Babel Tower/The Survival Lucem: Difference between revisions

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1) Sublimate
1) Sublimate
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2 Sanctuary Guards will <span style="color:#3168b9;">accumulate energy</span>.
2 Sanctuary Guards will <span style="color:#3168b9;">accumulate energy</span>.
* <span style="color:#3168b9;">Energy Accumulation</span>: Gains 2 energy per second and DMG dealt (up to 80 emergy).
* <span style="color:#3168b9;">Energy Accumulation</span>: Gains 2 energy per second and DMG dealt (up to 80 emergy).
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2) Fusion
2) Fusion
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When energy reaches its maximum, merges into <span style="color:#3168b9;">Twilight State</span> and continuously <span style="color:#3168b9;">consumes energy</span>. When dealing DMG, gains <span style="color:#FF6549;">1 stack of Decree</span>.
When energy reaches its maximum, merges into <span style="color:#3168b9;">Twilight State</span> and continuously <span style="color:#3168b9;">consumes energy</span>. When dealing DMG, gains <span style="color:#FF6549;">1 stack of Decree</span>.
* <span style="color:#3168b9;">Twilight State</span>: When attacking, gains a shield and reduces the enemy's speed. Creates Energy Storm to deal DMG to enemies for every 20s energy consumed.
* <span style="color:#3168b9;">Twilight State</span>: When attacking, gains a shield and reduces the enemy's speed. Creates Energy Storm to deal DMG to enemies for every 20s energy consumed.
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3) Leader
3) Leader
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When reaching <span style="color:#FF6549;">8 stacks of Decrees</span>, materializes into <span style="color:#3168b9;">Bishop State</span> and regains 60 energy and 30% of max HP.
When reaching <span style="color:#FF6549;">8 stacks of Decrees</span>, materializes into <span style="color:#3168b9;">Bishop State</span> and regains 60 energy and 30% of max HP.
* <span style="color:#3168b9;">Bishop State</span>: Inherits Energy Storm and perfroms cluster strike. Attacks will restore HP.
* <span style="color:#3168b9;">Bishop State</span>: Inherits Energy Storm and perfroms cluster strike. Attacks will restore HP.


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<br>
4) Legacy
4) Legacy: When exiting a fusion state, Sanctuary Guard will <span style="color:#3168b9;">recover HP</span> based on the remaining HP in that state.
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When exiting a fusion state, Sanctuary Guard will <span style="color:#3168b9;">recover HP</span> based on the remaining HP in that state.
* <span style="color:#3168b9;">Health Recovery</span>: Recovers HP equal to 40% of the remaining HP in the fusion state. For instance, Santuary Guard will recover 20 HP if it has 50 HP when exiting the fusion state.
* <span style="color:#3168b9;">Health Recovery</span>: Recovers HP equal to 40% of the remaining HP in the fusion state. For instance, Santuary Guard will recover 20 HP if it has 50 HP when exiting the fusion state.


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5) <span style="color:#3168b9;">Dead Zone</span>: Transcendents recommended.
5) <span style="color:#3168b9;">Dead Zone</span>
<br>
Transcendents recommended.


