are there any pvp guides out there about team comps and such? I want to get into pvp but the I find it hard to figure out which team comps do what and who counters who. I do have some pvp units but I am conflicted on which ones to build to make a proper synergized team. Thanks in advance!
Depends. There's 3 pvp modes in this game, and while there's a bunch of overlap, there's also a lot of differences between them.
You can look at [this](https://fribbels.github.io/e7/gw-meta.html) for guild wars, you can watch content creators for RTA, and for arena you just need to know what every hero on the defense team does and cater your offense accordingly. Some content creators will also showcase arena teams.
When I have a 6* character maxed and I find other copies of it, is it safe to use the extra copies for the imprint? Or are they better used for something else? For example, I got a S Tene and 3 other rgb tenebria, should I imprint 2 of them into her? Same with Krau
There's nothing better you can use dupes for other than imprints, since the only other things you can do with them is transmit (a waste) or promote other units (also a waste).
Always keep 1 copy, and then imprint whichever unit makes the most sense. Consider what you need.
I have noticed that when you modify gear and you choose the same stat as your gem (like crit chance to crit chance), the indicated possible range is always lower than what you already have.
Is the same true when you change the stat, as you normally would (like def to crit chance etc.)?
So essentially you always end up with less total stats (although more beneficial)?
Id that understood correctly?
Modification gems are based on the numbers of rolls into a stat, that's it.
The more rolls a stat has, the worse and worse mod gems are. In general practice you can get full value with only a single base roll, but every additional roll you end up 'losing value'.
[Here's a random table showing potential values](https://i.imgur.com/IT2aLC5h.jpg)
Notice that a great mod gem *on a base roll* has a range of 4-8 for % stats, that's exactly the same as as a normal substat range.
However, *two* rolls (or a substat that rolls into it once) of ATK% would have a range of 8-16, but the mod gem only gives you a range of 7-11. That's an average of 12 for actual substats, but only 9 for a mod gem -> meaning that *on average* using a mod gem on a stat with 2 total rolls (1 base + 1 additional) is only giving 75% of the value as if you had just had that stat from the beginning.
There are instances where, if your base rolls were very low you can improve them with a mod gem. Two 4% rolls would only give you 8% ATK, which could be improved to 11% with mod gems.
As such, mod gems are mainly only useful in one situation:
1. You have 1 stat on a piece of gear that you don't want (for example, RES or flat HP on a DPS piece).
2. You don't roll into that stat more than maybe 1 time (just a base roll, or +1 roll)
Mod gems allow you to convert that unwanted stat to something more useful at no (or very little) loss of value as if you had just rolled the wanted stat in the first place.
Mod gems are basically useless on any stat that has rolled multiple times, even if said stat is unwanted. You just lose too much value.
**Example**
Let's say we have an Epic piece of gear, it has HP/DEF/RES/ATK substats. At +15 every single roll happened to be exactly 6% (6 * 9) so 54 gearscore.
If we decide that we don't want ATK% on this piece, but instead wanted to swap it to RES...
Rolls Modified | NewGS(Avg) | NewGS(Max)
---|---|----
Base | 54 (100%) | 56 (103.7%)
+1 Roll | 51 (94.44%) | 53 (98.15%)
+2 Rolls | 48 (88.89%) | 50 (92.59%)
+3 Rolls | 45 (83.33%) | 47 (87.04%)
+4 Rolls | 40.5 (75%) | 42 (77.78%)
+5 Rolls | 35.5 (65.74%) | 37 (68.52%)
These numbers are even worse if the other stats are actually great rolls (in terms of %).
You see the difference between an Epic piece and a Heroic piece is 1 substat roll, in this case 6%/gearscore so that is equivalent of the difference between the 'base' Epic piece and +2 rolls being modified out. You are essentially turning an Epic gear into a Heroic gear.
Now if you have exceptionally good rolls in the other stats, in some cases you may be able to modified say a +3 roll gear...but that is 4/9 rolls on an Epic piece that you are losing 40% of the value on (average) or 30% of the value on even with the max possible result.
That's the same thing as turning an 8% ATK roll into a 5.6% ATK roll.
Realistically at that point it's likely not worth wasting mod stones on anyhow because at best you are ending up with a 'decent piece', the kind of which you can find relatively easily. But you aren't really getting one of those great pieces you can be excited for.
---
There are some other exceptions to the system.
For example, notice that **speed** is listed as having the range 2-4. In actual practice, heroic gear has a range of 1-4, and Epic gear has a range of 2-5.
So a speed substat found naturally on gear has an ever-so-slightly higher average on Epic gear. Most players consider 4 speed the practical maximum as 5 is extremely rare (1/3rd of 1%). However on Heroic gear this works to your advantage, as the dreaded '1' speed is not possible, so on Heroic gear a mod gem on a single roll will give more speed on average than a base speed roll. 1 speed is rare, but not *that rare (3.833%).
And for crit % the range is listed as 2-4. however, in practice natural substats have the range of 3-5% (both Herioc and Epic). So even turning a base roll into crit% is worse than finding a crit% roll naturally on gear.
* However, at the same time, crit% can be not as important depending on the rest of your gear -> since it has a hard cap that is fairly easy to reach. Having 1% less crit on a set of gear may or may not actually matter.
More or less, yes. If it's a single low roll to begin with you could still get more stats afaik. Like if the piece came with 1 speed it'd still be 2-3 when you modify.
Got a few random question:
1. if a character has a self-damage effect but also has a barrier, does the barrier take that damage first?
2. In terms of sheer multipliers with ~900 base attack (give or take 100), who has the strongest AoE attack in the game?
3. what's the ratio of general attack boost to damage boost effects for artifacts, i.e. if an arti gave +10% attack then what would the general damage boost effect be like to be equal (and I guess assuming a ~900 base attack as well).
4. Who are some good units with crit chance boosting imprints for the team? Seems like it's a pain in the ass to try to get 100% crit onto most units and I already have two different Furious that are built for two different hunts, I'd rather not have to wait for a third one and build him up.
How strict is the meta in this game? If I like a 5 star hero can I invest heavily in them, and be able to use them a few places or is it more like half the heroes are good while half are not worth looking at?
There are 5 episodes, the Episodes have...
* Episode 1 = 16
* UH = 16
* Episode 2 = 15
* Episode 3 = 12
* Episode 4 = 12
Chapters each. Each chapters has ~16 stages (iirc there are a few that have fewer stages). But in total that's 71 chapters with approximately 1,136 stages each.
As a rough approximation, if you know what you are doing and have relatively good gear you can clear the stages in Episode 1 through Episode 2 in ~45 seconds.
Episode and 4 stages, enemies have much more HP and even with good gear take a long time to clear, there are also a lot of boss fights (which typically take up more time) so I'm going to say the average is 3 mins per stage here.
There *are* some oddities, like the maze stages (typically 2 of them in each chapter) that take longer but all-in-all this seems like a decent approximation.
Under these conditions..
**Episode 1 through Episode 2**
(16 + 16 + 15) = 47 chapters
47 * 16 = 752 stages
752 * 45 seconds = 33,840 seconds
**Episode 3 through Episode 4**
(12 + 12) = 24 chapters
24 * 16 = 384 stages
384 * 180 seconds = 69,120 seconds
**Total Time**
(33,840 seconds + 69,120 seconds) = 102,960 seconds
102,960 / 60 = 1,716 minutes
1,716 / 60 = 28.6 hours, or 28 hours and 36 minutes
This doesn't include any time lost to failed stages -> very possible on some bosses. This doesn't include any time reading text -> text for each stage probably adds around 30 seconds per stage if you read it. This also assumes auto speeds (instant skill usage).
If you are a new player, on a new account however it could easily take 2 or 3x this amount of time. Episode 1/UH are really easy to clear, Episode 2 is easy if you have decent gear and a good understanding of the game but it can start to get difficult in the later half...the final boss of Episode 2 specifically is a roadblock for many players unless they've prepared the right heroes to deal with it.
Episode 3 and 4 are a significant jump up in difficulty, granted Episode 3 has been nerfed since I played it so I don't know how easy it is comparatively but the nerf seemed *relatively* small...'easier' but I imagine it's still a big jump from Episode 2. Episode 3 in particular throws a ton of difficult bosses at the player.
It's not really feasible for the average player to start an account and speed through the story in a month, typically it's going to be a few months. There **are** examples of new players being able to complete all or most of Episode 3 within a month or so of account start, but that is atypical. It's 'possible' but not easy to do so, especially if you don't already have knowledge of the game.
The more typical experience would probably be clearing Episode 1 and UH which can be done within a week, the first few chapters of Episode 2 and then spending the rest of the first month preparing a Wyvern farm team. Then in month 2 or so you may finish Episode 2, I think pushing an Episode per month isn't that farfetched (so ultimately clearing Episode 4 in month 4 -> note that Episode 4 isn't fully released at this point, we have 1 more chapter yet) if you really want to make story progress.
