Insights into Combo Sect Strategy
2024-02-21 09:47
Hello everyone, I'm Senior Brother. I've been guiding Junior Sister for nearly a month now. Watching her stumble through numerous pitfalls, I've gradually gained some new insights into the game during this guidance process.
Let's get into the main topic, starting with the sects. There are many popular sects currently, with many yet to be developed. However, they all ultimately cannot escape the rule of one generation surpassing another (the Evasion Sect fell from grace due to updates). Having experienced the discussions of immortality and Taoism, I believe everyone has some understanding of the official sects (Combo on the first day, Evasion on the second day, Critical Strike on the third day, and Life Drain on the fourth day; at least these four sects are flourishing). Overall, the game's data model is still accumulating, and based on players' payment ability, it can be divided into several feasible ways of playing. But the game itself is quite interesting. The core gameplay of the game is to not be impatient, treat it like a farming game, cultivate slowly, and happiness is either spending a little to bypass big spenders, spending a lot to become a big spender, or as a civilian, patiently enduring hardships, forging ahead, and occupying the top three after bypassing big spenders.
Today, let's mainly discuss the strategy of the pure Combo gameplay. First, Senior Brother's overall evaluation: easy to form in the early stage, with no outstanding advantages and easily countered by Evasion Sect, leading to lack of confidence in this sect. In the mid-game, it's weak and resource acquisition is difficult, but if you can persevere until the late game, there will be a qualitative change (the reason being that the clone can simultaneously perform combos and critical strikes, combining combos and bursts to deal with beasts, which is very detailed, not going into more details here). The main focus is on a single burst. In the later stages, with equal combat power, you won't last more than one round, taking down the opponent in two rounds or after resurrection, determining victory or defeat in three rounds. Without further ado, let's get to the point, welcome to exchange and discuss together—"Loving the game itself is also an attitude, whether you criticize it or not".
Firstly:
Selection of Animus:
- Silver Wing Divine Spear (core in the later stage, but this Animus is not useful in the early stage, even very weak, I don't know if it can stack more than six times, lacking experimental data)
- Thunder God of Illusion (transitional Animus, low growth)
- Hundred Flowers Fairy (secondary core, takes out a wave after resurrection, Combo primarily focuses on a single burst)
- Dreaming Maiden (strong in easy acquisition, primarily focused on burst)
- Peacock Fairy (core in the middle and later stages, stands firm)
Based on your different Animus, feel free to mix and match. Emperor's Blood, Evil Peak Heroine, Rampaging Envoy, and Sword Sovereign are also usable. There's no strongest, only most suitable.
Selection of Taoism:
Masteries:
- Seven Star Summoning (core in the later stage), alternative choices: Ursa Major Righteousness, Extreme Coldness
Techniques:
- Seven Luminaries Exorcism (a divine technique in the late stage, unexpectedly, don't be stubborn, once upgraded to level 500, 9% each time, if you hit six times in one round, more than half of the health is gone, as long as the blue card has experience, it's not particularly difficult to reach the full level), Reversal of Heaven and Earth (same as Seven Luminaries, with Silver Wing Divine Spear, the ideal theoretical state weakens the opponent's attack by 95% when hitting six times in one round, of course, it's only a theoretical state), Stellar Possession (uncertain if it can stack, lacking data support, literally expressed as very strong), alternative: Sweeping Through Thousands of Troops (better than nothing)
Here, let me mention, Ghost Descends is effective against Taoism Sect as well, as the opponent cannot use Taoism first.
Spiritual Control:
There are many options for Spiritual Control, with a variety to choose from. Options include Holy Spirit Resurrection (saves an Animus slot), Sky Star Picking, True Essence Protection, and Spirit Blessing. Bring whatever you have; personally, I prefer Spirit Blessing in the early stage and Sky Star Picking in the late stage.
Here, I have to mention a purple body art: Unified Spirit, which is highly effective against the Extreme Cold Control Sect.
Body Art:
Among the orange ones, Swimming Dragon Body Art is in a class of its own, but there are other body arts to choose from. Purple: Blood Stagnation Gold Body (extremely effective in the late stage), Blue: Breaking and Killing for Thousands of Miles, Chasing Bones and Absorbing Essence. If speed is guaranteed, with the premise of going first, Gold Body and Chasing Bones are extremely effective; if not guaranteed, then Swimming Dragon is the best.
Skill Selection:
I recommend Thunderous Strike, with 4 pieces. The Azure Origin Sword Technique is effective when instant-killing, but it's not sustainable. When instant-killing is extreme, you can use it, but otherwise, it's just a theoretical state. The secondary attribute should focus on critical strikes, which is better than nothing and can also take into account beasts. The playability of skills is still under development. I estimate that the planners will definitely have new content later.
