Ursus civilian: Kinda nuts but quick to stop being a nuisance. Siracusan: Quite useful and no real problem if sacrificed. Victorian: Loves to eat the block count but useful once recognized. Monastery: I hate them. Love to eat dp, run to holes and will start crying after seeing a rat run by in a ruined monastery. Bunch of crybabies...
Apparently Ines will slow down the boss, meaning he summons the civilians to different tiles than normal! I couldn't figure out why the civilians kept stopping right in front of where the rocks spawn, because it was impossible to keep them alive.
Thank you so much for this info. I was going insane wondering why the civilians kept dying - I was using Ines to reveal the invisible dudes. Lesson learnt!
Putting mines like Dorothy's resonator, Frost's trap, or Robin's mines on top of the planks will prevent them from being damaged by the rolling boulders. Pretty sure W's claymore works the same too but I haven't tested W's yet.
-To tell if a plank is nearly broken or not, watch the *small hp gauge on the left* of it. - Gardener debuffs are NOT rng. His debuff will rotate between these 3 in a cycle: Aspd, block cnt or max hp reduction. => Watch out for the signs on ur friendly units head to tell abt gardener current debuff, and if there's no sign at all, 100% sure that he inflict aspd reduction. - To fend of the hostiles, it's heavily recommended to bring a 3-block op, since the -2 block cnt reduction will make hostiles easily breach our defenses. - We not just fend off hostiles, we need to keep track of the civilians location. The hostiles *never attack civilians* , so that means we're defending them from the rolling stones and holes. - Make use of the holes wisely, they're double edged sword. Since the planks can be broken by boulders, it's advised to place the plank the moment civilians started panicking! - Notable moments to defend civilians from the stones are at 7 kills and around 20 kills, when u shield them from southwest and northeast stonegate. - Don't count chickens before they hatch, killing all trash mobs doesn't always mean the fight end, u need to wait for gardener to die. In addition, neglecting the civilians at that moment will pay u a painful price, since they can still be killed by the rolling stone, rolling across the column in front of Saria!
@@Khroniclas AoE slows like Mostimas Talent or Suzuran S3 seem to slow the boss and change his Congregate Point locations, and the boss debuffs DO NOT stack and are used in sequence as opposed to what Kyo claimed, so this is not a guaranteed foolproof video.
@@tempota7792 I get where you are coming from. If a rookie uses his trust farmers to make it easier, or Ines for a vanguard that may be needed if you lack potentials, they may shoot themselves in the foot with a slow. I actually used Mostima in my own first attempts and the stage seemed impossible, until I stopped using her favour of Eyja. Anyhow, having used Kyo's trustfarm I can gaurantee you that it is stable, Only M1 Saria and S7 Blaze btw. (Also not really his fault if you alter the strat so much if you already have the required operators.) Are you sure that it isn't in sequence? Pretty sure it always happened in the same order for me too. But yeah, even if it isn't, this video has been finetuned over a long time and definitely works as long as you don't struggle with DP at that tight plank placement. Matter of having some potentials or bringing 1 vanguard for 5 op clear, I guess Bagpipe or Vigna would work best since they don't mess with timings as much as a Myrtle, but Kyo did not specify for the rookies (I'm sure they're fine).
It astounds me that 4 years in they still haven't added a way to track enemy pathing on-stage. Most of the time its a line that shows up 0.5 seconds before the enemy shows up, or only for the boss on the stage's 'about' section. Can you imagine how easy this gimmick would be if you can just press on the civilians and _see_ where they'd go instead of hoping they'd go to the a certain hole before you've placed a plank on the wrong one? I had to redo the tutorial stage 8 damn times cause I they kept going in the wrong damn directions!
All you need to know is that they move when the boss uses his skill that summons them (read the boss' description). Just assume every time the boss waits that he's going to summon the civvies to him, and plank up the floor appropriately. I do agree, however, that its annoying as hell to actually do...
Bring Myrtle / any vanguard - the planks on the left side around 9/26 are a little tight (was said in the video, but thought it'd be worth commenting) Thanks Kyo! : D
I have NO IDEA how tf Kyo got enough DP. I was literally missing FOUR DP at the point where the civs are about to fall in the pit so I couldn't put the wood down and they both just died. What the actual fuck lmao where the fuck did Kyo just GET four full extra DP from????
@@jessicastjames6202 he might've had higher potential ops and or killed some of the enemies faster, since some of the mobs outright take away or delay DP.
