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- Post Game Guide:
- Update on 22 May 2017: With the release of the Fiel Powerlevel system, please be informed that it is now super easy to level. Any team of 4 units can reach 99 in about 3 hours. This means no more resetting on the hire screen. Please keep that in mind. A lot of the below info can be useful but know that meta safety now requires multiple deathmarch units (e.g. Lancer with catapault) for guaranteed safety from niche detachments like medic bottle burst. Most of the dual no escape 4 challengers (requires 3+ deathmarch or 2 deathmarch lancers to dodge) are in Fiel so you should be safe there.
- Foreword from Satorin:
- The purpose of the postgame guide is to help you on the fastest route to full power in personal play (10s consistent clears) for optimally efficiency levelling, farming and hero grinding. It also suggests the easiest to create and most efficient delaying detachment (4 challenger).
- They are NOT compulsory or an obligation. Only suggestions. If you have other preferences we'll work with you on them. That said, if you're not sure what to build. You won't go wrong with the suggestions here.
- Part 1: Recommended War Op Party
- By now you have had some experience with ops from the grinding to L99. You probably can appreciate the power of a fast win. The frustration of certain enemy units taking too much of your time. In extreme cases, wiping from strong enemies. Our aim is to remove all of that and give you a party that can speed clear with maximum efficiency and minimum delay.
- a) 2 Paladins
- You can’t run from using 2 paladins. With a human catapault, the paladins can both perform their spin > poke > spin > poke combo for a total of 4 spins and 4 pokes. This should wipe 99% of the teams and they move before any non deathmarch unit. This is the meta and there’s no way round using overspin for fast clearing.
- b) DM Unit Support
- With the paladins clearing 99% of the teams in 10s, the remainding 1% are a pain. They can be focused to delay you, take too little damage or rush you down for a wipe before you can move. To get past this. We need Deathmarch support units.
- Deathmarch is the unique skill that all range units have a 25% chance to learn. We need to farm it and clone it for your 2 DM supports. Their aim is to provide assist and utility and disable the 1% troublesome teams.
- We currently recommend DM Arcanist for Break Zone (-30% def) which can drastically improve your overspin efficiency. The arcanist can also escape instantly since he’s a DM unit. If need be, he can snipe a no escape flag for the other DM unit to escape. For telepally setups, the arcanist can snipe the enemy DM witch to disable the combo.
- The second DM unit we recommend is a DM archer. They provide the best assist possible with assist arrow and massive range. In cases where a no escape flag has been sniped by the arcanist, the archer makes the instant retreat.
- c) Farming
- Paladins need to be hired and levelled repeatedly until one learns overspin. Use this chart to confirm if your paladin learns overspin. If not drop and repeat the levelling. With 2 L99 units, you should be able to raise 2 levelling units with ease, particularly with L99 paladin spinner hires. You should be able to raise 2 units to L40-50 per op.
- Paladin Skill Tree: https://postimg.org/image/8s6k2hk23/
- Once overspin has been learnt, you will be able to clone it with training orbs every 50 wins or normally every 150 wins. Once you have 2 spinner paladins, you’re pretty much set for any form of speed clearing.
- Deathmarch is found on any range unit with 25% chance. We recommend raising an archer and arcanist to L99 normally and hope for a lucky roll for deathmarch. If one gets it, we can slowly clone it just like we did overspin. If neither get it, we have to begin our Challenger farming.
- Challenger farming involves raising 2 challengers to L39 (one op is adequate) and checking if deathmarch is learnt. If not, keep those 2 challengers and raise another 2. Repeat until you have 2 deathmarch challengers. Then clone deathmarch to your arcanist and archer.
- Now you’ll have a full 2 spinner, 2 DM party. You’ll generate 2 DM every 50-150 wins depending on orb usage. For orbs do refresh the singles quests until you see it as a reward. For infiltration missions, check youtube.
