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The Endless Battle Between Light And Darkness: Bloodline Tactics Guide (Wip)


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#1 Vaahneon

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Posted 09 May 2017 - 02:30 AM

(work in progress, might take me a week or so to complete as I'm busy ATM)


Disclaimer: This guide is a collection of information that would focus on squad improvement. This will cover a few basics and will progress to tips and strategies. This will only help you decide what to do with your current squad based on your preferences. This will end up more like a great wall of text, with a few pictures, if you dont mind reading lengthy paragraphs then move on.

Basic Bloodline Overview and Tips

Bloodline while being a slow paced game, it does not have much grinding as with most role-playing/strategy games, and everyday content can be done in an hour or less. All of the characters in the game can be obtained even without spending, but it is expected progress is much slower and newly released units will not be available in-game apart from the summon event for quite some time. These pointers will help you in getting the most out of your resources.
  • Collect Stamina as much as Possible - Stamina collection timing at GMT +8 are as follows: 7:50 am-10:10 am, 11:50 am - 2:10 pm, 5:50 pm - 8:10 pm, 8:50 pm - 11:10 pm. You can collect 80 stamina for each of the mentioned time periods (Yes there is a leeway of 10 mins before and after each period of stamina collection). Apart from the Stamina regeneration rate of 5 min per 1 stamina. Stamina raises your squad levels and lets you do story quests, daily events quests and special events quests. Squad level is very important since this affects your squad costs which is the manner of fitting your heroes in one squad (This will limit you from placing high cost heroes in one squad). Stamina is also your indirect way for farming hero fragments, materials for gears and potions. If you can afford to buy 100 Stamina x2 daily (50 Gems each, since the 3rd buy raises the gem cost to 100), better. You can also obtain squad level rewards that gives out decent materials and heroes as well (every 5 squad levels).
  • Plan your preferred Heroes - It takes time to get any hero in game (unless you spend a lot for it during summon events). Even in early levels it is best to do some searching on which heroes would you like to possess and use in your main squad and at least 2 sub squads. So you can readily plan on which heroes you should pick first to farm. Best you choose one from each area: Arena, Challenge, Guild Shop, Crystal Trade and focus on those heroes until you have attained max limit break. Focus on main squad first before doing progress on the other squads you would like to form. You would also need to find out their fate link requirements. Forming desired squad compositions will be discussed in more detail below.
  • DONT sell away unwanted 5 star units - You will need every 5 star hero (and a few 4 and 3 stars) in game for: Fate Link Requirements, Evolution for 5-star heroes and the upcoming Mystic Formation mechanics in-game. Most 5 star heroes are needed at LB 0 (Lvl 70 required), but others will require you to have LB 2 (Lvl 80) for their fate link requirements. So if you dont have them in your inventory then you cannot activate fate links for your heroes. Best you also spend some gems increasing your inventory space. Selling linked heroes when you have activated their fate links will disable the fate link.
  • Reach VIP 7 - Even non-paying players can achieve this through the tarot system by allocating achievement points on the harvest section of the magician tarot card (VIP icon, this does not net you any gems, but only increases the gem count needed to reach VIP levels). VIP 7 gives you an extra squad cost of 5 from your actual squad cost, which helps a lot in hero placements, and you have already unlocked the middle area of the tower of time which helps a lot in leveling units. You also have extra inventory space, and can get double sign-in rewards. This takes time for non-paying players depending on the level of Harvest you have, but well worth the wait as squad cost will be a problem in mid-levels. VIP 10 will be optional (If you need War Maiden as this is the only method of getting her at the moment) since it takes a lot longer to reach it without spending.
(Work in Progress)

Edited by Vaahneon, 13 May 2017 - 11:07 AM.


#2 Vaahneon

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Posted 09 May 2017 - 02:30 AM

Work in progress

Hero and Squad Formation Strategies

Overview

All 5 star units in bloodline serve some purpose to any squad, with some obviously quite overpowered. Although there are a few that more or less is invaluable to any squad due to their sheer efficiency in battle. These heroes wont guarantee however that you would be invincible (Also not necessary that they are maximized unless you are actually using them in your squad formations).

