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marksteele

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marksteele
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PostedOct 31, 2012 1:47 am   Last edited by marksteele on Nov 02, 2012 4:57 pm. Edited 3 times in total

[Advanced Guide] How to optimize your Astrals

It is recommend you read the introduction to astrals to get a better understanding of the concepts before reading this guide.

Introduction
Welcome to my guide on how to optimized your astral. In this guide I will not be discussing about the basic stuff that 95% of the community already knows. Instead, we can discuss about some strategy on how to optimized your astral effectively.

Step 1. GET THE BASICS
First thing first, you need to get your basic Astrals before you go for the other optional Astrals. What are the basic Astrals? well, basic Astrals depend on what class you are playing. A Mage's Basic Astral is different from a Knight's basic Astral. Below are the list of basic Astrals which should be obtained as soon as possible.

Archer: +PATK, +PDEF, +MDEF, +HP
Knight: +PDEF, +MDEF, +HP, +BLOCK (+PATK suggested by Hyorinmaru6)
Mage: +MATK, +MDEF, +PDEF, +HP

As listed above, these are the main Astrals which you must obtain before you go for other optional Astrals. Why do I need to get those Astrals? I wanna get my hands on those cool Astrals like as Floating Damage. Yes, optional Astrals are important as well. Later in the guide I will discuss when we should equip optional Astrals but bear in mind, these will be your main Astrals.

After you have obtained the basic astrals as mentioned above, level them up to level 4 or 5 at least. Then, you may proceed to step 2.

Step 2. FUSE OR SELL?
Basically there are 2 strategies to employ here, namely, sell all strategy and sell green fuse blue strategy.

Sell all strategy
Sell all strategy basically means sell all the green, blue, and some of purple and orange astrals. When I say sell some of purple and orange astrals, I mean those that you don't need such as +MATK for archer. There are some doubtful purple and orange astrals which you may be uncertain whether to sell or not. I will discuss these later on. Do not fuse them yet. Now is not the time. Just keep selling.

This is the time where you shoot for the higher color astral or if fail, get your star points as high as possible to exchange for an orange astral. Get at least 2 orange astrals or exchange for it before you proceed to the next strategy.

Sell Green, Fuse Blue strategy
After you have obtained the important astrals at a reasonable high level and color, next you need to continue getting better orange color astrals and at the same time get your astral to a higher level.

Why sell green? Why not fuse green as well?

Misfortune
Selling cost: 1200 gold
exp: nil

Green
Selling cost: 3600 gold
exp: 10

Blue
Selling cost: 6000 gold
exp: 30

Purple
Selling cost: 8400 gold
exp: 50

Orange
Selling cost: 10800
exp: 70

As you can see from the table above, fusing a green astral only gets you 10 exp. if you sell it, you made a lost of 400 gold but get another chance to go for anything higher than green which is worth it as compared to selling blue or anything higher.

Step 3. OPTIONAL ASTRALS
It is advisable to keep a few sets of astral for certain occasions. You need a different astral for World Bosses as compared to the catacombs. Below are the recommended astrals which you may find useful for certain occasions.

World Boss
For World Boss, All you need to do is to survive 5 rounds while maxing your attacks. The World Boss will cast their ultimate move on the 6th round and whoevers alive on the 6th round will definitely die (We're talking about a few million damage so there's no way you can survive his ultimate move). So right now, we need to play around with astrals in order to maximized your damage.

First of all, you will need your troops to be able to survive 1 hit each from world boss. meaning your troops hp must be more than 10k to be able to do that and 14k hp to be able to survive a crit from world boss. To do this, you will need either knights or angels at lvl 30 and above. If your troops still can't survive 1 hit from the world boss, you need to increase your troop count by either equipping gems, Astrals, guild skills or technology. I personally would not recommend equipping a charisma astral but do it if you have to. If your troops can survive 1 hit each from world boss, that's already 4 hits all together just to kill off your troops.

Now we move to maximizing your character damage with astrals. There are few different astrals that are suitable for different characters. Lets start off with the most interesting class for world boss, Archer.

Archer
A very interesting class which arguably does the biggest damage for world boss. In order for an Archer to maximized their damage you will, of course need a+PATK astral. Here are some optional Astral which you may consider:



  • + crit: Archer damage revolves around critical hit. So +crit astral is highly recomended for an archer
  • + crit base damage: Important since archer's skill mostly involve crit. having higher crit base damage increases your overall damage
  • + Floating damage: This is a gamble. You have chance to increase your max damage, but also reduce your min damage. So its your choice.
  • + Charisma: may increase your troops attack by a little. Personally don't recommend this very much.
  • + 10% chance to reflect damage: Not sure if it work on world boss. still testing. Any1 can help me with this?


