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[Guide] Chamber of Tribulations EX+

Discussion in 'Guides' started by XingHa, May 4, 2019.

  1. XingHa

    XingHa Active Member

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    General Update/Note Section
    (0) Free-to-play unit esp for the significant component like in Water I EX+ (which is Magic Swordsman)
    (1) Since we have entered the kaigan era, the minimum HP requirement to run these EX+s had changed significantly. Frontliner require at least 2.5k HP but at least 3k HP is the ideal. Backrow require at least 1.8k HP but at least 2.4k HP is the ideal.
    (2) Enemies HP has also change. Heavy unit has average HP of 10k while light unit has average HP of 7k.
    (3) Due to quest mission "Clear with a Mercenary" and "Clear without Mercenary", a minimum of 2 run is required to get all the quest mission.
     
    Last edited: Jul 7, 2019
    nickjr likes this.
  2. XingHa

    XingHa Active Member

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    Conviction of Water I EX+
    Stage Info: http://www.alchemistcodedb.com/quest/qe-ev-gl-cot-01-water-ex-sp

    The stage setup is no different than the EX except:
    (a) the enemy phantoms here are HP tonner (yeah, they got like 10k HP each),
    (b) each enemy's death (excluding Chihaya) will automatically trigger Ankh to cast Achilles Formation even if its not his turn
    (c) Chihaya's death provide Guts (won't get removed until triggered) to Ankh.
    Like the normal EX, Lambert's death will cause Dilga's appearance on the battlefield.

    A minimum of 2 run is required to get all the quest mission. The only problem here is getting "Kill 4+ foes in one blow". Getting the quest mission via the Fire Rattys is near to impossible as they will explode with no hesitation if no obstacle present (like friendly fire). Yes, you get it right! We will get the said quest mission from these HP tonner foes. Sounds pain, right? Discourage not as there is a reliable way to do that. But before we tackle that...

    Killing Ankh as quickly as possible is the most logical thing to do for various reason:
    (1) he can't be inflicted with any kind of status ailment,
    (2) he will kill Lambert and will result to another troublesome foe, Dilga, which can't be inflicted with status ailment as well,
    (3) he will just keep interfering with your attempt to nail the "Kill 4+ foes in one blow" quest mission

    For reaching Ankh, Gerard is on the left side and Zofia is on the right side. I strongly recommended to take the left side because Gerard will head north to tag with Ankh and it will make a quick work of Lambert's life. Also, make sure that Slot 2 or Slot 4 unit will attract Zofia. Otherwise, she will head north as well.

    One unit to rush to deal with Ankh (either get his attention or kill him) while the rest will handle Gerard and Zofia. Gerard is Thunder and can be deadly esp to squishy unit like spellcaster. Status ailment is your friend here on dealing both Gerard and Zofia.

    Gerard, Zofia, Vettel and Chihaya - these 4 can be inflicted with the following status ailment: Petrify, Paralyze, Stun, Sleep, Silence, Charm, and Poison.

    Once Gerard and Zofia fall under your control, fetch Vettel and Chihaya. They are not dangerous due to the fact that they are both Fire and on top of that not being damager theirselves. Same trick you did with Gerard and Zofia.

    Once Ankh and all the Fire Ratty gone, we can now go back to the main business - "Kill 4+ foes in one blow". Now that we have our 4 contestant dancing under your care. All you need to do is to whittle their HP down low enough to execute the finishing blow. If you petrified them not close to each other, you will be needing a unit with swap skill.

    You don't really need to use exact same line-up i used esp EO Shen Mei. You can bring Shayna as your primary single-target damager and Shen Mei for AOE.

    Reference Video
    1st Run


    Note:
    (1) In my run, Ankh is one of the 4 which makes the run less easier. Don't copy what i did, instead replace Ankh with Chihaya for the 4 to kill simultaneously.
    (2) The run's MVP goes to no other than Elrike on her Merchant JE (Beckoning-Dharma). Her ability called Demon's Proposal won't wear off no matter what you do to the affected target so as long as Elrike is alive.
    (3) At 34:36 is the information about the unit i used.
    PS: Sorry for the misplaced video's positioning.

    2nd Run

    Note:
    (1) This time im using Petrify.
    (2) Your units should have a considerable HP as Ankh and Gerard hits hard.
     
