Thursday, March 23, 2017

Getting Started (for new players)


Puzzle and Dragons can have a steep learning curve that isn't well explained unless you are in a support group that is willing to hold your hand answers questions or offers advice. This guide (I hope) should help out a few newer players in learning the basics of the game as well as a few things to help them along the way.

PART 1: Team Building

https://meosenpai.blogspot.com/2017/02/pad-team-building-and-you.html

Previously covered in an earlier article, it should explain a bit about the thinking process behind team choices. For a lot of newer players though, cards aren't readily available so often times farmables (cards you can get in game without spending magic stones or are readily available provided you can clear the dungeons) are the go to choice.

Some cards that aren't as well known are using evo materials and super dragons as stat sticks. For early game, you can get a lot done just by relying on your leader skill and having a decent hp pool to get through normal dungeons. Evo materials like EKMD, Rainbow Keeper, and Dub Mythlits have decent stats for early game, require no EXP to level, and can sometimes have a useful skill for the team; EKMD has a rotating skill and Dub Mythlit has an average CD dark orb create and enhance. The super dragons are a skillup for the Greco Roman series, which are a double orb change that can usually give you much needed orbs to push numbers on normal dungeon boss floors. There are also numerous skill up materials that hold skills of very good cards which can also be used and can also be skilled up (available during Rare Monster PAL Machine or Element Carnivals).

PART 2: Orb Matching

It is really hard to type out how to match orbs, so here is a video that explains a lot about learning how to make combos and improve your game. (its quite long, but I like it)


As always, practice, practice, and practice will help make you more comfortable in achieving higher combos and stepping up your game. Endless corridors are always available to help you practice making combos. Start off easy by just learning how to make a few easy matches, then branch out and start adding in little things.

A couple of things to start considering in improving your gameplay:

1. Learning strict color matches
Some leaders require a a couple of color matches to partially or fully activate their leader skill. Learning how to match those colors and moving on to off colors is an easy way to start learning matches. To make it easier...

2. Orb Clearing and Saving
Most leaders do not need all colors of orbs. Sometimes it is best to clear orbs your team doesn't need to make way for desirable ones. Getting good at orb clearing and saving can often help you in saving skill usage, stalling, keeping more orbs for bigger damage bursts or setting up a board for full leader skill activation.

3. Learning Cascades
Although a higher level of play, it doesn't hurt to start off learning a couple of cascading tricks. Cascading is where you set orbs to fall into matches after matching other orbs, resulting in more combos and being able to match orbs in otherwise hard to reach areas. Making many moves to reach one orb for a combo often makes you lose time, which leads into...

4. Moving Faster
Sonic would be proud. Orb movement time is limited, so learning how to make your matches in smaller amounts of time is crucial to high end gameplay, and increases your ability to spot combos more easily. It is easier to play with more time, and newer players have access to a few things to make it easier, but eventually you will want to move away from stacking time extends and learn how to spot combos and make efficient orb movement paths. Learning diagonals and having very precise and efficient movement go a long way.

PART 3: Stone Management

The IAP currency of the game, magic stones are given out occasionally, and are also rewards for completing dungeons for the first time or as parts of giveaways. For early game, knowing how to spend your stones and knowing what they are worth can make early game a lot easier. (planned IAP players can probably skip this part)

BOX SPACE: Having lots of extra box space is great. Early game players can skip capacity increases due to them not having a wide selection of cards to hold, and knowing which things to keep can help in managing box space. Some of the early quests require you to buy box space to complete them (130 box space) so investing a stone or so to complete the quest for badges can help. Otherwise, manage your box space so you can keep your space high for things you want to keep. Box space for tons of evo materials and fusion materials is often times a luxury. (at least it isnt 25 max at start anymore)

FRIEND SPACE: Skip it entirely. Chances are you won't be needing a wide variety of friends to choose from, and having a couple of frequent players can be all you need. As your box and leader use grow, you may want to make more friends, but not until much later.