|-|BP-2=
|-|BP-2=
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1) Emergency Retreat
1) Emergency Retreat
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Initial Target: Defeat the Corrupted and protect the <span style="color:#3168b9;">Grizzly members</span> on the way to the evacuation point.
Initial Target: Defeat the Corrupted and protect the <span style="color:#3168b9;">Grizzly members</span> on the way to the evacuation point.
* <span style="color:#3168b9;">The Grizzly members</span>: All Grizzly members will slowly regain HP and move to the evacuation point instead of joining battle. <span style="color:#3168b9;">Their Movement Speed will greatly increase</span> when allied Constructs are near them. <span style="color:#FF6549;">They will be unable to move when their HP drops below 50%</span>.
* <span style="color:#3168b9;">The Grizzly members</span>: All Grizzly members will slowly regain HP and move to the evacuation point instead of joining battle. <span style="color:#3168b9;">Their Movement Speed will greatly increase</span> when allied Constructs are near them. <span style="color:#FF6549;">They will be unable to move when their HP drops below 50%</span>.
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2) Last Barrage
2) Last Barrage
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Final Target: <span style="color:#FF6549;">Last Barrage</span> will be triggered when all the Grizzly members <span style="color:#3168b9;">retreat from battle</span>. Defeat the enemies to win your battle.
Final Target: <span style="color:#FF6549;">Last Barrage</span> will be triggered when all the Grizzly members <span style="color:#3168b9;">retreat from battle</span>. Defeat the enemies to win your battle.
* <span style="color:#3168b9;">Retreat from battle</span>: All the Grizzly members have <span style="color:#3168b9;">retreated</span> or <span style="color:#FF6549;">died</span>.
* <span style="color:#3168b9;">Retreat from battle</span>: All the Grizzly members have <span style="color:#3168b9;">retreated</span> or <span style="color:#FF6549;">died</span>.
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3) Reinforcing Grizzlies
3) Reinforcing Grizzlies
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When Last Barrage is triggered, all retreated Grizzly members will return to battle and expand <span style="color:#3168b9;">Support Field</span>. Constructs inside the field will gain bonuses.
When Last Barrage is triggered, all retreated Grizzly members will return to battle and expand <span style="color:#3168b9;">Support Field</span>. Constructs inside the field will gain bonuses.
* <span style="color:#3168b9;">Charging Support Field</span>: Gains an additional Signal Orb when dealing/receiving DMG every 5s. The effect disappears 3s after leaving the field. The effect is shown below.
* <span style="color:#3168b9;">Charging Support Field</span>: Gains an additional Signal Orb when dealing/receiving DMG every 5s. The effect disappears 3s after leaving the field. The effect is shown below.

Revision as of 07:19, 12 February 2023

Choose the difficulty level that best suits you. Build your team accordingly and keep trying to push it through the limit.

Stages

Team Requirements for Support Points:



Deploy 1 Member with 3,000 BP (+1).



Deploy 1 Member with 6,000BP (+1).



Deploy 1 Transcendant (+1).




Support Details:



Energy Armor: Dealing DMG with basic Signal Orbs grants a shield equal to 20% of current HP for 3s. The duration will refresh whenever it is triggered.



Ressurection Armor: Regains 1% of max HP every second. For each 25% HP lost, increases the healing speed by 1%.



Hysteria: Gains 10% Extra DMG Bonus and reduection every 10s. Stacks up to 3 times. Switching members will reset the effect.




Environment:


1) Sublimate
2 Sanctuary Guards will accumulate energy.

  • Energy Accumulation: Gains 2 energy per second and DMG dealt (up to 80 emergy).


2) Fusion
When energy reaches its maximum, merges into Twilight State and continuously consumes energy. When dealing DMG, gains 1 stack of Decree.

  • Twilight State: When attacking, gains a shield and reduces the enemy's speed. Creates Energy Storm to deal DMG to enemies for every 20s energy consumed.
  • Energy Consumption: Consumes 2 energy per second while in Twilight/Bishop State.


3) Leader
When reaching 8 stacks of Decrees, materializes into Bishop State and regains 60 energy and 30% of max HP.

  • Bishop State: Inherits Energy Storm and perfroms cluster strike. Attacks will restore HP.


4) Legacy
When exiting a fusion state, Sanctuary Guard will recover HP based on the remaining HP in that state.

  • Health Recovery: Recovers HP equal to 40% of the remaining HP in the fusion state. For instance, Santuary Guard will recover 20 HP if it has 50 HP when exiting the fusion state.


5) Dead Zone
Transcendents recommended.

Team Requirements for Support Points:


Deploy 3 Constructs (+5).



Deploy a Construct with Elemental Stats (+5).



Deploy 1 Amplifier-Type Construct (+5).




Support Details:



Enhanced Circuits: Deals 30% more Elemental DMG for 5s after being healed.



Healing Nova: Performs Healing Nova upon a 3-Ping, healing all allies within range for a small amount of HP.




