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[Discussion+Strategy+Info] 10th Seal
#21

[10-4-5] Hatred for the Reborn


[Image: 50?cb=20180122110323] [10-4-5-1] A Silver Lining
WaveEnemyATKCDHPDEFSkill
2[Image: 45?cb=20140622090331]162932(2)1724019010370[Image: 22?cb=20150222070628] Column & Row Conversion - Water
Upon receiving Damage from the enemy's attack for the first time, a random column of Runestones will be turned into Water Runestones; for the second time, a random row of Runestones will be turned into Water Runestones. The above runs as a cycle.
2[Image: 45?cb=20140622090331]162932(1)1724019010370[Image: 22?cb=20150222070628] Row & Column Conversion - Water
Upon receiving Damage from the enemy's attack for the first time, a random row of Runestones will be turned into Water Runestones; for the second time, a random column of Runestones will be turned into Water Runestones. The above runs as a cycle.
3[Image: 45?cb=20180917115307](3744) 149761(1)2431905028290[Image: 22?cb=20140528090841][Image: 22?cb=20150222070628][Image: 22?cb=20140526032630][Image: 22?cb=20171220170911] Ambush ‧ Column Conversion - Water ‧ 2 Second Round ‧ Water Combo Trojan & Team Damage -100%
The enemy raids once at the beginning of the first Round. Upon receiving Damage from the enemy's attack, a random column of Runestones will be turned into Water Runestones. Runestone-moving time will be reduced to 2 seconds. When a Water Combo is made, attacks of the Team will be nullified. The more Water Combos made, the more times the enemy attacks in the Round. Only the first batch of Runestones dissolved will be counted.
5[Image: 45?cb=20140622090222]171982(2)1936054017540[Image: 22?cb=20140526041029] Bestowment
As long as one enemy survives, it will fully recover its HP and absorb all abilities from all its defeated companions.
5[Image: 45?cb=20141018133913]171982(2)1954172018260[Image: 22?cb=20140526041029] Bestowment
As long as one enemy survives, it will fully recover its HP and absorb all abilities from all its defeated companions.
6[Image: 45?cb=20141128030559]219851(1)3682195038090[Image: 22?cb=20150301052302][Image: 22?cb=20140526032630][Image: 22?cb=20140528090751] Initial Frozen Board ‧ Freezing Board ‧ 2 Second Round ‧ Water Damage -95%
All Runestones will be frozen at the beginning of the first Round. Frozen Runestones cannot be dissolved for 3 Rounds. After that, each Round before Summoner starts moving Runestones, all Runestones will be frozen; if any Frozen Runestone remains, they cannot be dissolved in the next 3 Rounds. Runestone-moving time will be reduced to 2 seconds. Damage dealt to the enemy by Water attacks will be lowered to 5%.
7a[Image: 45?cb=20180122110323]126101(1)2041653093870[Image: 22?cb=20150226201456] 9+ Combo Shield EX
The enemy receives Damage only when 9 or more Combos are made. If not, the enemy will launch a number of attacks to the Summoner. The number equals the difference between 9 and the number of Combos made.
7b[Image: 45?cb=20180122110323]2354217310517093870[Image: 22?cb=20140528090902][Image: 22?cb=20140526033827] Karmic Rebound 50% - 100% HP Reduction
When the HP of the enemy is lower than 50%, 100% of Summoner's HP will be deducted and the enemy will deplete 100% of its HP when it attacks (regardless of all Damage-reducing and Willpower Skills)