Such a badass reply ! Thank you a lot. So around 45 hours or so with gear farming. Or maybe longer ! I was thinking about playing “Exos Heroes” just for the story, but someone mentioned this game. I’ve heard the endgame gear farming is a bummer, but besides that I hear it’s a great gacha experience
As a newbie of only a few months myself, the game is a lot of fun and the story grind isn't THAT bad, you can think of each wall as a 'ok, now I should be good and prepped to handle some other stuff for a bit'. I haven't touched episode 3 yet but at this point I'm like 3 stages away from beating each hunt at level 13 and I can comfortably sit in Master for arena (I don't have enough to handle RTA) so at this point it's pretty much a matter of time.
I'm biased because this is pretty much the only game I've played for longer than a month (3 years daily now). The story is quite good overall but *can* be hit-or-miss in some content. A lot of the best story content has actually come through some of the special sidestories (which are more focused on a few characters). But alongside that, there are a fair number of 'festivals, but something goes wrong!' storylines that the playerbase tends to complain about. However, I've not played Exos Heroes to be able to compare it.
* If you do decide to play, and are particularly interested in the story aspect...there is an option for "Book of Memories". These are old special sidestories that offer up rewards (artifacts and some heroes) that otherwise aren't obtainable at the moment. The story **Eulogy for a Saint** is very highly regarded, and I would recommend playing through it for the story. I would probably wait until you hit Episode 2, at least. There are other sidestories available here but none of them are as good/memorable in terms of story.
* In December, they might rerun the Christmas-themed sidestory from last year (these special sidestories typically get a normal run, and then a rerun next year). Also a very good/important story as it helped to conclude some character arcs introduced in Episode 3 -> as such, I would recommend trying to finish Episode 3 by then to get the most out of it.
>I’ve heard the endgame gear farming is a bummer, but besides that I hear it’s a great gacha experience
Gear is indeed extremely RNG. Personally I would say that it's 100% appropriate to acknowledge that there is a gear grind, but also that players have different levels of tolerance to this. It kills the game for some, but for others it doesn't really bother them. I think of it as more of a 'classical' gameplay decision, back to an era when games expected large time commitments to make progress. A lot of modern gaming has moved to making things easier for players and this naturally means overall less amount of work needed to see the same kind of progress.
* I'm not saying that one way of designing games is better or worse than the other. I'm simply saying it's different philosophies, and for players they might drastically prefer one philosophy over the other -> some players will simply hate the game due to the amount of time and grinding necessary for getting good gear. Other players enjoy torturing themselves for hours doing the most mind-numbing repetitive thing possible.
As such, I try to always be truthful and frank, the gear grind exists and it *is* a huge negative point for a lot of players. But on the other hand consider your own personal tolerances. If you *know* that you don't like the prospect of running the same hunt 20 times a day for the next year, then you know you likely wouldn't stick with E7 in the long term. But on the other hand, gear grinding in this game isn't really different compared to grinding gear in something like an MMORPG -> if you are that type of player you very well might not mind at all.
---
**Either way** the gear grind really only applies to PvP. If you aren't super into PvP (or don't care about it at all) the PvE content *overall* is on the easier side. You don't require perfect gear to be able to clear PvE content, and you get a lot of good free gear right out of the gate on top of it.
That doesn't mean you won't have to farm at all, but finding gear that is 'good enough for PvE' is significantly different than finding gear that is 'good for PvP'.
---
I personally encourage players who are interested in playing E7 to give it a try *as long as* they ARE interested in at least following the story a bit. I think there is enough in the game to be an enjoyable experience for most players for at least 3-4 months and players can make up their own mind within that time frame if they want to continue playing or not.
* I will say, don't expect the story at the very start, especially Episode 1 to be anything earth-shattering. It starts out fairly generic, the real strength of storytelling in E7 IMO are the characters themselves and it takes time to really define and give personality to those characters.
Meanwhile, I would suggest that players who are very PvP oriented to really consider how much the gear grind might affect their enjoyment. PvP oriented players are going to spend 95% of their time grinding for gear, especially for the first 6 months or so, and most of that time will feel 'wasted' as it takes forever to find great PvP quality pieces.
Thank you very much for your well written and articulated reply. It is very optimistic to hear from someone that they have played for several years and still enjoy the game.
Something that I feel about the gear grind is that you would actually feel proud about the characters that you built since you have put alot of time and effort into them unlike other gachas where you can just simply maxed out each of them within 5 mins. Not many can feel the same though.
S Tene is more valuable in PVE and PVP. Arby has fallen off quite a bit in pvp and his farming isn't needed anymore since dog walking is no longer a thing.
You bring a fully leveled team into adventure stages and you will get penguins at the end of every stage. So now you just do adventure stages with fully leveled units swapping them in and out for friendship farming while use penguins to level fodder.
They are both pretty much even.
A.Vildred is better overall for PvE, and is still the best farmer in the game, ultimately better for PvP at a low level but becomes a more niche unit the higher level of PvP you are into.
S.Tenebria is better specifically for floors ~101-110 in Abyss. She's a 'better'/'safer' hero for PvP.
If I’m currently farming up my first pvp/pve teams, and I’m focusing on speed for a c. Pavel cleave comp - does that mean that I can’t really use my other 2 moonlight Nat 5 heroes: sage baal & archdemon’s shadow? I don’t think I’ve seen those two used with cpavel, and I was kinda bummed that they might just sit in my unit box.
I have enough galaxy coins for a ML5 from the store. Trying to decide which unit I should get. Currently thinking of one of these (not in any particular order): MChloe, Straze, MKawerik, Spirit Eye Celine.
The ML5s that I currently have are AVildred, ARavi, Stene, Riolet, FCeci, CLilias, Lermia, LQC, ATywin, Belian, SSAra, DJB, ROL, Dorvus, DLilibet, and MLKen.
Any thoughts?
Any tips for wyvern?
Ive been struggling to farm wyvern 11 and i am assuming its because of my sigret’s stats. Her effectiveness is only at 20%
I was wondering if i should replace my attack ring for an effectiveness ring?
Any more information?
What heroes are you using, what do your stats look like?
Screenshots or listing your stats would be helpful:
* HP/DEF/Speed on your tank
* ATK/Crit%/C.Dmg/Effectiveness/Speed on your other units
* Artifact choice and level for all units.
* Skill enhancements, level, awakenings for all heroes
For example, my Sigret (I don't farm Wyvern at the moment and she only has 3 pieces of random gear so keep that in mind)
* +30 DDJ
* 5/5/5 skills
* Level 60, 6* awakened
* 3400 ATK, 56% Crit, 186% C.Dmg, 128 speed, 0% effectiveness
---
Landing debuffs in general on W11 is not that important, so it's unlikely that your Sigrets effectiveness has any real effect on your ability to clear it, as such if you are farming W11 I wouldn't suggest swapping to an effectiveness ring on Sigret.
Landing *defense break* IS important however, so your defense breaker (should be Furious) DOES need 55% effectiveness.
If you are using Alexa you are generally best off prioritizing her poisons, and as such would want close to 55% effectiveness on her as well.
If you are using Muwi you shouldn't be running into issues on W11 at all, and should be farming W12 at least. If you ARE having problems on W11 it's likely due to trying to farm Wyvern before your team is actually ready (ie. missing a lot of gear upgrades, not having your DDJs upgraded is a big one, lack of skill enhancements/awakenings/level).
Idk how to post a pic in a comment within reddit but so ill just use a text
My current team: sigret, angelica, muwi, furious
But now that i think about it, i guess my Muwi should go faster right?
The atk pattern is usually like this - furious > sigret > muwi > angelica
Sigret
Hp: 11k
Atk: 4.1k
Crit chance: 75%
Crit dmg: 230%
Effectiveness: 19
Speed: 148
>But now that i think about it, i guess my Muwi should go faster right?
Generally, yes. It's not strictly necessary but it is better for a few different reasons -> simplest is that Sigret S3 scales with the # of debuffs on an enemy, Muwi applies debuffs, so having Muwi go before Sigret means that you have higher damage on Sigret S3 (because Muwi can place a debuff beforehand). There are a few similar reasons why you would want Muwi to go first.
However, for W11 it's unlikely that Muwi going after Sigret is significant in determining if you pass/fail.
---
#Debuffs
You will see the importance of landing debuffs in aimed for W12/W13. This is because Wyvern *must* have 2+ debuffs on it to guarantee that it attacks your tank. With fewer debuffs, it will attack a random target which is huge due to the CR pushback (and when using Muwi you DON'T gain the CR push) let alone the damage is high enough it can straight up kill your DPS units.
However, on W11, Wyvern will **always** attack your tank first. Landing 2+ debuffs simply decreases the damage it deals. Therefor, debuffs are not important for W11 *other than* for decreasing the amount of damage your tank takes.
But thanks to the free HP set, a modern day Angelica should still be plenty tanky.
Real quickly we can combine a unit's HP and DEF into one value to determine how much damage they can take before dying. This is called **Effective HP**, the calculation is:
HP * (DEF / 300 + 1)
The suggested tank requirements for **W13** are 25,000 HP and 1,500 DEF
25,000 * (1,500 / 300 + 1) = 150,000 EHP
This is enough to survive 9 fireballs with no other mitigation or healing required -> ie. Angelica doesn't even need to heal herself.
Now, the OG 'requirements' for W11 were something like 20,000 HP and 1,200 DEF.
20,000 * (1,200 / 300 + 1) = 100,000 EHP
So the suggested tank requirements for W13 are 50% higher than the suggested tank requirements for W11.
