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Cobblemaniac

Guild Orders

Sep 9th, 2018
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  1. Kamihime Project R Guild Orders info dump
  2.  
  3. 1st Cycle:
  4. Fire
  5. Boss: Crom Crauch
  6.  
  7. Wave 1
  8. Top mob: 550k HP, 2t orb. Ougi casts 120s reflect to all enemies.
  9. Middle mob: 600k HP, 1t orb. Ougi heals all for 20% of max HP.
  10. Bottom mob: 600k HP, 3t orb. Ougi deals AoE dmg + 10t burn
  11. Recommended kill priority: top, bottom, middle (depends on if you have a cleanse/ dispel)
  12.  
  13. Wave 2:
  14. Top mob: 400k HP, 2t orb. Ougi casts ability seal on all your girls.
  15. Middle mob: 900k HP, 2t orb. Ougi deals single target BIG (value?) damage.
  16. Bottom mob: 450k HP, 1t orb. Ougi casts charm (2t) twice randomly.
  17. Recommended kill priority: middle, top, bottom
  18.  
  19. Wave 3:
  20. Demogorgon miniboss: 3m HP, 2t orb. Ougi hits 5 times randomly.
  21.  
  22. Wave 4:
  23. Upper mob: 700k HP, 3t orb. Ougi deals AoE dmg + casts DATA on all enemies
  24. Middle mob: 1.2m HP. 3t orb. Ougi hits 4 times randomly.
  25. Lower mob: 1.2m HP. 1t orb. Ougi casts 2 hit dmg nullifcation shield (similar to Water Ultimate Cat) to all allies.
  26. Kill priority: Middle, upper, lower
  27.  
  28. Boss: Crom, 8.5m HP, 2t orb.
  29. Normal ougi: AoE dmg + burn (3t)
  30. Raging ougi: Random 2 hit BIG (value?) damage + self fire atk + DATA up
  31. Trigger: AoE MASSIVE (15k undebuffed on water) dmg. First action when raging.
  32.  
  33.  
  34.  
  35. 2nd Cycle:
  36. Water
  37. Boss: Jormungandr
  38.  
  39. Stage 1
  40. Kill priority: down, middle, up
  41. Notable info: middle enemy overdrive is def break, bottom enemy deals 10k on overdrive.
  42. Note: If you use Gaia, you can consider killing the middle enemy first
  43.  
  44. Stage 2
  45. Kill priority: upper, middle, lower
  46. Notable info: upper enemy deals high damage on overdrive. Special action (which is done after her first overdrive) decreases her own atk and decreases dark atk(???). Has 1m HP.
  47. Middle enemy casts stackable atk break every other turn, but both middle and lower have lower than usual HP (mid 450k, lower 400k)
  48.  
  49. Stage 3 and 4
  50. Effectively the same kinds of stages as from the Crom GO. Use of similar kinds of strategies from then will work here.
  51.  
  52. Boss
  53. 9m HP, 2 charges overdrive
  54. Normal overdrive: random atk 3 times, casts 3 hit damage null barrier (similar to water rag) on self
  55. Raging overdrive: AoE damage, self water elemental atk buff
  56. Special: After 50% HP, random 2 hit massive damage once orb gauge reaches maximum charge.
  57.  
  58. Special trigger activates even during stun. Recommended that you trigger boss rage with a skill while she’s not at full charge, or when she’s at 0 charge and full burst her to stun, where her orb gauge will be locked and you essentially win.
  59.  
  60. Trigger will happen once orb gauge is at max (also below 50% HP), cast your orb removal and black propaganda before they flash as boss will activate it regardless once it reaches max. (Needs confirmation)
  61.  
  62. Recommended souls and EX skills:
  63. Mordred (BP can save your life with boss trigger)
  64. Hercules/ Shingen (for those who can flat out burst boss to death or stun)
  65. Sniper shot (needs no explanation)
  66. Chaos magic (helpful for removing the 3 hit shield, especially for 15 turn clears)
  67. And etc
  68.  
  69. Notable himes:
  70. Gaia (quite a couple of high damage single target skills in this GO cycle, particularly important to block Jorm's 50% HP laser)
  71. Sol (see chaos magic, also cleanse for stage 1 and 2)
  72. All thunder shit
  73. Your main damage team etc
  74.  
