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[Dungeon] Evo Material Farming Guide (aka Weekday Dungeons!)
05-08-2013, 04:06 AM (This post was last modified: 05-24-2013 03:17 PM by Xîrt.)
Post: #1
[Dungeon] Evo Material Farming Guide (aka Weekday Dungeons!)
I. Introduction
This is a guide showing you how to farm the weekly dungeons (Tuesday, Wednesday, Thursday, Friday, Weekend) for the materials that drop at the end. The strategies mostly focus on getting players with lower rank through the dungeons with an easily farmable team. Sometimes, it asks that you have certain team mates, but those are long term farming targets anyways. Not all methods are 100% successful, but the guide should show you how to complete it with a high success rate. Good luck farming.

I would highly suggest reading the following guides on the forums about terms that I might use in the guide, and some basic team formations: Note: Some dungeons are much better when farmed during a 2x drop rate event. Only the Keeper of Rainbow has a chance not to drop during 2x drop rates.

[US] 362,149,220


Teams: Valkyrie, Ama, Light, Blue; actually mostly just Valk.
Working on: maxing Valk team, so I can almost be as good as Kane/prem.
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05-08-2013, 04:06 AM (This post was last modified: 05-08-2013 04:09 AM by Cel.)
Post: #2
RE: Evo Material Farming Guide (aka Weekday Dungeons!)
II. Tuesday Dungeon

A) Keeper of Flame, Keeper of Water, Keeper of Woods - Expert
These 25 stamina dungeons are fairly easy, even though they are expert level dungeons. I won't be going into significant strategies, since with your starter dragon, and any REM pulls you did at the start, you shouldn't have too much trouble. Suggested leaders are given if you are having some trouble. Dark and Light Keepers may randomly show up on a floor (typically, I see them on floor 5, but they do show up on other floors, and can be more than once).

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3023
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300 150073
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300 173431
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300 150073
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300 200075
3023
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300 200075

3k to heal should be fairly easy, even with 500 RCV. There should be plenty of heart orbs, and matching 3 hearts with a 3 combo will net you back 750 HP, and usually combos will be higher. If you are having trouble bringing a healer that auto heals every turn will help you out.

Suggested leaders
Auto-healers


Finding one of these buddies can be useful. The previous evolutions of these monsters won't heal enough. Siren, the Enchanter is useful for all members, and is a suggested monster to farm if you don't have one.

Survival


Odin, and his evolved version, both reduce damage by 80% if your health is full. It will reduce the damage from the Keepers from 3k to 600, which should be trivial to heal. However, if monsters hit you more than once (like the fighters on trash), it's more of a problem. You shouldn't need this lead, but it's there to help.

B) Keeper of Rainbow
A 30 stamina dungeon that can net you the Keeper of Rainbow. The Keeper is a great dark sub, and a decent member of any team for its great health (3k+), ATK (1k+), and it's active ability (50% damage reduction for 3 turns with 20 turn CD). However, the boss hits very hard, so new players always ask what's the best way to tackle it. Here are a suggestions that may help you complete the dungeon.

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22200!
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775 907655
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300 200075
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300 200075

The light or dark keeper (only one, 50/50 for each) will show up on stage 4. The light/dark keepers will be easy to kill compared to the Keeper of Rainbow. They are the same as the ones from the other keeper dungeons. How do you survive the Keeper of Rainbow? You have two options: Orochi/Ogre, or Odin. I would suggest having an Odin friend as leader, but if you can't find one, an Orochi or as a last resort, Ogre leader, are possible. Pick one survival leader (usually a friend), and then pick one of auto-healer or damage leaders below. Make sure they are your friends and not just helpers, since their leader skills won't activate that way.

Suggested leaders
Survival


Odin reduces damage to 4440 every 5 turns as long as your HP is full. This will be very manageable to heal. But you need more than 4440 HP, which shouldn't be too much of a problem, since Odin comes with a lot of HP. Higher HP gives more buffer. You'll have to heal manually, unless you bring an auto-healer friend. 4440 healing shouldn't be an issue unless you have super low RCV. This is a very safe method. Odin is prefered over the other survival monsters because of his active ability Gugnir which deals 20x Odin's attack as Light damage, which is around 20k Light damage (40k against Keeper of Rainbow who is dark).


plus other ogres.