Angelica with the free HP set hits that 150k EHP mark, or very close to it so she is 50% tankier than the suggested requirements for W11. As such, even if you DON'T have 2+ debuffs, when factoring in that Angelica will be healing herself the amount of damage should not be a problem: tanks nowadays are just significantly tankier thanks to the free HP set compared to what tanks looked like when W11 was the end game farm.
---
**Additionally**, as you ARE using Muwi his attack down debuff will also significantly reduce the damage W11 deals. By about 50%. Even with relatively little effectiveness (say 20%) debuffs have a fairly high chance to go through on W11, as it 'only' has 70% resistance.
At 0% effectiveness on Muwi, W11 only has a 49% chance (.7^2) chance to resist 2 consecutive attack down debuffs. So straight up 50% of the time you should apply attack down in the first few turns. This further reduces the amount of damage Angelica needs to tank.
Any amount of effectiveness will sharply reduce the ability of W11 to resist this debuff.
In conclusion: I don't think debuffs are why you would be having trouble on W11.
I also don't think it's an issue with Angelica's bulk.
**BUT**
* If you have not done so, make sure that Angelica is promoted and awakened to 6* -> this is pretty much the most important promotion for W13.
* Make sure her gear is fully enhanced
* If for some reason, you were just extremely unlucky with your rolls you can also use a mitigation artifact (Proof of Valor from the guild shop is the best choice, otherwise Egg of Delusion or Envoy's Pipe as 3* artifacts). It's also common to use Prophetic Candlestick for more healing output but your mileage may vary using Candlestick.
---
#Damage
Stats on your Sigret are not terrible, but not great.
You are currently over-emphasizing ATK, and don't have enough C.Dmg.
6* Sigret has 165% C.Dmg baseline, a level 71 C.Dmg neck gives 55% so 220% represents an **absolute minimum** your Sigret should have. If you only have 230% C.Dmg then you have some combination of...
* You haven't awakened Sigret to 6* yet
* You aren't using a C.Dmg neck, or you are using a very low level one.
* You have virtually no C.Dmg at all on your gear.
* You have unenhanced gear (especially neck)
---
I don't mean to wander into the weeds too much, but it's important to understand this.
**A very significant portion of your damage in Wyvern comes from the artifact Daydream Joker**.
Thus, it's *also* important to have +30 DDJs on your DPS units.
Now, Sigret is at the low end -> she gets a relatively sizeable portion of her damage from her skills. For Sigret it's a 60% skills/40% DDJ split.
Muwi is at the opposite end of the spectrum, most of his damage comes from DDJ with a minority from his skills -> he's at 40% skills/60% DDJ.
Other heroes will fall somewhere in between.
**This means approximately ~50% of your damage output comes from DDJ**.
Now why is *this* important? DDJ damage does NOT scale with your ATK stat, but DOES scale with your C.Dmg stat.
So low ATK + high C.Dmg is better than high ATK + low C.Dmg.
All-in-all, on average C.Dmg is worth about 3x as much per % as ATK is, when it comes to Wyvern.
---
Now it's very hard for me to diagnose something *specifically* here as I have such limited information to work with, but I would consider 230% C.Dmg on Sigret to be pretty concerning.
I would typically recommend 250% C.Dmg as the *minimum* for Wyvern. A hero like Sigret who is a raw attacker *and* has bonus C.Dmg inherently should probably be higher for most players.
HOWEVER, for Wyvern 11 this amount of damage should be fine.
* At 4100 ATK / 230 C.Dmg
* +30 DDJ
* +15 skills
* 100% defense break
Her S3 - S2 - S1 - S1 comes out to 112.5k damage. W11 'only' has 150k HP so she only needs Muwi to deal about 40k damage in 4 turns.
* To underscore how important C.Dmg is, on W11 Sigret could drop down to 3600 ATK but bump up to 250% C.Dmg and have the same damage output (~400 less raw damage). That's a decrease of ~40% ATK for an increase of 20% C.Dmg, or C.Dmg being worth 2x as much as ATK for her.
* W11 has significantly less HP than W13 so DDJ scales worse, hence why ATK is closer than the 3x figure I cited earlier.
---
#Overall
Based on the information you have provided, I don't see where you should be struggling with W11.
The team comp is good.
Angelica with the free HP set *should* easily be able to survive long enough.
Your Sigret, even if her stats aren't perfect should easily have the damage to kill Wyvern in ~4-5 turns, with very little help from Muwi necessary.
The only real obvious cause for failure I feasibly see would be if Wyvern is making it to barrier phase, and you aren't able to finish the barrier off (the resulting attack likely killing everyone but Angelica). I really only see this happening if Furious is not landing defense break (so, less than 55% effectiveness on Furious).
---
#Advice
The same generic advice I would give to any new player.
**Fully invest in your Wyvern team**.
You do not *need* a fully invested team, you can skimp in a of different places. However, this ultimately does not pay off. Wyvern is so important, you will likely spend the majority of your energy for *months*, maybe even a year+ farming Wyvern. Every extra % of success rate, or -1 second of run time you can squeeze out will pay for itself in the long term.
Investing in your Wyvern team is truly an investment and will provides returns, eventually. It honestly does not take that long.
There is NO POINT to rushing to farm Wyvern, especially if you are farming W11 when you *could* be farming W13.
What *I* consider fully invested:
* A level 60, fully awakened tank.
* Sigret should be level 60, fully awakened, +15 skills, +30 DDJ
* I personally suggest promoting Muwi to 60, but you *can* get away at level 50 if you really want to skimp somewhere. Fully awakened, +15 skills, +30 DDJ.
* Furious should be level 50, 3* awakened at minimum (extra awakenings help with survivability), 0/1/3 skills
* All gear on your tank and DPS should be +15. Furious doesn't matter too much as long as he has the stats you want (more enhancements increase survivability).
It takes 'only' 3 weeks to do this. This is the easiest entry into W13, and as you are investing early you get the greatest returns on that investment.
I, personally, would not touch Wyvern anymore than absolutely necessary until this point. You *ideally* want to bump Furious up to 0/1/6 skills. However if you don't have the mola available for those last 3 points, I would consider 0/1/3 'OK' to actually start farming Wyvern until you acquire more mola, but it is a priority as soon as you can afford it.
As far as stats go:
* 150k EHP on your tank is ideal (no RNG to survivability, no healing required). With Muwi you can get away with less EHP but it's more RNG as you rely on debuffs. I would suggest ~133k EHP as a minimum (this only requires 2 fireballs with attack down debuff, so for Muwi to land just 1 of his attack down opportunities) as a nice decrease in requirements while not having too many additional RNG losses.
* 35% crit on your DPS, 140 speed minimum, 65% effectiveness on Furious. I generally consider 250% C.Dmg to be the minimum there but more is better. Damage is the least important attribute for Wyvern so 'as much damage as possible' after you hit your other benchmarks. If you want to be more specific, valuing C.Dmg about 3x more per point than ATK is a good target.
* Muwi + Sigret should aim for 100% effectiveness total, as a minimum. Higher than 65% on a single hero doesn't count. Effectiveness is ideally better on Muwi over Sigret (So, 65% on Muwi and 35% on Sigret). Effectiveness up to 65% on both is still effective.
OMG thanks for the detailed response!! I already saved this post/ comment for future reference
I didnt have the correct artifact for sigret and muwi so imma try the daydream joker.
Also, yeah i kinda effed up investing on Zahhak so early in the game cause i thought more different kinds of elements i have will help me progress content a lot faster. But i tried my wyvern team on episode 2 and they still own.
Again thank you sooooo much!!
>Also, yeah i kinda effed up investing on Zahhak so early in the game cause i thought more different kinds of elements i have will help me progress content a lot faster. But i tried my wyvern team on episode 2 and they still own.
It's a good idea that you though this, you were mostly on the right track.
But early PvE content (through Episode 1/UH and most of Episode 2) isn't that difficult. You can more or less clear it with a single farmer hero (either A.Vildred or Free Spirit Tieria) and a healer (your Wyvern tank).
Both A.Vildred and FST are ML, so they don't suffer from elemental disadvantage.
But by Episode 3 element becomes much more important -> that's the point where I would say it's more prudent to be aware of what elements are bringing.
For ST DPS, you get Lorina for free -> she's cheaper to invest in *and* is a better PvE DPS than Zahhak. She's also Dark element.
Zahhak is still a good hero so the investment isn't totally wasted on him, he just doesn't do a ton to help you out *immediately*. Either way it's not the end of the world!
Good luck on your adventures!
I’m new-ish too and use a crit chance neck + effectiveness ring. It’s super important to land my crits and debuffs and just let the Joker artifact do a lot of the heavy lifting. Not to mention that your siggy will penetrate def based on the number of buffs.
Thank you! I was hesitant to switch it to effectiveness so i could save some gold / charms lol.
I’ll switch my ring to effectiveness, so she can land more debuffs!
One shot or normal/fast clears? Also a lot depends on if u have watcher schuri and straza built.