@@jessicastjames6202 3 of his ops have at least pot 1, so that's three. Also all of his ops are max level, and there's mobs that reduce dp generation or take away dp, which he may have killed faster (thereby reducing the lost dp)
I don't have thorns or blaze, and DP was tight. What I did was deploy a Flag Vanguard on the lower right corner (besides the blue box) and spam the skill. Mine was Mylrtle with S1M3. Then you deploy Sara like usual, and after that Kal'tsit. Then deploy Mon3tr and the plank (depending on your DP, you might do plank first). This will ensure the rats won't leak. After all that, you deploy your Centurion (I actually used Spalter E265 S2M3 here and it was fine) then lastly your Lord (mine was Lappland E280 S2M1). Since her dmg wasn't enough, I also deployed FeDex (ExAlter) E260 S3 to help dmg the enemies (I deployed on the right side of Lappland, but might be better below her). Also added Blue Poison E170 above Kal'tsit, facing up. This lvl is also a dps check. If you take too long, the NPCs will die. So it helps adding any dmg dealer to kill the mobs faster.
Can we please agree to call her Spectral? I've spent inexcusable amount of time trying to figure out who this "Spalter" character is. Also who is FeDex?
@@Set_WeaverSpectral is actually the best coincidental Alter name out of all. Thru no fault of our own, her 2 word name just naturally morphed tgt perfectly. How beautiful. Like Toaster for Texas Alt.
I understood the calling civilians to his position. The debuffs were pretty much just a normal boss thing Changing the trap walls seemed like a normal mechanic The random creature spawns can be accounted for easily enough The thing that is killing me with pretty much all of these stages is not understanding what is making the floors fall out. I thought it was letting boulders roll on them, i thought it was certain enemy types doing it, i thought maybe they had an invisible internal timer. But then when there's just two enemies left and the two middle tiles of that block of 6 just fall away for no obvious reason... It's getting frustrating
Look at the red line on the left of each of them. It indicates their hp. From what I've seen, it goes down everytime anything goes overthe tiles. Edit: the rocks seem to be the only thing that reduces the hp. Unless, like you alluded to, there's an enemy that also does that
This event really shows what type of player someone is. There's a Red HP bar on the left of each plank sprite: rocks rolling over damages it, rock splash DMG damages it. I play on a tiny 5" screen on a 7 year old phone and I could see it. Come on now.
Hi, i want something to share with you guys. The thing is, that I wanted to play something like Laterano/Sankta operators and it"s actually ruin xd. There is a Mostima who actually slowing down everyone including Boss, so he started to mark different areas and well. It´s not good under the cannonball. So don´t use her ;D Update: Ines have similar passive and can ruin your run too. So be carefull with her.
I've seen other comments mentioning AoE slowers like Suzuran- Basically anything that slows without directly hitting _will_ slow Clément and f*ck up the stage timing
@@Konpekikaminari fun fact: the boulder with no Fak reason got slowed by mostima talent (I have tried it and I found two boulder hitting together sometime)🤣
@@abrahamwijaya6631that's actually hella cool. Shows that 1) the boulder is a physical entity, and 2) HG put thought into how a fking rock should behave. Bravo.
Pretty smart of them naming this stage HE-8 cause I _hate_ farming it. Seriously, whoever made a boss whose main gimmick is being unkillable and timegated a part of the farming stages needs to rethink their career in game design. At least Kriede's boss stage didn't come with any materials...
Kriede honestly was a Chad both in lore and battle. RIP my brother. But this Gardener loser isn't too bad either. Emperor's Bladder on EX took WAAAAAAAAAAY longer, and was actually lethal. Glad to have a simple puzzle-themed boss once in a while.
I've been dreading this stage for a while XD + no brain cells to use thank you for the guide ! I don't have Saria so I used Hoshi S2 M3 with a healer instead
Used E2 Thorns Lv 63 S3M3 Saria E2 Lvl60 S1M1 Replaced Blaze with Gavialter E2 Lv30 S2M1 Replaced Kaltsit with Lumen E2 Lv60 S3 for healing and on the tile on top of him Ling E2 S3M3 S3M3 to replace Monster (just used 1 dragon, not the fused form, and I didn't activate her skill either so i'm sure it can be much lower investment, like probably I could have just put a guard or smth where Monster/dragon is placed and get away with it I think?) Skalter E2 Lv74 S2M3 in the bottom tile just in case for Ling's dragon and for emergency healing and survival of Saria in the last part Brought Myrtle for DP Thanks for the guide!
