The FFIV event that introduces Ursula (which I believe is the only known FFIV event in the future) has a Rydia-tastic banner 2. Rydia USB (10 water/non summon hits, water aura, party MAG/RES buff), Rydia OSB, Rydia BSB2 (6 AOE water/holy summon hits, imperil water) and Rydia LMR (35% chance for Quickcast 1 after using a summon ability).
Yeah, I've got a pulled scheduled there. The LMR feels a little weak because you can't chain it compared to how LM2s were implemented. I'd rather have seen like 25% chance for Quick 2 or something.
0
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
I really need to just clear Burning Man. I keep trying to do the cloud retaliate sub 30 thing but he kills someone and I eventually tire of constant s/l
The fact that Krile, Prishe, Vanille, and Orlandeau are featured on the datamined image of the crystal tower selection leads me to believe that the selection list isn't changed.
0
SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
It would be nice to have Rydia's OSB. I wonder if there's a non-Lucky Banner opportunity for it again, or if it'll go by the wayside when her Leviathan BSB2 comes out.
It's on the Leviathan BSB2 banner, isn't it? USB, BSB2, OSB, and LMR, I thought.
The game has vomited so many dark damage bsbs and imperils on me since I started playing that I don't think I'll ever purposefully try to pull for it.
biscuitbutt81 on
+6
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
Regarding Crystal Tower, if you can't clear the whole thing (ie- don't have close to 4 full teams), is it still worth it to clear as much of it as possible?
Regarding Crystal Tower, if you can't clear the whole thing (ie- don't have close to 4 full teams), is it still worth it to clear as much of it as possible?
I assume there are floor-by-floor rewards?
Yes. The way it's configured is that there are rewards for clearing X number of stages without leaving in the form of Cid Missions. Leaving lets you reset your teams however you want, but the stages remain cleared.
One sec. I can pull the rewards.
E:
The fest Crystal Tower (regular ones won't start for ~2 months after it) rewards are:
Each individual stage:
50 4* motes
1 MC2
7 Major orbs (two types each, split 3/4)
Clearing the final floor is 3 crystals (one each of three kinds).
I think you might be locked for characters for THIS Crystal Tower, and have to clear the five floors with 25 different people to be able to fight Chaos (and then select your party from those 25), but for future ones, it's just four bosses with CMs for however many you can do without 'resetting' your teams. 30 5* motes for one, 30 5* motes for two, 45 5* motes for three, 45 5* motes for four (so 150 5* motes total if you can clear all four with four different teams). Each stage is just 4 crystals (of 4 types).
Remember also that the fest Crystal Tower has a Normal and Hard version, and even Hard is only 140 difficulty level, so slightly sub-Ultimates. You're also not locked for RWs for fest Crystal Tower, but are locked (Wall) for the future ones.
ArcTangent on
+1
SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
While it probably won’t be a huge surprise to most of you, I wanted to make an official announcement. FFRKCentral will be shutting down on September 30th.
Long story short, I just don’t play the game anymore. I haven’t opened it in over 2 weeks and have absolutely no desire to do so.
Since I expect this question will come at some point, I do not plan on open sourcing the site code. There's just no point to it. The combination of DeNA killing the account transfer feature and all the new game features and mechanics have pretty much made a great part of this site useless. If you need to grab any data from the site, I suggest you do it sooner rather than later.
I'll make another blog post later this week with a little more info on the site backend and history, and to do an official farewell. Until then, feel free to email me at ffrkcentral@gmail.com if you have any question/comment.
Thanks!
That sucks. I thought his site was by far the best place to look up certain kinds of info.
0
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Shock and Awe has gotten Bismarck to reliably sub 30! It does often involve one member dying, but it is the fifth slot that is literally just there to cast RW, magicite, and do a little chip damage along the way. I am still super annoyed that Lightning's OSB does that dumb scaling thing. Under ideal circumstances she just loses 6k off the first hit, and caps everything after meaning there is no benefit. How frustrating.
I hate going 1/11 on lucky draws, but Ceodore's relic is one of the ones I would like to have (not super want, but would like) from the list. Of course they could be jerks and remove it since he isn't strictly a healer, but that sounds like more effort than DeNA would want to put into it.