Mage
A high level mage's damage is almost equivalent or even higher than an archers. do not think that a mage can't out damage an archer. So in order for a mage to maximize their damage you will need an +MATK astral. Here are some other recommended astral which can boost your damage much further:



  • + Disable crit, increase regular damage: Mages do not crit as much. So it is advisable to use this astral to boost your damage more. a level 5 orange astral can give you up to 20% increase in damage.
  • + Floating damage: This is a gamble. You have chance to increase your max damage, but also reduce your min damage. So its your choice.
  • + Charisma: may increase your troops attack by a little. Personally don't recommend this very much.
  • + 10% chance to reflect damage: Not sure if it work on world boss. still testing. Anyone can help me with this?


Knight
Knight, in my opinion is not really a big damager unlike mage or archer. However, you can still do the world boss and I have seen knights make it to the top ten in damage chart but it's rare. Well knight would need +PATK definitively. Other that that you may choose from the following:



  • + Crit: Knight can do a bit of crit as well, maybe not as good as an archer. But crit in general is needed by Knight for the world boss
  • + Crit base damage: If you are using crit, you might as well equip this to further boost up your crit damage.
  • + Floating damage: This is a gamble. You have chance to increase your max damage, but also reduce your min damage. So its your choice.
  • + Charisma: may increase your troops attack by a little. Personally don't recommend this very much.
  • + 10% chance to reflect damage: Not sure if it work on world boss. still testing. Anyone can help me with this?


Catacombs
To effectively do the catacombs, you will need another set of astral altogether. This is entirely different from those that you need for the world boss. Now besides the basic astrals that I mention previously, you may also choose from the following astrals which could be helpful for you when doing catacombs.



  • + Disable crit, increase regular damage: useful only to mages to increase your damage.
  • + Reduce all damage by X%: useful for higher levels where the damage is big. since this is a percentage base, its a good protection against the eyeball lightning strike or those 1 hit attacks with big damage.
  • + Reduce all damage values by X: useful protection against multiple hits with small damage.
  • + Floating damage: as discussed above, it's a gamble.
  • + 10% chance to gain Xhp when attacking: Very useful in catacombs. Makes a lot of difference during long battle especially battles against a boss.
  • + Regain hp equivalent to x% dealt, 10% trigger: Useful if your damage is high. also very useful for characters like archers or knights who can't heal themselves.
  • + 10% chance to reflect x% damage receive: may be useful for high level. I personally don't use it very often.


Arena Duels
To be able to do arena duels properly, you need a different set of astrals for each class. For example, you don't equip +Mdef against an archer in a arena duel, even though you normally equip both +Mdef and +Pdef astrals. With the correct astral equips, and a little bit of luck, you may even win against players that are massively stronger than you. So besides the basic astrals as mention above, here are a few more astral that I recommend to use during arena duel:



  • + Chance of receiving crit reduce by x%: only equip this when fighting an archer, or else this is useless.
  • + x% chance of dodging damage: useful if it's an orange lvl 5 with 10% chance. Dodging damage means you effectively gain 1 turn.
  • + Reflect damage: Use this if you have a lot of Hp but low attack against high attack players with low hp.
  • + Reduce damage by x%: Use this along with your +Mdef/+Pdef against high attack players.


Astrals, which in my opinion, are not so useful in arena duel



  • + 10% chance to gain Xhp when attacking: Not so useful in a duel because, firstly, it's a short battle. the chance of triggering is low. even if it does trigger, the amount of HP gain could never justify it's usefulness.
  • + Regain hp equivalent to x% dealt, 10% trigger: Even less useful. the reasoning is same as above except this heal even less. I'm not sure if its going to be useful in higher level fights though.


Step 4. TO KEEP OR NOT TO KEEP?

There are always time when you have to make a very very difficult decision, which astrals you should keep and which astrals you should fuse. You are only given 8 slots for free to store your astrals and you need at least 2 free slots to be able to fuse comfortably using 1-click synthesis. That leaves you to 6 slots available to store "astrals that you may want to use in the future" + "astrals that you may need to swap for world boss" + "astrals which you want to keep in general" (unless you use balens to unlock more slots). It is of grave importance that you know which astrals are important to keep and which astrals are second in priority so that you do not make a wrong decision and regret it later. Whatever I provided below are just my opinion and you are free to do whatever you want with your astrals. Here iIwill only discuss about Purple and orange astrals.



  • Will Destroyer - Useless unless its orange color. Damage increase too low for it to justify it's usefulness.
  • Enhanced Blessed Health - Useless unless its orange color. HP gain too low.
  • Regeneration- Useless unless its an orange color. Hp gain too low.
  • Guardian Angel - Useless unless its an orange color. Not a very useful astral in general but you can keep the orange to fight against an archer.
  • Refined Charm - Useless unless its an orange color. Not a very useful astral in general but you can keep the orange.
  • Refined Enshieldment- Useful for knight only.
  • Illusion - Useless unless its an orange color. Chances too low.
  • Goddess Blessing - Useless unless its an orange color. Damage reduction too low.
  • Aegis - Useless unless its an orange color. Damage reduction too low.
  • Ruthlessness - Useless unless its an orange color.
  • Deflection - Useless unless its an orange color. Damage reflected too low.




