Power-Farming Prince with Divine Dragon, Nobunaga, and Merman

Maze: Saint’s Tower

Purpose: Abuse Nobunaga without having to take a 120+floor dive that involves a crapload of delicate mathematics. Just kidding: I needed some Priest frags for pearl-smelting and some Prince frags because some dick at QCPlay decided he should be the “extra Gumball” for one of the new statues, so I decided to try my hand at ‘power-farming’ — as in, it’s not anything fast like 3-eye King, but it’s damn near unstoppable, which is the next best thing.

Mainball: Divine Dragon — Entirely for the Dragon title, though the extra balls will probably come in handy (I used mine for 40 DD frags on this run), and the Divine Favor stockpiles make sure you’re never really threatened.

Soul Link 1: Nobunaga — When you take +30% HP from Knight and +20% HP from Primary Dragon Bloodline, that’s 50% more freaking HP. Which means the +500 HP you get from Galadriel’s Protection becomes 750 HP, which Nobunaga single-handedly turns into +50 Attack. With just a handful of low-level titles, you can walk into F40 with a 200+ Attack like it wasn’t even a thang and back that up with 1500+ HP and 20% damage reduction from Wyvern Bloodline. That sh!t really makes you feel like a mothaf***ing DRAGON.

Soul Link 2: Merman — When you have 1500+ HP and Legendary Mage adding 3 rounds to your Water Mist, that shit heals 450+ HP no matter how low your Power is. While also crippling and damaging your enemies. For a level 1 spell. Now, your Power won’t be that low, because you have Divine Dragon main, but it means you can literally focus completely on your fighting skills because your Magic is going to be distinctly your backup skill even though you (supposedly) have Magic stats and type. Gotta love that.

Magic Title: Legendary Mage (Air) — Maximizing Merman’s unique spell Water Mist 100% requires Legendary Mage. At 3 turns, Water Mist is barely even a spell. At six turns, meaning double damage and double healing, it turns into a decent option — far, far stronger than if you chose to boost it by taking Water Master instead. Also, the 40% reduction to enemy Attack and Accuracy is static, so again, no huge need to focus on Power. Which means we can go the Air route and get bigger long-lasting Electrostatic Fields and Disrupting Rays without losing much compared to taking the Earth route.

Melee Title: Light Paladin — it’s all about those big huge HP boosts, and this one is no exception. Don’t take the Light Paladin level to regain health — the part you’re after is the HP boost. Wait until you’ve cast your +500 HP spells, taken every other source of HP you can squeeze out of all of your levels, and keep any big +HP gear even if you’re not going to use it regularly just so that you can put it on before you take Light Paladin’s main title. This isn’t going to give you the same kind of ridiculous Attack boost that Sword Sage would — not by a longshot — but you’re not aiming deep, you’re aiming for a super-easy, consistent cruise to F60-80 for Prince farming purposes. This will give you the HP to do it without a sweat, and a solid Attack boost besides. If you have the spare EP, go ahead and level up the effectiveness of your giant stockpile of Divine Favors. Because why even get near the risk of death?

Venture Title: Whatevs — Again, you’re not aiming to go deep, and beyond taking Treasure Seeker for simple tactical purposes, you shouldn’t even have time to EP out your Venture titles. If you do, I’d probably go for Holy Blacksmith with the intent of crafting Pharoah’s Helmet and Istantine. And maybe a Great Druid’s Cloak, too. Triple damage Water Mist for double the duration would be a doozy. 😀

Dragon Title: Yep — You’re going to want to at the minimum take all three stars of Wyvern Bloodline and all three stars of Young Dragon bloodline. That 20% damage reduction and 20% HP boost are forces to reckon with. I stopped there, because the +HP from killing monsters was completely unnecessary.

Artifact: Duke of Destruction’s Belt — the Artifact Stars for Legendary Mage and Light Paladin are kind of meh for this build, and besides your Neck and Armor slots will already be full with Merman’s Conch Shell and Saint’s Tower’s Crystal Dress. This gives you +HP and +Attack, which is really what you care about. Alternately, you could totally take Adventurer’s Harp. That would work just fine.

Potion: Lich’s Enhancement Liquid — Because screw the boss and his Magic Resistance. If you don’t have LEL yet, I’d choose either Vampire Hunter’s Potion or Whale Oil.

The Run Down: I took nothing until I had a stockpile of 2k EP for to buy the Pumpkin Carriage. Then I never spent below that while I went about getting one star of Novice Warrior, all three stars of Knight, one star of Wyvern Bloodline, and all three stars of Young Dragon bloodline in that order before anything else. I wanted that 50% HP boost ASAP.

Then I took all three stars of Magic Apprentice, the other two stars of Novice Warrior, the other two stars of Wyvern Bloodline, and then settled in to work my way up to Legendary Mage (Air), filling in every star along the way. Once I had three stars in +1 Round to Aid Spells, I took all three stars in Treasure Seeker so I could tap less on the way down. Then I took one star of Silver Knight, then all three stars of Heavy Armor Knight, then backfilled Silver Knight. I ended up taking Light Paladin on F69, having used a Limited Broom and nothing else in terms of backtravel.

The floor strategy was pretty straightforward: reveal a thing, punch it to death before revealing anything else, repeat. When you get down by ~30% of your total HP, reveal as many enemies as you can, pop a Water Mist, and punch the highest HP or lowest Attack critter (or just collect items) while the Water Mist cripples and whittles away the enemies. (Note that I never got down far enough to pop a single Water Mist until F58, because I kept gaining more MaxHP than I was taking damage!) That 40% counterattack reduction (Crystal Dress+Crystal Shoes+Novice Warrior) stacked on top of the 20% damage reduction from Wyvern Bloodline is basically half your game — all you have to do is keep your Attack up high enough to take everything out in 1 or 2 hits, and this build can do that no problem.

The boss strategy is almost boringly effective: Pop an everlasting Electrostatic Field, swing with Sauron’s Roar, then Icicle, then more Sauron’s Roars. If the boss’s injurious Aura threatens to kill you, swap him over to the Light Side and crack open a can or two of Divine Favor and maybe give him a good old facepunch before swapping back and blowing him up the rest of the way.

The thing I like about this build is that if you get to F60 and there’s no prince, you can be completely assured that you can push through to F70 in much less than half an hour, so you can try again — and then again on F80 within the same half-hour. I could definitely have gone farther than that if I had needed to, but the rascally royal showed his face by then, so I quit and came here to tell you all about the excitement. Hope it was worth your time! 🙂

 

 

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2 thoughts on “Power-Farming Prince with Divine Dragon, Nobunaga, and Merman

  1. I just gave this a try, and it worked up to Floor 100. Which is good, because that’s where Prince finally made his appearance.

    Like

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