    Last edited: May 29, 2019
  3. XingHa

    XingHa Active Member

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    Conviction of Fire I EX+
    Stage Info: http://www.alchemistcodedb.com/quest/qe-ev-gl-cot-01-fire-ex-sp

    Enemies
    Initial enemies are Carla on her Raging Fire Rakshasa, Klima on her Diviner, Lucian and Yomi both on their Holy Brawler job, and 3 Wind Mafia all as Thief. Spawns are Ravina on her Magia Gunslinger, and both Tamamo and Millis on their Ranger job.

    The game will start with a very first turn going to Klima rather than the normal turn order sequence (which is determined by CT and Agi) and she will use Rain Snail.

    The enemy thieves may not be physically damaging but they will prioritize using Poison Dagger. The poison is not modified and is still your standard thief poison.

    Lucian with enough jewel and no obstacle present will not hesitate to unleash Sand Dragon. Yomi, on the other hand, have her Super Battle Trance.

    After the Rain Snail starter, Klima will either stay on her area using Rain Snail again or buff herself with Clear Refresh, or choose to go towards your unit to start an attack. Her offensive spells were mostly weak or medium damaging but when she is low on HP, a Max Flash Wind Speed will surely OHKO a target (as expected from Diviner job).

    Carla will only move if you get into her aggro range. She is notably dangerous for two things: (1) just like Berserker, Raging Fire Rakshasa gets stronger for every fallen comrade; and (2) when she gets enough jewel to execute Surtr Charge (80 jewel). When Carla gets hit, 3 new enemy will spawn.

    The new spawns will appear on the highground and will take their turn almost immediately. The enemy AI knows how to use the Blue Circle.

    Strategy
    ac18.jpg
    Note: starting position

    Survivability and good positioning are your key to victory. Lucian is the first threat here as his Sand Dragon is deadly - AOE and anti-human. Even Lucian is Wind and your team is Fire, he can still OHKO a unit with 2.5kHP or below given the unit has no damage reduction reactive/passive skill. Also, Lucian is just 2 turn away from 3 of your units.

    Immediate tactical positioning is a must here since Lucian is a little north from some of your units. Form a 2-man wall out of your tough units to deny enemy entry. Good thing here is that the thieves are agile and mobile. They will take turn first and thus approach your wall first. Since the initial enemies were all melee (except for Klima but is far), you won't be worrying for ranged damage.

    Speaking of survivability, this also includes healing on top of bulkiness/toughness. Lupinus is great her because she does have a good buff (Shielding Feline) on her Summoner aside from her healing skills. If you don't have her, Alyu is a nice alternative or Mianne if you want heal with damage.

    Once good positioning is secured, you can start whittling down the enemies. Whether you want to include Carla or not in the current menu is up to you. Just be reminded once you hit Carla, 3 new enemy will appear.

    Your 4th slot unit must either be: (a) support like Chihaya; or (b) an offensive unit that will rush to the top/highground to take care of the spawned units after Klima. If you choose a Ranger Hazel and decided to take out Carla first before anyone else, be sure you have means of dealing with both Klima and Ravina.

    As for dealing with Klima, your only worry is the Diviner's signature skill Max Flash Wind Speed. She is susceptible to Bind, Daze, Death Sentence, Berserk, Stop, Delay, Slow and Rage. You have Dorothea's Fatal Malady for a Death Sentence, or Freeze from Chihaya. Or gang her up real quick before she can answer back.

    Once you've done with Carla, Lucian and Klima, the rest is just easy.

    Reference Video
    1st Run


    Note:
    (1) All quest mission except "Clear without Mercenary".
    (2) Carla as Mercenary would be nice due to good LS on top of being a nice damager. I used Laharl because there was no Carla friend to choose from.

    2nd Run

    Note:
    (1) "Clear without Mercenary" run.
    (2) You may use Power Powder or Vitality Powder (whichever suits your situation) to compensate with the lack of second Leader Skill.
    (3) It slipped out of my mind that Eve is not a f2p unit.
     
    Last edited: May 30, 2019
  4. XingHa

    XingHa Active Member

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    Conviction of Thunder I EX+
    Stage Info: http://www.alchemistcodedb.com/quest/qe-ev-gl-cot-01-thunder-ex-sp

    Enemies
    Teona on her Holy Valkyrie is extremely dangerous. Her signature move, Blinding Wall of Light - Hervor, its damage scales off caster's PDef. The higher the caster's PDef the greater the damage. Teona can OHKO a unit with 2.5k HP or below (given that the target has no damage reduction reactive skill) using her signature move. She can reach up to 1.6k PDef.