[Image: 50?cb=20180404164810] [10-4-5-2] To Be Defeated
WaveEnemyATKCDHPDEFSkill
2[Image: 45?cb=20180517131821]158792(1)1541952013120[Image: 22?cb=20150222070628][Image: 22?cb=20140528090840] Water Combo - HP Recovery & 200% Reflect
When a Water Combo is made and an attack is launched, the enemy reflects 200% of its Attack and recovers HP as much as the Damage dealt by Summoner in the Round (only the first batch of Runestones dissolved will be counted).
2[Image: 45?cb=20180517131821]158792(2)1541952013120[Image: 22?cb=20150222070628][Image: 22?cb=20140528090840] Water Combo - HP Recovery & 200% Reflect
When a Water Combo is made and an attack is launched, the enemy reflects 200% of its Attack and recovers HP as much as the Damage dealt by Summoner in the Round (only the first batch of Runestones dissolved will be counted).
3[Image: 45?cb=20180122110134]182531(1)2976310029840[Image: 22?cb=20140528090841] Initial Rune Shield EX - 11-20 Runes
The enemy receives Damage only when the specified number of Runestones are dissolved (only the first batch of Runestones dissolved will be counted). If the condition is fulfilled, the enemy will not attack in the Round; if not, the enemy launches a number of attacks. The number equals the difference between the specified number and the actual number of Runestones dissolved.
5[Image: 45?cb=20171204094119]283902(2)2419480026400[Image: 22?cb=20140526033911][Image: 22?cb=20171220173643][Image: 22?cb=20140606041204] Fire Lockdown ‧ Freezing Runes - Fire & Heart ‧ Enchanted Damage -100%
The enemy will lock the Active Skills and attacks of all Fire Members from the first Round onwards. Each Round before Summoner starts moving Runestones, all Fire and Heart Runestones will be frozen; if any Frozen Runestone remains, they cannot be dissolved in the next 3 Rounds. The enemy will not receive any Damage dealt by Enchanted Runestones.
6[Image: 45?cb=20181003180240]145851(1)3920564032010[Image: 22?cb=20140526033911][Image: 22?cb=20140528090901][Image: 22?cb=20140528090840] Non-Demon Lockdown EX · Masked Trail EX · Trojan EX
At the beginning of the first Round, the enemy will lock the Active Skills and attacks of all non-Demons. When moving Runestones, all touched Runestones will become Masked Runestones. The lower the enemy's HP, the drammatically greater its Attack will be. When its HP drops to a certain level, the enemy attacks twice a Round.
7a[Image: 45?cb=20180404164810]204121(1)2290849076000[Image: 22?cb=20141208044212][Image: 22?cb=20140528090839][Image: 22?cb=20150222071225][Image: 22?cb=20140526030600] Neutralize EX ‧ Non-God Racism ‧ Initial 6 Combo Shield
All effects in play will be cancelled by the enemy at the beginning of the first Round; CD of the cancelled Skills will be reset. If non-God(s) is present, the enemy's Attack increases. The enemy receives Damage only when 6 Combos are made (only the first batch of Runestones dissolved will be counted).
7b[Image: 45?cb=20180404164810]1873416213145076000[Image: 22?cb=20140526034116][Image: 22?cb=20150222070628][Image: 22?cb=20150405084846][Image: 22?cb=20140528090840] Uncontrollable ‧ Initial Outside Conversion - Water ‧ Water Block ‧ Explode Water Runes - Increase Attack & Lower Damage
Outermost Runestones will be turned into Water Runestones at the beginning of the first Round. Water Runestones cannot be dissolved. All Water Runestones will be exploded by the enemy before the end of each Round. The more the Water Runestones exploded by the enemy in the Round, the higher the enemy's next Attack and the lower the enemy's next Damage received. The enemy disregards all Controlling Skills.