If you don't have an Odin friend, these other leaders are possible: Orochi allows you to survive if a single hit lands when you are above 50% HP (Perseverance), where as Gigas , and the ogres allow you to survive if you are about 70% HP (Resolve). There are a few unlisted ogres. This allows you to take the 22.2k hit and survive with 1 HP. However, you will have to heal up to the 50% or 70% mark. Everyone will have access to an ogre if you need one, just be wary of how much you will need to heal, which may be a lot if your team HP is high. Odin is suggested but these are alternative options.

Auto-healers


As above, they will heal for you. Combined with a survival leader, you won't need to heal at all to finish the dungeon, but the dungeon will take very long. If you take one, the Knights on stages 1-3 may be a bit difficult, since you won't have any extra attack. Bringing any ripper (Lightning Holy Dragon preferred for being Light, but any will do) in its 5* form will be useful. Charge up its skill on the first stages by stalling (match orbs but don't kill the knights), you can use the skill on wave 3 to kill 4 knights. LHD can deal 40k damage with its active skill to Keeper of Rainbow. Odin and any rippers you bring will be able to kill Rainbow Keeper faster, because its ~800 DEF can be hard to pierce through.

Damage
and any starter dragon, among many others.

Any leader that increases damage will work. You lose out on the help of an auto-healer, but you healing isn't super hard unless you bring monsters that have very low RCV. Bring subs who complement your leader (aka Dragons with ADK )
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05-08-2013, 04:07 AM (This post was last modified: 07-04-2013 02:58 AM by Cel.)
Post: #3
RE: Evo Material Farming Guide (aka Weekday Dungeons!)
II. Wednesday Dungeon

A) Room of Masks
The 10 stamina version of the mask dungeon drops evolve masks and demon masks. If you are decently, leveled you should have no trouble going through it. However, the rewards aren't particularly great, since you rarely need a few more than one or two of the evolve masks. Evolve masks also drop in the Tier 2 dungeons (Volcano of Vulcan through Pluto Valley). There are no 2x drop rates, so if you need one color, I'd suggest running it there. Demon masks, drop in the Tier 3 dungeons (Fire Forest Nerva through Twin Temple Diana). They do occasionally have 1.5x drop rates, and players may farm the healer girls there. They're an alternative for Demon masks, or if you want to run the expert dungeon, you'll probably get a lot of random demon masks as junk.

B) Room of Masks - Expert
Most players come here to farm Divine Masks, and the rare Mystic Mask . The masks have high defense, and hit quite hard, so there are special teams that allow you to clear it easily. Of course, if you are highly leveled, you can brute force through the dungeon, but that's until later. As for drop rates, the first wave (Demon masks only) have a nearly 100% drop rate, where the last 4 stages which has Divine Masks, and the Mystic Mask, has a drop rate of about 50%. If you're looking for a mystic mask, on average it would take about ~6 runs (3 runs, if it's a 2x drop event), and it's about the same for a particular Divine mask as well.

Alternative farming locations
If you are interested in farming for a particular Divine Mask, you can either find them If you're looking to rank up or advance normal dungeons, the Tier 4 dungeons may be an option, and there are a few healer girls who are bosses. If you're mostly looking for XP and wouldn't mind extra masks, the technical dungeons are quite good as well. However, based on my experiences with technical dungeons, the drop rate is about 1% (in the sense that I get 99 other drops for one mask drop). Also Mythlits show up in the technicals too, and usually early players need those as well.

As for the Mystic Mask, they show up in two places. In normal dungeons, they show up in Ocean of Heaven (which if you need +eggs, is a great place to farm, especially on weekends), and for technicals in Temple of Trailokya (which also has a decent Pengdra rate, and the color of the Pengdra you want depends on the floor of the dungeon, plus High Jewel dragons]. As before, drop rate is low.

