AA+ Wyrms - take 2

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AA+ Wyrms - take 2

Post by Scratch102 on Mon Feb 18, 2013 9:40 am

Yes, I followed the thread Larry made, it was really interesting and helped me get a clearer path on my formation.

At the moment I have a maxed covert winged wyrm A+ team on the back burner (skills maxed save for Quetz) so I can do the modular swap out on attack/defense, but my overall form is: Wingarm, Terra, Demo, Lind, Mesh (72k, 52k, 76k post boosts). This keeps me at Guild, Winged, Wyrm 3x combo.

Is it advisable or even a good progression path to bail on the A+ hybrid aspect and go after a mixed guild formation in Wyrms? I'm looking at adding Omni Kanna and Venus, which would put stats at 81k, 62k, 84k, and get me Winged, Wyrm, Rarity, Level. This is a two-fold approach, since it would allow me to also look at adding Moon Sea to replace Venus, which can be had for cheaper than a Covert-only upgrade path (DoD/Vanity). Adding Moon Sea bumps stats to 90k, 66k, 86k.

The issue that keeps bugging me is the lack of skills. The secondary path would end up with DED and 2x Crit+ which seems less effective but still functional. My main crew now I can run AGI, DED, DEA, Crit+ which seems like a more balanced skill-set.

Keep in mind this is my planned move from the sub-80 to post-80 game. Just hit 70 with this last event (woo creation IPD...bleh) and if the next event is any indication I may be hitting 80+ sooner than I want to. I learned on my old account, hitting 80 = bye bye gold and K:D Ratio.

I appreciate any advice/suggestions/discussions. Thanks folks.

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Re: AA+ Wyrms - take 2

Post by ryesteve on Mon Feb 18, 2013 10:41 am

Scratch102 wrote:The issue that keeps bugging me is the lack of skills.
It should. You're quoting stats, which tells me you DO care about optimizing your team (rather than just wanting to build one that looks cool), so with that said, you really need to focus first on skills, and build outward from there. Any formation you build where each skill is one of the primaries, a guild down, or health up, will be better than any other formation where you're wasting slots with unskilled monsters or dupe skills, or useless ones, regardless of the base stats.

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Re: AA+ Wyrms - take 2

Post by Scratch102 on Tue Feb 19, 2013 8:54 am

ryesteve wrote:It should. You're quoting stats, which tells me you DO care about optimizing your team (rather than just wanting to build one that looks cool), so with that said, you really need to focus first on skills, and build outward from there.

Interesting. I do want to make a good team. I mean...that kinda IS the point here, correct? I built up a beginner AA+ team (Dru, Odin, DBE, Terra, AsCast) and used it for a short time, so I am not opposed to making a mixed species Covert team if the skills are balanced and I can win fights.

At the moment I'm basically set. The only sub-80 teams that can attack me and win are AGI(20) with 3 AA+ or if my team has a bunch of misses.

In 10 levels I'll be 80 and that opens up a whole mess of other problems. I know I'll get attacked by fully fleshed out AA+ teams with high stats and good (20) skills, so there is no way around that.

My issue is the progression path, I got very lucky winning a live auction on rank chat for my first Wingarm, saved up enough to get a second below cost, and maxed it out, so I ended up in for less than what people seem to be selling a +m(20) for. Now the next 2 wyrms are ridonkulously expensive. DoD is hardly ever for sale, and Vanity is in a similar boat. I can't rank at this level, so there seems to be little I can do short of spending real $$ to get summons/books/etc...

So is it even worth sticking with the 3x combo Hybrid team I have for the next X# levels and save save save?

Or start looking at AA+ with good skills? Heck I still have DBE+ (DEA), the Bug(Dodge) and this new Chimera with IPD. I would then need to find an AA with IPA and one with Health+, the latter being quite expensive I'm sure.

Essentially I'm trying to find a good growth path to start on. It is also a nice way to not get bored.

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