- d) Final Skill Output
- Use the googledoc for searching if you need to find a specific skill
- (URL: https://docs.google.com/spreadsheets/d/1klLucvn27CZbI2_wdJbGcuS3sPzIPu2lxfF4Uv8OMeE)
- Paladin Skills Suggestion
- - Forced Entry
- - Recon Support
- - Deadly Blow
- - Uniform Blow
- DM Arcanist
- - Deathmarch
- - Dire Straits
- - Long Sights
- - Precision Attack
- DM Archer
- - Deathmarch
- - Dire Straits
- - Long Sights
- - Short Sights
- The fastest way to farm the above skills is as follows. Due to some game bugs, the actual level may be slightly off. The order is more important. E.g. For the first ability deathmarch, any arcanist that gets precision fire as first skill will get deathmarch! By taking them to travel quests and confirming the first few skills they have you can quickly hire new characters until you confirm your unit has the skill you want. This was contributed by the Fiel researcher Athreck
- Deathmarch
- - Arcanist = Precision Fire
- - Arcanist = Freeze Trap > Enemy Profiling
- - Archer = Paralyze Arrow
- - Archer = Enemy Profiling > Rocket
- - Challenger = Precision Fire
- - Challenger = Final Press > Enemy Profiling
- - Dragon Mage = Precision Fire
- - Dragon Mage = Quick Zone > Enemy Profiling
- - Gunner = Precision Fire - ??? – Pandemic (pattern incomplete. Safe as long as both Precision Fire and Pandemic is learnt)
- - Gunner = Wind Bullet > Enemy Profiling
- - Hunter = Leg Break
- - Hunter = Assist Shot > Enemy Profiling
- - Medic = Poison Throw > Health Potion > Poison Mist
- - Shaman= Precision Fire - ??? – Pandemic (pattern incomplete. Safe as long as both Precision Fire and Pandemic is learnt)
- - Shaman = Confuse Mist > Enemy Profiling
- - Witch = Precision Fire
- - Witch = Enemy Profiling - ??? – Rocket (pattern incomplete. Safe as long as both Enemy Profiling and Rocket is learnt)
- Recon Support
- - Arcanist = Freeze Trap > Rock Rise
- - Archer = Patsy
- - Archer = Enemy Profiling > Long Shot
- - Dragon Mage = Patsy
- - Dragon Mage = Quick Zone > Burn Storm
- - Gunner = Patsy
- - Gunner = Wind Bullet > Cannon Trap
- - Hunter = Patsy
- - Hunter = Assist Shot > Poison Shot
- - Medic = Attack Mist
- - Shaman = Confuse Mist
- - Witch = Flame Mist > Eruption
- Forced Entry
- - Arcanist = Freeze Trap > Enemy Profiling
- - Archer = Long Shot > Paralyze Arrow
- - Archer = Enemy Profiling > Rocket
- - Dark Knight = Berserker > Cross Sword
- - Dark Knight = Cross Sword > Berserker > Flame Blade
- - Dragon Mage = Burn Storm > Parry
- - Dragon Mage = Quick Zone > Enemy Profiling
- - Gunner = Cannon Trap > Parry
- - Gunner = Wind Bullet > Enemy Profiling
- - Hunter = Poison Shot > Leg Break
- - Hunter = Assist Shot > Enemy Profiling
- - Lancer = Poison Lance > Wreck Spike > Revenge Mind
- - Medic = Poison Throw > Health Potion > Burst Gauge
- - Noble = Stinging Edge > Crash Sword
- - Noble = Crash Sword > Stinging Edge > High Average
- - Rogue = Dagger Fling > Blind Cut
- - Shaman = Evil Saber > Parry
- - Shaman = Confuse Mist > Enemy Profiling
- - Valkyrie = High Thrust > Cost Down > Circle Lance
- - Witch = Eruption > Parry
- Long Sights
- - Archer = Patsy
- - Archer = Long Shot > Paralyze Arrow
- - Challenger = Final Press > Long Throw > Anger Guard
- - Challenger = Long Throw > Parry
- - Dragon Mage = Patsy
- - Dragon Mage = Burn Storm > Parry
- - Gunner = Patsy
- - Gunner = Cannon Trap > Parry
- - Hunter = Patsy
- - Hunter = Poison Shot > Leg Break
- - Medic = Attack Mist > Poison Throw > Poison Mist
- - Medic = Poison Throw > Health Potion > Burst Gauge
- - Shaman = Confuse Mist > Evil Saber > Chaos Spell
- - Shaman = Evil Saber > Parry
- - Witch = Flame Mist > Eruption
- - Witch = Eruption > Parry
- Short Sights - This skill can only be gained from Precia.