  • Enhanced Wheel Destroyer - Only for a mage.
  • Pristine Mysticality - Only for a mage.
  • Enhanced Determination - Only for an archer or knight
  • Pristine Force - Only for an archer or knight.
  • Pristine Sniper's Edge - Only for an archer or knight.


Well that is all I wanted to share in my guide. Just a disclaimer, everything I wrote is just based on my own opinion and some of the research I have done. Some of you might not agree to what i have written. I welcome all discussion so that we can all learn together. Thank you very much for reading my guide.

Origonal guide by Yvonnekl2 , modified for aeria by marksteele
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scyllafren

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PostedOct 31, 2012 4:38 am
It's just my quick calculation, but as far as I noticed, if you do level up an astral and you find a better one, you can fuse it to get (almost) all the xp the original had, so you won't lose the amount you put into the original one. I can't exactly say you get the full xp, but a lv3 astral I fused with an another astral, but lv1 went instantly to lv3.

blackdeath101

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PostedOct 31, 2012 6:53 am
scyllafren wrote:
It's just my quick calculation, but as far as I noticed, if you do level up an astral and you find a better one, you can fuse it to get (almost) all the xp the original had, so you won't lose the amount you put into the original one. I can't exactly say you get the full xp, but a lv3 astral I fused with an another astral, but lv1 went instantly to lv3.  


It is the full amount, no exp is lost in conversion. 4 level 1 blue's fuse together to make 1 level 2 blue with a total of 90 exp. When that gets fused, 90 exp + 30 exp from the base blue gets converted into whatever new astral.

snowfox4life

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PostedNov 23, 2012 10:36 am
okay after working on this for a while I have come to a conclusion. selling the greens is a bad idea because even with selling greens you can spend 50k and only get 1 or 2 blues and the rest green and grey. you will level up your astrals a lot faster if you utilize them.

Bagenholt

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PostedNov 23, 2012 2:02 pm
snowfox4life wrote:
okay after working on this for a while I have come to a conclusion. selling the greens is a bad idea because even with selling greens you can spend 50k and only get 1 or 2 blues and the rest green and grey. you will level up your astrals a lot faster if you utilize them.  


Without knowing the drop chance of blue astrals it's impossible to make an informed decision (even though to justify the 'sell green fuse blue' strategy the drop rate would have to be one in 3 which it doesn't really seem to be by my experience).You just have to pick one strategy over other. 'Sell green fuse blue' is geared towards getting you the astrals you want because selling gives you a higher drop rate simply by giving you more clicky clicky time popping new astrals. If you just want to level them, then yes, fuse everything you get. I currently have every astral I'll ever want on an archer at purple or orange, but not a +pdef. So I'm stuck with the 'sell green fuse blues' until I can get it. Can't even remember the last time I saw a blue one. After that, it just seems to make sense to fuse everything. Though I may carry on anyway out of habit as it makes me feel as though I'm not spending as much gold on astrals as I really am haha ^ ^b

RollaR_50248

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PostedNov 23, 2012 2:27 pm
Don't forget when you sell the green and re-use the gold to click more astral attempts it is also giving you more star points, which when accumulated you can either use to buy energise or the astral that you actually need

WhiteKitsune55

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PostedNov 23, 2012 2:42 pm
RollaR_50248 wrote:
Don't forget when you sell the green and re-use the gold to click more astral attempts it is also giving you more star points, which when accumulated you can either use to buy energise or the astral that you actually need  


that is true, but if you already have the astrals you want then you might as well just fuse them all.

squallff8ppv

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PostedDec 08, 2012 9:03 am

Reflect Damage (Astral) on WB

"+ 10% chance to reflect damage: Not sure if it work on world boss. still testing. Anyone can help me with this? "

I tried with my 10% reflect 20% damage on WB, it's reflect about 200k damage at his utimate. But it won't count in your damage dealt. So you can't get money n daru from reflect.
So it's useless now, bcz it make WB die more fast but u can't gain money n daru.

fatalmove

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PostedJul 11, 2013 9:19 pm
You said that determination/sniper are for archers/knights only, i'd say otherwise.
I find that a high level crit mage is better than a high level mage with will destroyer.

Only high level crit mages work because they can afford to get their critical high enough using high level astrals/gems, and since mages don't have the passive that archers do... they need really really high critical for this build to work. As a crit mage myself, it's worked out great for me so far, especially in the wb.

So in conclusion, will destroyer as a starting mage, then switch to crit endgame(70+)
That's my advice.

mykolag

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PostedJul 11, 2013 9:44 pm
Enchanced Will Destoyer (orange) level 5 gives +25% to regular damage, but disables crit.
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