Hello all,
I am a new player to battling dragons. My familiar is a miraj bunny with the following spells and techs:
BunBun Missile
Kick
Jump
Enrage
Fear
I was just wondering how I could set my grid in a way that I can get the hang of the game and do more challenging things.
thanks,
Nitron the Ninja Apple
MadGoblin
Posts: 1515
Member #2
Jun 17, 2006 17:21
Ah! A user of the most neglected familiar in the realm of Battlign Dragons. Well, you are fortunate as I am not only the most prominate Al-mi'raj tamer in the game but their creator
Since you have just started, you can only pack four techs in your grid, or at least you should only pack four too keep usability up.
Depending on what you are fighting, I would suggest the following arrangement:
Power
Kick
BunBun Missile
Magic
Fear / Jump
Special
Enrage
Right now, you are pretty rigid in possibilities, but the Miraj is a surprisingly potent weapon. The two most important techs you have right now would have to be Enrage and BunBun Missile. One is a solid, powerful attack (at least for its level). The other makes that attack even stronger. For every iteration of your power bar cycle, I would recommend using these techs. The last stage of it is conditional to the situation, as indicated with the slash-mark.
If you are fighting a foe of weak magical ability, such as a Tatzlwurm, or one with very high physical defense, such as a Nidhogg egg, Fear should definently be your choice in the Magic bar, the only bar where you can slot it, actually. Low virtue creatures will take a good dent from the technique, especially if they are also a Serpent, opposed to your Bestial classification. A Jabberwock is a good example.
If you were to face a very magically potent beast, like a Bennu or Hrimfaxi, then Fear would be a waste. As a low level Banishment, the rabbit does not carry the Virtue to deal significant damage to these foes. Instead, another stat booster, Jump, would be handy. You would want to focus on increasing your strength and laying out powerful attacks in these cases, using jump to build up some guard and buffer the time for more BB-Ms.
Kick, right now, is rather a place filler. It cannot be slotted in any other bar, and the technique above it is 100% superior to its use. As of now, I would not use it, unless you wanted to try and just pump someone full of a constant back-and-forth of Kicks & Enrage, a tactic that I would not recommend, especially since it would not help train you only and crucial Spell.
Hope that helps. Mirajs are a very useful species and get a pretty wide range of techs as they grow, giving them a good range with stats that don't fall too far in any direction.
Viva la coney! Valk:that punch was really a venom punch hahahaha youll be uconsious in a few mins.
- My Kamaitachi, Part II