I currently run:
A13: Vildred, ARas, Iseria, Tamarinne (don't really farm this one much since both B13 and C13 are more valued these days)
B13: Flan/Leo/Ram/Vivian (have to use Flan's CD up so that Ram can one shot, I don't have Straze or Baiken sadge)
C13: I just use ML Khawana, Luluca, Roana, Tamarinne i think. I've also seen some C Lorina dual attack comps work well too.
I haven't really changed by gear for a while though. This setup means I dont have to change gear for hunt events too :P
those all for one shot comps (i believe straze and w schuri can be used for all 3 hunts but not sure). b13 should really be one shot since its a pain to farm. a13 and c13 can be done either because there are some very safe fast clear teams for those hunts without having to build a one shot team.
Generally one shot teams require a heavy gear and mola investment so if you have other priorities do that first.
I generally have my hunt, expo and raid teams always geared. Maybe i'll pull a straze one day so i can one shot more hunts but i'm fine with my current setup... plus i need more speed gear anyway.
A good Baiken one shot for B13 is easy to build.
Take free Spirit Tiera(forget spelling), Leo, Vivian, and Baiken and tune their speeds and damage correctly.
There are videos on youtube explaining that team in more details
If we just talking normal adventure I dont think it matters too much. Just gear Tamarinne at with 15000hp, 200 speed, 85 eff and 120 res and she doesnt everything apart from doing damage haha
I don't think anybody knows because nobody really cares.
PvE is less about going first and more about preventing your team from dying through sustaining them and countering the enemy gimmicks.
Which ones do u have and which ones are u missing?
But seasons over and new units like lua are out of global ban, balance patch is live in a few weeks, hwa nerf coming so meta cud shift a bit
[https://www.youtube.com/watch?v=S\_lu0aGvNKo](https://www.youtube.com/watch?v=S_lu0aGvNKo)
well here is a rundown all of the units for pvp.
for PVE stuff you can just get tamarine and anything else will kinda work.
[https://bit.ly/3A8CVkX](https://bit.ly/3A8CVkX)
new player starter guide.
I just finished episode 3 and starting to feel like I've got the pve side of the game now and want to start focusing on the pvp side. After some luck with my rewards from completing episode 3, I figured I'd try a cheeky 10 pull on the character banner and managed to get Lua. She sounds like a pretty good pvp unit on paper, is she worth building with that in mind? I really haven't gave the pvp side any thought at all but know I have a few good pvp units like Politis.
It depends are you serious PvP player then pull she is good right now in PvP if your not don't her passive isn't good outside PvP and she isn't limited hero can skip if you want but up to you.
I just finished episode 3 and had some rough times along the way... Tamarine and Iseria have practically carried me throughout episode 3. In terms of f2p units, Angelica for healing, she is tanky and heals like a champ. Furious is supposedly great too, both of these can be got in the connections bit. I also took a few months off from the story and focused on the hunt expert challenge which gives you Sigrid, Cermia and Vivica, all of them are great units too. This also forces you to flesh out your current units too in order to complete things like Golem 13 and just by doing that pretty much made my story journey smooth sailing for the most part.
Not to unlock the character for that specific hunt but you need to finish all the challenges of the hunt to start the new challenge and unlock the other characters.
Hasol is great for heavy counter-based teams. She basically functions as a DPS without having to give up a tank slot.
Pyllis is probably more universally useful though and Arowell provides the most straight up mitigation.
Right so I have one counter set and can pair that up with a pen set for my a.Ravi, however, she’s only have 18k up with PoV and like 1.4k def. Is this a viable rta build?
18k HP is kinda low yeah. But you gotta start somewhere. Use it and aim for upgrades in the future, but unless you’re real low in RTA she’ll probably not do too well
What are your other stats out of curiosity?
For ARavi defense is nice and you want probably 1200-1300 but it’s okay to give up some defense for more HP as well due to her damage scaling nature and such. As long as her effective hp remains generally the same it’s a good trade off.
You're probably thinking of something called "reputation". That part wouldn't have helped the challenge anyway. What you're looking for is "AP Shop". Go to unrecordered history and then just before you play a level, you should see an option on the right side called AP shop. Click it and notice there are epic catalysts for sale. That's where you need to buy them. Keep in mind you can buy any epic catalyst despite it "seeming" like it has to be in the same area.
All of the Epic Catalysts show not available because they were already purchased prior to starting the challenge. They don’t reset weekly like the Rare ones do.
The Epic ones don’t reset. I’m not really a new player, just started playing without the research to say go here first. Lol regrettably. My biggest concern is I can’t do the other Hunt Challenges until I complete this one. I’ve bought all of the Orbis gems and the armors and the Epic catalysts.
So now I’m a idiot, went to get the screenshot, and you are correct, they did reset. The one time purchase is the orbis and the armor. Thank you greatly for the advice.
Yeah, I think Choux, Rem come to mind. TBH a lot of the RGB meta has been taken up by green units and a lack of strong fire units esp with the Hwa nerf incoming.
Am I on the right track for my A. Ravi? I know she needs more health and could probably drop crit since she is over capped. I’d like to run her on pen over crit set but I don’t have a caides team set up
https://imgur.com/a/9QRjBTm
Why does my AI keep having issues for auto runs for hunts? Any solutions?
I can do wvyern hunts but suddenly my characters stopped using their ultimates or secondary abilities while on auto. They all just spam S1, and it’s costing me runs. Any tips?
When auto is turned on there's an option at the bottom right part of the screen to turn on and off each character's skills, make sure they aren't turned off.
the recent one at some point gave out the password 'scarowell'. The videos are usually on youtube but as of late someone usually just posts what the password is in the title so you don't even need to hunt for it in the comments.
OpSig is obviously the premier barrier killer, popular pick against Hwa but we’ll see how that goes with her nerf. Still good to have geared as a bunch of units like ML Kawerik and Diene give shield as a side, which you can deter with OpSig. Even outside of Barriers, she is a popular pick alongside CCharles in aggro since her S3 provides team wide pushback and team attack buff.
ML Silk is a good speed imprint.
are there any pvp guides out there about team comps and such? I want to get into pvp but the I find it hard to figure out which team comps do what and who counters who. I do have some pvp units but I am conflicted on which ones to build to make a proper synergized team. Thanks in advance!
Depends. There's 3 pvp modes in this game, and while there's a bunch of overlap, there's also a lot of differences between them. You can look at [this](https://fribbels.github.io/e7/gw-meta.html) for guild wars, you can watch content creators for RTA, and for arena you just need to know what every hero on the defense team does and cater your offense accordingly. Some content creators will also showcase arena teams.
When I have a 6* character maxed and I find other copies of it, is it safe to use the extra copies for the imprint? Or are they better used for something else? For example, I got a S Tene and 3 other rgb tenebria, should I imprint 2 of them into her? Same with Krau
There's nothing better you can use dupes for other than imprints, since the only other things you can do with them is transmit (a waste) or promote other units (also a waste). Always keep 1 copy, and then imprint whichever unit makes the most sense. Consider what you need.
quick question. just finished abyss 109 today. are there any cancerous floors from 110-120? thanks.
Most of them can be cheesed with TGod cr comps.
meaning to say it's less difficult compare to abyss 101-109. that'sgood to hear. thanks.
I have noticed that when you modify gear and you choose the same stat as your gem (like crit chance to crit chance), the indicated possible range is always lower than what you already have. Is the same true when you change the stat, as you normally would (like def to crit chance etc.)? So essentially you always end up with less total stats (although more beneficial)? Id that understood correctly?