[Image: 50?cb=20180510151558] [10-4-5-3] The Saved Life
WaveEnemyATKCDHPDEFSkill
2[Image: 45?cb=20170206114633]242443(3)1738520012880[Image: 22?cb=20140526033040][Image: 22?cb=20140528090901] Enchanted Shield · Masked Board - Moving
The enemy only receives Damage dealt by Enchanted Runestones. Attributes of Runestones will only be shown when Summoner starts moving Runestones every Round.
2[Image: 45?cb=20170206114633]50101(1)1738520012880[Image: 22?cb=20150222070619][Image: 22?cb=20140528090840] Fire Combo - HP Recovery & 200% Reflect
When a Fire Combo is made and an attack is launched, the enemy reflects 200% of its Attack and recovers HP as much as the Damage dealt by Summoner in the Round (only the first batch of Runestones dissolved will be counted).
3[Image: 45?cb=20141128030559]157141(1)2982541038090[Image: 22?cb=20140526032630][Image: 22?cb=20140528065301] 2 Second Round ‧ 6+ Combo Shield EX
Runestone-moving time will be reduced to 2 seconds. The enemy receives Damage only when 6 or more Combos are made. If not, the enemy will launch a number of attacks to the Summoner. The number equals the difference between 6 and the number of Combos made.
4a[Image: 45?cb=20181003180240]196282(2)1464198032010[Image: 22?cb=20150222072107][Image: 22?cb=20150222073026][Image: 22?cb=20140528090840] X Burn 20% · All Earth Shield · Trojan Attack
10 fixed positions will be burned. Every time when a burned position is touched, 20% of Summoner's HP will be deducted. The enemy will only receive Damage when all present Earth Runestones are dissolved (dissolving Earth Runestones is necessary and only the first batch is counted). The more the enemy attacks, the more its Attack will greatly increase. When it has attacked for a certain number of times, the enemy attacks twice a Round.
4b[Image: 45?cb=20181003180240](99%) 2015414272641032010[Image: 22?cb=20150813054815][Image: 22?cb=20140528090841][Image: 22?cb=20180322100628][Image: 22?cb=20150405090719] CD Set - 1 ‧ Ambush ‧ Board Conversion - Heart ‧ Heart Block
CD of the enemy's first attack will be 1. At the beginning of the first Round, 99% of Summoner's current HP will be deducted (Damage-reducing or increasing effects apply); all Runestones will be turned into Heart Runestones. CD of the enemy's second attack will be 1. Heart Runestones cannot be dissolved.
6[Image: 45?cb=20180404164810]274882(2)2308740076000[Image: 22?cb=20140526033040][Image: 22?cb=20150222073026][Image: 22?cb=20150713033824] Enchanted Shield · 30 Cumulative Earth Shield · Recovery -25% per Damage Received
The enemy only receives Damage dealt by Enchanted Runestones. The enemy only receives Damage if 30 Earth Runestones are dissolved cumulatively. Team Recovery -25% upon receiving Damage from enemy's attacks. The more number of Damages the Summoner received, the more the Team Recovery will decrease, bottom out at -99%.
7[Image: 45?cb=20171221093323](1945) 194501(1)4821178053180[Image: 22?cb=20140528090841][Image: 22?cb=20150222070628][Image: 22?cb=20140528090751][Image: 22?cb=20140528090840] Ambush · Initial Odd Column Conversion - Water · Time Conversion EX - Water · Water Combo - Team Attack -100% ‧ HP < 50% - Phantom Attack x2
The enemy raids once at the beginning of the first Round, and turn odd columns of Runestones into Water Runestones. After that, a random type of Runestones will be turned into Water Runestones each Round; if the enemy's HP is < 50%, 2 random types of Runestones will be turned into Water Runestones each Round. For each Water Runestone dissolved, 0.2 second will be deducted from Runestone-moving time next Round; for each Enchanted Water Runestone dissolved, 1 second will be deducted from Runestone-moving time next Round (bottom out at 1 second for Runestone-moving time). When a Water Combo is made, attacks of the Team will be nullified (only the first batch of Runestones dissolved will be counted). If the enemy's HP is < 50%, its Attack x 2, regardless of all Damage-reducing and Willpower Skills.
8a[Image: 45?cb=20180510151558]151021(1)3017852094120[Image: 22?cb=20140528090841][Image: 22?cb=20140528090840] Initial Rune Shield EX - 16-25 Runes · Tumbler 25%
The enemy receives Damage only when the specified number of Runestones are dissolved (only the first batch of Runestones dissolved will be counted). If the condition is fulfilled, the enemy will not attack in the Round; if not, the enemy launches a number of attacks. The number equals the difference between the specified number and the actual number of Runestones dissolved. Damage dealt to the enemy each Round will not exceed 25% of its total HP (Active Skill is excepted from this limitation). The enemy disregards all Controlling Skills.
8b[Image: 45?cb=20180510151558]2451719640251094120[Image: 22?cb=20150222072859][Image: 22?cb=20150222071016][Image: 22?cb=20150405084846] 3 Rounds Recovery Lock · 10+ Combo Shield · Water Block
Team Recovery becomes 0 for 3 Rounds. The enemy receives Damage only when 10 or more Combos are made. Water Runestones cannot be dissolved.