- Go to Vale > walk up down and along the path in the bottom right corner until you get 500 steps (its 9 there, 9 back so 28 of each) > leave travel and go to Queen Precia for a guaranteed skill > repeat until you have Short Sights
- Congratulations. You now what what is arguably the most efficient op clearing party. Your spinners backed up with archer assist and arcanist break zone will tear through 99% of the parties in 10s. Anything tough, you have the power to escape without fighting. Sniping a no escape flag as needed. Use our list of units to flee from as a guide.
- Part 2: Fiel Recommended Detachments
- Now that you have a powerful meta party, its time to work on 5 strong detachments to help out 24/7 since they are always active.
- Detachments come in 3 types. Delaying units try to slow you down, tough units try to bait you into taking time to break their defences, execution units try to perform burst DPS in DM to wipe you.
- Of all the 3, the current recommended detachment for Fiel is the delaying type. This is because it gives the largest benefit of all 3 and requires the least resources to create.
- a) 4 challenger team
- Fiel’s current recommended detachment uses 4 challengers of L39. This is why you had to make so many earlier. With the right skill setup, each challenger can chain cast skills in DM to delay 30s before any non deathmarch unit moves. With 4 challengers that’s a full 120s before normal units move. In most situations, such a delay would result in an insurmountable gap in operations because the other side has captured so many forts while you were delayed.
- b) Advantages
- + No gear needed
- + No S rank needed
- + No waiting for the unit to learn specific skills depending on pattern
- + Works on nearly all units
- + Delay is 120s guaranteed minimum. Possibly longer. Enemy having 1 DM unit might result in a reduced duration if they kill a challenger or two. Each challenger gives 30s.
- c) Requirements
- + 99 Vit
- + 6 Agl
- + L39 challenger (this is the last level for all patterns where he gets the final skill we need Last Run)
- + Provoke and Signal Flare (buy from home base, easy)
- + Deathmarch
- d) Overview
- + Use TWO no escape flag
- + Set a call trap in the middle
- + Have your 4 challengers use desperado, last run, provoke, signal flare, anger guard (in that order)
- + Set this for all 4 actions and put movement to 0
- + Any marching order will do
- Do note that invading formation you can only put no escape and arrow shield. Defensive formation can put the full no escape, arrow shield and action up. Do test them in a trial battle first to see if they dance properly. Nearly everything provoke/arrowshield, etc is found in guild base shop.
- https://www.youtube.com/watch?v=UpxA2b1PR7g (invading formation)
- Pictures of defensive formation: http://imgur.com/o07clAb (decrease to 1 no escape on invading formation)
- Picture of 4 challenger setup: http://imgur.com/opAkTp3
- Congrats! You now have the most feared dispatch in the game. Your enemies will tremble before you. Help Fiel build up an army of 4 challengers so that you can contribute to the war effort 24/7 by keeping them out snaring the foes of Precia.
- Optional. The Patsy skill can allow a unit to grit that is not a leader. We recommended a patsy in front and a leader at back to try for extra grits. You don't have to wait for Patsy to begin the 4 challenger. Add it later when you have access to it.
