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Prepare for the Future: Porcelain Tower Fl 31-40
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knightmares11 is in Florida
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The 4th tower event and 2nd stage of the true Porcelain Tower happened shortly after Sakura's banner on the JP side. This tower is kinda different from other towers in that this one is a continuation of the previous water ring tower. You will start at the highest floor you got to during the siren tower instead of back at the start, so someone that cleared the tower last time will only have 31-40 to deal with. However, you still start from the first floor after you reset obviously.

Also, since this is a continuation of the previous tower, medals earned from the previous tower ARE carried over and its pretty safe to assume that this tower's medals will be carried over to the next as well. So, if you grabbed everything you like, just save.

The reward this time is a light bracelet that has identical stats to the water ring but instead has 20% dark and 15% light res in return for -25% res to poison and doom.


General Tips

these floors are crowded with human type enemies, in fact, 9 stages include human enemies and 7 of the 10 floors are filled exclusively with human type. Boosts to man eater like odin and golem esper, titan and blossom in the dark VC can be useful in multiple stages.

Like previous tower stages, enemies in these stages also generally have high elemental resistances to any element that they arent weak to. Except this time it's even higher-40%/50% at earlier stages and 60% at later ones. Therefore, it is highly recommended to level up some non elemental attacks or have some units prepared for each element. Black mages are pretty famous for their wide range of non-elemental spells with bio, drain and flare. Normal attacks and ninja shurikens are the options for the physical jobs.


Stage 31 Enemy element: Dark

whisper 4 ninjas and tyytas 4 red mages, if you turtle around, the red mages will stay at their positions and you will only have the ninjas, whisper and tyytas to deal with. ninjas can chain their 3 hits on you to set up for whisper or tyytas so keep that in mind. red mages hits decently hard but can be dealt with mag res. high level evasion also work very well here since the enemies are still a bit underleveled.

Recommended units: Vinera(dodge), SSterne(dodge), Marielle(mag res tank), light dmg dealers

Stage 32 Light

you start facing engel 5 white mages, with 5 more rangers standing all the way back on a highground. White Mages will spam holy over healing and rangers have access to sharpshoot. If you want to push forward, better get a really good tank against missile and mag dmg. Just turtle and wait for them to come up to you. Enemies have ST res so use dark aoes to clear them up. Engel can be killed off with a good non elemental mag dmg dealer.

Recommended units: SSterne, Vinera, just general dark aoe dmg dealers, WoL or Whisper might be the only two tanks that allows you to push forward turn 1.

Stage 33 Ice

Enemies include a mix of paladins, spellblades and time mages. Paladin and spellblades have pretty good def/spr, making it hard for most units to deal dmg in this stage. Incoming dmg channel is exclusively slash tho and can be exploited by a high slash res tank in the front. The stage also features a big hole in the middle which can either be used to dance around or just form a gap for your ranged units. I just sent a high slash res whisper forward and turned the stage into a shooting range.

Recommended units: Luatha, good slash res tanks like Whisper, WoL and def/spr penetrating dmg dealers

Stage 34 Earth

You have 2 Ogres on each side with 6 Redmages opposite to where you started. Ogres have 40 def while red mages have 20 def and 60 spr. Most likely, you will be dealing with units streaming in from both sides at all times. Wind magic dmg can dispatch of the Ogres but you will need physical dmg to deal with the red mages. Howlett can deal with both equally well with his spr pen jamming thrust. However, red mages have their mag reflex reactive on. If you get reflex'd on, I would recommend ragequitting. Oldoa is also a surprisingly nice unit to use here since the flat ground on the right side allows her to utilize her full self sustain capability with AP drain and HP Drain. A well built Oldoa can OS the red mages with drain force as well.

Recommended: Howlett, Oldoa, Halloween Leela, wind magic and physical dmg dealers in general, mag res

Stage 35 Hybrid

This stage you will be dealing with Leviathan with several soldiers and dragoons of different elements. Dodge is very effective here since enemies have their accuracy bonus removed in this stage, allowing you to dodge cheese most of the enemies. The thunder dragoon Alim is featured here, however, other than her good dmg against leviathan, she doesn't actually have a good enough dodge to nullify Leviathan's dmg. I recommend pushing your dodge units forward as a barrier while setting up some missiles up to help with the dmg department.

Recommended: Vinera, SSterne, Lasswell, Alim, missile units.