[Image: 50?cb=20181219060643] [10-4-5-4] An End to Despair
WaveEnemyATKCDHPDEFSkill
1[Image: 45?cb=20180820100429]666661(6)1209530016600[Image: 22?cb=20140528090839][Image: 22?cb=20140526030600] CD Reset ‧ Initial 6 Combo Shield
At the beginning of the first Round, Skill CDs and accumulated Rounds of all Monsters will be reset. The enemy receives Damage only when 6 Combos are made (only the first batch of Runestones dissolved will be counted).
3a[Image: 45?cb=20180122110134]159791(1)2725105029840[Image: 22?cb=20150222072859][Image: 22?cb=20150222070628][Image: 22?cb=20140528090751] Recovery Lock ‧ Random Conversion - Water ‧ Water Combo - HP Recovery
Team Recovery becomes 0. Each Round before Summoner starts moving Runestones, a random type of Runestones will be turned into Water Runestones. When a Water Combo is made, the enemy recovers HP as much as the Damage dealt by Summoner in the Round (only the first batch of Runestones dissolved will be counted).
3b[Image: 45?cb=20180122110134]1231011951874029840[Image: 22?cb=20150222071315][Image: 22?cb=20150226201456] 5 Rounds, Team Attack -99% ‧ 9+ Combo Shield EX
Team Attack -99% for 5 Rounds. The enemy receives Damage only when 9 or more Combos are made. If not, the enemy will launch a number of attacks to the Summoner. The number equals the difference between 9 and the number of Combos made.
5[Image: 45?cb=20141128030559]200001(1)2323680038090[Image: 22?cb=20140526034116][Image: 22?cb=20171220173643] Uncontrollable ‧ 2 Sleep Runes/Moving - HP, Recovery & Phantom Attack x5
The enemy's asleep at the beginning of the first Round. When the enemy's asleep, it will not launch any attacks; 2 random Runestones will be locked each Round while Summoner is moving Runestones. If any Locked Runestone is touched, Runestone movement will be stopped immediately; the enemy recovers HP as much as the Damage dealt by Summoner in the Round; the enemy awakes from sleep, with its Attack x 5 next Round, regardless of all Damage-reducing and Willpower Skills. The enemy disregards all Controlling Skills.
6a[Image: 45?cb=20151005092521]189461(1)1486052086480[Image: 22?cb=20140526032630][Image: 22?cb=20150226055541] 98 Rounds, 3 Seconds Round ‧ Initial Orb Shield EX - Moving
Runestone-moving time becomes 3 seconds for 98 Rounds. Each Round while Summoner is moving Runestones, a random number of Combos will be assigned. Damage can be dealt to the enemy only by making the same number of Combos (dissolving Runestones is necessary) (only the first batch of Runestones dissolved will be counted). If the same number of Combos are made, the enemy will not attack in the Round; if not, the enemy launches a number of attacks. The number equals the difference between the assigned number and the number of Combos made.
6b[Image: 45?cb=20151005092521](1945) 1945013650547086480[Image: 22?cb=20140528090841][Image: 22?cb=20150222070628][Image: 22?cb=20140528090751][Image: 22?cb=20140528090840] Ambush · Initial Board Conversion - Water · Time Conversion EX - Water · Water Combo - Team Attack -100% ‧ HP < 50% - Phantom Attack x3
The enemy raids once at the beginning of the first Round, and turn all Runestones into Water Runestones. After that, a random type of Runestones will be turned into Water Runestones each Round; if the enemy's HP is < 50%, 2 random types of Runestones will be turned into Water Runestones each Round. For each Water Runestone dissolved, 0.2 second will be deducted from Runestone-moving time next Round; for each Enchanted Water Runestone dissolved, 1 second will be deducted from Runestone-moving time next Round (bottom out at 1 second for Runestone-moving time). When a Water Combo is made, attacks of the Team will be nullified (only the first batch of Runestones dissolved will be counted). If the enemy's HP is < 50%, its Attack x 3, regardless of all Damage-reducing and Willpower Skills.
8a[Image: 45?cb=20180510151601](27100) 271002(2)24108920105300[Image: 22?cb=20140528090841][Image: 22?cb=20140526033827][Image: 22?cb=20150301052302] First Strike ‧ Phantom ‧ Initial Frozen Row & Column