- For maximum carnage reset and try to lower unit level as much as possible while maintaining 99 vit. This can be done through pyros, higher aptitudes, etc. This is a long term target that will allow a wider ranger of levels to be snared. Currently you should be able to drop it as low as level 10-15 on a S aptitude VIT challenger. The gold standard will be a Level 1 challenger gained from very high S rank aptitudes to gain enough points at level 1 to get 99 VIT. Depending on how many vit pyros your have it need not be every aptitude to S rank but each class up gives 1 extra pts (scroll) or 2 extra pts (tome) to a maximum of 56pts. With S rank VIT that will give 84 VIT without pyros. For more pyros you can avoid as much scroll/tome farming.
- Part 3: List of teams to flee from
- There is no reason to fight a team dedicated to delaying you. Use our dual DM to retreat and fight another team you can wipe in 10s. This list is intended to show which are the teams that are problematic. Please do suggest additions.
- 1. Milkshake (Delay focus) – 4 reflect shaman with provoke
- 2. Akatsuki Seal Team 1 (kill focus) – 3 paladins with shaman
- 3. Nautilius’ N/S/E/W Gates (delay focus) – 4 paladins one tower
- 4. Dragoncorps (kill focus) – Immortal dragon and 2 others
- 5. Despair Wheel (kill focus) – Tough Paladin
- 6. First Wave (kill focus) – telepally with 2 valks.
- 7. Korean’s Soju Squad (Delay focus) – Telepally but all blocks
- 8. Phantasia – Paladin too tough.
- 9. Mermaiden B squad. Fighter + Paladin too tough,.
- 10. Exia’s mi! – takes too lil dmg
- 11. Offence: Paladin too tough. Takes 5% hp per overspin. Blocks.
- 12. Iron Wolves: Def high. Took 4 overspins and lived.
- 13. Guard – 3 paladin, DM fighter with total guard, no escape, anti female
- 14. Hepastasus – 4x BS. Could be pyro or weight but often don’t die in 2 spins.
- 15. blue team blackwatch - his warp traps are too well placed, i land on them 100% of the time. And his warrior block can survive 5 spins without breaking.
- 16. Gear check - Immortal dragon. Too tough. Just run.
- 17. Trollala - Barrel in mid for spin problems. Tend to be tanky.
- 18. Zero requiem - 4 DM shaman who will go faster than a DM archer. Spam spells and can do a lot of dmg. Retreat with ur DM caster
- 19. Defence - Tanky unit, of dragon mage, paladin and smith. just flee.
- 20. 21. Feed me more - Very tough dragon. Just flee.
- 22. Sloth - Tough dragon. Barrels.
- 23. Fandaria - Traps placed at back to deny catapally. Units tough.
- 24. Edgelords - No escape flag, DM rogue will target your catapault, 3 tough paladins. Snipe no escape with your arcanist, flee with your archer.
- 25. Class 4 - DM blacksmith/arcanist/2x archer. Have your arcanist flee (blacksmith shouldn't be able to reach him behind ur cata).
- 26. Victoria - Immortal dragon. Solo. Just run.
- 27. Black Guard - 2 paladins, dark knight and valk. Tough. Just flee.
- 28. RPD - unable to cata in due to traps. Avoid and run
- 29. Netflix, Kill - Too tough. Flee on sight
- 30. Death Note, variant on delay/dps challlenger supported by units. Flee.
- 31. Mushusshu - Dragons too tough. Flee on sight
- 32. Blacknight - Deathmarch team with challengers and witch/arcnaist. Just flee.
- Part 4: Any Other Matters
- a) Farming route in travel
- For skills, pyros and materials please use the following youtube route.