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Note: The Divine masks have turn of 5, not 6 (as according pdx/wiki); they have a turn of 6 when you see them in the normal/tech dungeons though.

The dungeon waves are:
1 - 2x Demon masks (random colors)
2 - 3x Masks (both types)
3 - 4x Masks (both types, probably most dangerous stage)
4 -
5 -
* - Occasionally a single Mystic Mask will show up alone in waves 1-4, and it's a 100% drop rate when you see it.

The team for beginners either uses Shiva, or a zombie team. In my opinion, Zombie is safer, but requires a bit more time/patience, and some thinking ahead of matching, and you can usually have a really high success rate. Shiva teams are faster, but you can get screwed if you get a Mystic Mask in the first wave, and you can't keep up with the healing. Sweeping might also cause you to go to a second wave, if you aren't careful especially if Shiva isn't charged.

Suggested teams
Zombie

(Ogres)
with


Orochi allows you to survive if your HP is >50% when you get hit for one hit. Orochi's active skill can also save you in a pinch. Ogres allow you to survive if your HP is >70%. Everyone should have access to an Ogre, but if you have a fully evolved auto-healer (preferably Siren the Enchanter , or Alraune ), you can use an Orochi friend (lower level is better). It's best to keep the team mono-color so you can do 6 damage at a time, and it would take 3 rounds (18 damage) to kill a Divine mask. Because of the high defense, there's no need to match more than 3 of a color unless you need to AoE (then match 5 in a row). For subs, you want to use low HP mobs so your auto-healer does enough healing. Anything of the correct color would work, Dragon Seeds (green), lits (green/blue), extra Masks, low level goblins/carbuncles.

If you like video's here is a great video showing a zombie team:
http://www.youtube.com/watch?v=fMmIb2s8xkg

The basic strategy works around killing all but one mask, storing orbs, and then using the orbs to clear all but one mask in the next wave. It's pretty easy, but runs can take awhile (~15 min).

Store orbs (o = your color, green or blue, x = other orb)

Code:
xxxxxx
xxxxxx
xxooxx
ooxxoo
ooxxoo

If you want, you can store more, higher up to be more safe in case the worst things happen, but it's not necessary for most runs:

Code:
ooxxoo
ooxxoo
xxooxx
ooxxoo
ooxxoo

You'll want to match orbs to trigger auto-healing, but you don't HAVE to do it every turn. However, make sure to do it at least once before you get hit; a good habit is to match something every turn if you can. While storing orbs, it's best to make only horizontal matches, since vertical matches can cause cascades that destroy your orbs. Horizontal matches, will only move left or right if unlucky.

Ex:
Code:
12ooo34
xx5xxxx
xx6xxxx
xxxxxxx
xxxxxxx
If you match "ooo", then new orbs will drop down. If the new orbs are the same color as 2 or 3, that will clear as well. This is okay. However, if 5 and 6 are the same color, and the left-most position drops with the same color, then you will have problems. Just make sure 5 and 6 are different color orbs and things won't collapse.

If you need to AoE from stored orbs, here's how to AoE from the stored orbs:
Link to orb simulator

Specific suggestions per wave:
1 - If the masks are on the same timer, you have at least 7 turns to kill one mask. Should be easy. Then store orbs, unless you get super unlucky with orb drops.
2 - 3 masks. If nothing is on the same timer, just slowly kill one at a time. A divine mask at 4 and a demon mask at 9 will attack at the same time when the demon mask attacks though, be careful. If two masks are on the same timer, make sure to kill one of those. If all 3 are on the same timer, you'll want to AoE once, and then kill one mask then a second mask. If all 3 are divine masks with timer 4, you'll have to AoE twice, and attack each mask once, and it'll take exactly 4 turns.
3 - 4 masks. Same as above. Worst case is 4 divine masks with 4 turns each (But it's super rare, probably 1 in 1000+ runs). Because you can't get the masks down to one in time, you'll have to AoE 3 times to sweep or use Orochi if you have him. Good luck on future stages though since you can't store orbs if you don't use Orochi.
4 - 3 divine masks. Read round 2, worst case is still passable if you wanted to store more than 10 orbs.
5 - 3 masks. If you have orbs, just AoE everything. Remember you need to heal every turn. If you can't AoE, focus down the mystic mask first, since once a divine mask attacks with the mystic mask, that needs to die.
* - single mystic mask. Simple stage, you won't die as long as you match once per turn. You can store some orbs before killing it. Having it appear on stage 1 is easy too.