Stage 36 Wind

Your units will start on a highground with 2 groups of enemy time mages paladin on the low ground, the time mages will start chain quickening the paladin. The time mages have very low hp and but decently resistant against everything other than missile while the paladin has good physical res but is weak to magic, use aoes to quickly mop up the time mages before they become a major problem and slowly chip down the paladins with Rosa or Medi's ice magic dmg. a tank helps a bit against the rabid Paladins that gets 5 turns in a row.

Recommended: Rosa, Medi, and just ice units, most of them have access to some sort of aoes to clear the time mages.

Stage 37 Lightning

Stage is divided into 4 rooms. You start in one, and to the left is Skahal with a few black mages, on the bottom is Owe with a few samurai, in the furthest room is Vadim with thieves. Skahal is the only one that deals dmg in his group while the black mages will only spam sleep, Owe and samurais will use devotion and then nightveil to inflict blind if they can or use hein if they cant reach you with nightveil, the thieves will use shadowcast and then use snipe dagger to try and inflict confusion. You can use a unit with 100% mag res like Prayer to completely block off the left room, this prevents anyone on the left side from reach your team if you stand behind the statue in your room. owe and the samurais will naturally file into a row, allowing spear users like Aileen to take out multiple units in one skill.

Recommended: Prayer, mag res, Earth dmg dealers, sleep, confusion and blind prevention or cure

Stage 38 Fire

A very messy stage, your team is split into two groups, 3 units in the center of the stage and 2 units in the back, with enemies surrounding the center group. 2 gunners on each side, and ninjas and samurais backed up by Seymour charging up towards your center group. Gunners and Ninjas are both weak against water pierce and samurais are weak against water magic. So Glaciela, Miranda and Ildyra can do work here. Xramada can also do some good dmg with her suiton. A tank is recommended to control this messy fight.

Recommended: tank, Glaciela, Ildyra, Xramada, Miranda, water units

Stage 39 Water

Your team is split on two highgrounds, you can put up to 3 units top and up to 3 units left. The lowground is littered with snappers, there are also 3 paladins that saw off one of zazan's legs to gain 4 move each, oh, right, the poor zazan is also there with only 2 move left to his name on the right side of map. the paladins and zazan will both move to engage while the snappers will not move at all until one of your units move close enough so that they can hit you. Since the only active enemies in this stage are the paladins and zazan, you can again fully block their dmg with high slash res. Draw them to the top or left side while you just slowly clear the snappers and eventually grind them down from afar. If you lack this option, this can be a very tricky stage to fight since the paladins will barrier themselves and become really resilient against physical dmg. Still you can grind them down slowly by just turtling at your starting position. When they are ded, you have all the time in the world to finish off the snappers

Recommended: Slash res tank, Nivlul, Fredericka, other Thunder missile type units

Stage 40 Hybrid

Diaboluls with a lot of dark high agi skellys and water lamias. Lamias inflict confusion with their aoes and skeletons will use drain. None of them are very scary at first, however, the skeletons get access to a much more powerful drain if they are at low hp, and since they have mag res pen, it's almost impossible to tank it. so dont leave skellys at low hp when they are about to get their turns. Diaboluls mostly does mag dmg but his dmg is hard to completely block since his big magic attack also lowers mag res. Just take this stage slow and clear out the mobs one by one. Physical dmg is pretty much completely unusable. holy and thunder magic is recommended for obvious reasons. Sakura is the best for this job but black mages and white mages do just fine with their drain, bio, flare and holy.

Recommended: Mag res tank, Sakura, light, lightning or non-elemental magic users.

Stage 40 EX

not a terribly interesting stage, a lot of enemies with too large of a body size, just turtle with good tank and healer. enemies will block each other off, trivializing the pressure. Magic dmg and physical tanking is the way to go.


Overall, these stages are much more gimmicky than previous stages but they still aren't too hard if you are willing to throw units at them. I doubt the trend of Porcelain Towers featuring latest units is going to change but I can appreciate that they didn't make limited units necessary for any stage.

General utility is still very crucial to how good a unit can be in Porcelain tower as a whole but these stages make me appreciate defensive deathstacks even more. units that can build to 100 def/spr or any resistance, or even evasion can completely trivialize certain stages and is definitely a nice option to have. Whisper Prayer and Vinera definitely helped a lot during my no death no reset runs.

Having units of every single element is also becoming more and more necessary so try to work on it.

I kinda recorded my runs but they are pretty low quality(the recording for stage 40 was corrupted as well). I think they somewhat illustrate my point so if you want to check them out they are here. I'm still adding descriptions for some of them but they'll be up there eventually.

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