The enemy attacks once at the beginning of the first Round, and a random row and a random column of Runestones will be turned into Frozen Runestones. Frozen Runestones cannot be dissolved for 3 Rounds. The enemy attacks regardless of all Damage-reducing and Willpower Skills.
8b[Image: 45?cb=20180510151601]100150158630105300[Image: 22?cb=20140526034116][Image: 22?cb=20150222071652][Image: 22?cb=20150807133802] Uncontrollable ‧ Fusion Shield EX - Enchanted WFE ‧ Trojan HP Attack - 25%
The following conditions must be fulfilled to deal Damage to the enemy: dissolving Enchanted Water, Enchanted Fire and Enchanted Earth Runestones in the same Round; dissolving no Light or Dark Runestones (only the first batch of Runestones dissolved will be counted). 25% of Summoner‘s HP will be deducted when the enemy attacks (regardless of all Damage-reducing and Willpower Skills); the more number of Damage the Summoner received, the more the enemy's Attack will increase. The enemy disregards all Controlling Skills.
9[Image: 45?cb=20180917115307]142001(1)2895420028290[Image: 22?cb=20140526033040][Image: 22?cb=20150214212818][Image: 22?cb=20140526033827] Enchanted Shield - HP Recovery ‧ 1 Weathered Rune - Moving - -100% Damage and 7 Extra Attacks ‧ Phantom
The enemy only receives Damage dealt by Enchanted Runestones. When the enemy is attacked by Damage dealt by non-Enchanted Runestones (including Active Skills), the enemy recovers HP as much as the Damage dealt. Each Round while Summoner starts moving Runestones, 1 random Runestone will be weathered. If any Weathered Runestone is touched, Runestone movement will be stopped immediately; no Damage could be dealt to the enemy that Round; the enemy launches 7 extra attacks. The enemy attacks regardless of all Damage-reducing and Willpower Skills.
10a[Image: 40?cb=20181219060643]293042(2)40000000150000[Image: 22?cb=20140528090841][Image: 22?cb=20150226065210][Image: 22?cb=20140526034116] 40 Hit Shield EX - CD Set 2 and HP Recovery · 4 Frozen Runes · Uncontrollable
The enemy receives Damage only after Summoner's 40th attack. If the above condition is fulfilled, the enemy's CD becomes 2; its HP will be fully recovered and the number of attacks accumulated will be reset when its CD reaches 0. Upon receiving Damage from the enemy's attack, 4 random Runestones will be frozen. Frozen Runestones cannot be dissolved for 3 Rounds. The enemy disregards all Controlling Skills.
10b[Image: 40?cb=20181219060643]253501(1)300000000150000[Image: 22?cb=20140528090840][Image: 22?cb=20150222073056][Image: 22?cb=20150813055515] Crumbling Walls · Heart Combo - HP Recovery · Phantom
The enemy starts with a Damage-reducing effect of -100%. The more the enemy attacks, the lower its Damage-reducing effect. When a Heart Combo is made, the enemy recovers HP as much as the Damage dealt by Summoner in the Round (only the first batch of Runestones dissolved will be counted). The enemy attacks regardless of all Damage-reducing and Willpower Skills.
10c[Image: 40?cb=20181219060643]100180000000150000[Image: 22?cb=20151005173016][Image: 22?cb=20140528090839][Image: 22?cb=20141208044212][Image: 22?cb=20150813054815][Image: 22?cb=20140528090901][Image: 22?cb=20150226064031][Image: 22?cb=20140531113212] Energize Reset · Neutralize SP · CD Set - 4 · Boss Skill Alternation · 60 Cumulative Runestone Shield - 100% HP Reduction · Lethal Kamikaze 100%
At the beginning of the first Round, the enemy will clear the power gathered in the Craft Apparatus; all effects in play will be cancelled by the enemy; Skill CDs and accumulated Rounds of all Monsters will be reset The enemy's CD becomes 4. Different Boss Skills will appear each Round: Masked Path, Burning Land, Confinement, Sticky Land. The enemy receives no Damage (including Active Skills), regardless of all Controlling Skills. 100% of the enemy's HP will be deducted if 60 Runestones are dissolved cumulatively (only the first batch of Runestones dissolved will be counted). 100% of Summoner‘s HP and the enemy's HP will be deducted when the enemy attacks (regardless of all Damage-reducing and Willpower Skills).