There's nothing to worry about using a zombie team, with stage 3 being the worst. Good luck on farming.

Shiva


Shiva's active ability reduces all enemies' defense to 0 for one turn. So it's trivial to kill the masks. However, this only lasts one round. On the other hand, if you kill all the enemies in one turn, this ability is still active, allowing you to easily kill masks if Shiva's skill is charged up.

A Shiva team typically consists of a Gigas lead , unless you don't have one, then any of the red ogres will suffice. For subs, Samurai goblins are the best (or if you have more Titans/Gigases). Use 1 (if you have a Gigas) or 2 or more otherwise. You need lots of red orbs. Fill the rest with red subs, higher RCV is good (Echidna is really good, just in case). You want some RCV to heal back up when you get hit. The Gigas/Ogre leads prevent you from getting one shot by Divine Masks if they aren't on the same timer.

If you have a strong red team, feel free to bring that, especially if you can hit >9999 HP (then you can survive the Divine mask hits, remember Shiva's leader ability increases HP). You can even bring an auto-healer to help with healing. If the Shiva is your own, you can have him be a sub, and run with an auto-healer and an Ogre/Gigas.

The strategy is to stall on the first wave (match non-red orbs, and hearts when you need to heal). And store red orbs. If you charge up Shiva without killing the masks, then we're ready to go. If you happen to kill off the masks, then you might have Divine masks, and you'll have to make sure masks aren't on the same timer (see Zombie team above). You might need to kill off some masks, so you don't die. You have red orbs right?

Activate Shiva and get ready to sweep. Just match 3 red orbs. Your red team will kill everything, since masks have 15-18 HP (don't bring super low ATK monsters), and they'll all die in one hit. Since you have all red monsters, they'll all attack, no need to AoE. Repeat! If you run out of red orbs, activate your Gigas (if you have one), or those Samurai Goblins I told you to bring (they turn hearts -> red orbs). If you run out again, you have your second Samurai Goblin.

Everything should be smooth, except one case: Mystic Mask shows up on the first stage. He does 4k a hit, every turn, so you'll want to try to heal up. You can kill him if the damage is too much, but you'll have to charge up, and there might be Divine masks. This is very rare, so it probably won't happen, but the Shiva team has trouble with this particular scenario. On the other hand, you're guaranteed the drop if you kill it and finish the dungeon! Runs are quick, ~5 min.

Oh, here's a few videos using Shiva:
http://www.youtube.com/watch?v=GQTwja0ETqs
http://www.youtube.com/watch?v=Z2_T_47-dh8
http://www.youtube.com/watch?v=8IcHuT53c60

Odin (New!)


With the change to Odin's skill, Gungnir, he's a possible lead too, if you have him , or want to use a friend's. Gungnir can kill a Dark (Onyx) Divine mask if he's on a bad timer. A really well-leveled Odin with 1201 ATK (needs +eggs), can one shot all other masks except Mystic Mask. You lose out on a delay compared to Orochi, and for this team you'd want higher HP members. Pair him up with a auto healer friend, and subs of the same color (green's the best since Odin's green). This time you want as much HP as you can get, ATK and RCV aren't so important. Follow the same strategy as the zombie one, about targeting synced masks first, and Gungnir can help.