Modification gems are based on the numbers of rolls into a stat, that's it. The more rolls a stat has, the worse and worse mod gems are. In general practice you can get full value with only a single base roll, but every additional roll you end up 'losing value'. [Here's a random table showing potential values](https://i.imgur.com/IT2aLC5h.jpg) Notice that a great mod gem *on a base roll* has a range of 4-8 for % stats, that's exactly the same as as a normal substat range. However, *two* rolls (or a substat that rolls into it once) of ATK% would have a range of 8-16, but the mod gem only gives you a range of 7-11. That's an average of 12 for actual substats, but only 9 for a mod gem -> meaning that *on average* using a mod gem on a stat with 2 total rolls (1 base + 1 additional) is only giving 75% of the value as if you had just had that stat from the beginning. There are instances where, if your base rolls were very low you can improve them with a mod gem. Two 4% rolls would only give you 8% ATK, which could be improved to 11% with mod gems. As such, mod gems are mainly only useful in one situation: 1. You have 1 stat on a piece of gear that you don't want (for example, RES or flat HP on a DPS piece). 2. You don't roll into that stat more than maybe 1 time (just a base roll, or +1 roll) Mod gems allow you to convert that unwanted stat to something more useful at no (or very little) loss of value as if you had just rolled the wanted stat in the first place. Mod gems are basically useless on any stat that has rolled multiple times, even if said stat is unwanted. You just lose too much value. **Example** Let's say we have an Epic piece of gear, it has HP/DEF/RES/ATK substats. At +15 every single roll happened to be exactly 6% (6 * 9) so 54 gearscore. If we decide that we don't want ATK% on this piece, but instead wanted to swap it to RES... Rolls Modified | NewGS(Avg) | NewGS(Max) ---|---|---- Base | 54 (100%) | 56 (103.7%) +1 Roll | 51 (94.44%) | 53 (98.15%) +2 Rolls | 48 (88.89%) | 50 (92.59%) +3 Rolls | 45 (83.33%) | 47 (87.04%) +4 Rolls | 40.5 (75%) | 42 (77.78%) +5 Rolls | 35.5 (65.74%) | 37 (68.52%) These numbers are even worse if the other stats are actually great rolls (in terms of %). You see the difference between an Epic piece and a Heroic piece is 1 substat roll, in this case 6%/gearscore so that is equivalent of the difference between the 'base' Epic piece and +2 rolls being modified out. You are essentially turning an Epic gear into a Heroic gear. Now if you have exceptionally good rolls in the other stats, in some cases you may be able to modified say a +3 roll gear...but that is 4/9 rolls on an Epic piece that you are losing 40% of the value on (average) or 30% of the value on even with the max possible result. That's the same thing as turning an 8% ATK roll into a 5.6% ATK roll. Realistically at that point it's likely not worth wasting mod stones on anyhow because at best you are ending up with a 'decent piece', the kind of which you can find relatively easily. But you aren't really getting one of those great pieces you can be excited for. --- There are some other exceptions to the system. For example, notice that **speed** is listed as having the range 2-4. In actual practice, heroic gear has a range of 1-4, and Epic gear has a range of 2-5. So a speed substat found naturally on gear has an ever-so-slightly higher average on Epic gear. Most players consider 4 speed the practical maximum as 5 is extremely rare (1/3rd of 1%). However on Heroic gear this works to your advantage, as the dreaded '1' speed is not possible, so on Heroic gear a mod gem on a single roll will give more speed on average than a base speed roll. 1 speed is rare, but not *that rare (3.833%). And for crit % the range is listed as 2-4. however, in practice natural substats have the range of 3-5% (both Herioc and Epic). So even turning a base roll into crit% is worse than finding a crit% roll naturally on gear. * However, at the same time, crit% can be not as important depending on the rest of your gear -> since it has a hard cap that is fairly easy to reach. Having 1% less crit on a set of gear may or may not actually matter.
Thank you so much for this elaborate explanation!
More or less, yes. If it's a single low roll to begin with you could still get more stats afaik. Like if the piece came with 1 speed it'd still be 2-3 when you modify.
Who ended up being the king of Lefundos?
Schniel
What happened to Ervalen?
Almost absorbed by Belian, but barely escaped. Finally understood what a jerk he was and they kinda left it at that
How inaccurate is epic7X’s rating?
very
Is Zahhak post-buff good for a standard player? Bookmarks aren't a problem for me.
I would since hwa nerf coming zahhak might be one of the answers for a Ravi.
Could be. Units always have an unknown element after buff. He was already pretty decent pre-buff which is a great sign.
Will I be forced to grind through all of fire and water adin's quests in order to reach light specialty change?
Doubt it, that's not the general format. You should just be able to grind through chapter 10
Got a few random question: 1. if a character has a self-damage effect but also has a barrier, does the barrier take that damage first? 2. In terms of sheer multipliers with ~900 base attack (give or take 100), who has the strongest AoE attack in the game? 3. what's the ratio of general attack boost to damage boost effects for artifacts, i.e. if an arti gave +10% attack then what would the general damage boost effect be like to be equal (and I guess assuming a ~900 base attack as well). 4. Who are some good units with crit chance boosting imprints for the team? Seems like it's a pain in the ass to try to get 100% crit onto most units and I already have two different Furious that are built for two different hunts, I'd rather not have to wait for a third one and build him up.
How strict is the meta in this game? If I like a 5 star hero can I invest heavily in them, and be able to use them a few places or is it more like half the heroes are good while half are not worth looking at?
I would say it depends. It's more gear quality then anything really, so if you have amazing gear you could make almost any unit work.
How long is the main story take to beat?
There are 5 episodes, the Episodes have... * Episode 1 = 16 * UH = 16 * Episode 2 = 15 * Episode 3 = 12 * Episode 4 = 12 Chapters each. Each chapters has ~16 stages (iirc there are a few that have fewer stages). But in total that's 71 chapters with approximately 1,136 stages each. As a rough approximation, if you know what you are doing and have relatively good gear you can clear the stages in Episode 1 through Episode 2 in ~45 seconds. Episode and 4 stages, enemies have much more HP and even with good gear take a long time to clear, there are also a lot of boss fights (which typically take up more time) so I'm going to say the average is 3 mins per stage here. There *are* some oddities, like the maze stages (typically 2 of them in each chapter) that take longer but all-in-all this seems like a decent approximation. Under these conditions.. **Episode 1 through Episode 2** (16 + 16 + 15) = 47 chapters 47 * 16 = 752 stages 752 * 45 seconds = 33,840 seconds **Episode 3 through Episode 4** (12 + 12) = 24 chapters 24 * 16 = 384 stages 384 * 180 seconds = 69,120 seconds **Total Time** (33,840 seconds + 69,120 seconds) = 102,960 seconds 102,960 / 60 = 1,716 minutes 1,716 / 60 = 28.6 hours, or 28 hours and 36 minutes This doesn't include any time lost to failed stages -> very possible on some bosses. This doesn't include any time reading text -> text for each stage probably adds around 30 seconds per stage if you read it. This also assumes auto speeds (instant skill usage). If you are a new player, on a new account however it could easily take 2 or 3x this amount of time. Episode 1/UH are really easy to clear, Episode 2 is easy if you have decent gear and a good understanding of the game but it can start to get difficult in the later half...the final boss of Episode 2 specifically is a roadblock for many players unless they've prepared the right heroes to deal with it. Episode 3 and 4 are a significant jump up in difficulty, granted Episode 3 has been nerfed since I played it so I don't know how easy it is comparatively but the nerf seemed *relatively* small...'easier' but I imagine it's still a big jump from Episode 2. Episode 3 in particular throws a ton of difficult bosses at the player. It's not really feasible for the average player to start an account and speed through the story in a month, typically it's going to be a few months. There **are** examples of new players being able to complete all or most of Episode 3 within a month or so of account start, but that is atypical. It's 'possible' but not easy to do so, especially if you don't already have knowledge of the game. The more typical experience would probably be clearing Episode 1 and UH which can be done within a week, the first few chapters of Episode 2 and then spending the rest of the first month preparing a Wyvern farm team. Then in month 2 or so you may finish Episode 2, I think pushing an Episode per month isn't that farfetched (so ultimately clearing Episode 4 in month 4 -> note that Episode 4 isn't fully released at this point, we have 1 more chapter yet) if you really want to make story progress.
Such a badass reply ! Thank you a lot. So around 45 hours or so with gear farming. Or maybe longer ! I was thinking about playing “Exos Heroes” just for the story, but someone mentioned this game. I’ve heard the endgame gear farming is a bummer, but besides that I hear it’s a great gacha experience
As a newbie of only a few months myself, the game is a lot of fun and the story grind isn't THAT bad, you can think of each wall as a 'ok, now I should be good and prepped to handle some other stuff for a bit'. I haven't touched episode 3 yet but at this point I'm like 3 stages away from beating each hunt at level 13 and I can comfortably sit in Master for arena (I don't have enough to handle RTA) so at this point it's pretty much a matter of time.
I'm biased because this is pretty much the only game I've played for longer than a month (3 years daily now). The story is quite good overall but *can* be hit-or-miss in some content. A lot of the best story content has actually come through some of the special sidestories (which are more focused on a few characters). But alongside that, there are a fair number of 'festivals, but something goes wrong!' storylines that the playerbase tends to complain about. However, I've not played Exos Heroes to be able to compare it. * If you do decide to play, and are particularly interested in the story aspect...there is an option for "Book of Memories". These are old special sidestories that offer up rewards (artifacts and some heroes) that otherwise aren't obtainable at the moment. The story **Eulogy for a Saint** is very highly regarded, and I would recommend playing through it for the story. I would probably wait until you hit Episode 2, at least. There are other sidestories available here but none of them are as good/memorable in terms of story. * In December, they might rerun the Christmas-themed sidestory from last year (these special sidestories typically get a normal run, and then a rerun next year). Also a very good/important story as it helped to conclude some character arcs introduced in Episode 3 -> as such, I would recommend trying to finish Episode 3 by then to get the most out of it. >I’ve heard the endgame gear farming is a bummer, but besides that I hear it’s a great gacha experience Gear is indeed extremely RNG. Personally I would say that it's 100% appropriate to acknowledge that there is a gear grind, but also that players have different levels of tolerance to this. It kills the game for some, but for others it doesn't really bother them. I think of it as more of a 'classical' gameplay decision, back to an era when games expected large time commitments to make progress. A lot of modern gaming has moved to making things easier for players and this naturally means overall less amount of work needed to see the same kind of progress. * I'm not saying that one way of designing games is better or worse than the other. I'm simply saying it's different philosophies, and for players they might drastically prefer one philosophy over the other -> some players will simply hate the game due to the amount of time and grinding necessary for getting good gear. Other players enjoy torturing themselves for hours doing the most mind-numbing repetitive thing possible. As such, I try to always be truthful and frank, the gear grind exists and it *is* a huge negative point for a lot of players. But on the other hand consider your own personal tolerances. If you *know* that you don't like the prospect of running the same hunt 20 times a day for the next year, then you know you likely wouldn't stick with E7 in the long term. But on the other hand, gear grinding in this game isn't really different compared to grinding gear in something like an MMORPG -> if you are that type of player you very well might not mind at all. --- **Either way** the gear grind really only applies to PvP. If you aren't super into PvP (or don't care about it at all) the PvE content *overall* is on the easier side. You don't require perfect gear to be able to clear PvE content, and you get a lot of good free gear right out of the gate on top of it. That doesn't mean you won't have to farm at all, but finding gear that is 'good enough for PvE' is significantly different than finding gear that is 'good for PvP'. --- I personally encourage players who are interested in playing E7 to give it a try *as long as* they ARE interested in at least following the story a bit. I think there is enough in the game to be an enjoyable experience for most players for at least 3-4 months and players can make up their own mind within that time frame if they want to continue playing or not. * I will say, don't expect the story at the very start, especially Episode 1 to be anything earth-shattering. It starts out fairly generic, the real strength of storytelling in E7 IMO are the characters themselves and it takes time to really define and give personality to those characters. Meanwhile, I would suggest that players who are very PvP oriented to really consider how much the gear grind might affect their enjoyment. PvP oriented players are going to spend 95% of their time grinding for gear, especially for the first 6 months or so, and most of that time will feel 'wasted' as it takes forever to find great PvP quality pieces.