potential and/or having some mastery on her s1 on saria does matter that little bit of defense/healing matters. my saria died on the last enemy. her skill 1 is 7 m0 i have x module at 1 so she has 150 more hp so it might be a good idea to get the raising star module that boosts her defense by 35 in case like me you dont have her potential 4+ or raising her mastery i did pass the level by using another op ty for the guide as always kyo
Dunno if its just my game, but the boss's debuffs dont stack. They just rotate in sequence. My 3 block Ops (like Saria or Mon3tr) never once went below 1-block, and even that wasn't permanent. As soon as another debuff was activated, those two went back to being 3-block. I think if the debuffs were actually permanent, I would have actually disliked this map. Edit: I actually went and set up the trust farm, cos I needed to farm 4000 tokens anyway 😑. Blaze was my very first shopOp, but after getting Mountain and then Thorns, I never had a reason to E2 her, so she ended up being too weak for this stage. What I did was move Thorns to Mon3tr's tile, facing left. Then I put Kal'tsit on the bottom brown box, facing up, with Mon3tr in place of Blaze. Saria didnt move. I then subbed in Horn as the 4th Op, 2 tiles right of Thorns, facing up. In reality, her help DPS wasn't even really needed up top; she was only used as animal control for when Thorns became 0-block. This ended up working out well. I might even be able to use 1 of the farmees as dog blockers to shave it down to a 3 Op farm instead.
Alright this one guide worked. Now, time to just let the auto grind the stage and HE-7 and when this event ends, forget about it forever, never reading it. Such a horrible event, my god... Devs were drunk or high, I'm sure.
Replaced Saria with Max Gummy and put ptilopsis to keep her alive around 23/26. She was very close to dying, but I spammed texalter and Yalter as much as possible with no pots to help her at the end.
one of the worst mechanics in the game, too complicated and too annoying. i didn't understand what game is wanting from me until watching this. Kyo is saving us once again
Agreed. We have enough thinking to do with what ops to use, where and when to place them, managing dp. I don't think there are many that want dumb mechanics like this. I understand they want to have a theme, but it isn't fun.
Thank you so much for being my slvation in these desperate times of need. These civilians have got to be the worst mechanic they ever thought of. It was after doing map 6 exactly once that I decided I refuse to engage with this godawdul mechanic in any capacity. It wasn't frustration like back in the day trying to beat the Emperors blade boss stage back in the day like 50 times until conceding. No, this is so much worse to the point of beong incomparable. "Protect the NPC" has always been the shittiest gamemode in any game, but this easily takes the cake of any I'v ever played. Good god hypergryph, please never bring them back.
You could plank at the very last second and the civvies won't fall in the hole. The rocks won't kill the civvies during their traveling phase. It's at the VERY last stopping point when they'll be bombarded by the splash damage, and that's brain dead easy to take care of. The civvies are also explicitly not targeted by any enemies. There's literally no way for them to die on this map, nor on the other maps if you have any DP generators at all. What in hell are you ppl complaining about. This is the most clear cut and simple event in a hot minute.
@@tempota7792 Ah yes, the classic "it was easy for me, therefore it is easy". Guess what, your experience and perspective arenot objective truth, but subjective perception. All I did was share my frustrations with the event. When I did map 8, they died from rocks while traveling not even halfway through the stage. But that's not even the point. The point is that this mechanic requires the player to be clairvoyant, meaning that actions you will only kow to be wrong in retrospective easily lead to inevitable demise minutes later, because the civilians here cannot recover hp and continuously lose a certain amount of HP throughout the stage. A seemingly innocent rock hit in minute one can and does lose HP at the very end. I heavily dislike this kind of gamemechanic design philosophy. You like it? You had no issues? great. Good for you, truly. You're free to enjoy shepherding braindead suicidal AI. I cannot stand it as a gameplay mechanic.
Yeah, the main issue with this mechanic isn’t being hard, it’s: 1) spam DP generation, as if deploying Myrtle is somehow novel. Heck, she’s even in the tutorial. 2) Civilian pathing being very unclear, so you basically have to replay missions just to know where they go. Like here, their first movement isn’t in a straight line to Clement, but a different path over a different hole. Block the shortest path and you lose.