STAMINA REFRESH: Skip it. Your early rank means you can refill your stamina quite often with ranking up, and will help in teaching you how to manage stamina usage for efficiency and maximize rank XP. Refreshing stamina becomes much better once you have higher stamina, so spending them at lower ranks for just one or two runs of super dragons or STTDs won't have much effect.

DUNGEON CONTINUE: Very often No. Unless you are being carried for a high level dungeon for a card you really REALLY REALLY need or for a very hard challenge that you are just inches away from completion, NO. The stone is better spent on a stamina refresh to attempt the dungeon again, and then the guidelines above will apply.

REM ROLLS: The bulk of your stone use. Manage restraint on rolling the REM unless it is during godfest or a very strong collab (like Final Fantasy or Bleach). If you need help on whether to roll in a collab, ask around for what is good and what it offers your box. Specialty REMS are often a trap for newer players, and are usually worth only one roll for fun. Rolling outside of godfest at very early ranks may help your team or give options to start working on a different box element, depending on what you already have, but in general always wait for godfests. pls no yolo roll

PART 4: Dungeon Research

A sub section on team building, knowing what to expect in dungeons may change what you bring on the team. Doing dungeons in coop will half your stamina cost, and opens up opportunities to be carried or have your weaknesses be covered by the other player. Often times not having five skill bind resist(SBR) or being vulnerable to being bound will often end runs for early game players, but having a coop partner to fix/help with those problems can greatly increase your clear rates. However, in my opinion it is best to start completing dungeons in solo just to git gud, but as long as you aren't being reliant on carries to get through the game you should be able to develop skills or knowledge as a player. A lot of my work is centered around solo gameplay, but don't let that stop you from doing coop. And of course, coop for farming dungeons is always the best for being stamina efficient.


PART EX: Terms

There are quite a few terms and abbreviations used in the PAD community, so I thought it would be helpful to know a few good ones.

SB: Skill boost. Decreases turns needed for a skill to be on start of a dungeon. Often good on coop for button farming.

Button: Often times a team that will only use card skills to clear dungeons. This ranges from doing dungeons like Tamadras and Metal Dragons using true damage skills, or having a team made specifically to do very little in terms of thinking, like the very basic STTD farming Goemon team. Button should not be confused with ALB swipe farming, but some button farming setups may involve a board swipe at the end.

ALB: Awoken Liu Bei. High end coop farming lead that makes a lot of dungeons trivial.

GaNazca: Ganesha/Nazca team for increased coins and rank XP farming.

EKMD: Extreme King Metal Dragon. Can refer to both the dungeon or the monster itself.

SKC: Super King Carnival. The best dungeon to farm card XP.

STTD: Star Thieves Treasure Den. A dungeon made specifically for farming + eggs to enhance your cards.

OE: Orb enhance. Does stuff with increased damage numbers.

TPA: Two prong attack. An awakening that lets individual cards do more damage when matching orbs in a set of four.

SBR: Skill bind resist. Stops blockage of skill usage, 20% per awakening and additive.

MP: Monster Points. Separate currency used to buy special cards or evo mats, shouldn't be too relevant for early game players and are often for mid-late or endgame players. DONT SPEND ON EVO MATS UNLESS WHALE

A1/2/3: Arena 1/2/3, or Bipolar Goddess. An endgame dungeon that possesses random spawns and offers challenge, with a random Py at the end as a reward for completion.

COOP/DC: Coop play with disconnect. For those of you who want to play a dungeon in solo but want to halve the stamina cost. (also involves not having your badge)

PAL: Pal egg machine. Rotates around in three different sets that gives either Enhance materials, Evo materials, or skillup(Rare) materials.

REM: Rare egg machine. Where you spend the bulk of your stones rolling for stuff.

Whale: someone who spends a lot of real world money on the game. Also goes by IAP, but as long as you have spent less than $100k on the game you aren't IAP. (source: broccoflowers)


This should cover a lot about getting into PAD. I have gotten a lot of enjoyment out of this game, and I want others to enjoy it at their own pace or for their own reasons.

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