Do not be always intimidated by squad power, as with the right heroes you can still win even if you have 1-2 k power differences. All squads have weaknesses, it is up to you if you can manage to exploit this or if you just got lucky with the fight. RNG also plays a factor in winning battles, esp if they took out the stronger or damage units first.

Choosing Heroes

Choosing heroes varies with preference, but it is to your advantage that you take heroes who would compliment each other and would all benefit from your assigned leader. A squad would usually have one or 2 tanks, will go with or without a main healer, and the remaining will be for offensive/support units, depending on your intended squad formation goal.

There are a few heroes who fall under the recommended category, recommended maximized but you can also use them for other purposes even if not maxed out.

Eunice - overpowered due to her fixed targeting on enemy units that have the lowest hp, while having very high offensive power. She is used for almost any mode in game especially the pvp based modes. Daisy and Recast Witch compliments her abilities as they would more often than not render the unit with the lowest defense (usually your offense/healer units) to have the lowest hp with their area normal attacks. Sometimes used as a leader for her ability to lower enemy defenses with a small boost to squad defense.

Ruthtria - Bloodline's strongest unit in-game, boasting of the highest hero power and 2nd highest atk stat (loses only by a few points to Ash assuming both are maximized). Plus her talent of adding 20 fury to the whole squad at start gives them an advantage of using ultimate skills earlier. Also used as a leader for Sorcerer squads.

Shou - Bears one of the best leader skills in game as she gives both reliable defense while having decent offense, compliments Fina's very high defense stat as she boosts it further. Also quite hard hitting on her own accord.

The Elemental Squad Leaders: Dawn (Earth), Heavenly Maiden (Light), Roy (Thunder), Riya (Water), Anna (Flame), Seth (Dark) - Their leader skills boost offensive power for units of their respective element by 50%, which helps a lot in most modes, especially Planar Events. If you intend to build mono squads due to the limitation of the tarot system, they are usually your most used leaders as well. There are Heroes who boosts 2 elements but only 40% are Uygur (Fire-Water) and Rex (Thunder-Earth), they can be used as substitutes.

The Job Specific Squad Leaders: Ruthtria (Sorcerer), Blood Paladin/Kelly (Assassin), Sakura (Assassin/Archer), Mitz (Warrior), Redemption Paladin (Priest) - Not usually used lately due to the introduction of the tarot system which made most people decide to use elemental leads instead, but if you intend to use them since your lineup consists more of relying more on a specific job class/mixture of elements for offense or clearing Job change quests, or just really a preference then they are more or less needed.

Gold Boosters: Grey Star (Leader), Demonic Box (Leader), Rick (Talent), Purity Box (Talent) - Gold is a much needed currency, these heroes are needed just for boosting gold gains in any gold event, Grey Star is the recommended leader since he is 5 star so he would last longer than demonic box (You need demonic box still for fate links), then having both rick and purity box in the party plus 2 others who would cover offense or healing, plus another grey star friend for a total of 105% gold gain boost. Kate can be a substitute lead for Grey Star since she is easier to obtain early in game though you get lesser gold from her lead plus she is easily killed in the buried legend daily events.

Hero Job Advancements

Will be explaining the recommended job advancements for most classes, you can still take the other job if you deem it would fit your desired squad formations. Units with a special job advancement are recommended to take it.

Sorcerer
Wizard is the to-go job for most Sorcerers, as the pride and power of sorcerers lie with their target-all ultimate skills, Mage job simply lacks usage, since this only activates when you killed a target, so its more often than not useless for Planar Events and Boss fights, plus it only lasts 1 round. Sage job can only be learned by 3 Sorcerers (Gina, Aslan, Uygur with 2 unreleased), this job is a must for them to speed up fury gains and also take note these Sorcerers with the Sage job option are the only Sorcerers with single target ultimate skills (Aslan as an exception since his is a self boosting ultimate).

Priest
Divine Messenger for Priests with either a healing ultimate or if you want more usage of a support/offense ultimate, since you would want them to heal more often and heal slightly better. If not they would be an Archon for raising party def and rec. Furious Maiden is optional for offensive priests if you deem you wont need the Archon benefits.