Mostly I want to have a better option for my fourth healer, as right now that likely falls to Relm with her hi-regen SSB. Clearly Legendary Y'shtola is #1, then the next three slots are between stock HP SSB Yuna, instant pblink Arc and hi-regen Relm. One of those teams would likely have dancing BSB Penelo for backup/support on a mage team.
+1
SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
I hate going 1/11 on lucky draws, but Ceodore's relic is one of the ones I would like to have (not super want, but would like) from the list. Of course they could be jerks and remove it since he isn't strictly a healer, but that sounds like more effort than DeNA would want to put into it.
Mostly I want to have a better option for my fourth healer, as right now that likely falls to Relm with her hi-regen SSB. Clearly Legendary Y'shtola is #1, then the next three slots are between stock HP SSB Yuna, instant pblink Arc and hi-regen Relm. One of those teams would likely have dancing BSB Penelo for backup/support on a mage team.
Yeah, I have my Crystal Tower party splits mostly worked out but I'm down to SSB healers for the last two parties (and dancing Penelo is #3). However, I compensate for that by putting Garnet w/ BSB2+SSB2 and Rapha BSB on those parties to help with spot healing. I wouldn't consider that ideal so getting a couple more healer BSBs to take the load off is what I want.
@azith28 so we've been chatting a ton on the last few pages 'cause the festival banners got datamined. What's your favorite FF and/or who's your favorite character?
Ohh...hard question... humm. The ones that stand out the most in my memories are FF2,ff3 (US versions) and FF9. I'll probably keep Pecil, if i need a mage, vivi , for general wifuness..Rydia, Garnet, Tifa. Clouds okay i guess.
Crystal Tower we don't know yet if that's changing (specifically Echo BSB is questionable).
I'd like that CSB just because of how many people I have who can take advantage of it, but otherwise don't know if I want to pull here. I don't care about the SSBs, the LMRs look...moderately okay but not amazing, and I've already got Gabranth and Jecht's BSBs (the former of which is the "prize" of the two because it does imperil even if it doesn't do much damage).
Fry thanks for the write-ups for banners. How'd you do them so quickly?
He's a spoony bard.
- I spent way more of my day than I probably should have on it
- Most of the items I've already covered before, so I already have an opinion I was rehashing
- I didn't put as much thought into the new item ratings as they might merit. Firion USB might be better than I gave it credit for, for instance
- Mostly I was just reporting what everything did, there isn't much coherent analysis at the end
Reminding myself of the details of that many bursts and burst commands was mentally taxing, my brain was pretty melted afterward. And there's new banners tomorrow for VI, hooray?!
0
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
When does zack get his legend dive? With Shellie on the next seven event? When is the next seven event anyways?
I made the mistake of going through the banners and categorizing everything by what I'd actually use it for if I had it/sorting them by most wanted.
parens = improvement, but only incremental or not significant
Banner 1
Maria BSB -- Mag Earth
OK BSB -- Gen
Desch BSB -- Mag Lit
WoL USB -- CM
Leila BSB -- CM
WoL BSB -- CM
Emperor BSB -- CM
Garland BSB -- CM
Matoya BSB -- CM
Firion USB -- (CM)
Luneth USB -- (CM)
OK OSB -- (CM)
Firion BSB -- DUPE
Ingus BSB -- DUPE
Banner 2
Terra USB -- Mag Fire
Celes BSB2 -- (Gen)
Bartz BSB3 -- Phys Earth
Rosa BSB -- CM
Ceodore BSB -- CM
Faris USB1 -- CM
Relm BSB -- (CM)
Locke BSB -- CM
Rydia BSB -- CM
Pecil USB -- (CM)
Famed Mimic Gogo BSB (FFV) -- (Mag Water)
Mog BSB -- DUPE
Golbez BSB -- DUPE
Bartz USB -- DUPE
Banner 4 is still pretty solid, but banner 2 would be more about improving FF4 synergy with really great off-prizes in the big FF6 stuff. It's hard to break into my general A team since I have really great supports (well, off-support) so I rarely run more than one or two elemental dudes at a time. Blargh. This happens every fest.
When does zack get his legend dive? With Shellie on the next seven event? When is the next seven event anyways?
