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Rage Of Bahamut Guide: 10 Advanced Tips For Getting Ahead
There are many systems in Rage of Bahamut that it can be quite overwhelming to new players. This is a follow up guide to my last one. Here are 10 Hints and Tips for rising up through Rage of Bahamut. You may also call this a Newbie Guide to Rage of Bahamut or a starting guide to the more advanced systems that can be found. In order to get ahead, you are going to have to take advantage of all of them.
1. Archive and Max Bonus
Two bonuses that are important but rarely ever touched upon except in select forums. Archive Bonus is achieved by collecting cards new to your account. When you reach a certain amount of registered cards, you will activate your archive bonus and you will be able to permanently hold more cards. Max Bonus counts the number of cards you have Maxed out via enhancements (Some people hit their bonuses just by naturally maxing out the cards they plan to use, but this is the quickest way.) The easiest way to do this is to max out common cards since they have the lowest requirements to max out. Achieving Max bonuses allow you to permanently speed up the rate at which your Stamina, Attack, and Defense recharge.
IMPORTANT: What is not told about this is that Evolved forms of cards count towards both Archive and Max Bonus. So you have a common unevolved Dryad and then max it out… It counts as 1 to both your archive (if you have never had a dryad before), and 1 to your Max. If you evolve it to a Dryad+ it will add one to your archive bonus, maxing that card out, it will still add to your Max Bonus count even if you previously maxed out unevolved form. Evolving it to Dryad++ will add another to your archive, maxing that out will add another to your Max count… You see where I’m going with this right?
2. Enhance Dem Cards!
The art of enhancing and evolving is very important to learn early on. In most cases, a maxed out common card can compete with most non-maxed out rare cards because of the benefits of maximum enhancing stacking. It’s most cost efficient to use as many cards as you can per enhancement so you get stacking discounts (10 cards max per enhancement). Enhancing Improves the level, the level increases the card’s stats. When the level reaches the highest point it can for it’s rarity, it is considered Maxed.
3. Min Maxing Cards?
Moving from enhancing we drop right into Min/Maxing out our cards. How can a common card beat out a rare? With Max Evolving! When you evolve / use a card to evolve it normally only transfers 5% of its stats to the evolved card. 5% of these stats also include the stats gained through enhancement. Sure, that’s fine and dandy… But a Maxed card transfers 10% of its stats to the Evolved Card! A card normally has 4 levels of evolution and can easily be pushed through using one unevolved card… But if you want a beast of a card, you have to use 8 cards, and max out each card and it’s evolution on its way up. (Evolved cards start level 0 to be re-enhanced, but keep the stat bonuses of the previous cards)
Example: lets use Fire Elemental(FE). First step would be to max out 4 basic Fes. Using Evolution, create 2FE+s and max them out. Now combine those to get FE++. Repeat the first step to get another FE++, remember to keep maxing each step of the way. Now max out both FE++ cards and evolve them. Congratulations, you now have an extremely powerful common card!
Note: This process of Complete 8 Maxing is more often than not, only used on Rares and higher because of their increased stat growth and higher levels between evolutions. 8 Maxing common and high common cards is usually deemed a waste of time once you reach mid-game (there are VERY few exceptions to this rule though.)
4. Card Skills
Although minor at first, the true sign of an end game offence/defensive deck revolves around card skills. In short, there are some cards that have skills attached to them that do a wide variety of things ranging from more Holy Points during Holy War, More Wall damage, Raising Attack, Lowing Defense, Ect. Higher level players often build towards two decks, one for defense and one for offence… offensive decks with offensive skills, Defensive decks with defensive skills. I met a player that built a side deck dedicated to wall smashing, not sure how that one went though. Early on you can work on Cards that have balanced stats so when maxed they can cover both offence and defense effectively, but nearing the end you may want to max cards that have better Offensive or Defensive stats to with skills to maximize deck potential.
5. Events and Holy Wars
Events and holy wars are the easiest ways to get stronger cards. Even if you don’t win, all you have to do is participate enough to qualify for an individual reward. Events will give you quests that have much higher rewards and cards than normal questing. (This last event, “Tears Of The Moon”, I walked off with 9 Angel Queens and one or two Rare+ Cards before the individual reward was calculated). Holy Wars grants you ending gifts based on how well you did as an Order AND how well you did individually. The only way you can possibly lose is by not participating.
6. Silver Coins
This is another part of “Holy War” You are allowed to gift silver coins during Holy war. Every time you gift a coin, you are automatically given another one. People often return gift coins giving it exponential growth. You are allowed to trade in silver coins for limited-edition cards. Warning! When Holy War finishes, you will lose ALL silver coins you have NOT used, same goes for the special daily powder you receive. Be sure to claim your cards and use your powders before the wars end.
7. Friendship Points
In the early game, don’t count Friendship points out. You can essentially get any card from the friendship point card pack, but chances of getting anything higher than common is extremely slim, but its free and you get 400 Friendship points each day you log in so its pretty much like playing the a lotto… And who cares if you keep getting crappy low rank common cards, you just saved yourself time and stamina from gathering enhancement fuel.
8. Stat Allocations
This requires a bit of though when playing… Too much stamina and you hurt your attack and defense, too much attack and you won’t have enough stamina for events/other things. The general rule of thumb is when you get to midgame you should have just enough in Def for your complete defense deck to be used once in it’s entirety (if your deck requires 85 points… Put in 85 points in Def. It should be able to re-charge by the time you get attacked again… Unless you are like, #1 Ranked and everyone wants a piece of you). Then you should focus on having just enough Stamina to comfortably do events. After you reach what you think is comfortable Stamina, stick the rest all into Attack. The good thing is that you will always continue to level so there is no “Max Character Level” per se, so you can keep adjusting stats as you get them until you reach what you feel is comfortable.
9. Angel Queen, Devil Queen, and Gold Dragon
These 3 cards are Rare cards but they are not used for fighting. The Gold Dragon card is the more common of these, this card serves no other purpose than to be sold for 30k Rupies. The Angel Queen is the next rarer of the three, and her purpose is to be used in enhancements; she grants an instant 3 levels(300%) to the card she enhances. People like to use her in groups of 10 or a group of 9 with a fully evolved card, both ways increase the chances of a “Super Enhancement” which improves the value of the total enhancement by 150%(making each angel queen worth 450% instead of 300%). Finally we have the most rare of the three, the Devil Queen. Her card is used to increase your card’s skill level, making it stronger.
10. Learn The Economy
This one would probably be the hardest to explain and the hardest to do, but a savvy trader can make off with a lot more than most un-experienced or unwitting traders. The main trading currency is “Holy Powders” because of their importance in high level wars and Rare+ Cards up to about 3x the cost of what you want unless you happen to have the one card they want. If you are offered a trade, don’t just accept it right off the bat unless you know for sure whether it is a good or bad trade. Consult with your friends or your order before accepting.