Dharma & Refinement:
There's not much to say here. Dharma with Accuracy, and Refinement focusing on Combo, Critical Strike, and Beast Resistance. It's quite cost-effective, but taking Combo to the extreme means stacking Combo Killing Gods to 30%.
Spirit Beast Selection:
For Combo Sect, there's only one choice, White Tiger, and Azure Dragon for transition. Perfect Spider occasionally for transition, but it's also a waste. Focus on Spirit Beasts' properties: Agility (Acceleration is also acceptable), Enhanced Accuracy, Enhanced Combo, and Spirit Beast Resistance are sufficient.
Currently, the strongest choice in my mind (don't be stubborn, each sect can be targeted, but usually placed there to defend the tower, with an unchanging strategy, the strongest in my mind, at least until now) refers to the late stage, where the Combo sect is indeed weak and costly in the early and middle stages, but in the late stage, I currently believe that without targeted adjustments to Animus, Taoism, and Skills, it should be the only true god.
Animus: Silver Wing Divine Spear, Hundred Flowers Fairy, Peacock Fairy
Taoism: Seven Star Summoning, Seven Luminaries Exorcism, True Essence Protection (Sky Star Picking), Swimming Dragon Body Art (Blood Stagnation Gold Body)
Spirit Beast: White Tiger (Can stack damage)
Gameplay strategy:
Core Gameplay: Silver Wing's sneak attack (tit for tat), Peacock Fairy's regen, True Essence Protection's shield, allowing other sects to not kill you, but the existence of Combo can directly rush down the opponent in one or two rounds.
Analysis against mainstream sects:
1. Against Evasion Sect:
Firstly, let's talk about the so-called Evasion Sect that
counters Combo with evasion. It cannot be denied that Evasion Sect does indeed suppress Combo in the early and mid-game, but in the late game, Combo truly isn't afraid of Evasion Sect, at most, after 15 rounds, neither side can kill the other. Analysis is as follows: In the later stages, evasion attributes indeed make it difficult to achieve a 6-hit combo. When facing the Evasion Sect, skills can be adjusted accordingly, but in the absence of adjustments, the late-stage Combo sect is not inferior to the Evasion Sect at all. This is because the White Tiger's bleeding effect bug exists, making it currently the only true damage dealer in the game. With Silver Wing's sneak attack, in a situation where evasion already has insufficient output, it becomes even harder to kill the Combo sect. Although the Combo sect may sometimes out-heal the opponent, it's still just surviving, especially when faced with a single round of consecutive strikes plus three layers of bleeding debuffs and Seven Luminaries dealing maximum health damage, it's very easy to take out the opponent. So, the late-stage Combo sect is not afraid of Evasion Sect at all. (Personally, I don't see Evasion Sect as promising. The evasion technique fell out of favor after the update since evasion can't evade Taoism, it has already fallen from grace).
2. Against Critical Strike Sect:
Similarly, as long as the opponent cannot instantly kill you, after stealing the attack, it's just a waiting lamb to be slaughtered. There's not much to say; a single crit in one round is severely lacking in output in the late stage. It's only arrogant in the mid-game, feeling strong when paired with crit Taoism sect.
3. Against Stun Sect:
It depends on who goes first, it's very difficult to deal with; if stunned in the first round, there's a possibility of being killed directly. Therefore, Hundred Flowers Fairy is one of the three Animuses; to be honest, if there were no stun Taoism, there would be no need for the Combo sect to bring Hundred Flowers Fairy. However, the stun has insufficient output, has resurrection, and White Tiger's debuff. Grinding can also grind to death; it's not afraid in the later stage. (Stun Taoism is the sect I'm currently playing, although it's strong, in the late stage, I still think the Combo sect is dominant).
4. Against Life Drain Sect:
Few people play it; likewise, life drain comes from damage, making this sect inherently difficult. If in the later stages, a percentage-based life drain sect is updated, it might be worth trying, but with the existence of Silver Wing and Reversal, any sect that can't instantly kill Combo sect becomes easy prey.
5. Against Other Sects:
Possibly only the Lion Strike sect has some combat capabilities, but it's rare, and discussions are welcome.
In conclusion, the core of the Combo sect is sneak attacks and combo regeneration, combined with the White Tiger's true damage and Seven Luminaries' percentage damage, opponents cannot kill you, but you can easily take them out. Currently, the only true god in the late-stage version (ideal state).