According to the Spreadsheet of Doom, Zack got his legend dive in Japan during Episode: Magicite, which is when the Magicite dungeons opened up, but it is listed on the subreddit as part of the Super Fest update which was skipped in global. So we have no idea when Zack (or Locke for that matter) will get their legend dives.
-edit- To be clear, Episode: Magicite and Super Fest were concurrent, so basically he got his with the mini-fest that accompanied the release of the magicite dungeons, along with Locke.
Crystal Tower we don't know yet if that's changing (specifically Echo BSB is questionable).
I'd like that CSB just because of how many people I have who can take advantage of it, but otherwise don't know if I want to pull here. I don't care about the SSBs, the LMRs look...moderately okay but not amazing, and I've already got Gabranth and Jecht's BSBs (the former of which is the "prize" of the two because it does imperil even if it doesn't do much damage).
Thanks!
Amazing how the celebration and Dissidia banners seem to have gone out of their way to pick relics I already have. Something like 1/6/8/4/3 on the fest, and I've got five dupes on Dissidia, including all four of the BSBs.
0
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
When does zack get his legend dive? With Shellie on the next seven event? When is the next seven event anyways?
According to the Spreadsheet of Doom, Zack got his legend dive in Japan during Episode: Magicite, which is when the Magicite dungeons opened up, but it is listed on the subreddit as part of the Super Fest update which was skipped in global. So we have no idea when Zack (or Locke for that matter) will get their legend dives.
-edit- To be clear, Episode: Magicite and Super Fest were concurrent, so basically he got his with the mini-fest that accompanied the release of the magicite dungeons, along with Locke.
So he's on team bard mote/mog record sphere? Wonderful.
Mog'll get his record dive when his LMR comes out!
...In the Bra*Bra mini-event.
...Never...
+1
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Cleared out all the iv torments but no cid missions. Would really love those notes but I don't see it happening. Forgot to bring a holy attack to the jump start but managed to walk away with mastery anyways.
silence1186Character shields down!As a wingmanRegistered Userregular
edited September 2017
So I've been thinking about post-Orbfest when I will hopefully have most of my Magicite leveled, and I can think about optimized combinations of Main and Sub Magicite for team building for high end content.
Based on these three posts from Reddit (and Enlir's spreadsheet), the basic gist seems to be to favor +damage Magicite passives over defensive ones. Which Ultra Magicite Skill you take depends on your needs for the fight, but there's a few that pull double duty (for example Enkidu provides an instant Medica, as well as Magic and Wind Boosts, so he does triple duty).
Specifically, stacking three +ATK or +MAG, as well as three +Element passives is the sweet spot. If you can't fit 6 passives, favor +ATK or +MAG if you're below the soft cap, or +Element if you're above the soft cap.
Notes on Magicite by element:
Fire.) Mom Bomb provides +ATK and +Fire, as well as Imperil Fire as an Ultra Magicite Skill. An all star, you might even want two at level 99
Salamander provides +Fire and +Crit damage, which is only useful if you have a a Crit Boost >=50% already.
Ice.) Wendigo provides +MAG and +Ice, as well as Imperil Ice as an Ultra Magicite Skill. Another all star you probably want two at level 99
Taharka is another option for +Ice, though its other passive is a minor defensive buff
Wind.) Enkidu provides +MAG and +Wind, and an instant 40% Medica as its Ultra Magicite Skill. Yadda yadda, two copies at 99
Wind Raptor also provides +Wind, but its other passive, +Cast Speed, doesn't do anything because it gets rounded down in the formula for the buff
Earth.) Shell Dragon provides +Earth and has Imperil Earth as its Ultra Magicite Skill. Its other passive is +Def, which doesn't do a lot
Sand Worm also provides +Earth. Its second passive is +Health, which is probably the least bad defensive passive. Could be good filler for a Mage team sub-Magicite filler
Lightning.) Enlil provides +ATK and +Lightning. Its Ultra Magicite Skill is defensive (+Water resist) but its base ATK is higher than Mom Bomb, so two copies is probably still a good idea, since it's a great sub-Magicite
Humbaba provides +Lightning and +Crit chance. This is better than +Crit damage in general. If you have Crit=50%, one copy of Salamander is better than a second copy of Humbaba. If you have Crit=100% (Cloud USB), this is obviously useless, since your chance to crit can't go higher than 100%.
