue, or red depending on the team. This setup also allows you one of the easiest no-brain farms of Ocean of Heaven (important in the late-game guide).


Rainbow Keeper team
You should have one team that is capable of running Keeper of Rainbow. Bonus points if it is a team that can run KOR in a short time.

For those of you that are experiencing this level for the first time, KOR hits for *22,000* damage every 5 turns. At this stage of the game, this means you either need:
  • a 2-4-2 multiplier team with significant levels to be able to survive a hit from KOR and heal back
  • a 4-1-4 tank team with the same capability
  • a spike team that can do enough damage to kill KOR before he can launch an attack
  • an Odin-AutoHealer combo that allows you to take the hit and heal up in totality before KOR hits again
  • the last resort, a Resolve (otherwise known as “I have no Odin friends”) team.

The risk with a Resolve team in this scenario is two-fold:
  • There are at least 3 rounds in which you have a chance of encountering two knights on the same attack timer
  • If you get to KOR, you may die of old age before you finish the fight

The best way to get around this with a Resolve team is to use an Ogre, an AutoHealer, and 4 Mid Ninjas (preferably as many yellow mids as possible). The Ninjas have such low HP that you can have a max-level Ogre, max-level Siren and *still* heal up enough to resist the Keeper’s attack. They also have high enough attack once levelled that once you get to Keeper, you can beat him without it taking 60 minutes to do so.

Tricolor team

Just what it sounds like, a team that is capable of taking on the tri-color dungeon at whatever level it can be ran. The three best teams to run this dungeon are:
  • A tricolor spike team with two of each color (e.g. ADKZ, two red dragons, two blue dragons, another ADKZ)
  • A mono-color 2-4-2 team of either Fire, Wood, or Water variety (although a 4-1-4 will work as well, it will just take a long while at the bosses at the higher difficulties)
  • A combo-based spike team (there are no lights or darks in the dungeon, so you are far more likely to be able to create combos of the 6-10 variety)

Element Resistance teams

Those of you who read “The PAL machine is your friend” in the early game guide or previously read about the monsters you should farm for heard about collecting the 5 dragons that, when fully evolved, give 50% resistance to their particular color. There are other dragons or monsters that drop from the REM that when evolved may give 50% resistance to *two* colors at once. It is good to start building teams around this now so that you are prepared for dungeons that might require that resistance to go into effect (like the one listed immediately below). Your first time through the easiest two descends (covered in the late game guide) will likely require you to have some sort of element resistance in one or both of your leads unless you have a ridiculously powerful spike team that you can consistently activate.

Super [Insert Color Here] Dragons Descended

This is the second of the two most important teams you'll end up creating (the first being the farm team).

During the process of finishing the mid-game, you will more than likely hit the rank where you now have 50 stamina. This allows you to run the most lucrative dungeons monster-exp wise in the entire game. Believe it or not, it actually *is* possible to run a Super Dragon level right when you hit 50 stamina, but you definitely need a proper team (and some luck) to do it. The trick is in both surviving this dungeon and ensuring it doesn’t take you 20 years to finish. There are only three monsters that show up in this dungeon, two of which are relatively benign and the third who is incredibly dangerous to the unprepared player: the Super King Dragon.

The Super King Dragon has several aspects that are problematic:
  • it hits every round for 6000 damage - it is a multi-hit attack so a damage reducer like Odin will only protect you from part of this attack, and an autohealer co-lead will not heal you back entirely, so you have a very limited window with which to damage it
  • it has 60,000 defense
  • unlike most other things in the game with 60,000 defense, it also has 7,777 hit points
  • it has a chance of invading on the *first* floor of the dungeon, where you will not have any skills prepared

The first time I ran this dungeon, a Super King invaded on round 1, hit me for two rounds, and that was it, 50 stamina down the drain. Don’t let that happen to you! Be prepared.