    At start, Teona is accompanied by Balt and Cordelia. If Teona launched her second attack, it will cause a Seida and a Water Mandragora to spawn. The newly summoned units will have their turn come quickly. Seida will unleash Venom Arrow Rain while the Water Mandragora will either make a normal attack or cast something (mostly status ailment).

    New enemies will appear depending on Teona's HP threshold. First threshold, Ravina and Green Lizard. Like Seida and the Water Mandragora, they will have their turn almost right away. The Green Lizard will shoot "Wide Barrage+ [DEF Down]". Next threshold, Letitia. Her priority action is to use support skill. I never seen her use an offensive skill. Last threshold, Fung Liu and Lofia. Only Lofia will have her turn quiet fast and she will cast Quicken first. Fung Liu will have his turn just a bit behind of Lofia.

    Strategy
    Now that we tackled about our enemies. Next is what we can do about them.

    If we aim directly on Teona, we will be dealing with the new Water enemies on top of Balt, Cordelia and a damaged Teona. But we can't just let Teona do as she pleases.

    We need to keep Teona in check while killing Balt, Cordelia, Seida and the Water Mandragora. First part is to isolate Teona away from your squad and you will be needing a tough unit to be her playmate at the moment. Then, others will deal with the killings. There are 2 ways that you can utilize to keep Teona in control: (a) keep Teona's jewel below 24; and (b) reduce Teona's PDef. Jewel Drain, Raptio Anima, Null Grenade for jewel control. Blademaster and Samurai for PDef reduction.

    And as for dealing with Balt, Cordelia and Seida, Roar is the most efficient way. Roar them and lure them away from Teona. As for the Roar, Lotiyah on her Wild Beast Tamer or Aruba on his Beast Tamer. I don't have Aruba so i have to rely on a Lv70 Lotiyah.

    Once you're done with Balt, Cordelia, Seida and the Water Mandragora, you have 2 option: (1) OHKO a healthy Teona to end the game; or (2) trigger the HP threshold and face the new Water enemies.

    Lotiyah using Susanoo+Super Battle Trance can OHKO a Teona (with +80% PAtk from other source like Leader Skill).

    On facing the new Water enemies, same drill - hold Teona still in isolation and Roar the new Water enemies. This is the best moment to net your "Kill 4+ foes in one blow".

    With all the enemies gone, you can now focus on Teona. Just check her jewel and PDef and you'll be fine. I never tried letting Teona spam her Blinding Wall of Light - Hervor on her playmate until she exchaust her charges before dealing with her finally.

    Reference Video
    1st Run


    Note:
    (1) Just don't copy my idiocy as one of my unit died by the hands of our beloved Teona. Was too lazy to redo.
    (2) Using farmable units except for the mercenary of course. Lotiyah for Roar and Leader Skill.

    2nd Run

    Note: You can use Vitality Powder to improve survivability.
     
    Last edited: May 30, 2019
  5. XingHa

    XingHa Active Member

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    Conviction of Wind I EX+
    Stage Info: http://www.alchemistcodedb.com/quest/qe-ev-gl-cot-01-wind-ex-sp

    Enemies
    Except for Nefertiti and the Thunder Buff Rattys, all enemy are susceptible to Poison, Paralyze, Stun, Sleep, Charm, Petrify, Blind, Silence and Rage.

    All spellcaster here will use support magic during their respective first turn, Mei Fang will use Anti-Tech Palm (Daze), and the ratty's favorite Immobilizing Kiss. The Thunder Buff Rattys will never move from its place.

    Aruba will continue to support its team but the rest of the human enemies will go for an offensive. The enemy you need to watch out is Noah as her Magical Honor Student job is specialized on damaging hard to Wind target.

    Strategy
    Much like with Conviction of Water I EX+, this stage is super easy with the help of status ailment notably Petrify. Flamel is the perfect candidate here. He has everything you need - Petrify, Roar, agility/mobility, resistance against elemental damage and jewel regen. Rahu for Quicken, Overclock, and Switch. Balt for damage and Zeal Eater. Ramses for AOE damage and Rudra Break (Silence).

    First to petrify is Mei Fang since she is the nearest. Ramses can handle Noah and Aruba with the Silence. Balt to kill the Thunder Buff Rattys. Rahu to Quicken Flamel first before other. I haven't seen Aruba uses Poison Pill.

    After Mei Fang, Flamel will fetch both Lupinus and Deneb using Roar, and drag them to the area where Mei Fang is. Then, Flamel to Stone Lupinus, Deneb, Noah and Aruba.