  75. Week 1
  76. Challenge GO 3 times.
  77. Challenge GO 5 times.
  78. Clear stage 1 3 times.
  79. Clear stage 2 3 times.
  80. Clear stage 3 3 times.
  81. Clear entire GO with Andromeda.
  82. Clear entire GO with 3 SR himes and below.
  83. Clear entire GO with 3 defense hime (soul does not count).
  84. Clear entire GO with soul alive.
  85. Clear entire GO with at least 5 girls alive.
  86.  
  87. Week 2
  88. Challenge GO 5 times.
  89. Clear stage 2 3 times.
  90. Clear stage 3 3 times.
  91. Clear stage 4 3 times.
  92. Clear entire GO with Solomon.
  93. Clear entire GO with 3 R himes and below.
  94. Clear entire GO with 3 defense hime (soul does not count).
  95. Clear entire GO with one hime of each type (soul does not count).
  96. Clear entire GO with all 7 girls alive.
  97. Kill stage 5 boss under 15 turns.
  98.  
  99. 3rd cycle:
  100. Wind
  101. Boss: Quetzlcoatl
  102.  
  103. Stage 1
  104. Kill priority: Variable.
  105. Notes:
  106. Upper enemy casts decay (dark DoT, capped at 1.25k dmg/t) and paralyse on 2 turn overdrive.
  107. Middle enemy casts 180s def buff (50%?) and regen (200k/t)
  108. Lower enemy casts poison (10% HP/t) and charm (3t)
  109. Their normal attack power is low as a balance to the power of their debuffs.
  110.  
  111. One might consider 2 approaches to this stage:
  112. 1. Kill upper then lower as quickly as possible, then spend more turns on middle to recover ability cd.
  113. 2. Kill middle first, and cleanse debuffs.
  114.  
  115. Stage 2
  116. Kill priority: middle, lower/ upper
  117. Notes:
  118. This stage has similar gimmicks to Jorm's GO stage 2, should you need to get more turns to refresh ability cd.
  119. Middle enemy does not auto attack. Her special trigger when not casting overdrive is casting a stackable atk and def buff to self. Overdrive deals AoE dmg and 4t heal block. Don't let her use this. Has 1.2m HP.
  120. Upper enemy casts atk down and combo down. For those who need to refresh ability cd, kill this last. 400k HP.
  121. Lower enemy removes burst gauge (-35) and dispels your team buffs on a 1t timer. 450k HP.
  122.  
  123. Stage 3/4
  124. Same deal as Jorm and Crom GO, except wind. Same strategies apply, but briefly as a refresher:
  125.  
  126. [SPOILER]Stage 3 midboss
  127. 3m HP, overdrive 2t, 5 random hits medium dmg.
  128. Note: Dmg mitigation, debuffs and overdrive management skills help here.
  129.  
  130. Stage 4
  131. Kill priority: middle, upper, lower
  132. Note: Middle deals 4 hits medium dmg on 3t overdrive. Feel free to unload abilities on middle, and use the lower mob's dmg mitigation buff to buy time to refresh ability cd.[/SPOILER]
  133.  
  134. Boss
  135. 8m HP, 3 turn overdrive meter
  136. Normal overdrive: Random 3 hits, strong (~8k per hit without debuffs)
  137. Raging overdrive: AoE dmg (~9k without debuffs), def break
  138. Special 1:
  139. Triggers first action during beginning of fight, and at below 50% HP
  140. Casts combo+ on self (240s/ 4 mins! DATA rate is pretty high)
  141. Special 2:
  142. Triggers when afflicted with charm(?) Avoid Mordred skill 1!
  143. Priority higher than overdrive.
  144. Cleanses 3 debuffs from self.
  145.  
  146. This is basically wind rag, but the boss is actually debuffable (so, effectively not wind rag). Fire mains shouldn't have a problem killing (or should find this a joke), especially if they can nearly/ already solo wind rag. For any other people that don't laugh in the face of 8m HP, atk breaks, combo-, blind etc all work to soften the dmg of her normal attacks. Bring a cleanse for her raging overdrive to remove the def break.
  147.  
  148. The only other special note is to reiterate to never use Mordred's skill 1 because of the probability to charm and activate special 2. Week 2 missions require you to bring Mordred along, so take note.
  149.  