Skill issues I’m not saying that cuz it was easy for me, I still haven’t gotten 3 stars on this stage but to vent and get frustrated this much.. I think you need to have a chill pill mate
This stage drove me mad because of the RNG. Clément movement and calls are also RNG which ruined my strats multiple times. Thought for auto farm, I guess the RNG seed will the same.
The only RNG that is still RNG on autofarms are the 6 boss-summoned enemies on the top or bottom. This vid takes care of all 6 of them. Also, don't use slowers AT ALL. That includes Mostimas, Suzuran, and even Ines. It slows the boss down so he plops his gathering points way earlier in his route. I don't know if you've read that already, just wanted to let you know so you could get a stable auto or farm.
Followed Kyo's guide but because I'm a stupid bitch and my Blaze isn't E2, I used Bagpipe+Myrtle first and had them take the first debuffs then I put Pallas with S3 behind Saria.
I think anyone that does AOE damage and can be healed by Saria. To be honest I am pretty sure that it does not need to be AOE, you will just need to time the skills. As Kyo said, just add more OPs if you need. It does not need to be exactly those that he used.
This stage was so enjoyable. All I did for the other stages was plop Mountain and/or Blaze in front of the red boxes for all the other stages and YatoAlter any summoned enemies. This one actually used my brain and was a very calm mechanic to deal with.
Man, after POO we get this kinda event mechanic? I just don't understand why not make the stage that kinda bruteforeable if you had a good team. Cuz this one is terrible even after i read the whole mechanic i still had a hard time to simplify the trust farm by myself cuz the stupid boulder need someone to block every head coner and it make it hard to do 2-3 ops by forcing you to bring more guy.
Ursus civilian: Kinda nuts but quick to stop being a nuisance.
Siracusan: Quite useful and no real problem if sacrificed.
Victorian: Loves to eat the block count but useful once recognized.
Monastery: I hate them. Love to eat dp, run to holes and will start crying after seeing a rat run by in a ruined monastery. Bunch of crybabies...
Sargonian civilian: Gotchu, fam! *fixes your sandstorm shields like a chad*
Ursus civvies are the worst imo, just standing there for 15 minutes waiting for Talulah firestorm to kill all of them after Nightingale cage breaks.
Archosaur civilians: gotchu fam *proceeds to cut down trees*
Durin civil: if you are not lappy, we just GEDDAN
fcking sankta are always a cry babies Columbia need to invade them and expose the God
Apparently Ines will slow down the boss, meaning he summons the civilians to different tiles than normal! I couldn't figure out why the civilians kept stopping right in front of where the rocks spawn, because it was impossible to keep them alive.
yeah mostima and susurro s3 might screw this clear xD (and every area slow skill / passive)
ty for comment. ines too op for her own good
Thank you so much for this info. I was going insane wondering why the civilians kept dying - I was using Ines to reveal the invisible dudes. Lesson learnt!
Bro I used her here and was wondering what the fuck was happening. Ended up using cantabile instead at the end
Same here, I was wondering why those civilians died from rocks 😂
Putting mines like Dorothy's resonator, Frost's trap, or Robin's mines on top of the planks will prevent them from being damaged by the rolling boulders. Pretty sure W's claymore works the same too but I haven't tested W's yet.
Why didn't I think of this🤣
oh, the boss is CALLING the civilians, I thought they just ran around randomly like the lemmings they are.
i love when he say " firs of all, inmediatly wait" ok, im gonna wait harder
-To tell if a plank is nearly broken or not, watch the *small hp gauge on the left* of it.
- Gardener debuffs are NOT rng. His debuff will rotate between these 3 in a cycle: Aspd, block cnt or max hp reduction.
=> Watch out for the signs on ur friendly units head to tell abt gardener current debuff, and if there's no sign at all, 100% sure that he inflict aspd reduction.
- To fend of the hostiles, it's heavily recommended to bring a 3-block op, since the -2 block cnt reduction will make hostiles easily breach our defenses.
- We not just fend off hostiles, we need to keep track of the civilians location. The hostiles *never attack civilians* , so that means we're defending them from the rolling stones and holes.
- Make use of the holes wisely, they're double edged sword. Since the planks can be broken by boulders, it's advised to place the plank the moment civilians started panicking!
- Notable moments to defend civilians from the stones are at 7 kills and around 20 kills, when u shield them from southwest and northeast stonegate.