Hydra has two defensive passives (+RES and Dampen Lightning), but its Ultra Magicite Skill is Imperil Lightning, so it's a contender for Main Magicite
Water.) Water is a defensive element in general. Enki and Bottomswell both provide +Water, with the former +MND and the latter Spell Ward as their second passives, neither of which is super helpful.
For Ultra Magicite Skills, Enki provides Fire resist, while Bismarck provides instant Fire Blink (and two defensive passives). I use Bismarck personally for my Liquid Flame kills, but I haven't tried Enki out yet. YMMV.
Farm list:
2 copies of Mom Bomb, Wendigo, Enkidu, and probably Enlil.
1 copy of Salamander, Shell Dragon, Sand Worm, Hydra and Humbaba
1 copy each of Enki and Bottomswell, or 2 of one or the other, doesn't much matter
When picking Ultra Magicite skills, for the most part you're either going with Imperil Element, Enkidu for the instant Medica, or possibly an Element Blink.
When picking passives, consider if you have a mixed offense (in which case pick one each of a +ATK and +MAG passive), or if you're all in on +ATK or +MAG.
Same thing with element choices. A mixed element team gets more benefit from the first of each different +Element passive, while a single element team gets a a bigger bonus from multiple of the same +element, albeit with diminishing returns
Example 1: Building a physical Fire team for Sealion
Main: Mom Bomb (Imperil Fire, +ATK, +Fire)
Sub: Mom Bomb (+ATK, +Fire), Enlil (+ATK), Humbaba (+Crit chance), Salamander (+Fire, +Crit damage)
Note in this example since the Mom Bombs serve multiple roles, you have an extra slot for Humbaba. This team would also benefit from a Crit fix effect, to get extra damage out of Salamander's 2nd passive.
Example 2: Building a magic Fire team for Sealion
Main: Mom Bomb (Imperil Fire, +Fire)
Sub: Mom Bomb (+Fire), Salamander (+Fire), Wendigo (+MAG), Enkidu (+MAG)
Things are bit tighter space wise in this example. You can only get three +Fire and two +MAG effects, and no extra effects.
Example 3: Building a magic Ice team for Fenrir
Main: Wendigo (Imperil Ice, +MAG, +Ice)
Sub: Wendigo (+MAG, +Ice), Taharka (+Ice), Enkidu (+MAG), Sand Worm (+Health)
Wendigos pull double duty here, allowing for triple +MAG and +Ice, and an extra slot for +Health for squishy mages, since they can't benefit from crit fixing or bonus crit damage.
Example 4: Building a magic Lightning team for Bismarck
Main: Hydra (Imperil Lightning)
Sub: Enlil (+Lightning), Humbaba (+Lightning), Wendigo (+MAG), Enkidu (+MAG)
You can see how a lot of the passives are going to waste here, compared to the benefits a physical Lightning team would get.
I'm curious to see if my clear times come down at all for Magicite bosses when I have fully optimized Magicite teams at 99. We'll see post-Orbfest, I suppose.
Shock and Awe has gotten Bismarck to reliably sub 30! It does often involve one member dying, but it is the fifth slot that is literally just there to cast RW, magicite, and do a little chip damage along the way. I am still super annoyed that Lightning's OSB does that dumb scaling thing. Under ideal circumstances she just loses 6k off the first hit, and caps everything after meaning there is no benefit. How frustrating.
Posts
Yeah, I've got a pulled scheduled there. The LMR feels a little weak because you can't chain it compared to how LM2s were implemented. I'd rather have seen like 25% chance for Quick 2 or something.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Mom Bomb is great; I've almost entirely stopped using Mirage Phoenix now that I have one.
Could probably stop farming Liquid Flame now, but then I don't really need anything from Bismarck.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Oh, yes, now I remember why I love this Hydra fight. I admire its purity, at least.
Providing only the link because it's huge.
https://imgur.com/a/tZmvQ#SyCngO8
Steam: TheArcadeBear
Yesish?
Dissidia's just a regular event.
https://www.reddit.com/r/FFRecordKeeper/comments/69cye2/gathering_of_heroes_jp_megathread_dff/
They could mess with the Crystal Tower selection list, but they could also mess with the gem-only thing selection list. Presumably though, they're not. In either case, the actual pool is "SSB+" for both of those.
https://www.reddit.com/r/FFRecordKeeper/comments/69wawp/crystal_tower_selection_jp_relic_draw_thread/
Barring shenanigans Dissidia shouldn't change much, if it does at all, unless they just randomly decide to take the Chain off and fuck us again.