Warrior
Warriors whom you intend to use as tanks will always be a War God, then those leaning more to a more offensive route will be better off as Life Drinkers. Some warriors can be fine with either job, so it is up to your discretion on how you want to use them in a squad.

Archer
Scout is the to-go job for archers with high offensive capabilities, if not then Arrow Master can be preferred for Archers whom you intend to lean on offensive support. Wailer job is only learned by a few, which is effective for high crit rate squads, so if you lean on that then you would need a Wailer.

Assassin
Assassins are quite crit reliant, and are used in squads that would prefer brute force. Ghost Blade is recommended for sins who are not ultimate reliant as this gives the highest crit rate boost but sacrifices ultimate damage, if not (or you would not want to sacrifice ultimate damage) the other other option is Shadow Dancer. Ninja is only learned by a few, which makes them even more of a glass cannon, but anyway sins usually have low defenses. Soul Addict which is also learned by a few, has more limited usage, and is useless in Planar Events (bosses here have unlimited hp), but they get better for killing any unit that is low on HP.

Squad Formation Strategies

Forming Squads will have depend on varying goals, and differ as well with the mode you play on. There is no invincible squad, as they all have some sort of weakness to another. Try to take on different approaches when forming squads, knowing all unit abilities as well will give you insight on which units to use to take them on.

The Mono Elemental Squads

These are the popular squad formations now due to the limitation of power boosting of the tarot system. Building mono elemental squads will take advantage of limited tarot points, which would lead to units with high power of that respective element of choice along with the mono elemental lead, will give high offensive power. Down side is other elemental units are weaker and if you dont have much units, you will be easily countered by the opposite element. Each elemental squad has its own traits due to the units falling under the corresponding element. Light and Dark squads are more preferred since they dont have a resistance element but are just weak to each other, in comparison to the other 4 elements, but water is the most popular of the 4.

Light Squad aka Shou Squad
The reigning leader here is actually shou (sometimes they still use Heavenly Maiden for pure offense), even if she is water element, but her leader skill of raising atk and defense of both water and light heroes makes her a must use for the light squad, since she compliments Fina, who is the tank with the highest defense in-game, plus Yumi who is one of the best healers as well. Usually its set between those 3 and 2 offensive light units (Ruth is one of the preferred offensive units here). This usual formation has a decent mix of both offense and defense, which is preferred by many versus other light squad formations (pretty obvious light squads are more or less fixed and the term of shou squad is attributed to this element).

Dark Squad
Seth is the preferred leader for this squad and is set at the back for due to fate skill ability. then its a mix of other dark heroes (notable heroes here are Eunice, Daisy and Last). Dark squad excels in performance of brute offense (Eunice is one of the main reasons) with a lot of multi-target ultimate skills. Dark lacks healers, as only Daisy is the 5 star healer under the dark element. Although some of these dark units have lifesteal abilities set. Curse is the main status element of the Dark Squad (Hell Messenger with 1 unreleased)

Water Squad
Headed by Riya usually, water element has decent skill compositions among the units so they are capable of doing both offense and defense. Water squads have varying unit mixes within its respective element (notable heroes here are Huntress, Vengeance Paladin, Justice Paladin). A lot of water units as well have good leader skills and each have varying uses. Few examples to note are : Shin against high crit squads, Shou for both atk and defense boost (though shes more prominent in light squads), Kelly for water sin squads, and Huntress for crit boost.

Earth Squad
Earth element squads rely on high critical rates while having high offense. Some units also bear the poison status which is an advantage in almost every planar event and bosses, since this does damage according to the unit's atk stat (Ash, Otaki and 1 unreleased) but lesser damage on pvp and on mob units. Earth element squads also have decent fury gains (Ina and Recast Witch) for earlier and or more uses of their ultimate skills.

Fire Squad
Fire element relies on fury gain (Hikari, Gina, Sofia) and brute offense (Flame Goddess) along with speedy ultimate skill usage, while having some damage reduction. Fire squads are usually headed by Anna, with Lilo as their main tank, then a mixture of the other fire heroes. Notable leader here is Moni, who can spam ultimate skill every other turn with damage increase if set as leader.

