Showing posts with label Unlock. Show all posts
Showing posts with label Unlock. Show all posts

Monday, February 22, 2016

Game Guide: Seven Knights (SENA) Prioritizing Heroes



Hey Hey, sup peeps!

Here is a little update on my Sena. I did another fusion again and BOOM! WUKONG! Yep, I got my Lords from Fusions and Daily Quest 3-6star hero rewards. Different players get different form of RNG I guess.


Let's test him out in Arena, shall we? Son Wukong carried me to Master Tier again! You have my gratitude, bud. SWAG Victory


I changed my Castle Rush's lineup to test Shane's damage output and it was surprisingly good with Lina, Alice, Victoria, and Rachel on Eileen's Easy Day.


First Guild War Pre-season 2 ended well with a crushing victory for us too! A great start to the season. Yay! Let's body these fools!


Got my waifus new costumes too! Rubies well spent. Somebody give the costume designer a cookie!



SENAs finally get another set of costume and I must say, Rudy's and Spike's pretty well made. My guildie mentioned about how he is not getting Jave's costume because he looks like a freaking gigolo with it. LOL



Alright, now let's get down to business, shall we? Here's a new post on my thoughts regarding prioritizing heroes in terms of transcending, unlocking to Gold and +5.

I notice a lot of players especially the lowbies having a hard time trying to focus on who to transcend, to unlock and stucked in low arena tiers for ages.

From my experience, new players will be further and further behind if you do not get your priorities right especially for those who can't enjoy with losing streaks in arena and guild war. Nobody likes to lose and it is insanely frustrating to keep losing.

First, let's take a look at your lineups. Who are your 5 main Arena Units. Yes, just 5. You have to pick now, decide and narrow down to 5 units. You do not have to own all 5 right now but at least 4 out of 5 to start off. Delonse, Ace, Wukong, Spike, and May? That is setting the bar a little too high isn't it? Let's be realistic, alright?

As I mention before, you have to consider the passives, mixture of magic and physical attackers and type of crowd control skills.

You can check common PVP meta under the Icon too.



Once you have decided, let's say May, Rudy, Nia, Alice and Velika and go for 1-4 Defensive formation. (make sure you have maxed out by now)

We have Earth, Fire, Light, Water and Dark Element units. You do not have to follow exactly, but for quick transcend and safe pick, this is the my suggested lineup in PVP. You can mix and match but the point is, narrow your main 5 units.

Then start to unlock your backline attacker unit with Weapon 2 slot.
Next, you can slowly unlock your squishy units for armor 2 slots. You need their passives for the team. It is okay to sacrifice early damage. After all, your main damage output comes from backline.

Units like Delonse and Ruri have base atk speed of 31 and 30 thus unlock weapon 2 slots immediately and equip double speed weapons for maximum efficacy.

Transcend highly dependent on the availability of heroes and RNG luck. If you manage to get similar unit, focus on transcending the unit first. I find it quite wasteful to spend rubies on package summonings when you have plenty of resources and units are not maxed out yet. Always transcend if you can and do the daily dungeons for more elements.
Quick tip: Re-run easy daily dungeon which costs 50 rubies/run for 2 star element.
It is way more cost effective. 100 rubies = 3star element as compared to 150 rubies on Normal Run.

The earlier you finish transcending instead of hoarding resources, the better you will fare in PVP and Guild War. After all, each max transcend yields 30 topazes in total and you secure a weekly income of rubies & topazes by climbing higher tier in arena. Clearing adventures and celestial towers without headache. This is much more efficient investment in terms of Gold, Rubies, Time, and Efforts from the player. Yes, I am promoting a healthy gaming lifestyle for both mental and physical. Lol

Happy Gaming, my fellow gamers. Until next time, Cheers!



Monday, January 11, 2016

Game Guide: Seven Knights (SENA) Player Mastery

Greetings fellow readers! Today's post features Sena Mastery and my thoughts on whether to invest in unlocking them earlier than the levels.




FAQ:
Should I invest on mastery or rather just buy the 250 rubies package and hope to land myself a Lord/Sena?


Before we move, here is the list of the mastery available. As for Global/Asia Servers, masteries are only available up to lv75.

Most veteran players suggested to max out the masteries as early as possible unless your account blessed with supreme feng shui RNG luck, then by all means, collect all the new units.

I personally find that after rolling thousands of rubies farmed as a Free-2-Play Player, I find that it is not only frustrating to get fodder units but disappointing to realise your hard-earned rubies going down the drain, flushed into the eternal dark hole. Therefore, I tried unlocking mastery and witnessed the difference in damage boost/ damage reduction dealt on my team regardless of arena/raid/Castle rush.

Of course, you dont have to focus entirely on unlocking all the mastery it is equally tempting to buy the 250rubies package whenever you saved up to 250 rubies. Therefore, it is good to reward yourself a package every now and then after unlocking 1-2 mastery.
lv60 mastery: opponents healing skills -20%.

This is in fact significant against tank team comp or high level healers as well as players using Kris Sena in arena.
lv60,65,70,75 masteries played significant difference in arena and castle rush. At higher celestial towers, you will feel the need to sustain longer against the monsters.

One of the tip to unlock mastery from my experience is to farm a minimum target of 30-50 rubies/ day and save up over the weekend. Once masteries are maxed out, you can reward yourself with the summoning packages or use the rubies to run more daily dungeons and collect Elements for ranking up/transcending units.

Bunny Shane (Sein)



Below are the player mastery up to lv110

Courtesy from Joshua Lee.

Player skills with cost to unlock in advance in brackets :

Lv 10 (2 rubies):
1. Attack + Magic +5% (real value seems to be +10%)
2. Defense +5%

Lv 15 (5):
1. critical chance +10%
2. block chance +10%

Lv 20 (10):
1. attack weakness +10%
2. counterattack chance +10%

Lv 25 (20):
Healing skills +10%

Lv 30 (35):
1. double attack rate +10%
2. HP +10%

Lv 35 (65):
1. Attack + Magic +10% (real value +20%)
2. Defense +10%

Lv 40 (110):
skill damage +10%

Lv 45 (160):
1. +damage for difference in level (arena only)
2. +reduction for difference in level (arena only)

Lv 50 (210):
1. opponent's critical chance -20% (good for siege)
2. opponent's block chance -20% (arena)

Lv 55 (270):
1. opponent's attack weakness -20% (arena)
2. opponent's counterattack chance -20% (siege)

Lv 60 (360):
opponents healing skills -20%

Lv 65 (500):
1. critical damage +20% (arena)
2. opponent's HP -15% (siege)

Lv 70 (650):
1. opponent's attack + magic -20% (arena)
2. opponent's defense -20% (siege)

Lv 75 (800):
damage +20%

Lv80 (800rubies)
1. Weakest attack damage bonus 10%
2. Block def bonus 10%,

Lv85 (850rubies)
1. Decrease enemy speed 10%
2. Decrease enemy critical chance 20%,

Lv90 (900rubies)
1. Decrease enemy block rate 20%
2. Decrease enemy counter attack chance 20%,

Lv95 (950rubies)
1.increase money drop 5%,

Lv100 (1,000rubies)
1.increase chest drop5%
2.increase card drop 5%,

Lv105 (1,050rubies)
1.Decrease team skill cooldown 5%,

Lv110 (1,100 rubies)
1.Atk10% or Def10%

As guild battle/war is approaching, below are the guild costumes that can be obtained.


Rudy,Eileen, Jave, Kris, Spike and Delonse.