Poison


With the arrival of Poring tower, Ghostring can be easily farmed. 4x Poison mobs makes the dungeon a breeze. Odin/Orochi/Ogre leader + auto healer, and 4 poison subs. (Odin/Orochi/Ogre in case you kill the first wave, auto-healer helps against mystic mask). Charge up poison on the first wave, and use poison to finish waves 2-5 (kill wave 1 normally without poison). It's just as easy as the Shiva method, except you just provide your own poison, and it takes 7 turns less to charge (except Neptune). If you get 4 poisoners, (4 Ghostring is the easiest, but can be replaced with Lilith/Neptune).
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05-08-2013, 04:08 AM (This post was last modified: 06-29-2013 08:23 AM by Cel.)
Post: #4
RE: Evo Material Farming Guide (aka Weekday Dungeons!)
IV. Thursday Dungeon
This is a trivial dungeon. As rod- mentioned in the FAQ thread, if you're having trouble, you need to work on your matching skills.

Mostly, you'll be farming this for the yummy Dragon Plants needed for Pengdra farming. Also, your main source of Dragon Fruit , since they show up much later in the Normal dungeons. Since Pengdra Village has been released, you may need to farm this place for Dragon Seeds to evolve the Dark Pengdras (Light Pengdras require plants still). Dragon Flowers are used for a few evolutions are usually sold, and the Carbuncles that drop are pretty worthless (unless they come with a +1).

Alternate farming locations
Dragon Fruits show up in Tower to the Sky, which is pretty far in the Normal dungeon progression.
Dragon Flowers show up in T3 dungeons (Forest Fire Nerva, etc) and Tower of Giants.
Dragon Plants if you need them can be farmed in the Tower of Trials or Tower of Giants, but the drop rate is low, but sometimes you can go there, if you really need one, but usually it's a waste of stamina. It's okay on weekends, especially if you're ranking up/farming for a Gigas.
Dragon Seeds show up in all dungeons up to the Tower of Trials, but you should rarely need them.

Drop rates
Since I've ran this a lot, here's what I found about drop rates when there's no event going on:
Waves 1 - 3 have about a 90-95% drop rate: ~40% seeds, ~40% plants, ~15% carbuncles, ~8% plants (yes it doesn't add up to 100%).
Wave 4 is always a Flower with a 50% drop rate.
Wave 5 is always one fruit and 2 plants with a 50% drop rate.
Sometimes a lone Fruit appears in waves 1-4, and it's a 100% drop rate, replacing what was on the stage.

On average, expect about 1.5 plants per run if it's not during an event, and almost 2 plants per run if there's an event. We all get dry spells, and sometimes we get 4 plants a run.

Suggested Teams
Any team should be able to clear it.

However, for a fast, lazy clear, a lot of players prefer 2 particular leaders: Echidna the Red Empress and Hino Kagutsuchi . Both their leader abilities deal 2x (Echidna) or 5x (Kagutsuchi) of the leader's ATK as long as a match occurs; the unevolved versions just do less damage. Match one thing a turn, allows for fast clears. If you see those leaders, you can clear the dungeon without getting hit (except some lower leveled ones). It's mostly for more advanced players, since it's a lazy way to finish a dungeon.
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05-08-2013, 04:08 AM (This post was last modified: 08-25-2013 02:18 PM by puzzle_pal.)
Post: #5
RE: Evo Material Farming Guide (aka Weekday Dungeons!)
IV. Friday Dungeon Dungeon

A) Shrine of Sprites
Like the masks dungeon, the sprite are very similar. These sprites are easy, and you should have no trouble killing anything here, and they all hit for very little. If you need lits (usual candidates are Amelits, and Mythlits) this is the dungeon to run.

Alternative Farming locations
Most lits drop in the Tier 1 dungeons (Dungeon of Fire through the Dungeon of Dark). If you want an RGB one, I'd suggest farming the Tier 1 dungeons (last stage), but the Light/Dark ones drop a lot more this dungeon.

Mythlits also drop rarely in the Tier 1 Technical dungeons if you've opened them up, and a great place for pengdras, and rarely (probably ~1% of all drops) you might get them there. They also show up in Tower of Flare, Polar Night Tower, and the Tower of Nature in then normal dungeons.

All these lits all show up in the Expert version too, except for Mythlit.