There are two build types that work well against the Super King Descended levels. The first is a fairly high level spike team with a significant multiplier (16x or above) that has at least one character strong against that particular color. More likely at this stage of the game (and even into the late game), the team you're using to run this dungeon is likely a variant of the strategy used against the Wed/Fri expert dungeons:
  • Use either a pair of element resistance leads (which knocks Super Kings damage down to a manageable 1500 per turn) or an auto-healer lead along with a resistance lead (which still leads to net damage of 1500 per turn given most autohealer capabilities, and in some cases almost all damage is healed back)
  • The four subs should be either:
    • four monsters with either the “7777 damage ignoring defense” active skill (Ra, Bane, UFO) or a poison skill (Neptune, AB Bluebird Blues, Lilith, Ghostring, etc.)
    • one defense eliminator (like Shiva, Droiddragon, etc.) and five other monsters with active damage skills that can be activated at any time and attack the whole screen
    • at least one max evoed ogre/werewolf/whatever with an active skill that works against the color of dragon you are facing (e.g. an Ice Samurai Ogre against a Super Ruby Dragon), and other subs of your choice. See note below however.

What you’re looking to do in the first two cases is to stall until the skills are up, kill the first round of monsters, and then active one skill each round to kill the monsters (in situation b activate Shiva first, then each active afterwards). If a Super King invades in round 1, your goal is basically to stall until the appropriate skills come up and then start the fireworks one round early, remembering to stall at the next floor you have available to recharge your skills.

The ogre tactic works on the same principle as the first two, but you are saving the ogre's skill for whenever you face a level with a Super Dragon and simply running through the levels normally otherwise. This is much slower than the poison/defense bypass tactic, particularly if you encounter more than one super dragon, but it is a way to get by the dungeon without access to those other active skills.

Your reward for this is *ridiculous* experience. But my advice: don't use these guys on anything but monsters level 70 or above (unless you are in the process of building up an everyday farming team. Why? I'll tell you...

Next time:


The *final chapter* in this exciting series: the late game!
* Gungho Reps Are Angry About This One Crazy Levelling Trick
* Ditching the Wednesday/Friday Expert Dungeons - *forever*!!
* Baby’s first Descends!!
Find all posts by this user
Quote this message in a reply
04-14-2014, 11:02 AM
Post: #2
RE: [Everything] Your Day by Day Guide To PAD - Mid Game Edition
FIRST!~

I'm just about to enter the midgame, sort of, kinda... maybe. My farmable-rainbow-idiots Bastet team has slid by with a wee bit of lucky skyfalls & a friends list mostly full of gods. To be honest, all my subs are pretty booty-butt-cheeks. I am pretty confident I'll make it through CoS if I can avoid getting OHKO'd -- but thus far my PAL pulls and RNG drops have been just junk.

Is it possible to progress through the mid and to the late game with dummies like Samurai Goblin and Big Shynee, led by Bastet? Or am I just at the mercy of PAL pulls, waiting on Survay/collab/Dub-liths-drops and endless healer girl farm runs?
Find all posts by this user
Quote this message in a reply
04-14-2014, 11:40 AM
Post: #3
RE: [Everything] Your Day by Day Guide To PAD - Mid Game Edition
(04-14-2014 11:02 AM)Adult Wrote:  FIRST!~

I'm just about to enter the midgame, sort of, kinda... maybe. My farmable-rainbow-idiots Bastet team has slid by with a wee bit of lucky skyfalls & a friends list mostly full of gods. To be honest, all my subs are pretty booty-butt-cheeks. I am pretty confident I'll make it through CoS if I can avoid getting OHKO'd -- but thus far my PAL pulls and RNG drops have been just junk.

Is it possible to progress through the mid and to the late game with dummies like Samurai Goblin and Big Shynee, led by Bastet? Or am I just at the mercy of PAL pulls, waiting on Survay/collab/Dub-liths-drops and endless healer girl farm runs?

Grab a CoC Healer, and work toward Valkyrie. (Two Heroes and Hera first is a good start)
Find all posts by this user
Quote this message in a reply
04-15-2014, 02:18 AM (This post was last modified: 04-18-2014 06:48 AM by justicegray.)
Post: #4
RE: [Everything] Your Day by Day Guide To PAD - Mid Game Edition
(04-14-2014 11:02 AM)Adult Wrote:  FIRST!~

I'm just about to enter the midgame, sort of, kinda... maybe. My farmable-rainbow-idiots Bastet team has slid by with a wee bit of lucky skyfalls & a friends list mostly full of gods. To be honest, all my subs are pretty booty-butt-cheeks. I am pretty confident I'll make it through CoS if I can avoid getting OHKO'd -- but thus far my PAL pulls and RNG drops have been just junk.