- Don't count chickens before they hatch, killing all trash mobs doesn't always mean the fight end, u need to wait for gardener to die. In addition, neglecting the civilians at that moment will pay u a painful price, since they can still be killed by the rolling stone, rolling across the column in front of Saria!
I don't have time for all of this. The map is way too dark to notice the planks.
Giving all this golden advice on a handhold step-by-step gauranteed win trust farm video.
@@Khroniclas Should've posted this in a low rarity strat, also, my advice is for countering opponent mechs
@@Khroniclas AoE slows like Mostimas Talent or Suzuran S3 seem to slow the boss and change his Congregate Point locations, and the boss debuffs DO NOT stack and are used in sequence as opposed to what Kyo claimed, so this is not a guaranteed foolproof video.
@@tempota7792 I get where you are coming from. If a rookie uses his trust farmers to make it easier, or Ines for a vanguard that may be needed if you lack potentials, they may shoot themselves in the foot with a slow. I actually used Mostima in my own first attempts and the stage seemed impossible, until I stopped using her favour of Eyja.
Anyhow, having used Kyo's trustfarm I can gaurantee you that it is stable, Only M1 Saria and S7 Blaze btw. (Also not really his fault if you alter the strat so much if you already have the required operators.)
Are you sure that it isn't in sequence? Pretty sure it always happened in the same order for me too. But yeah, even if it isn't, this video has been finetuned over a long time and definitely works as long as you don't struggle with DP at that tight plank placement. Matter of having some potentials or bringing 1 vanguard for 5 op clear, I guess Bagpipe or Vigna would work best since they don't mess with timings as much as a Myrtle, but Kyo did not specify for the rookies (I'm sure they're fine).
It astounds me that 4 years in they still haven't added a way to track enemy pathing on-stage. Most of the time its a line that shows up 0.5 seconds before the enemy shows up, or only for the boss on the stage's 'about' section. Can you imagine how easy this gimmick would be if you can just press on the civilians and _see_ where they'd go instead of hoping they'd go to the a certain hole before you've placed a plank on the wrong one? I had to redo the tutorial stage 8 damn times cause I they kept going in the wrong damn directions!
All you need to know is that they move when the boss uses his skill that summons them (read the boss' description). Just assume every time the boss waits that he's going to summon the civvies to him, and plank up the floor appropriately.
I do agree, however, that its annoying as hell to actually do...
Tyty. The civies this time around had me scratching my head and with it being this close to christmas there really is no time to spend on this puzzle.
Classic immedietly wait step, love to see it
Thank you. The strat guide helped immensely
tysm for your guide, been great for semi-highend hehe
Bring Myrtle / any vanguard - the planks on the left side around 9/26 are a little tight (was said in the video, but thought it'd be worth commenting)
Thanks Kyo! : D
I have NO IDEA how tf Kyo got enough DP. I was literally missing FOUR DP at the point where the civs are about to fall in the pit so I couldn't put the wood down and they both just died. What the actual fuck lmao where the fuck did Kyo just GET four full extra DP from????
full pot units thats why @@jessicastjames6202
@@jessicastjames6202 he might've had higher potential ops and or killed some of the enemies faster, since some of the mobs outright take away or delay DP.
@@jessicastjames6202 3 of his ops have at least pot 1, so that's three. Also all of his ops are max level, and there's mobs that reduce dp generation or take away dp, which he may have killed faster (thereby reducing the lost dp)
You can cheat DP req by bringing Texas E2. I can replicate this strat perfectly with 0 pots
Thanks to your video,I could clear this stage😭
(I'm still studying English,so my English may be strange.)
I don't have thorns or blaze, and DP was tight. What I did was deploy a Flag Vanguard on the lower right corner (besides the blue box) and spam the skill. Mine was Mylrtle with S1M3. Then you deploy Sara like usual, and after that Kal'tsit. Then deploy Mon3tr and the plank (depending on your DP, you might do plank first). This will ensure the rats won't leak. After all that, you deploy your Centurion (I actually used Spalter E265 S2M3 here and it was fine) then lastly your Lord (mine was Lappland E280 S2M1). Since her dmg wasn't enough, I also deployed FeDex (ExAlter) E260 S3 to help dmg the enemies (I deployed on the right side of Lappland, but might be better below her). Also added Blue Poison E170 above Kal'tsit, facing up.
This lvl is also a dps check. If you take too long, the NPCs will die. So it helps adding any dmg dealer to kill the mobs faster.