Environment:


1) Emergency Retreat
Initial Target: Defeat the Corrupted and protect the Grizzly members on the way to the evacuation point.

  • The Grizzly members: All Grizzly members will slowly regain HP and move to the evacuation point instead of joining battle. Their Movement Speed will greatly increase when allied Constructs are near them. They will be unable to move when their HP drops below 50%.


2) Last Barrage
Final Target: Last Barrage will be triggered when all the Grizzly members retreat from battle. Defeat the enemies to win your battle.

  • Retreat from battle: All the Grizzly members have retreated or died.
  • Last Barrage: A boss wave on a high difficulty level. Defeat the enemies to clear this stage.


3) Reinforcing Grizzlies
When Last Barrage is triggered, all retreated Grizzly members will return to battle and expand Support Field. Constructs inside the field will gain bonuses.

  • Charging Support Field: Gains an additional Signal Orb when dealing/receiving DMG every 5s. The effect disappears 3s after leaving the field. The effect is shown below.
Team Requirements for Support Points:



Deploy 1 Support-Type Construct (+1).



Deploy 3 Constructs (+1).



Deploy 1 member with 6,000BP (+1).




Support Details:



Emergency Infusion: DMG dealt by Yellow Orbs will restore HP based on the number of orbs pinged. 10s cooldown.



Growth Hormones: Increases Physical DMG by 30% for 5s when healed.




Environment:


1) Infect: Siren will leave an infection area on the field for every 25s. Units in contact with it will be infected for 5s (Constructs will lose additional HP).


2) Familiar: Siren has 6 familiars that give it DMG immunity. Siren summons 2 and randomly marks 1 (unmarked familiars cannot be locked) at the start of the battle. Marked familiars will be devoured, respawned, and randomly marked again until 6 have been devoured. Familiars will revive and weakn you after you destory them.


3) Burning Mark: The familiar is burning. When devoured by Siren, its infection will rebuff against Siren and your HP will be restored. Otherwise, Siren will devour it and leave an infection area that continuously infects nearby enemies and drains their HP.


4) Stealth Mark: The familiar is stealthy. When its HP is more than 60% it will head to an infection area. When devoured by Siren, if it is not infected, it will rebuff against Siren and your power will be boosted. Otherwise, Siren will devour it, leave an infection area. and summon Buthus that will give Siren great DMG immunity.


5) Dirge: Siren will become paralyzed and Vulnerable for 5s after devouring 6 familiars. Each rebuff will increase the duration by 1s and cleanse 1 infection area. If all familiars are devoured, cleanse all infection areas. After that, DMG dealt by Siren will increase based on the number of familiars devoured successfully.

Rewards

Task Rewards
Clear Babel Tower BP-1 once (Lv.1 or above)
x50
x2
x2
Clear Babel Tower BP-2 once (Lv.1 or above)
x50
x2
x2
Clear Babel Tower BP-3 once (Lv.1 or above)
x50
x2
x2
Reach Babel Strategic Lv.15
x10
x2
x1
Reach Babel Strategic Lv.30
x10
x1
x2
Reach Babel Strategic Lv.45
x30
x1
x2
Reach Babel Strategic Lv.60
x10
x2
x12
Reach Babel Strategic Lv.75
x10
x1
x2
Reach Babel Strategic Lv.90
x30
x1
x1
Reach Babel Strategic Lv.105
x20
x2
x1
Reach Babel Strategic Lv.120
x20
x1
x2
Reach Babel Strategic Lv.135
x30
x1
x2
Reach Babel Strategic Lv.150
x20
x2
x12
Reach Babel Strategic Lv.165
x20
x1
x2
Reach Babel Strategic Lv.180
x30
x1
x2
Reach Babel Strategic Lv.195
x30
x2
x1
Reach Babel Strategic Lv.210
x30
x1
x2
Reach Babel Strategic Lv.225
x30
x1
x1
Reach Babel Strategic Lv.300
Reach Babel Strategic Lv.450
Reach Babel Strategic Lv.600