Gabranth USB
Garland CSB
Sephiroth BSB2
Gabranth BSB
Kuja BSB
Jecht BSB
Gabranth LMR
Garland LMR
Kuja LMR
Garland SSB2
Kuja SSB2
Jecht SSB2
Crystal Tower we don't know yet if that's changing (specifically Echo BSB is questionable).
Steam: TheArcadeBear
I assume there are floor-by-floor rewards?
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Yes. The way it's configured is that there are rewards for clearing X number of stages without leaving in the form of Cid Missions. Leaving lets you reset your teams however you want, but the stages remain cleared.
One sec. I can pull the rewards.
E:
The fest Crystal Tower (regular ones won't start for ~2 months after it) rewards are:
Each individual stage:
50 4* motes
1 MC2
7 Major orbs (two types each, split 3/4)
Clearing the final floor is 3 crystals (one each of three kinds).
I think you might be locked for characters for THIS Crystal Tower, and have to clear the five floors with 25 different people to be able to fight Chaos (and then select your party from those 25), but for future ones, it's just four bosses with CMs for however many you can do without 'resetting' your teams. 30 5* motes for one, 30 5* motes for two, 45 5* motes for three, 45 5* motes for four (so 150 5* motes total if you can clear all four with four different teams). Each stage is just 4 crystals (of 4 types).
Remember also that the fest Crystal Tower has a Normal and Hard version, and even Hard is only 140 difficulty level, so slightly sub-Ultimates. You're also not locked for RWs for fest Crystal Tower, but are locked (Wall) for the future ones.
Those of you about to pull Ceodore/11, we salute you.
Hey, don't jinx me.
Now I might not get Ceodore's sword.
https://friends-ffrk.rhcloud.com/
You can filter by realm synergy and see if the RW has 1/2 elemental boost items equipped.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Mostly I want to have a better option for my fourth healer, as right now that likely falls to Relm with her hi-regen SSB. Clearly Legendary Y'shtola is #1, then the next three slots are between stock HP SSB Yuna, instant pblink Arc and hi-regen Relm. One of those teams would likely have dancing BSB Penelo for backup/support on a mage team.
Yeah, I have my Crystal Tower party splits mostly worked out but I'm down to SSB healers for the last two parties (and dancing Penelo is #3). However, I compensate for that by putting Garnet w/ BSB2+SSB2 and Rapha BSB on those parties to help with spot healing. I wouldn't consider that ideal so getting a couple more healer BSBs to take the load off is what I want.
Ohh...hard question... humm. The ones that stand out the most in my memories are FF2,ff3 (US versions) and FF9. I'll probably keep Pecil, if i need a mage, vivi , for general wifuness..Rydia, Garnet, Tifa. Clouds okay i guess.
I'd like that CSB just because of how many people I have who can take advantage of it, but otherwise don't know if I want to pull here. I don't care about the SSBs, the LMRs look...moderately okay but not amazing, and I've already got Gabranth and Jecht's BSBs (the former of which is the "prize" of the two because it does imperil even if it doesn't do much damage).
Thanks!
- I spent way more of my day than I probably should have on it
- Most of the items I've already covered before, so I already have an opinion I was rehashing
- I didn't put as much thought into the new item ratings as they might merit. Firion USB might be better than I gave it credit for, for instance
- Mostly I was just reporting what everything did, there isn't much coherent analysis at the end
Reminding myself of the details of that many bursts and burst commands was mentally taxing, my brain was pretty melted afterward. And there's new banners tomorrow for VI, hooray?!