ID: 39,040,288
Main ally: Terry

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#22
reserved #6 for Gate to Mechanical City

ID: 39,040,288
Main ally: Terry

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#23
Thank you for all the work. I hate seal 10 and in my opinion, it was a step backwards for the game. I dont know anyone that liked seal 8 which is really just the little brother of this. Seal 9 was probably too short but refreshingly better than the regalia bs. Stages were hard but not impossible and you got a helper at the end.

You get more in seal 10 in the way of a craft and tunestones which you can exchange (appears to be monthly rolling) for things like silver seals and other goodies. So this would be a good thing right? No because they fug it all up with random drops. To double down on this the stages are really hard and unnecessarily restrictive. The restriction doesnt even make sense.

So we play hard, dedicate a lot of time and even money and we are rewarded with this? This is terrible and the a part of why so many people are walking away. Can you blame them? No.

I managed to get to through warzone remains but never tried the last stage due to so many other stamina requirements. I have plenty of silver seals from other stuff and I ignore dragonware that is marginally good. I suppose this would help get you caught up in silver seals if you fell behind with a hiatus.

My main point of this post is you might want to wait on seal 10 until madhead releases a little better cards that are not on the restriction list. Otherwise you might beat your head against the wall. The craft is nice but not needed for anything. It would be nice if the direction of this game changed from adding 4 or 5 debuffs per wave to 1 new debuff that actually takes a brain to spin. Just adding things on top is lazy and imo is not deserving of return support.

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#24
Yup, the 10th seal stages are quite hard, but I can't resist waiting cause I want to farm the tunestones for the silver seals. I only farm them during 50% off stamina days, so I've had to write down my team and farming strategies for each stage cause by the time I need more tunestones and the 50% arrives again I end up dying a couple of times attempting these stages before remembering the safe passing strategy.

For the tunestone stages I'm trying to come up with farming teams that doesn't rely on top-notch spinning skills or RNG in order to clear reliably, and will be posting these here as I come up with them. Please feel free to share any if you'd like to and I'll be happy to link to it from the main post.

For now, here's my team strategy for stage 10-2-3-3:

Yusuke - Raizen, Shuta, Shuta, PKoL - Yusuke (craft optional)

(PKoL is not necessary and can be replaced with another light card)

Strategy:
1 Stall 6 rounds, then convert Yusuke 2 and use EP10 skill
2a Pre-arranged board
2b Yusuke 1’s cd6
3 Spin, use Shuta to speed things up. Feel free to use Yusuke 1's cd6 when it's up again.
4a Convert Yusuke 1 and use EP10 skill
4b Pre-arranged board
5 Spin
6 Use Yusuke 2’s EP10 skill, be mindful of the masked trail and do a full attack
7 Pre-arranged board
8a Spin 4 combos, use Shuta if no hearts
8b Spin, use Shuta/Yusuke EP6 every round for hearts

Video:



ID: 39,040,288
Main ally: Terry

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#25
I've added in a new section "Tunestone farming" to the main post, with videos and strategies for 3 more stages (10-1-1-3, 10-1-4-3, & 10-2-5-4)
ID: 39,040,288
Main ally: Terry

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#26
I'd like to see more teams than the 1 card I did 25 draws for and didn't get spending every bit of money I had available for this game that update.
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#27
I'd definitely like to increase the available teams options in the list for farming tunestones, but right now it's already taken me quite some time to develop these Yusuke team strategies that I've posted to the point where I've deemed it "safe" enough to my liking, so maybe in the future when I have more time and/or when MH releases better cards. Of course, if there are any suggestions here I'd be glad to include them in the list.
ID: 39,040,288
Main ally: Terry

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#28
I haven't been farming tunestones for the most part except to get the main dragonware reward, and I unfortunately haven't been recording what I've been using for each stage.
But if you're looking for ideas for teams that aren't Yusuke/Black Card/Gon-Killua related, I've cleared 10-1 and 10-2 mostly with Hiei, Brahma, and Darkness teams and using VR Dumuzi for some of the Earth mono specific stages (very hard though). Still working on 10-3 slowly with spare stamina (I've passed 10-3-1 and 10-3-2).

Hiei team is usually with Mukuro, Ubume and Ghroth, with extra space for utility.
Brahma with Agni, Parvati and AR Luna, with extra space for utility.

I have these Darkness teams for 10-2-3-3 and 10-2-5-4 which I found fairly easy actually (I used Darkness to farm 10-2-3-3).

[Image: avuGMvsl.jpg]
[Image: GhOXmFKl.jpg]
ID: 40 944 239  
Allies (All/Dbl Max): Darkness, Aqua, Kurama
Other Frequently Used Leaders (All/Dbl Max): Lucy, Mellow, VR Greek (FELDW), Hiei, Azathoth, Daoloth, PR Haza, etc.
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#29
Thank you johnnytos. Your work is quite commendable and well thought out. Farming tunestones is hard and u are helping quite a lot by this thread. This is basically an ongoing sm.
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#30
You now get a Tunestone for the first clear of each level. I got them in my rewards today. I can finally start on Ritual Ruins.
I gave up on the seal after 20 attempts to get a "D" Tunestone. Passed the levels each time but never had a "D" drop.
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