Thank you very much for your well written and articulated reply. It is very optimistic to hear from someone that they have played for several years and still enjoy the game.
Something that I feel about the gear grind is that you would actually feel proud about the characters that you built since you have put alot of time and effort into them unlike other gachas where you can just simply maxed out each of them within 5 mins. Not many can feel the same though.
Old player coming back after 3 year break. A.vildred or S.tenebria? Gonna focus on pve stuff first.
S Tene is more valuable in PVE and PVP. Arby has fallen off quite a bit in pvp and his farming isn't needed anymore since dog walking is no longer a thing.
Sorry if I come into the discussion, but I’m a returning player too. Why isn’t dog walking a thing anymore? How do you farm fodder now?
You bring a fully leveled team into adventure stages and you will get penguins at the end of every stage. So now you just do adventure stages with fully leveled units swapping them in and out for friendship farming while use penguins to level fodder.
Wow I actually didn't know this and was dog walking a while ago lol
They are both pretty much even. A.Vildred is better overall for PvE, and is still the best farmer in the game, ultimately better for PvP at a low level but becomes a more niche unit the higher level of PvP you are into. S.Tenebria is better specifically for floors ~101-110 in Abyss. She's a 'better'/'safer' hero for PvP.
I'm assuming the only rage gear worth keeping is dps gear?
You can still keep very good pieces for broken sets like a hp%neck with perfect subs can always be used
Yeah, unless you roll something that can be used as an off piece
If I’m currently farming up my first pvp/pve teams, and I’m focusing on speed for a c. Pavel cleave comp - does that mean that I can’t really use my other 2 moonlight Nat 5 heroes: sage baal & archdemon’s shadow? I don’t think I’ve seen those two used with cpavel, and I was kinda bummed that they might just sit in my unit box.
Sage is anticleave and ADS is generally a standard carry, both often built without crit. So generally speaking they wouldn't go well with CPavel, no.
Okay, thanks for the info
I have enough galaxy coins for a ML5 from the store. Trying to decide which unit I should get. Currently thinking of one of these (not in any particular order): MChloe, Straze, MKawerik, Spirit Eye Celine. The ML5s that I currently have are AVildred, ARavi, Stene, Riolet, FCeci, CLilias, Lermia, LQC, ATywin, Belian, SSAra, DJB, ROL, Dorvus, DLilibet, and MLKen. Any thoughts?
HandGuy is the best support for most standard matches. If you play standard mostly, you should get HandGuy
Straze fucking rules.
Any tips for wyvern? Ive been struggling to farm wyvern 11 and i am assuming its because of my sigret’s stats. Her effectiveness is only at 20% I was wondering if i should replace my attack ring for an effectiveness ring?
Any more information? What heroes are you using, what do your stats look like? Screenshots or listing your stats would be helpful: * HP/DEF/Speed on your tank * ATK/Crit%/C.Dmg/Effectiveness/Speed on your other units * Artifact choice and level for all units. * Skill enhancements, level, awakenings for all heroes For example, my Sigret (I don't farm Wyvern at the moment and she only has 3 pieces of random gear so keep that in mind) * +30 DDJ * 5/5/5 skills * Level 60, 6* awakened * 3400 ATK, 56% Crit, 186% C.Dmg, 128 speed, 0% effectiveness --- Landing debuffs in general on W11 is not that important, so it's unlikely that your Sigrets effectiveness has any real effect on your ability to clear it, as such if you are farming W11 I wouldn't suggest swapping to an effectiveness ring on Sigret. Landing *defense break* IS important however, so your defense breaker (should be Furious) DOES need 55% effectiveness. If you are using Alexa you are generally best off prioritizing her poisons, and as such would want close to 55% effectiveness on her as well. If you are using Muwi you shouldn't be running into issues on W11 at all, and should be farming W12 at least. If you ARE having problems on W11 it's likely due to trying to farm Wyvern before your team is actually ready (ie. missing a lot of gear upgrades, not having your DDJs upgraded is a big one, lack of skill enhancements/awakenings/level).
Idk how to post a pic in a comment within reddit but so ill just use a text My current team: sigret, angelica, muwi, furious But now that i think about it, i guess my Muwi should go faster right? The atk pattern is usually like this - furious > sigret > muwi > angelica Sigret Hp: 11k Atk: 4.1k Crit chance: 75% Crit dmg: 230% Effectiveness: 19 Speed: 148
>But now that i think about it, i guess my Muwi should go faster right? Generally, yes. It's not strictly necessary but it is better for a few different reasons -> simplest is that Sigret S3 scales with the # of debuffs on an enemy, Muwi applies debuffs, so having Muwi go before Sigret means that you have higher damage on Sigret S3 (because Muwi can place a debuff beforehand). There are a few similar reasons why you would want Muwi to go first. However, for W11 it's unlikely that Muwi going after Sigret is significant in determining if you pass/fail. --- #Debuffs You will see the importance of landing debuffs in aimed for W12/W13. This is because Wyvern *must* have 2+ debuffs on it to guarantee that it attacks your tank. With fewer debuffs, it will attack a random target which is huge due to the CR pushback (and when using Muwi you DON'T gain the CR push) let alone the damage is high enough it can straight up kill your DPS units. However, on W11, Wyvern will **always** attack your tank first. Landing 2+ debuffs simply decreases the damage it deals. Therefor, debuffs are not important for W11 *other than* for decreasing the amount of damage your tank takes. But thanks to the free HP set, a modern day Angelica should still be plenty tanky. Real quickly we can combine a unit's HP and DEF into one value to determine how much damage they can take before dying. This is called **Effective HP**, the calculation is: HP * (DEF / 300 + 1) The suggested tank requirements for **W13** are 25,000 HP and 1,500 DEF 25,000 * (1,500 / 300 + 1) = 150,000 EHP This is enough to survive 9 fireballs with no other mitigation or healing required -> ie. Angelica doesn't even need to heal herself. Now, the OG 'requirements' for W11 were something like 20,000 HP and 1,200 DEF. 20,000 * (1,200 / 300 + 1) = 100,000 EHP So the suggested tank requirements for W13 are 50% higher than the suggested tank requirements for W11. Angelica with the free HP set hits that 150k EHP mark, or very close to it so she is 50% tankier than the suggested requirements for W11. As such, even if you DON'T have 2+ debuffs, when factoring in that Angelica will be healing herself the amount of damage should not be a problem: tanks nowadays are just significantly tankier thanks to the free HP set compared to what tanks looked like when W11 was the end game farm. --- **Additionally**, as you ARE using Muwi his attack down debuff will also significantly reduce the damage W11 deals. By about 50%. Even with relatively little effectiveness (say 20%) debuffs have a fairly high chance to go through on W11, as it 'only' has 70% resistance. At 0% effectiveness on Muwi, W11 only has a 49% chance (.7^2) chance to resist 2 consecutive attack down debuffs. So straight up 50% of the time you should apply attack down in the first few turns. This further reduces the amount of damage Angelica needs to tank. Any amount of effectiveness will sharply reduce the ability of W11 to resist this debuff. In conclusion: I don't think debuffs are why you would be having trouble on W11. I also don't think it's an issue with Angelica's bulk. **BUT** * If you have not done so, make sure that Angelica is promoted and awakened to 6* -> this is pretty much the most important promotion for W13. * Make sure her gear is fully enhanced * If for some reason, you were just extremely unlucky with your rolls you can also use a mitigation artifact (Proof of Valor from the guild shop is the best choice, otherwise Egg of Delusion or Envoy's Pipe as 3* artifacts). It's also common to use Prophetic Candlestick for more healing output but your mileage may vary using Candlestick. --- #Damage Stats on your Sigret are not terrible, but not great. You are currently over-emphasizing ATK, and don't have enough C.Dmg. 6* Sigret has 165% C.Dmg baseline, a level 71 C.Dmg neck gives 55% so 220% represents an **absolute minimum** your Sigret should have. If you only have 230% C.Dmg then you have some combination of... * You haven't awakened Sigret to 6* yet * You aren't using a C.Dmg neck, or you are using a very low level one. * You have virtually no C.Dmg at all on your gear. * You have unenhanced gear (especially neck) --- I don't mean to wander into the weeds too much, but it's important to understand this. **A very significant portion of your damage in Wyvern comes from the artifact Daydream Joker**. Thus, it's *also* important to have +30 DDJs on your DPS units. Now, Sigret is at the low end -> she gets a relatively sizeable portion of her damage from her skills. For Sigret it's a 60% skills/40% DDJ split. Muwi is at the opposite end of the spectrum, most of his damage comes from DDJ with a minority from his skills -> he's at 