Can we please agree to call her Spectral? I've spent inexcusable amount of time trying to figure out who this "Spalter" character is. Also who is FeDex?
@@Set_Weaver You can call her whatever you want Buddy. Still will call her Spalter.
Fedex = Executor Alter. Will edit my comment to clarify.
@@Set_WeaverSpectral is actually the best coincidental Alter name out of all. Thru no fault of our own, her 2 word name just naturally morphed tgt perfectly. How beautiful. Like Toaster for Texas Alt.
I understood the calling civilians to his position.
The debuffs were pretty much just a normal boss thing
Changing the trap walls seemed like a normal mechanic
The random creature spawns can be accounted for easily enough
The thing that is killing me with pretty much all of these stages is not understanding what is making the floors fall out.
I thought it was letting boulders roll on them, i thought it was certain enemy types doing it, i thought maybe they had an invisible internal timer.
But then when there's just two enemies left and the two middle tiles of that block of 6 just fall away for no obvious reason... It's getting frustrating
every x times a rock hits the wood, it falls (IF I UNDERSTOOD CORRECTLY)
Look at the red line on the left of each of them. It indicates their hp.
From what I've seen, it goes down everytime anything goes overthe tiles.
Edit: the rocks seem to be the only thing that reduces the hp. Unless, like you alluded to, there's an enemy that also does that
If the rocks don't fall in the hole and rolls on the tiles it damage's them and if it hit something it's aoe also damage the tiles
This event really shows what type of player someone is.
There's a Red HP bar on the left of each plank sprite: rocks rolling over damages it, rock splash DMG damages it. I play on a tiny 5" screen on a 7 year old phone and I could see it. Come on now.
@@tempota7792 i play on pc and never saw it until i saw some comments on a yt video xD good for you!
Hi, i want something to share with you guys. The thing is, that I wanted to play something like Laterano/Sankta operators and it"s actually ruin xd. There is a Mostima who actually slowing down everyone including Boss, so he started to mark different areas and well. It´s not good under the cannonball. So don´t use her ;D
Update: Ines have similar passive and can ruin your run too. So be carefull with her.
Main point: don't slow them
I've seen other comments mentioning AoE slowers like Suzuran- Basically anything that slows without directly hitting _will_ slow Clément and f*ck up the stage timing
@@Konpekikaminari fun fact: the boulder with no Fak reason got slowed by mostima talent (I have tried it and I found two boulder hitting together sometime)🤣
@@abrahamwijaya6631that's actually hella cool. Shows that 1) the boulder is a physical entity, and 2) HG put thought into how a fking rock should behave. Bravo.
Pretty smart of them naming this stage HE-8 cause I _hate_ farming it.
Seriously, whoever made a boss whose main gimmick is being unkillable and timegated a part of the farming stages needs to rethink their career in game design. At least Kriede's boss stage didn't come with any materials...
But kried also help us killing mobs too..
Truly a good boss design
Kriede honestly was a Chad both in lore and battle. RIP my brother.
But this Gardener loser isn't too bad either. Emperor's Bladder on EX took WAAAAAAAAAAY longer, and was actually lethal. Glad to have a simple puzzle-themed boss once in a while.
using an agent like cantabile on one of the left side enemies before putting saria helps a lot with dp
The bgm goes so hard for such a mundane stage lol
I've been dreading this stage for a while XD + no brain cells to use
thank you for the guide !
I don't have Saria so I used Hoshi S2 M3 with a healer instead
Thank you so much Kyo 😘
Used E2 Thorns Lv 63 S3M3
Saria E2 Lvl60 S1M1
Replaced Blaze with Gavialter E2 Lv30 S2M1
Replaced Kaltsit with Lumen E2 Lv60 S3 for healing and on the tile on top of him Ling E2 S3M3 S3M3 to replace Monster (just used 1 dragon, not the fused form, and I didn't activate her skill either so i'm sure it can be much lower investment, like probably I could have just put a guard or smth where Monster/dragon is placed and get away with it I think?)