  150. Alternative strategy: charm can potentially be used to delay boss's damage by a few turns if you need time to recover skill cd and HP, provided you land it, as boss will continue cleansing debuffs until the charm itself is gone (see trigger 2 conditions), starting from the earliest debuffs landed. Use charm last if you want to trigger this optimally.
  151.  
  152. Week 1
  153. Challenge GO 3 times.
  154. Challenge GO 5 times.
  155. Clear stage 1 3 times.
  156. Clear stage 2 3 times.
  157. Clear stage 3 3 times.
  158. Clear entire GO with Siegfried.
  159. Clear entire GO with 3 SR himes and below.
  160. Clear entire GO with 3 attack hime (soul does not count).
  161. Clear entire GO with soul alive.
  162. Clear entire GO with at least 5 girls alive.
  163.  
  164. Week 2
  165. Challenge GO 5 times.
  166. Clear stage 2 3 times.
  167. Clear stage 3 3 times.
  168. Clear stage 4 3 times.
  169. Clear entire GO with Mordred.
  170. Clear entire GO with 3 R himes and below.
  171. Clear entire GO with 3 tricky hime (soul does not count).
  172. Clear entire GO with one hime of each type (soul does not count).
  173. Clear entire GO with all 7 girls alive.
  174. Kill stage 5 boss under 15 turns.
  175.  
  176. 4th cycle
  177. Thunder
  178. Boss: Yggdrasil
  179.  
  180. Stage 1
  181. Kill Priority: Middle, upper, lower
  182. Notes:
  183. Upper enemy casts All Def Up and Wind Res up (180 sec) as a first turn trigger [B]and[/B] her overdrive, 3 turn charge. Low atk dmg.
  184. Middle enemy casts AoE paralyse + self def down + self wind res down + self 1 debuff block on overdrive, 3 turn charge. [B]Special trigger when debuffed with wind res down: hit 6 times randomly.[/B] This hurts.
  185. Lower enemy casts 20% all heal on overdrive, 1t charge.
  186. All enemies are around half a million HP.
  187.  
  188. Stage 2
  189. Kill Priority: Upper/ Middle, Lower
  190. Notes:
  191. Upper enemy eats 50% of a single hime's HP on overdrive, 2 turns charge. % dmg mitigation does not work, however barrier does.
  192. Middle enemy deals a single strong hit, about 7k undebuffed on wind hime, on overdrive, 3 turns charge.
  193. Lower enemy casts aggro up + def down (?) on a single girl on overdrive, 2 turns charge.
  194. Upper and lower mobs are 800k HP, middle is 500k.
  195. This stage hurts if you don't deal with it quick/ carefully. You can immediately burst down the stage to move to stage 3 (familiar ground), or you can choose to take the damage. If you have Gaia, kill upper first and tank the middle overdrive. Otherwise, middle enemy is priority 1.
  196.  
  197. Stage 3/4
  198. You know the drill by now. Snip for those who are new to GO:
  199.  
  200. [SPOILER]Stage 3 midboss
  201. 3m HP, overdrive 2t, 5 random hits medium dmg.
  202. Note: Dmg mitigation, debuffs and overdrive management skills help here.
  203.  
  204. Stage 4
  205. Kill priority: middle, upper, lower
  206. Note: Middle deals 4 hits medium dmg on 3t overdrive. Feel free to unload abilities on middle, and use the lower mob's dmg mitigation buff to buy time to refresh ability cd.[/SPOILER]
  207.  
  208. Boss
  209. 8.5m HP, 2 turns charge
  210. Normal overdrive: All damage + 2t heal block
  211. Raging overdrive: All 70% current HP damage + poison + decay (dark DoT). This really fucking hurts.
  212. Special trigger: Activates at 2 orb charges once HP is below 30% (supposed to be at max charge, but BP does not affect the timer apparently), priority over overdrive
  213. Single target 20k dmg.
  214.  
  215. Normal overdrive doesn't hurt that much, you can take your time here, but...
  216. Make sure you take down the boss quickly once she enters raging. Time your attacks to bring her below 30% HP as she is at 2 charges (no BP), so you don't eat the trigger [B]and[/B] the overdrive together. Gaia works wonders, obviously.
  217.  
  218. Nothing else much can be said, this boss is one of the few hints of the dps checks many upcoming powercreeping bosses will have. Take care bois.
  219.  