Is it possible to progress through the mid and to the late game with dummies like Samurai Goblin and Big Shynee, led by Bastet? Or am I just at the mercy of PAL pulls, waiting on Survay/collab/Dub-liths-drops and endless healer girl farm runs?

I actually did this with Bastet myself. Here's how to pull it off, then I have more specific advice:


* when I had Bastet I ran the Friday expert dungeon with a zombie build, and collected dubmythlits and a dublit of every color (though I mostly used the dubmythlits because they had amazing stats).
* after I collected those dubs, I ran dungeons with Bastet + whatever combination of dubs was appropriate (e.g. I might use two blue dublits and ditch the green dublit for a fire-based dungeon).
* as other monsters become available (either through survey dungeons, collabs, or from rolling the REM), replace a dublit once the new monster has stats that match the dublit. E.g., if you get a phoenix knight, replace the fire dublit once the phoenix knight has stats that approach that the fire dublit.
* ultimate evo Bastet as soon as you possibly can.

That will pretty much set you up.


Now that I said all of that...
at the time of this writing, there is a "mystic knight invade" going on in Castle of Satan (normal and technical). I would run the *crap* out of this dungeon to get all of them, because
a) they have great stats as they level up and will be *great* for your bastet team in the short term. Particularly with their orb changing abilities
b) at least 2 of those knights in their uevo form are great leaders that will get you through the mid to late game (wood and ice)
c) this is pretty much the only way to get an ice knight short of a rare dungeon or the REM

Let me know how things go!! Trust me, I think you're in great position. Bastet is super versatile and she will take you where you want to go, particularly once evoed.

P.S. Believe it or not, a Bastet + a couple of KOR + a couple of dubmythlits will take out a lot of early-mid dungeons.
Find all posts by this user
Quote this message in a reply
04-22-2014, 08:23 AM (This post was last modified: 04-22-2014 10:46 AM by Adult.)
Post: #5
RE: [Everything] Your Day by Day Guide To PAD - Mid Game Edition
So I got in some more play this week/end, with some good results!

Pushed through CoS, so I am officially in the midgame. Finished off the Green T1 of Technicals, and that's how "far" I am now. But I still feel my progress is tied to drops/PAL pulls...

On friday I picked up 1 Dubmythlits, and some other dubs. Score! Over the weekend I did mostly Rank farming, spending ~20 stam either on gold farming or CoS witch's ball farming each rankup. For my trouble I picked up a Mystic Ice dude (who I pushed to Fenrir @ 38), pushed my green, light and dark rippers to their 30% forms + significant levels (fielding the light one atm), and hit rank 66.

My Bastet is about 2/3rds of the way to exp cap... so should my next goal be to farm up some Keepers of Rainbow? Is ultimate Fenrir better than Ultimate Bastet? Both cool dudes?
Find all posts by this user
Quote this message in a reply
04-22-2014, 02:12 PM
Post: #6
RE: [Everything] Your Day by Day Guide To PAD - Mid Game Edition
(04-22-2014 08:23 AM)Adult Wrote:  My Bastet is about 2/3rds of the way to exp cap... so should my next goal be to farm up some Keepers of Rainbow? Is ultimate Fenrir better than Ultimate Bastet? Both cool dudes?

good to hear about your results man!! Much impressed.

I'd grab KoRs when you can for sure. They are a great "backfill". I don't know your rank but you might only have the team cost right now to put 1 or 2 on the team, which is still fine.

Both Ult Bastet and Ult Fenrir are great. Ult Fen gives you 9x attack to balance, which means you can run a team with all knights (mystic or otherwise) and pretty much wreck every T5 in existence, more if you have other balanced monsters.

Ult Bastet is one of the most versatile leaders in the game, capable of being paired up with literally almost any combination of monsters to great advantage. You're in good shape with either of them.
Find all posts by this user
Quote this message in a reply
04-23-2014, 03:04 PM (This post was last modified: 04-24-2014 10:48 AM by W2T.)
Post: #7
RE: [Everything] Your Day by Day Guide To PAD - Mid Game Edition
Hey, just wanted to chime in that I think your guide is great, and I've been following it pretty closely! I started last Wednesday, and I think I'm gonna be around rank 60 a week in Smile. I'm finishing up the T1 technicals now and slowly doing the T4 normals.