- https://www.youtube.com/watch?v=chctc-R3DFw
- Monokuma's Suggested Farming Routes
- Ruinsholt: https://www.youtube.com/watch?v=cOYXyvR9xpw
- Kaintonis: https://youtu.be/syrpoRiep14
- b) For pictures/videos on setup of 4 challengers and Fiel recommended party please see below
- 4 challenger sample: https://www.youtube.com/watch?v=UpxA2b1PR7g
- recommended party sample: https://www.youtube.com/watch?v=FZCDgj5KPz8
- Running from an evil team sample: https://www.youtube.com/watch?v=BijtE2N4rAI
- Pictures of defensive formation: https://postimg.org/image/5qqw0l6ff/
- Picture of 4 challenger setup: https://postimg.org/image/kud24ossr/ and https://postimg.org/image/lilwnmrij/
- immortal dragon: https://youtu.be/ohzS2CFtCSY
- DM archers: https://youtu.be/Kc-aUgJP6uw
- c) Donation Guide
- WARNING: The maximum bonus per donation is 3600s. DO NOT donate too much at one go and read this carefully first.
- Important: The maximum donation is 3600. All materials are worth different amounts. Do not donate them all for a palty 3600. Donate 1 first. See how much its worth (e.g. 1100). Then take 1100/3600 = 3+ so donate 3 at a time
- When donating do not donate the following as they are too valuable.
- - kongo stone
- - magic mech tree
- - protection machine
- - industrial spirit
- After dedicated analysis by top Fiel researcher Kazemplor (Misfits in game), we have confirmed the optimal way to donate to stretch every one of your hard earned materials. Truly this was one of the biggest breakthroughs in Fiel research since 4 challengers.
- Research time increases for successive research (seems to be +3600 per level)
- 1st = 25200s
- 2nd = 28800s
- 3rd = 32400s
- The required time can be boosted to 200% with additional mats but once 200% is reached all donations are wasted. This is a terrible loss! To mitigate this, we encourage you to donate in blocks of 5k-10k and wait at least 5min for a refresh, you can donate to other research to pass the time.
- 1) If research is at 200% come back later
- 2) If research is at 150%-200% donate 5k and check back later
- 3) If research is <150% donate 10k and check back later
- 4) Repeat the above until you reach your cap of 0.16 (or other decimal bonus) which occurs around 70k-80k
- This can drastically increase the inventory of pyro, weapons, accessories and armaments which make a big difference to your fellow Fiels. Lets work together on this.
- d) Lucky7 buffs
- Lucky7 can significantly increase dps if you have your hp with a 7 in the ones. E.g. xxx7 hp. This is great for range. Melee will need a heal skill because cata will dmg them slightly. This was researched by Aidan, a Fiel researcher.
- CON amounts that provide a 7 in the single digit for HP
- Paladin (Base HP 3103): 8, 19, 28, 37, 48, 57, 77, 86, 97
- Blacksmith (Base HP 2549): 3, 14, 25, 36, 43, 54, 65, 76, 87, 94
- Valkyrie (Base HP 2283): 3, 10, 17, 53, 60, 67, 74, 81, 88, 95
- Fighter (Base HP 2549): Same as Blacksmith
- Noble (Base HP 2217): 0, 10, 19, 28, 37, 47, 56, 65, 74, 83, 93
- Lancer (Base HP 2460): 12, 25, 38, 51, 60, 64, 73, 77, 86, 99
- Dark Knight (Base HP 2061): 20, 21, 22, 53, 54, 55, 86, 87, 88
- *Note that Dark Knight has a base HP very close to 2000, and each CON increases HP by just under 10 1/3. This is a reoccurring theme.