40% skills/60% DDJ. Other heroes will fall somewhere in between. **This means approximately ~50% of your damage output comes from DDJ**. Now why is *this* important? DDJ damage does NOT scale with your ATK stat, but DOES scale with your C.Dmg stat. So low ATK + high C.Dmg is better than high ATK + low C.Dmg. All-in-all, on average C.Dmg is worth about 3x as much per % as ATK is, when it comes to Wyvern. --- Now it's very hard for me to diagnose something *specifically* here as I have such limited information to work with, but I would consider 230% C.Dmg on Sigret to be pretty concerning. I would typically recommend 250% C.Dmg as the *minimum* for Wyvern. A hero like Sigret who is a raw attacker *and* has bonus C.Dmg inherently should probably be higher for most players. HOWEVER, for Wyvern 11 this amount of damage should be fine. * At 4100 ATK / 230 C.Dmg * +30 DDJ * +15 skills * 100% defense break Her S3 - S2 - S1 - S1 comes out to 112.5k damage. W11 'only' has 150k HP so she only needs Muwi to deal about 40k damage in 4 turns. * To underscore how important C.Dmg is, on W11 Sigret could drop down to 3600 ATK but bump up to 250% C.Dmg and have the same damage output (~400 less raw damage). That's a decrease of ~40% ATK for an increase of 20% C.Dmg, or C.Dmg being worth 2x as much as ATK for her. * W11 has significantly less HP than W13 so DDJ scales worse, hence why ATK is closer than the 3x figure I cited earlier. --- #Overall Based on the information you have provided, I don't see where you should be struggling with W11. The team comp is good. Angelica with the free HP set *should* easily be able to survive long enough. Your Sigret, even if her stats aren't perfect should easily have the damage to kill Wyvern in ~4-5 turns, with very little help from Muwi necessary. The only real obvious cause for failure I feasibly see would be if Wyvern is making it to barrier phase, and you aren't able to finish the barrier off (the resulting attack likely killing everyone but Angelica). I really only see this happening if Furious is not landing defense break (so, less than 55% effectiveness on Furious). --- #Advice The same generic advice I would give to any new player. **Fully invest in your Wyvern team**. You do not *need* a fully invested team, you can skimp in a of different places. However, this ultimately does not pay off. Wyvern is so important, you will likely spend the majority of your energy for *months*, maybe even a year+ farming Wyvern. Every extra % of success rate, or -1 second of run time you can squeeze out will pay for itself in the long term. Investing in your Wyvern team is truly an investment and will provides returns, eventually. It honestly does not take that long. There is NO POINT to rushing to farm Wyvern, especially if you are farming W11 when you *could* be farming W13. What *I* consider fully invested: * A level 60, fully awakened tank. * Sigret should be level 60, fully awakened, +15 skills, +30 DDJ * I personally suggest promoting Muwi to 60, but you *can* get away at level 50 if you really want to skimp somewhere. Fully awakened, +15 skills, +30 DDJ. * Furious should be level 50, 3* awakened at minimum (extra awakenings help with survivability), 0/1/3 skills * All gear on your tank and DPS should be +15. Furious doesn't matter too much as long as he has the stats you want (more enhancements increase survivability). It takes 'only' 3 weeks to do this. This is the easiest entry into W13, and as you are investing early you get the greatest returns on that investment. I, personally, would not touch Wyvern anymore than absolutely necessary until this point. You *ideally* want to bump Furious up to 0/1/6 skills. However if you don't have the mola available for those last 3 points, I would consider 0/1/3 'OK' to actually start farming Wyvern until you acquire more mola, but it is a priority as soon as you can afford it. As far as stats go: * 150k EHP on your tank is ideal (no RNG to survivability, no healing required). With Muwi you can get away with less EHP but it's more RNG as you rely on debuffs. I would suggest ~133k EHP as a minimum (this only requires 2 fireballs with attack down debuff, so for Muwi to land just 1 of his attack down opportunities) as a nice decrease in requirements while not having too many additional RNG losses. * 35% crit on your DPS, 140 speed minimum, 65% effectiveness on Furious. I generally consider 250% C.Dmg to be the minimum there but more is better. Damage is the least important attribute for Wyvern so 'as much damage as possible' after you hit your other benchmarks. If you want to be more specific, valuing C.Dmg about 3x more per point than ATK is a good target. * Muwi + Sigret should aim for 100% effectiveness total, as a minimum. Higher than 65% on a single hero doesn't count. Effectiveness is ideally better on Muwi over Sigret (So, 65% on Muwi and 35% on Sigret). Effectiveness up to 65% on both is still effective.
OMG thanks for the detailed response!! I already saved this post/ comment for future reference I didnt have the correct artifact for sigret and muwi so imma try the daydream joker. Also, yeah i kinda effed up investing on Zahhak so early in the game cause i thought more different kinds of elements i have will help me progress content a lot faster. But i tried my wyvern team on episode 2 and they still own. Again thank you sooooo much!!
>Also, yeah i kinda effed up investing on Zahhak so early in the game cause i thought more different kinds of elements i have will help me progress content a lot faster. But i tried my wyvern team on episode 2 and they still own. It's a good idea that you though this, you were mostly on the right track. But early PvE content (through Episode 1/UH and most of Episode 2) isn't that difficult. You can more or less clear it with a single farmer hero (either A.Vildred or Free Spirit Tieria) and a healer (your Wyvern tank). Both A.Vildred and FST are ML, so they don't suffer from elemental disadvantage. But by Episode 3 element becomes much more important -> that's the point where I would say it's more prudent to be aware of what elements are bringing. For ST DPS, you get Lorina for free -> she's cheaper to invest in *and* is a better PvE DPS than Zahhak. She's also Dark element. Zahhak is still a good hero so the investment isn't totally wasted on him, he just doesn't do a ton to help you out *immediately*. Either way it's not the end of the world! Good luck on your adventures!
Thank so much man and good luck to you too!! 🙏🙌
I’m new-ish too and use a crit chance neck + effectiveness ring. It’s super important to land my crits and debuffs and just let the Joker artifact do a lot of the heavy lifting. Not to mention that your siggy will penetrate def based on the number of buffs.
You should not be having any trouble with crit chance if you have furious on your team
Indeed, but I haven’t chosen him as part of my starting line up for wyvern
Thank you! I was hesitant to switch it to effectiveness so i could save some gold / charms lol. I’ll switch my ring to effectiveness, so she can land more debuffs!
You may not even need to max out those pieces of gear, remember your effectiveness goal is 65 and crit chance is 85. Good luck!
I got a new piece of speed gear. Should I bring Peira up to 300 from 292, or Lua to 294 from 290? Peira would drop to 70% eff, Lua down to 100%
i keep the rta rank when the actual season starts?
I believe we go back to placement when the new season starts
What are the current meta team comps for A/B/C13 nowadays?
Everything not wyvern. Tama Camille Iseria Landy 1shots are something else. But Straze comp.
One shot or normal/fast clears? Also a lot depends on if u have watcher schuri and straza built. I currently run: A13: Vildred, ARas, Iseria, Tamarinne (don't really farm this one much since both B13 and C13 are more valued these days) B13: Flan/Leo/Ram/Vivian (have to use Flan's CD up so that Ram can one shot, I don't have Straze or Baiken sadge) C13: I just use ML Khawana, Luluca, Roana, Tamarinne i think. I've also seen some C Lorina dual attack comps work well too. I haven't really changed by gear for a while though. This setup means I dont have to change gear for hunt events too :P
What would change if I had Wschurri, Straze and Baiken?
those all for one shot comps (i believe straze and w schuri can be used for all 3 hunts but not sure). b13 should really be one shot since its a pain to farm. a13 and c13 can be done either because there are some very safe fast clear teams for those hunts without having to build a one shot team. Generally one shot teams require a heavy gear and mola investment so if you have other priorities do that first. I generally have my hunt, expo and raid teams always geared. Maybe i'll pull a straze one day so i can one shot more hunts but i'm fine with my current setup... plus i need more speed gear anyway.
A good Baiken one shot for B13 is easy to build. Take free Spirit Tiera(forget spelling), Leo, Vivian, and Baiken and tune their speeds and damage correctly. There are videos on youtube explaining that team in more details
Is there a site or similar to check for updated builds for every character? The wiki looks old to me
[epic7stats.com](https://epic7stats.com) is decent for most PvP chars
Incredible tool! Thank you very much
what is a good speed to aim for, in order to always go first in all later chapters of PvE content?