A question: for the Super Dragon descends, do Gold and Metal dragons have a different attack pattern than what you described? The one for tomorrow is gold, I believe, and according to here (http://www.puzzledragonx.com/en/mission.asp?m=618 ), it attacks once every two turns but for 10k damage instead? It also only has 5000 HP, but I guess that's not that different from having 7777...

Check out my PADherder (click me!)space Follow my journal here! (on hiatus cos IRL)

ID#: 321.014.315 ------------------ Add me I'm super active and LF any compatible Fire or Horus friends! Big Grin
spacing1
Teams
spacing2wooooooo
/ and /
Rolleyes On the Horus Train since People think he's "outclassed." Rolleyes
Find all posts by this user
Quote this message in a reply
04-24-2014, 04:19 AM
Post: #8
RE: [Everything] Your Day by Day Guide To PAD - Mid Game Edition
(04-23-2014 03:04 PM)W2T Wrote:  Hey, just wanted to chime in that I think your guide is great, and I've been following it pretty closely! I started last Wednesday, and I think I'm gonna be around rank 60 a week in Smile. I'm finishing up the T1 technicals now and slowly doing the T4 normals.

A question: for the Super Dragon descends, do Gold and Metal dragons have a different attack pattern than what you described? The one for tomorrow is gold, I believe, and according to here (http://www.puzzledragonx.com/en/mission.asp?m=618), it attacks once every two turns but for 10k damage instead? It also only has 5000 HP, but I guess that's not that different from having 7777...

LOL, according to that link, you are facing Green Carbuncles so you have nothing to fear. Wink

Having run Super Metals yesterday I am not sure about puzzle dragon x's damage calculation for Super Gold. Using a resist dragon the Super Metal only did 3000 damage, not 5000. Perhaps they nerfed their damage back down?

If you have a gold resist dragon anyway you will honestly probably be fine. I'd ensure your total HP threshold (including co-lead) is above 5K anyway and you'll be just fine. If for some reason the Super Gold shows up on turn 1, all you need to do is survive for around 10-15 turns before you can trigger an active that will kill it.
Find all posts by this user
Quote this message in a reply
04-24-2014, 10:48 AM
Post: #9
RE: [Everything] Your Day by Day Guide To PAD - Mid Game Edition
Okay, cool, neato. Haha, I dunno why the link screwed up but I fixed it now Tongue. Yeah I won't be able to run it until next time, but thanks for the tips!

Check out my PADherder (click me!)space Follow my journal here! (on hiatus cos IRL)

ID#: 321.014.315 ------------------ Add me I'm super active and LF any compatible Fire or Horus friends! Big Grin
spacing1
Teams
spacing2wooooooo
/ and /
Rolleyes On the Horus Train since People think he's "outclassed." Rolleyes
Find all posts by this user
Quote this message in a reply
05-06-2014, 04:30 AM (This post was last modified: 05-06-2014 04:30 AM by SumiXam.)
Post: #10
RE: [Everything] Your Day by Day Guide To PAD - Mid Game Edition
First of all, I wanted to say thanks for these great threads. I just wish I would have found this resource earlier on. As it stands, I'm sitting around mid/late game. My first attempt at Super [x] Dragons was a bust and I haven't tried it since (rolled a super king on the first floor and got smashed). I think I'm ready to try again, since I do have some higher level monsters now and could really use the XP from a super king.

I'm not sure what my best team option would be. Based on your recommendations, I have a bit of a mish mash of options. I rolled a bunch of new monsters from the most recent God Fest, but I only using them in limited rolls until I can at least get them leveled a bit more.

Any advice would be appreciated.

https://www.padherder.com/user/SumiXam/m...;default,0
Find all posts by this user
Quote this message in a reply
Post Reply 




User(s) browsing this thread: 3 Guest(s)

 


Disclaimer: This is an unofficial site and has no connections with GungHo Online. Use of our website and the content is at your own risk. We assume no responsibility for, and offer no warranties or representations regarding, the accuracy, reliability, completeness or timeliness of any of the content.

Contact Us | Puzzle & Dragons Forum | Return to Top | Return to Content | Lite (Archive) Mode | RSS Syndication