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Monday, September 18, 2017

Project Poseidon: Arena Not-So-Speedfarming in Gumballs & Dungeons


This post is slightly inspired by Arananthi's post, which shows how effective Dark spells can be when it's set up correctly.

This build also showcases the result of stacking obscene amounts of spell effect bonuses.

The Dungeon
This build will use the Arena as it remains the best gold farming location after the latest update. Furthermore, the F95 goal is always a great litmus test for any competent gumball team.

The Team
Fallen Angel (Main) is an oft overlooked gumball, if only because Canas presents a ton of amazing Magic-type gumballs in its roster. The Light and Darkness ability enhances any Light and Dark spells by a whopping 60% - a fantastic buff to some of the most useful crowd-clearing spells in the game such as Death Ripple as well as clutch heals like Divine Favor. When used as a main, Fallen Angel provides a Death Ripple scroll every other floor to ensure a steady supply of nasty firepower until the end. Using this gumball as a main also gives access to the first three tiers of the Demon title, thus granting significant Power bonuses (via Little Demon) at the tail end of the run.

Justice Herald's (Soul-Link 1) Steel-Like Body provides a passive +5 Defense and 15% HP recovery per floor. This greatly increases survivability in the dungeon's higher levels. This is a personal choice due to the ease-of-life benefits that the gumball provides - feel free to substitute any Melee gumball as preferred.

Hamster's (Soul-Link 2) Hoard provides the same main ability as Spy which lets players ignore slate guarding by enemy monsters. This is especially useful in higher floors where one might need to conserve spell scrolls by opening all slates before unleashing a singular devastating Death Ripple to clear everything in one shot. Hamster also has a 30% chance to create food each floor, which mostly provides permanent stat bonuses throughout the run. Over 90+ floors, these bonuses can add up pretty quickly.

Equipment
Take the Gloves of Dark Arbiter +6, as well as the Mixture of Light and Dark.

Strategy
Upon entering the dungeon, max the Treasure Seeker title.

Before F5, try to fill in the Magic Title as follows: Magic Apprentice (1*), Black Mage (1*), Conjuror (1*). This should help you have more than enough Death Ripples to easily clear the first Arena Fight.

Throughout the dungeon, work on the titles in this order: Dark Master (3*), Black Mage (3*), Dark Priest (0*), Conjurer (3*), Magic Apprentice (3*), Dark Priest (3* Power), Novice Warrior (1*), Warrior (1*), Magic Warrior (1*), Shadow Warrior (1*), Dark Arbiter (3* Attack, 3* Artifact Bonus, 3* HP, 3* Power - in this order), Dark Priest (3* MP, 3* HP), Fallen (1*), Inferior Demon (1*), Middle Demon (3*).

All other titles are optional after these - I prefer maximizing Power for my spells.

The titles provide incredible synergy for Dark Spells on top of having a very high Power stat. Two key spells will be buffed to incredible levels, summarized below:

Death Ripple
+60% damage (Fallen Angel ability)
+30% damage (Mixture of Dight and Dark with Fallen Angel bonus)
+40% damage (Dark Master)
+75% damage (Dark Priest)
+75% damage (Dark Arbiter)
+75% double damage chance (Dark Arbiter)
+50% double damage chance (Dark Priest)
+90% ignore resist (Dark Arbiter)
Total: +280% damage, +90% resist ignore, guaranteed double damage chance

Implosion
+60% damage (Fallen Angel ability)
+30% damage (Mixture of Dight and Dark with Fallen Angel bonus)
+40% damage (Dark Master)
+75% damage (Dark Priest)
+50% double damage chance (Dark Priest)
Total: +205% damage, +50% double damage chance

This does not take into account equipment bonuses, such as Nether Boots (+25% Death Ripple damage), Hades' Bottle of Soul (+30% Dark spell effects) or the Great Druid's Cloak (which provides a ridiculous +200% damage bonus for Death Ripple).

For scroll shops, stockpile the following spells as they're provide great utility throughout the run: Meteor Shower, Icicle, Earthquake, Electrostatic Field, Disrupting Ray, Divine Favor, Curse and (more) Death Ripples.

For the Depot, prioritize Burned Parchments and Eyeball Tinctures, in that order.

All the Arena fights can be dealt with via casting Curse or Icicle (as needed) followed by spamming Death Ripples to clear everything in the floor.

F30-40 bosses can be wrecked by Fireballs, Lightning Bolts and Meteor Showers, while the F50-60 bosses won't take more than a few Death Ripples to beat. F70-90 bosses can be slain using a combination of Disrupting Rays, Hexes, Implosions, and Burned Parchments.

Pros
All gumballs are available for free.

Perfect build for those who love arbitrarily large numbers.

Cons
Some skill (and focus) is required to ensure spell scrolls would last until the end of the run - not really a con for those who love the strategic aspect of the game.

Takes a bit longer than using the classic Howling team.

Final Thoughts
This build proves how versatile a properly built gumball team can be by providing a great alternative to free players for Arena farming.

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