Thunder Squad
Currently the element with the least amount of released heroes (which is the reason barely anyone uses thunder mono), Units bearing the thunder element rely on critical hits as well. Roy is usually used as leader. Notable leader in this squad is Lambert, who's ultimate skill damage is raised 3 times when set as leader.

Rainbow Squad
Squads with a mixture of elements within a squad that would still have a decent synchronization. Building decent rainbow squads will make you a jack of all trades but master of none type of squad which can counter elemental squads but with a drawback of usually having lower power than mono elemental squads (since you will spread out your tarot boosts to most if not all the elements)

Role Oriented Squads

These squad formations take on a specific role: be it offensive or defensive. Will only note important heroes for creating such squads, as the squad composition can vary depending on your opponent. Having all the types can be handy as you will definitely face multiple enemy squads, so you can turn the tides even if the power difference is not in your favor.

Offensive Squads

Further categorized as follows: Brute force and Fury gain squads. Offensive squads can vary a lot depending on who you are facing, with the primary goal of taking down your opponent squad in the process, not minding if there are casualties, making counter element squad formations against your opponent doubles the benefit.

Brute Force Squads

Most common type of squad available, usually is set with an offensive lead (any lead that adds atk/crit bonuses) that benefits all attacking units, then set with one tank and with or without a healer. Relies more on the normal attack patterns with a slight or moderate reliance to crit rates. Assassins usually are the prominent attacking units in this type of squad but other job classes can be used as well. These type of squads will not usually rely on ultimate skills to get the job done. These squads can be mono elemental (see Mono Elemental Squads), Job specific (Blood Paladin being a key leader for sin squads) or just any mixture of units that synchronizes with the leader skill. Notable units are Eunice with her lowest hp hero targeting ability, which takes out some RNG factors of killing units. These squad formations are used with almost all modes unless you are on defend mode, as brute force squads tend to be squishy, and if the opponent readily finds your weak point the squad is easily defeated.

Fury Gain Squads/Ultimate Reliant Squads

A special type of offensive squad that relies on using ultimate skills at the earliest time possible. Sorcerers and priests usually comprise these squads. Ruthtria/Ina is the usual leader for this squad type (or pretty much a needed unit in the squad) for offense, or Squad Leader skills that promote fury gain (Kane). Sages are pretty much needed in this squad type or any unit that would add fury points to the squad. These squads are usually set with one tank, priest/s then a mixture of sorcerers (some are sages). The squad goal as previously stated is using ultimates at the earliest time possible (usually as early as round 2-3) which are effective at taking out multiple enemies (not so effective for single target enemies unless your main attacking unit ultimates are all single target as only a few units that are fit for this squad have single target ultimates). Lambert/Moni squad is also considered under this squad formation due to leader skill, which is also set with squad members that promote fury gain/boost damage/keeping the leader alive.

Defensive/Wall Squads

Defensive type squads are used mostly in GW Defense/Arena Defense/CSPVP Defense (sometimes in story quest clearing) with a goal of maintaining the squad intact even under heavy fire/ or winning against attacking squads. Leader skills usually have damage reduction or defense increase, with squad members having some defensive buffs or innate damage mitigation, but still having offensive units to take out the attacking squad. Shou is the most prominent defensive squad leader (explained above), Yumi is another widely used squad leader for general all around defense squad. Defensive squad leads can also target specific elements (Fina for light/ dark, Recast Witch for Earth/Thunder, Rae for Water/Fire, Sofia for Water/Thunder, Sofia Talent for light/dark), or reduction of critical damages (Shin leader/ Rae talent). Defensive squads require both a decent tank and healer, with the remaining to be either support/defense or offensive.

Edited by Vaahneon, 22 May 2017 - 12:55 AM.


#3 Vaahneon

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Posted 09 May 2017 - 02:30 AM

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#4 Vaahneon

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Posted 09 May 2017 - 02:30 AM

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#5 Vaahneon

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Posted 09 May 2017 - 02:30 AM

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#6 Vaahneon

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Posted 09 May 2017 - 02:32 AM

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