    Balt can reach Nefertiti with its Zeal Eater from the blue circle near Mei Fang. This is how you will neutralize Nefertiti since it can't be affected with any status ailment. A Nefertiti with no jewel is as good as useless. Balt will then kill Nefertiti. Nefertiti will hardly gain jewel due to Balt's evasion.

    Ramses will start to lower the enemies' HP. Ramses's Rudra Break is an insurance if Flamel's hand is full or if Flamel used up all its Stone Sword's charges.

    Once Rahu is done with the Quicken job, she can start arranging the stoned enemies for the Rudra Cross finisher.

    Make sure Nefertiti dies first before killing all the stoned enemy. And killing at least 2 human enemy (Nefertiti does not count) will result to spawning of Reimei. So its best to kill all stoned enemy simultaneously to avoid extra work.

    Reference Video
    1st Run


    Note: All quest mission except "Clear without Mercenary".

    2nd Run

    Note: "Clear without Mercenary" run. Same drill.
     
    Last edited: May 29, 2019
  6. XingHa

    XingHa Active Member

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    Conviction of Dark I EX+
    Stage Info: http://www.alchemistcodedb.com/quest/qe-ev-gl-cot-01-dark-ex-sp (Note: They don't have Sol in the list)

    Enemies
    All crew of Light element except for Sol which is Dark and ratties of different element. All human enemy here has HP of not lower than 8k. Sol being notably the highest with 13kHP.

    Sol will use Primordial Big Bang as his favorite single target spell. Minerva will spam Alchemic Bulwark while Margaret will spam Jewel Investment. Carol and Hugo will just snipe target from the highground. They will prioritize who is softest. The ratty will cast Death curse on its very first turn then either normal attack or Immobilizing Kiss. Only 2 rattys were present at the start but another 2 rattys will spawn triggered by Sol's HP threshold.

    Each human enemy death will cause Minerva to cast Alchemic Bulwark and Margaret to cast Jewel Investment targeted to Sol even outside of their turn and regardless of range.

    Squad
    Slot 1: Gormalas (Pirate J+)- for LS and for taking care of Carol and Hugo
    Slot 2: Zahar (Dark Cavalier JE) - must be 5/5/x enlightenment and must have his weapon (Dark Blade Grausam)
    Slot 3: Mirriane (Merchant JE) - must have a healing gear (ex: Halloween Hat)
    Slot 4: Rosa (Ninja JE) - must be x/5/x enlightenment, must have Snowman Top Hat (Snowman Hat won't do, i tried it) and she will take care of Carol and Hugo together with Gormalas
    Mercenary: Zahar that is same or better than yours

    Strategy
    Foreword

    (a) This requires a lot of RNG (3 out of 10 attempt) due to Minerva's Auto Alchemia Barrier having 70% proc rate.
    (b) Since both Carol and Hugo will target the softest, it is ideal to make your Mirriane the softest like equipping Mirriane with pure +HP gear and no +PDef or any defensive stat, and have your Zahar equipped with defensive gear like Curious Doll. Zahar might not survive if he has to take beating from Carol and hugo on top of Sol's.
    (c) If the caster of Snowman Top Hat's gear ability's Agi is low enough, your Zahar will have its 2nd turn before he gets the benefit from the Snowman Top Hat. That is why Rosa is the best for the job.
    (d) Snowman Top Hat both provide jewel and jewel spent reduction buff while Snowman Hat only gives jewel. Zahar needs to have enough jewel for Unlimited Zero.
    (e) Quicken instead of Jewel Investment is a no no since Zahar must get his 2nd turn before the 2 ratty take their respective 2nd turn. I tried using Quicken from the Wonder Chronos but its not fast enough.
    (f) Gormalas and Rosa should kill Carol and Hugo as fast as they can to ensure Mirriane's survival