Skalter E2 Lv74 S2M3 in the bottom tile just in case for Ling's dragon and for emergency healing and survival of Saria in the last part
Brought Myrtle for DP
Thanks for the guide!
uff, I really hate defending civilians, but the event is easy, it's just this mission that is more complicated,nice guide
Thanks for the strat, Kyo! ❤ I'm too smolbrained too understand the mechanics
potential and/or having some mastery on her s1 on saria does matter that little bit of defense/healing matters. my saria died on the last enemy. her skill 1 is 7 m0 i have x module at 1 so she has 150 more hp so it might be a good idea to get the raising star module that boosts her defense by 35 in case like me you dont have her potential 4+ or raising her mastery i did pass the level by using another op ty for the guide as always kyo
you just need s1m1 for it to work, the -1s for each ability charge helps a lot
thankyou kyo
Dunno if its just my game, but the boss's debuffs dont stack. They just rotate in sequence. My 3 block Ops (like Saria or Mon3tr) never once went below 1-block, and even that wasn't permanent. As soon as another debuff was activated, those two went back to being 3-block.
I think if the debuffs were actually permanent, I would have actually disliked this map.
Edit: I actually went and set up the trust farm, cos I needed to farm 4000 tokens anyway 😑. Blaze was my very first shopOp, but after getting Mountain and then Thorns, I never had a reason to E2 her, so she ended up being too weak for this stage.
What I did was move Thorns to Mon3tr's tile, facing left. Then I put Kal'tsit on the bottom brown box, facing up, with Mon3tr in place of Blaze. Saria didnt move. I then subbed in Horn as the 4th Op, 2 tiles right of Thorns, facing up. In reality, her help DPS wasn't even really needed up top; she was only used as animal control for when Thorns became 0-block. This ended up working out well. I might even be able to use 1 of the farmees as dog blockers to shave it down to a 3 Op farm instead.
Alright this one guide worked. Now, time to just let the auto grind the stage and HE-7 and when this event ends, forget about it forever, never reading it. Such a horrible event, my god... Devs were drunk or high, I'm sure.
yes tower defence....
Thx for the guide. That boss was really underwhelming in the action department.
It’s a real shame I still don’t have Thorns.
much thanks!
Replaced Saria with Max Gummy and put ptilopsis to keep her alive around 23/26. She was very close to dying, but I spammed texalter and Yalter as much as possible with no pots to help her at the end.
the real boss of this event is the civilian, they so anoying
one of the worst mechanics in the game, too complicated and too annoying. i didn't understand what game is wanting from me until watching this. Kyo is saving us once again
Agreed. We have enough thinking to do with what ops to use, where and when to place them, managing dp. I don't think there are many that want dumb mechanics like this. I understand they want to have a theme, but it isn't fun.
nah, I'd disagree, its quite refreshing mechanism, not usuall unga bunga, that can be solved with just brute force
Skill issue
Nah, HG cooked the saving civilian gimmick to a whole new level...
it is not horrible, only brain and skill issue...
Thank you so much for being my slvation in these desperate times of need.
These civilians have got to be the worst mechanic they ever thought of. It was after doing map 6 exactly once that I decided I refuse to engage with this godawdul mechanic in any capacity.
It wasn't frustration like back in the day trying to beat the Emperors blade boss stage back in the day like 50 times until conceding.
No, this is so much worse to the point of beong incomparable. "Protect the NPC" has always been the shittiest gamemode in any game, but this easily takes the cake of any I'v ever played.
Good god hypergryph, please never bring them back.
You could plank at the very last second and the civvies won't fall in the hole. The rocks won't kill the civvies during their traveling phase. It's at the VERY last stopping point when they'll be bombarded by the splash damage, and that's brain dead easy to take care of. The civvies are also explicitly not targeted by any enemies. There's literally no way for them to die on this map, nor on the other maps if you have any DP generators at all.
What in hell are you ppl complaining about. This is the most clear cut and simple event in a hot minute.
@@tempota7792 Ah yes, the classic "it was easy for me, therefore it is easy".
Guess what, your experience and perspective arenot objective truth, but subjective perception.
All I did was share my frustrations with the event.
When I did map 8, they died from rocks while traveling not even halfway through the stage.
But that's not even the point.
The point is that this mechanic requires the player to be clairvoyant, meaning that actions you will only kow to be wrong in retrospective easily lead to inevitable demise minutes later, because the civilians here cannot recover hp and continuously lose a certain amount of HP throughout the stage. A seemingly innocent rock hit in minute one can and does lose HP at the very end. I heavily dislike this kind of gamemechanic design philosophy.
You like it? You had no issues? great. Good for you, truly.
You're free to enjoy shepherding braindead suicidal AI. I cannot stand it as a gameplay mechanic.
Yeah, the main issue with this mechanic isn’t being hard, it’s:
1) spam DP generation, as if deploying Myrtle is somehow novel. Heck, she’s even in the tutorial.