  220. Week 1
  221. Challenge GO 3 times.
  222. Challenge GO 5 times.
  223. Clear stage 1 3 times.
  224. Clear stage 2 3 times.
  225. Clear stage 3 3 times.
  226. Clear entire GO with D'Artagnan.
  227. Clear entire GO with 3 SR himes and below.
  228. Clear entire GO with 3 attack hime (soul does not count).
  229. Clear entire GO with soul alive.
  230. Clear entire GO with at least 5 girls alive.
  231.  
  232. Week 2
  233. Challenge GO 5 times.
  234. Clear stage 2 3 times.
  235. Clear stage 3 3 times.
  236. Clear stage 4 3 times.
  237. Clear entire GO with Hercules.
  238. Clear entire GO with 3 R himes and below.
  239. Clear entire GO with 2 balanced hime (soul does not count).
  240. Clear entire GO with one hime of each type (soul does not count).
  241. Clear entire GO with all 7 girls alive.
  242. Kill stage 5 boss under 15 turns.
  243.  
  244. St. Nicholas GO:
  245.  
  246. Listed dmg values are undebuffed.
  247.  
  248. Stage 1
  249. Kill priority: down, upper/ middle
  250. Notes:
  251. Upper mob casts 2t paralyse on 1t charge.
  252. Middle mob casts 2t charm randomly 2 times, 1t charge.
  253. Lower mob has a 2t overdrive meter. 3 random attacks, damage is increased if hitting paralysed or charmed hime (about 2k per hit?)
  254.  
  255. Stage 2
  256. Kill Priority: upper, middle, down
  257. Notes:
  258. Upper mob casts 3t AoE blind first action. On 2t charge, overdrive recasts blind and decreases burst gauge by 20. Bring a debuff immunity caster, this blind has a 70% miss rate!
  259. Middle mob casts AoE dmg + 5t poison on 2t charge.
  260. Lower mob casts AoE water dmg on 2t charge (deals roughly 3k).
  261.  
  262. Stage 3/4
  263. You know the drill by now.
  264.  
  265. Boss
  266. 7.5m HP, charge 2t
  267. Special note: 15 def! Compared to other bosses with 10 def, you'll be hitting only 2/3 times as hard!
  268. Normal overdrive: 3 random attacks (2-3k dmg), casts self atk buff (value unknown, 180 sec)
  269. Raging overdrive: AoE nuke, scales with number of debuffs (1.5k x debuff count). Nuke ignores atk down?
  270. Special trigger: First action, casts 10k regen on self + def down (value?, frame?) to self. Both buff and debuff do not expire, cannot be dispelled/ cleansed.
  271.  
  272. Umm... basically Barong if her raging overdrive didn't cleanse. AAB with Mord at your own risk.
  273.  
  274. Dank GO (Dullahan)
  275.  
  276. Listed dmg values are undebuffed.
  277.  
  278. Stage 1
  279. Kill priority: middle, lower, upper
  280. Upper enemy casts AoE atk down (6t), 2t blip
  281. Middle enemy casts 150k barrier to all enemies first action. 3t blip, casts instant death (2t)
  282. Lower enemy hits randomly 2 times and casts atk down on the targets (6t, stackable frame). 2t blip.
  283.  
  284. Stage 2
  285. Kill priority: middle, upper, lower
  286. Upper enemy has a 1t blip, AoE dmg 20% of current girl's HP (current or max, needs conformation), ignores element
  287. Middle enemy has 3t blip. Single target nuke, 14k dmg!
  288. Lower enemy has a 2t blip, casts 2t charm 3 times randomly.
  289.  
  290. Stages 3/4
  291.  
  292. Same old
  293.  
  294. Boss
  295. 9m HP, charge 2t
  296. Normal overdrive: AoE 3k dmg + dark DoT (9% HP, 2t)
  297. Raging overdrive: Random 3 hit 6k dmg
  298. Special trigger 1: When not stunned or at max charge, atk + cast instant death (3t) on target (low accuracy apparently). Yes, this means every normal attack outside of stun.
  299. Special trigger 2: Activates when stunned, first action. Cuts 90% of all girl's current HP (cap 10k dmg, ignores element), refreshes all cd completely. Yes you heard me, it doesn't reset, it refreshes. You can use all skills after she casts this. Also, make sure you have enough health or a barrier to protecc you in case your dark DoT is still active.
  300.  
  301. Strange gimmicky GO in general. There's incentive this time to bring along Barong if you don't run Sol/ Eros.
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