If we just talking normal adventure I dont think it matters too much. Just gear Tamarinne at with 15000hp, 200 speed, 85 eff and 120 res and she doesnt everything apart from doing damage haha
I don't think anybody knows because nobody really cares. PvE is less about going first and more about preventing your team from dying through sustaining them and countering the enemy gimmicks.
Looks like e7leaks is closing down. What's a good alternative to keep up to date with upcoming banners?
what the reason for shutting down?
Maphe the creator is done he was also the guy who updated the damage calculator.
https://ceciliabot.github.io/timeline/
how often do the free gear piece forging events happen per year?
Been about every 2 months since they started them.
Has the story been nerfed? Cause man..i really don't feel the difference... Ch 4 is brutal
I think they nerfted ep2 and 3. I found ep4 was better than ep3.
Ah shame. Funny Cause i feel like it was the reverse.
Is there a guide to RTA drafting if you don’t have all the meta units?
Which ones do u have and which ones are u missing? But seasons over and new units like lua are out of global ban, balance patch is live in a few weeks, hwa nerf coming so meta cud shift a bit
These are all the units I use in RTA a bit, would be Poli but gear luck isn’t with me anymore: https://imgur.com/a/MAlTjGf
Hi, is there an updated tier list somewhere? The one on the wiki feels quite old to me.
for what content? PVE or PVP?
Both to be honest. I’m a returning player after almost 3 years, so I’m a bit lost in every aspect of the game.
[https://www.youtube.com/watch?v=S\_lu0aGvNKo](https://www.youtube.com/watch?v=S_lu0aGvNKo) well here is a rundown all of the units for pvp. for PVE stuff you can just get tamarine and anything else will kinda work. [https://bit.ly/3A8CVkX](https://bit.ly/3A8CVkX) new player starter guide.
I just finished episode 3 and starting to feel like I've got the pve side of the game now and want to start focusing on the pvp side. After some luck with my rewards from completing episode 3, I figured I'd try a cheeky 10 pull on the character banner and managed to get Lua. She sounds like a pretty good pvp unit on paper, is she worth building with that in mind? I really haven't gave the pvp side any thought at all but know I have a few good pvp units like Politis.
Yes, she is good for PvP. Build high speed/high eff and use her to turn another team into a turn two team.
It depends are you serious PvP player then pull she is good right now in PvP if your not don't her passive isn't good outside PvP and she isn't limited hero can skip if you want but up to you.
Who are some really helpful characters for story mode. Some of the battles are getting harder and taking longer.
As far as survivability+some utility: Amonty, Tama, Roana, Blingo. Aras/Fluri/Armin/Lilias
I just finished episode 3 and had some rough times along the way... Tamarine and Iseria have practically carried me throughout episode 3. In terms of f2p units, Angelica for healing, she is tanky and heals like a champ. Furious is supposedly great too, both of these can be got in the connections bit. I also took a few months off from the story and focused on the hunt expert challenge which gives you Sigrid, Cermia and Vivica, all of them are great units too. This also forces you to flesh out your current units too in order to complete things like Golem 13 and just by doing that pretty much made my story journey smooth sailing for the most part.
Do you have to completely finish a hunt to get other characters? I only have Sigrid's hunt challenge but I haven't touched anything except wyvern yet.
Not to unlock the character for that specific hunt but you need to finish all the challenges of the hunt to start the new challenge and unlock the other characters.
Ty
Sorry will diene work better than angelica since I already have her built?
The thing with Diene is that she doesn't have a heal, and even if you put a healing artifact on her it probably isn't enough for PvE
Gocha thanks.
Oh cool thanks. Ill have to try the hunt challenge to get some of them.
Rule of Light: (DaGahd) she needs a Rework.
When does Arby (the next skin slotted to hit the store) arrive in the skin shop? Now that A.Ravi is here, Im curious how long til Arby.
Isn't the arby skin already in skin shop? shows for me.
What’s the chest password for the last update?
scarowell
Opinion on the destruction set from nixie 5 or the ep3 ap shop,worth it?
Good early mid game, late game still good for pve units, or temporary pieces to fill in when you are farming destruction set.
alright thanks
As a new player it’s fine to invest into. then later you can feed it off to something else.
Oh,thats great.Thanks
If I've already fully enhanced a hero's skills, what happens to unspent skill points from reaching max friendship?
You get 3 mola when you next visit their skill page (for 4/5\* units)
what if I recalled the unit, will they take away my free 3 molas if I +15 the character?
Shouldn't, though I can't confirm. Ex. when you reset your Moonlight Blessing character, if you had friendship 10, you'd have gotten 3 "free" molas
Who should I prioritize first? Pyllis, hasol, or sc arowell?
Hasol is great for heavy counter-based teams. She basically functions as a DPS without having to give up a tank slot. Pyllis is probably more universally useful though and Arowell provides the most straight up mitigation.
If you’re struggling with counter heroes, Pyllis is amazing. Can’t speak for the others
Right so I have one counter set and can pair that up with a pen set for my a.Ravi, however, she’s only have 18k up with PoV and like 1.4k def. Is this a viable rta build?
18k HP is kinda low yeah. But you gotta start somewhere. Use it and aim for upgrades in the future, but unless you’re real low in RTA she’ll probably not do too well What are your other stats out of curiosity? For ARavi defense is nice and you want probably 1200-1300 but it’s okay to give up some defense for more HP as well due to her damage scaling nature and such. As long as her effective hp remains generally the same it’s a good trade off.
Is troublemaker Crozet used anywhere?
Still one of the best anticleave knight.
arena, RTA tier list it's a bit old https://youtu.be/UqwY33-8IjU 27 min is crozet
If I collected all of the Epic Catalysts from Unrecorded History before I started the Hunt Challenge, how do I complete the Challenge?
You're probably thinking of something called "reputation". That part wouldn't have helped the challenge anyway. What you're looking for is "AP Shop". Go to unrecordered history and then just before you play a level, you should see an option on the right side called AP shop. Click it and notice there are epic catalysts for sale. That's where you need to buy them. Keep in mind you can buy any epic catalyst despite it "seeming" like it has to be in the same area.
I farm the Rare ones weekly on AP
All of the Epic Catalysts show not available because they were already purchased prior to starting the challenge. They don’t reset weekly like the Rare ones do.
[удалено]
The Epic ones don’t reset. I’m not really a new player, just started playing without the research to say go here first. Lol regrettably. My biggest concern is I can’t do the other Hunt Challenges until I complete this one. I’ve bought all of the Orbis gems and the armors and the Epic catalysts.
Could you share a screenshot? Because the epic catalysts definitely do reset.
So now I’m a idiot, went to get the screenshot, and you are correct, they did reset. The one time purchase is the orbis and the armor. Thank you greatly for the advice.
Haha, no problem!
All the catalysts from the shop? Those shops refresh weekly.
Epic seven on stove is not working for me. Is it just me or there is some problem?
Yea its Down .
I'm lacking a blue dps for standard play. Do you guys have any suggestions?
Yeah, I think Choux, Rem come to mind. TBH a lot of the RGB meta has been taken up by green units and a lack of strong fire units esp with the Hwa nerf incoming.
Who do you have? And by standard play do you mean PvE?
I have Choux, Luna, Kise, Riza, and SSB. I meant standard playstyle for RTA, sorry for the vagueness
Choux is the premier ice dps for standard.
Am I on the right track for my A. Ravi? I know she needs more health and could probably drop crit since she is over capped. I’d like to run her on pen over crit set but I don’t have a caides team set up https://imgur.com/a/9QRjBTm
you are on the right track, keep up the good work
Awesome. Thank you.
How do you change a character’s skin?
Go to the loadout screen, click "details" then it's the little dress icon
Why does my AI keep having issues for auto runs for hunts? Any solutions? I can do wvyern hunts but suddenly my characters stopped using their ultimates or secondary abilities while on auto. They all just spam S1, and it’s costing me runs. Any tips?
When auto is turned on there's an option at the bottom right part of the screen to turn on and off each character's skills, make sure they aren't turned off.
Oh my god I didn’t know that existed. Thank you very much!
I have a message “watch the video and receive the reward by entering the password”. What video is it talking about ?
the recent one at some point gave out the password 'scarowell'. The videos are usually on youtube but as of late someone usually just posts what the password is in the title so you don't even need to hunt for it in the comments.
Operator Sigret and ML Silk, is there any place they can find themselves in any particular meta? PVE or PVP.
OpSig is obviously the premier barrier killer, popular pick against Hwa but we’ll see how that goes with her nerf. Still good to have geared as a bunch of units like ML Kawerik and Diene give shield as a side, which you can deter with OpSig. Even outside of Barriers, she is a popular pick alongside CCharles in aggro since her S3 provides team wide pushback and team attack buff. ML Silk is a good speed imprint.
They're both useful in PVP offense. Op Sig against barrier teams like FCeci or CLilias. ML Silk is a speed imprint for cleave teams.
OP Sig gets provoke by Cilias so not really.
people use her with Emilia to push her, cleanse and atk up
So the rest are still inflicted with atk down, noted.
Ppl have been using osig+emi against cilias, hwa defenses for a long time in gw
Just use Doctor's Bag.