2) Civilian pathing being very unclear, so you basically have to replay missions just to know where they go. Like here, their first movement isn’t in a straight line to Clement, but a different path over a different hole. Block the shortest path and you lose.
Skill issues
I’m not saying that cuz it was easy for me, I still haven’t gotten 3 stars on this stage but to vent and get frustrated this much.. I think you need to have a chill pill mate
@@user-GG98 nah I am good
I just don't really understand where's the guys going and it makes me clueless but yeah.. thx for the guide i think i can see now..
Clement goes in a circle calling the dudes to follow him.
Merci !
I'm more annoyed with the followers rather than the boss himself.
Nice
I found Chongyue (S3M3) to be a cheaper alternative to blaze
Worst event mechanics in a long time.
Thanks for saving the headache.
Yea, first time I didn't even bother to learn the mechanics.
Even now, I cant understand why my citizens always died at HE-8
this event mechanics is the worst. not enjoyable at all. anyway, thanks for the video kyo!
Can we swap Thorn with Lappland? I don't have him yet
hi....its me....again owo my bwain didnt function pretty well lately
This stage drove me mad because of the RNG.
Clément movement and calls are also RNG which ruined my strats multiple times.
Thought for auto farm, I guess the RNG seed will the same.
The only RNG that is still RNG on autofarms are the 6 boss-summoned enemies on the top or bottom. This vid takes care of all 6 of them.
Also, don't use slowers AT ALL. That includes Mostimas, Suzuran, and even Ines. It slows the boss down so he plops his gathering points way earlier in his route. I don't know if you've read that already, just wanted to let you know so you could get a stable auto or farm.
After how long of blaze being out im finally getting her to 90
I usually skip EX level. But this level discrimination towards ADHD.
Or I just need to Git Gud
w8 that boulder can destroy the plank ? and you have limited use of the plank too? wtf with event mechanic lol
You had 7 stages and 3 tutorials to find out about the planks, and there are 10x repair planks on this stage.
Followed Kyo's guide but because I'm a stupid bitch and my Blaze isn't E2, I used Bagpipe+Myrtle first and had them take the first debuffs then I put Pallas with S3 behind Saria.
WHY DO MY CIVILIANS FUCKING DIEEEEEE
Is it a bug? The boss summons the civilian in Blaze's position instead in all my attempts
Are you using Mostima ? She is slowing everything including boss.
@@coolhidanOh. I did brought Ines. Brb gotta retry
@@coolhidan thanks man. It was Ines' fault
@@jhemarnueva5666 Nice ! Happy to help. ^^
@@jhemarnueva5666this is what i don't get. I brought her too. Why is her slowing affect our run?
Which op can i use to replace thorns? Can i use SA skill 2?
you can test it with practice
You could try Gladiia S1 or S2. Not sure if it works though.
@@Khroniclas sadly I don’t have gladia yet cuz I’m just a few months into the game (roughly around 6-8 months) but thanks for the advice
@@azurephantom100 I tried but need more dps to kill the leaked enemies
@@censoredpanda4031 you can get her now since Under Tides record restoration is here
Who can you replace blaze with?
NTR S1 ?
I think anyone that does AOE damage and can be healed by Saria. To be honest I am pretty sure that it does not need to be AOE, you will just need to time the skills. As Kyo said, just add more OPs if you need. It does not need to be exactly those that he used.
any AoE guard that isn't enmity should work, if lacking DPS, can also put some ranged ops nearby
Gavialter?
Unfortunately even specter can't replace blaze. She just dies too quickly without enough def
This stage was so enjoyable. All I did for the other stages was plop Mountain and/or Blaze in front of the red boxes for all the other stages and YatoAlter any summoned enemies. This one actually used my brain and was a very calm mechanic to deal with.
Stupid civilian, we have to play Doc the builder too because of them 😂
Omg god this is hill
Fuuuuuuuuuuuuck this mission.
沒潛能會寄
Man, after POO we get this kinda event mechanic? I just don't understand why not make the stage that kinda bruteforeable if you had a good team. Cuz this one is terrible even after i read the whole mechanic i still had a hard time to simplify the trust farm by myself cuz the stupid boulder need someone to block every head coner and it make it hard to do 2-3 ops by forcing you to bring more guy.
You know that shit's fucked when the easy trust farm uses 4 6⭐ operators