Banner 1
Maria BSB -- Mag Earth
OK BSB -- Gen
Desch BSB -- Mag Lit
WoL USB -- CM
Leila BSB -- CM
WoL BSB -- CM
Emperor BSB -- CM
Garland BSB -- CM
Matoya BSB -- CM
Firion USB -- (CM)
Luneth USB -- (CM)
OK OSB -- (CM)
Firion BSB -- DUPE
Ingus BSB -- DUPE
Banner 2
Terra USB -- Mag Fire
Celes BSB2 -- (Gen)
Bartz BSB3 -- Phys Earth
Rosa BSB -- CM
Ceodore BSB -- CM
Faris USB1 -- CM
Relm BSB -- (CM)
Locke BSB -- CM
Rydia BSB -- CM
Pecil USB -- (CM)
Famed Mimic Gogo BSB (FFV) -- (Mag Water)
Mog BSB -- DUPE
Golbez BSB -- DUPE
Bartz USB -- DUPE
Banner 3
Squall BSB2 -- Phys Ice
Zell BSB -- Phys Fire
Rinoa BSB2 -- Mag Ice
Edea BSB -- Mag Ice
Zidane USB -- CM
Zidane BSB2 -- CM
Squall USB -- (Phys Ice)
Cloud USB -- DUPE
Sephiroth OSB -- DUPE
Cloud BSB2 -- DUPE
Sephiroth BSB2 -- DUPE
Eiko BSB -- DUPE
Garnet BSB -- DUPE
Cid BSB -- nil
Banner 4
Rikku USB -- Gen
Ayame BSB -- Phys Ice
Shantotto USB -- (Mag Lit/Gen)
Tidus USB - Phys Water
Ashe BSB -- Mag Lit
Reks BSB -- CM/Gen
Aphmau BSB -- CM
Curilla BSB -- CM
Vaan USB -- (Gen)
Auron BSB2 -- (CM)
Balthier BSB2 -- (CM)
Seymour BSB -- DUPE
Vaan BSB -- DUPE
TINY BEE -- nil
Banner 5
Lightning USB -- Phys Lit
Papalymo BSB -- Mag Fire
Yda BSB -- Phys Fire
Alphinaud USB -- (Mag Wind)
Noctis USB -- (CM)
Gladiolus BSB -- (CM)
Hope BSB2 -- (CM)
Noctis BSB -- (CM)
Minfilia BSB -- (CM)
Raines OSB -- nil
Alphinaud BSB -- DUPE
Nabaat BSB -- DUPE
Raines BSB -- DUPE
Iris BSB -- DUPE
Banner 4 is still pretty solid, but banner 2 would be more about improving FF4 synergy with really great off-prizes in the big FF6 stuff. It's hard to break into my general A team since I have really great supports (well, off-support) so I rarely run more than one or two elemental dudes at a time. Blargh. This happens every fest.
According to the Spreadsheet of Doom, Zack got his legend dive in Japan during Episode: Magicite, which is when the Magicite dungeons opened up, but it is listed on the subreddit as part of the Super Fest update which was skipped in global. So we have no idea when Zack (or Locke for that matter) will get their legend dives.
-edit- To be clear, Episode: Magicite and Super Fest were concurrent, so basically he got his with the mini-fest that accompanied the release of the magicite dungeons, along with Locke.
Amazing how the celebration and Dissidia banners seem to have gone out of their way to pick relics I already have. Something like 1/6/8/4/3 on the fest, and I've got five dupes on Dissidia, including all four of the BSBs.
So he's on team bard mote/mog record sphere? Wonderful.
...In the Bra*Bra mini-event.
...Never...
Based on these three posts from Reddit (and Enlir's spreadsheet), the basic gist seems to be to favor +damage Magicite passives over defensive ones. Which Ultra Magicite Skill you take depends on your needs for the fight, but there's a few that pull double duty (for example Enkidu provides an instant Medica, as well as Magic and Wind Boosts, so he does triple duty).
Specifically, stacking three +ATK or +MAG, as well as three +Element passives is the sweet spot. If you can't fit 6 passives, favor +ATK or +MAG if you're below the soft cap, or +Element if you're above the soft cap.
Notes on Magicite by element:
Fire.) Mom Bomb provides +ATK and +Fire, as well as Imperil Fire as an Ultra Magicite Skill. An all star, you might even want two at level 99
Salamander provides +Fire and +Crit damage, which is only useful if you have a a Crit Boost >=50% already.