- Rogue (Base HP 1840): 3, 15, 16, 28, 40, 41, 53, 65, 66, 78, 90, 91
- Medic (Base HP 2083): 10, 11, 12, 34, 35, 36, 58, 59, 60, 82, 83, 84
- Arcanist (Base HP 1973): 38, 39, 40, 41, 42, 43, 44
- Shaman (Base HP 1817): 0, 10, 21, 32, 43, 54, 65, 76, 87, 98
- Witch (Base HP 2039): 42, 43, 44, 45, 46, 93, 94, 95, 96, 97
- Gunner (Base HP 1751): 3, 11, 19, 27, 35, 43, 51, 59, 67, 75, 83, 91, 99
- Archer (Base HP 1773): 5, 14, 31, 40, 49, 58, 75, 84, 93
- Hunter (Base HP 1795): 7, 17, 27, 37, 46, 56, 66, 76, 85, 95
- Challenger (Base HP 2549): Same as Blacksmith
- Dragon Mage (Base HP 4877): 0, 7, 16, 23, 32, 48, 64, 73, 80, 89, 96
- e) Crafting
- This involves hunting down a bounty for a blueprint. Getting the mats required then crafting it at the blacksmith. The dps of such weapons can be the highest in the game. The reason for it being put all the way here in the postguide is that some of the bounties can be high level (up to L96).
- Occasionally you'll get bonus dmg for your crafts with a +1 or a +2 that increases stats. You may need to craft quite a bit to get it.
- List of Bounties for weapons.
- Pio - Spirit Mercs (61) - Staff
- Correa - All Canon Corps (82) - Vial - needs a Boulder cancel field skill
- Burgoras - Heaven Attacker (67) - Hammer - needs cancel Tornado or Lava
- Radrad - Arrow Mercs (64) - Spear - needs cancel Fallen Tree
- Eclise - Pole Corps (96) - Sword/Shield - needs Treasure Warp
- Nethe - Fort Mercs (87) - Bow/Arrow - needs Enemy Warp
- Vale - Death Counters (92) - Fetish
- Parie - Unified Champion (74) - Dagger - needs Enemy Search and Enemy Warp
- Kaintonis - Hunter Corps (57) - Book
- Elga - Evil Magic Corps (54) - Cannon
- Pastura - Earth Shaker (51) - Barrel
- Locations of each specific crafting item is as follows.
- (Ores)
- Iron Ore - Radrad
- Fire Melting Rock - Pio, Lindberg
- Kopte Stone - Tiore, Nigel
- Black Spar - Eclise, Corra
- Rosary Bead - Vale, Nigel
- Shiba Ore - Burgoras, Pastura
- Moon Water Crystal - Pastura, Parie
- Soul Stone - Burgoras, Vale
- Big Steel Clump - Nethe, Elga
- Wurzite Ore - Kaintonis
- Golden Ore - Parie
- Stardust Stone - Cauldra
- Lithium - Kaintonis
- (Woods)
- Rotten Tree Switch - Radrad
- Kinoki Branch - Pio
- Yggdrisil Ivy - Nigel
- Snake Eye Wood - Falston, Corra
- Fire Grassroots - Vale
- Wind Grassroots - Tiore
- Sky Flower Root - Vale
- Dried Up Log - Lindberg, Nethe
- Ice Tree Branch - Eclise, Kaintonis
- Fernard Wood - Parie, Cauldra
- Starry Sky Fruit - Pastura
- Altar Lead - Cauldra
- Millenium Tree - Cauldra
- (Raw)
- Beast Blood - Lindberg
- Wild Beast Bones - Vale
- Poison Webbing - Burgoras
- Bursting Spore - Pio, Corra
- Spirit Tears - Falston, Nigel
- Fiend Horn - Lindberg
- Fiend Soul - Radrad
- Ominous Feather - Parie
- Ice Crystal - Nethe
- Devil Beast Mane - Tiore
- Weird Tail Feather - Pastura
- Pterosaur Nail - Elga
- Holy Beast Fur - Elga
- (Scrap)
- Broken Sword - Nethe
- Iron Nails - Pio
- Steel Arrowhead - Falston, Corra
- Magic Fabric - Lindberg
- Torn Helmet - Nethe
- Chained Clothing - Eclise
- Proof of Loyalty - Burgoras
- Cursed Tool Scrap - Pio, Elga
- War God Image - Eclise
- Machine Gear - Kaintonis
- Noble Jewellery - Tiore
- Rune Scrap Paper - Radrad , Nigel
- Royal Fabric - Pastura
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