    Turn Order
    Turn 1
    Rosa - cast Snowman Top Hat's gear ability Present for Everyone on your Zahar and move her towards the highground (left side of the map) the farthest she can reach
    Zahar (Slot 2) - move your Zahar 3 tiles forward and end turn to save CT. i don't know if moving 2 tiles forward only will still lure Sol forward
    Zahar (Mercenary) - move merc Zahar 3 tiles forward as well and cast Zeele Eater on your Zahar
    Mirriane - cast Jewel Investment on your Zahar and end turn without moving to save some CT
    Gormalas - use Sharpening Focus and move Gormalas to the left side (avoid the poisonous water). he will join hands with Rosa on dealing against Carol and Hugo
    Turn 2
    Zahar (Slot 2) - unleash Unlimited Zero covering the 2 ratty, Minerva, Nina and luckily Sol. if Minerva's Auto Alchemia Barrier procs, retry. this is the moment where you will accomplish the "Kill 4+ foe in single blow" quest mission. Sol won't die but don't worry he is not meant to die here.
    Rosa - normal attack Hugo
    Mirriane - use Halloween Hat's gear ability Trick or Treat onself
    Zahar (Mercenary) - unleash Unlimited Zero against both Sol and Margaret
    Gormalas - move highground and unleash Maelstrom against both Carol and Hugo
    Turn 3
    Zahar (Slot 2) - put Sol to final rest
    Rosa - no need to move just cast Vritra Leap on Hugo
    Mirriane - move her 1 tile right and hope she won't attract further danger
    Zahar (Mercenary) - finish Margaret the way you like. use HP-absorbing skill like Dark Domain if low on HP
    Turn 4
    Rosa - cast Vritra Leap on Carol
    Turn 3
    Gormalas - most damaging he got whether from normal attack or skill
    Then the rest is a minor final clean up.

    Reference Video
    1st Run


    Note: All quest mission except "Clear without Mercenary". Netting for "Kill 4+ foes in one blow" takes a lot of RNG as Minerva's Auto Alchemia Barrier has 70% proc rate to reduce incoming damage by 50%.

    2nd Run

    Note: "Clear without Mercenary" run. Same drill until you kill Minerva. It's better to go through the RNG rather than dealing with an annoying Minerva.
     
    Last edited: May 29, 2019
  7. XingHa

    XingHa Active Member

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    Conviction of Light I EX+
    Stage Info: http://www.alchemistcodedb.com/quest/qe-ev-gl-cot-01-light-ex-sp (Note: They don't have Zain in the list)

    Enemies
    Initial enemies are Zain in his Lord Commander, Aswald, Corvus, Itsuki, Setsuna and Strie all in their assassin job, and an immortal Blue Wolf. Spawns are Birgitta, Mia, Reida and Reido all in their magician job, and Mirriane as Merchant.

    Zain has scary stat - almost 26kHP and 1k on both PAtk and MAtk. Though he got an abysmal Agility of 106. Our assassins have about 6kHP and our magicians have HP not lower than 7.9k.

    All the spawn is susceptible against Poison, Paralyze, Stun, Sleep, Charm, Petrify, Blind, Silence at 79% chance and Rage at 100%.

    Zain will go towards you in a turtle speed but he packs a serious punch if not being taken care of. All the assassin will just do a merry-go-round playing catch-and-run game but will attack you if within range. The Blue Wolf will just stay there for eternity and will cast a global stat debuff onto its allies each time an assassin is fallen.

    Each human enemy (excluding Zain) slain nerfs all enemy's stat for 3 turns i guess and at the same time it will get replaced by a new enemy:
    Aswald = Mirriane (lower right) = -Agi debuff
    Corvus = Birgitta (upper right) = -MDef debuff
    Itsuki = Reido (lower left) = -MAtk debuff
    Setsuna = Reida (upper right) = -PDef debuff
    Strie = Mia (lower right) = -PAtk debuff
    Note: Only present enemies are affected by the debuff so new spawn is not affected.

    Strategy
    You don't actually need to worry about your squad's survivability so it is best to get the sweet +50% PAtk Leader Skill (from Suzuka or Zain). This stage is not threatening but kinda tricky.

    Zain may have a monstrous stat but he lacks agility/mobility. Use the time (Zain's turtle speed) to hunt down all the assassin. Obviously enough, the assassins are keep running in circles (clockwise) because they knew you are going to hunt them. Well, i don't mind chasing waifus except for Corvus. Zain only looks scary... only looks scary with his stat.

    Hunt down all the assassin to significantly weaken all enemy esp Zain. He gets half reduction from those debuffs.

    After all the assassin has been annihilated, you can now focus on killing the weakened Zain. Then, take care of each spawn (Birgitta, Mia, Reida, Reido and Mirriane) using Petrify. You can Silence them to neutralize their threat.

    Arrange the stoned foe using Switch then unleash your AOE to get the quest mission.

    Reference Video
    1st Run


    Note: All quest mission except "Clear without Mercenary".

    2nd Run

    Note: "Clear without Mercenary" run. A sloppy run but it will get the work at the end of the day. I was doing a test with Spica on her Warrior JE to see how good it is. She is good with full Warrior setup as her sub-skill Blade Typhoon inflicts Rage onto the target which help with her Goliath Counter's inconsistency.
     
    Last edited: May 29, 2019

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