B) Shrine of Sprites - Expert
Most players come here to farm dub-lits, and the rare Dub-mythlit . The dub-lits have high defense, and hit quite hard, so there are special teams that allow you to clear it easily. If you read the Wednesday Dungeon guide, it all applies here. However, I recommend the Shiva team over the Zombie team, but both should work. The team compositions are mostly the same, but strategies are a bit different, because of the different stats.

Alternative farming locations
If you are interested in farming for a particular Dub-lit, you can either find them As with the masks, normal dungeons are great for XP for ranking up, and for +eggs. Tech dungeons are better if you're interested in Pengdras and evolved pengdras to level your creatures.

As for the Dub-mythlit, they show up in two places. In normal dungeons, they show up in Starlight Sanctuary (which is great for +eggs, too, but you usually will need an advanced team for this), and from technicals in Hill of Iris's Rainbow (which mostly drop red/blue pengdras, and rarely the evolved green pengdra). As before, drop rate is low.

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80 - 110
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6 low
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The dungeon waves are:
1 - 6x normal lits (random colors)
2 - 2x lits (both types)
3 - 3x lits (both types)
4 -
5 -
* - Occasionally a single Dub-mythlit will show up alone in waves 1-4, and it's a 100% drop rate when you see it.

The suggested teams are the Zombie team and Shiva team, but I prefer Shiva for the Friday dungeon. I'm mostly considering safest, and highest chance to finish the dungeon so you don't waste stamina failing.

Suggested teams
Zombie

Basically the same team as for the Wednesday dungeon (look up there for setting up the team). For this team, I prefer 5 of one color and 1 of another color, usually opting for a healer of another color. Some issues can arise on 3 lit waves because of the HP values. Dub-lits have only 10 HP, so 2 rounds of an attack can kill a dub-lit. If you can use an Orochi instead of an ogre, this method is much safer, mostly because dub-lits have lower turn counts, so you might have to sweep a wave to not die.

Specific suggestions per wave:
1 - You won't die. If you use super weak subs, sometimes the lits take a lot of hits before they die.
2 - 2 mixed lits. If they're on the same timer, kill one first. You have at least 2 turns, so it should be no problem.
3 - 3 mixed lits. If you have 2 dub-lits on the same timer, kill one first, as above, you have 2 turns. If you get 3 dub-lits, see wave 4.
4 - 3 dub-lits. If two are on the same timer, it's easy. Here, the worst case scenario is all three dub-lits with a 2 timer, and you can't kill 2 off before they kill you. It takes at least 3 turns. Either AoE all and hope for the best, or use Orochi if you have it. If they're all on a 3 or 4 timer, you can AoE once, and then single target 2 down (3 turns total). Remember I told you to use 5 colors-instead of 6? If you AoE, and attack twice with 6 of one color, ALL the lits will die, because of how much HP they have. It's impossible to leave one alive in 3 turns. If you had a 4 timer, you could single target 2 down in time for either team.
5 - 2 dub-lits + Dub-mythlit. Just AoE everything, like in the mask dungeon. No need for any more saving.
* - Single Dub-mythlit. He attacks every 5 turns, it will be easy.

Zombie teams can get screwed by RNG on waves 3-4, which is why it's a lot less safe because of the lower timer.

Shiva
Just use the strategy for Wednesday dungeon. Shiva works perfectly. Keep an Ogre/Gigas for resolve. The biggest problem for Shiva was a Mystic Mask on the first wave, but here there's only a Dub-mythlit that attacks once every 5 turns. No problem healing back every 5 turns, so Shiva is perfectly safe, unless you kill stuff too fast, and get to wave 2 with 3 dub-lits on the same timer.

Shiva teams are much safer because there's no early Mystic Mask that can screw over runs. Runs are quite fast as well.

Odin
Like the mask dungeon, odin/healer works too. See mask dungeon for the team. Only thing that's different is that the dub-lits have 100k defense, so Odin's Gugnir can only kill a Dark dub-lit and Dub-mythlits only, and he needs 1001+ ATK, which most higher level Odins have. Again, higher HP is better. And 5 color team is good, see the zombie section.