Ice.) Wendigo provides +MAG and +Ice, as well as Imperil Ice as an Ultra Magicite Skill. Another all star you probably want two at level 99
Taharka is another option for +Ice, though its other passive is a minor defensive buff
Wind.) Enkidu provides +MAG and +Wind, and an instant 40% Medica as its Ultra Magicite Skill. Yadda yadda, two copies at 99
Wind Raptor also provides +Wind, but its other passive, +Cast Speed, doesn't do anything because it gets rounded down in the formula for the buff
Earth.) Shell Dragon provides +Earth and has Imperil Earth as its Ultra Magicite Skill. Its other passive is +Def, which doesn't do a lot
Sand Worm also provides +Earth. Its second passive is +Health, which is probably the least bad defensive passive. Could be good filler for a Mage team sub-Magicite filler
Lightning.) Enlil provides +ATK and +Lightning. Its Ultra Magicite Skill is defensive (+Water resist) but its base ATK is higher than Mom Bomb, so two copies is probably still a good idea, since it's a great sub-Magicite
Humbaba provides +Lightning and +Crit chance. This is better than +Crit damage in general. If you have Crit=50%, one copy of Salamander is better than a second copy of Humbaba. If you have Crit=100% (Cloud USB), this is obviously useless, since your chance to crit can't go higher than 100%.
Hydra has two defensive passives (+RES and Dampen Lightning), but its Ultra Magicite Skill is Imperil Lightning, so it's a contender for Main Magicite
Water.) Water is a defensive element in general. Enki and Bottomswell both provide +Water, with the former +MND and the latter Spell Ward as their second passives, neither of which is super helpful.
For Ultra Magicite Skills, Enki provides Fire resist, while Bismarck provides instant Fire Blink (and two defensive passives). I use Bismarck personally for my Liquid Flame kills, but I haven't tried Enki out yet. YMMV.
Farm list:
2 copies of Mom Bomb, Wendigo, Enkidu, and probably Enlil.
1 copy of Salamander, Shell Dragon, Sand Worm, Hydra and Humbaba
1 copy each of Enki and Bottomswell, or 2 of one or the other, doesn't much matter
When picking Ultra Magicite skills, for the most part you're either going with Imperil Element, Enkidu for the instant Medica, or possibly an Element Blink.
When picking passives, consider if you have a mixed offense (in which case pick one each of a +ATK and +MAG passive), or if you're all in on +ATK or +MAG.
Same thing with element choices. A mixed element team gets more benefit from the first of each different +Element passive, while a single element team gets a a bigger bonus from multiple of the same +element, albeit with diminishing returns
Example 1: Building a physical Fire team for Sealion
Main: Mom Bomb (Imperil Fire, +ATK, +Fire)
Sub: Mom Bomb (+ATK, +Fire), Enlil (+ATK), Humbaba (+Crit chance), Salamander (+Fire, +Crit damage)
Note in this example since the Mom Bombs serve multiple roles, you have an extra slot for Humbaba. This team would also benefit from a Crit fix effect, to get extra damage out of Salamander's 2nd passive.
Example 2: Building a magic Fire team for Sealion
Main: Mom Bomb (Imperil Fire, +Fire)
Sub: Mom Bomb (+Fire), Salamander (+Fire), Wendigo (+MAG), Enkidu (+MAG)
Things are bit tighter space wise in this example. You can only get three +Fire and two +MAG effects, and no extra effects.
Example 3: Building a magic Ice team for Fenrir
Main: Wendigo (Imperil Ice, +MAG, +Ice)
Sub: Wendigo (+MAG, +Ice), Taharka (+Ice), Enkidu (+MAG), Sand Worm (+Health)
Wendigos pull double duty here, allowing for triple +MAG and +Ice, and an extra slot for +Health for squishy mages, since they can't benefit from crit fixing or bonus crit damage.
Example 4: Building a magic Lightning team for Bismarck
Main: Hydra (Imperil Lightning)
Sub: Enlil (+Lightning), Humbaba (+Lightning), Wendigo (+MAG), Enkidu (+MAG)
You can see how a lot of the passives are going to waste here, compared to the benefits a physical Lightning team would get.
I'm curious to see if my clear times come down at all for Magicite bosses when I have fully optimized Magicite teams at 99. We'll see post-Orbfest, I suppose.
E: Someone wrote up a bunch of optimized set ups, if you want to peruse.
Also for all those people who have sick NE teams or something who aren't getting much from this.
Yo uh what's your setup