Poison
Like Wednesday dungeon, poison works here too. Everything is the same, still gotta wait 15 turns if you bring 4 poisoners. Pretty easy and safe clear.

Other notes
Drop rate for the Dub-mythlit wave is about 50% without event drops, so expect 6 runs to get a Dub-mythlit. Expect 3 when we have 2x rates.

More Resources:
http://puzzleanddragonsforum.com/showthr...?tid=15653
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05-08-2013, 04:09 AM (This post was last modified: 06-29-2013 08:20 AM by Cel.)
Post: #6
RE: Evo Material Farming Guide (aka Weekday Dungeons!)
VI. Weekend Dungeon

Weekend dungeons are tri-color dungeons, so there are only red, blue, and green orbs available. Only money drops, so it's just for coins when you are short. If you are careful about leveling and evolving you shouldn't have too much money issues, but if you are this is where it's good to go. Try to do it only during 1.5x or 2x coins, but sometimes you just need money.

Novice, Int, Expert

Novice, and Int can be cleared pretty easily. And if you can get past Castle of Satan, you can probably do expert too. Expert's final boss can hit 14k total if synced, but if you're running a mono-colored team, with orb changers and burst, you should be able to kill the boss that you are strong against in one turn, then at worst, you still need 11k HP. Mono-color teams with 2x HP should have no problem reaching that. If you went with a damage team (Isis, ADK, Valk, Zeus), then things will die very fast with 6.25x or 9x damage, and the extra drops since it's a mono-color dungeon.

Master
Now that mono-color teams are popular, mono-red/green/blue teams especially 2/4/2 (HP/ATK/RCV) teams are common, they can handle the dungeon quite easily. For master, the carbuncle waves are the hardest, and worst case is two greens, and you need 20,250 HP to survive. Make sure to have that much, or you might need to kill one carbuncle first. Usually you need an advanced team. Damage teams (Isis, ADK, Valk, Zeus -- don't run Horus or Ra, since you can't activate them without orb changers) should have no trouble one shotting the boss, especially with an orb changer to get rid of hearts. There aren't really special teams for the weekend dungeon sadly, it's just about raw force for the boss waves.
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05-09-2013, 11:38 AM
Post: #7
RE: Evo Material Farming Guide (aka Weekday Dungeons!)
Not to rain on your parade, because I do think weekday dungeons are good places to get evo materials when there's an event going on and especially when you can't field a team to take down the correct normal/tech dungeons for mats, but I really hope you also include the normal dungeons you can farm evo mats because they're probably preferred for a lot of people once you have the team for it.

But otherwise, Thanks so much for making this thread Cel! I know its gonna be an awesome guide that everyone will be able to reference to figure out how to get that evo material that seemed so difficult to get, its gonna help out a ton of players! Glad you're taking the time to provide everyone with a great resource!

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05-10-2013, 04:07 PM
Post: #8
RE: Evo Material Farming Guide (aka Weekday Dungeons!)
I'll mention the normal dungeons for sure, but I won't write a guide on how to complete them. Teams that are better prepared can probably take on normal dungeons for other evo materials.

And crashed laptop made me lose all my Wednesday dungeon guide, GG.

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05-11-2013, 05:12 AM
Post: #9
RE: Evo Material Farming Guide (aka Weekday Dungeons!)
(05-08-2013 04:08 AM)Cel Wrote:  IV. Thursday Dungeon
This is a trivial dungeon. As rod- mentioned in the FAQ thread, if you're having trouble, you need to work on your matching skills.

Mostly, you'll be farming this for the yummy Dragon Plants needed for Pengdra farming. Also, your main source of Dragon Fruit , since they show up much later in the Normal dungeons.

with the introduction of the new Dark Pengras you may want to include Dragon Seeds in here aswel :-).

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05-12-2013, 01:02 PM
Post: #10
RE: Evo Material Farming Guide (aka Weekday Dungeons!)
could also add a note on Hino/Echidna for Thursday


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