Granblue Fantasy Relink INTO DEPTH - Cagliostro Complete Guide

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
Cagliostro Complete Guide What's up, guys? This is Darkbblue, a gamer who loves Souls-Like games, looter games, and every game that involves build-making! In this character guide video of GBFR, we'll be covering Cagliostro. Many tests have been made to reveal her true potential. So don't forget to like and subscribe. Let's dive right into it. What's the core of Cagliostro? I believe it's to make the right decision on which attack move to use given a situation. She has many to choose from: combos, charge, and skills. These moves are not hard to perform, so the major task is to understand their combat performance and make decisions accordingly. Let me briefly introduce all of her moves as our basic setting. After performing different numbers of light attacks before heavy attack, you can conduct four combos. We call them C1 to C4. You can also charge your heavy. But it's slow, so we only use it after a full combo or some skills to do fast charge/ She has a buff skill, Phantasmagoria that gives her ATK, DEF, and crit chance bonus. Her two sigils let her inflict DEF down with charged attacks and enable her combo finishers to reduce skill cooldown. The community's understanding of Cagliostro has been through four important changes. First, some of her moves have insanely high dmg cap compared with other moves. So her DPS potential has been underestimated. Second, some of her moves deal much higher DPS to big targets compared to the dummy. Then, her moves can be canceled, introducing even more possibility to moveset performance. Finally, since Pain Train is now considered her major dmg source, skill cooldown is also very important. To have a clear view of the four factors, I have done some tests. Following are my conclusions. About the dmg cap problem. Pain Train is the hardest to meet the cap. After that it's C3, or its heavy finisher. I have found two builds to hit the cap for my Cagliostro. I can have three offensive sigils, aka Stamina, Life on the Line, and Skilled Assault. In this way I dont' need DEF down to hit the cap. The other choice is to have only two offensive sigils, discarding Life on the Line. With both Pantasmagoria and DEF down I can get close to the cap. I'd recommend the first choice, because I only get close to the cap with the second one. There's still a gap of 20k dmg. Then the second topic. Against big targets. I test it on the dragon mission of VH. To be short, only C1 and C2 shows obvious increase, but only C1 becomes considerable. C1's dmg increases because it can hit the same target many times, depending on your attack direction. When carefully conducted, C1 does deal more DPS than C3 against big targets. The third topic: move cancel. When canceling Cagliostro's most moves, the attack will still be finished. So her move cancel is generally better than other characters'. But not all moves deserve canceling. I have drawn two conclusions from testing: Every combo finisher should be canceled unless you decide to do a fast charge after it. And C3 is especially good for canceling. I'll show you how to do it later in this video. Finally, cooldown reduction. Every combo finisher can reduce ongoing cooldown. I test it by repeating the same combo after using Phantasmagoria until it's ready again. C3 has the best effect, 100% coverage. C1 can almost achieve 100% coverage. C2 cannot. Of course C1 is better aginst big targets, but it's still not as efficient as C3. After the test results, it's time for a conclusion on move performance. Pain Train is the central DPS move. As a result, skill cooldown is important to Cagliostro. Among the four combos, C1 is good against big targets for both dmg and cooldown reduction. C2 is good for stun. C3 is for small targets. Both dmg and cooldown reduction of C3 are considerable. As for charge attack, I recommend only using it to inflict DEF down. Don't use it again as long as the debuff is still there. Based on the conclusion, this is my decision on which move to use: Buff and debuff before Pain Train before combos. You need to make buff and debuff reach 100% coverage. Use Phantasmogoria when it's ready again. As for DEF down, use charge attack when the icon indicates it's about to end. If you mean to use a charge attack, try to make use of fast charge after combo finishers. When buff and debuff are ensured, it's time for Pain Train. This skill can easily miss some hits, so here are two tips. You need to aim at the right direction. Toggle lockon to make sure you aim at the legs, not heads or arms that are away from the ground. And use the skill in very close range. I know it's a lunge skill but now we want more dmg. So use it when you are close enough to your target. Only when Pain Train is in cooldown should we do combos. C2 is only for stun. You may only use it several times in one combat. C1 and C3 are the choices in most time, C1 for big tagets and C3 for small targets. I have tested them both on Automagod and turned out C1 was much better. C1 and C3 require your attention to details. Here are what you need to know. To use C1 better, the key is direction. You need to make the line of spears cross longer parts of your target. For example, if you are now at one hind leg of a dragon, it's better to aim at its front legs so that you hit the diagonal. If you aim at the other hind leg, the dmg will be lower. You are already locking on legs to max out Pain Train dmg. Now you need to position yourself carefully to max out C1. As for C3, the key is conceling. The first light attacks don't need canceling. Cancel the third light attack and the first heavy attack. Now if you try to cancel the finisher as well, you will enter a stagger state unless you have Improved Dodge sigil. But I have found a way to cancel it without this sigil: Start charging after the finisher, but cancel the charge when you see the animation start. C3 has a hidden advantage. Sometimes, it can cause a severe lag effect. Normally it applies to both sides. But if you cancel it, the lag effect only applies to the enemy. So it can work as some kind of slow effect for control. Currently I haven't found a way to trigger it frequently. But I can feel its potential. All in all, the entire decision strategy is in this figure. That's regular situations we've been talking about. In link time, you only need to spam Pain Train. In the end I have some advice on the build. There are three things I want to mention about sigils. First, to hit the dmg cap, I recommend three offensive sigils. With this, you only need Phantasmagoria but don't need DEF down. Not using charged attack in combat will make the rotation simpler. Second, Phantasmagoria has 30% crit chance bonus, and we already know it can reach 100% coverage. So it's possible to have not crit chance sigils and no crit chance in weapon enchantment. Finally, stack skill cooldown as much as possible. If you like my story or want to join me into depth of games, remember to like and subscribe. Thanks for watching. See you around.
Info
Channel: Darkbblue
Views: 2,724
Rating: undefined out of 5
Keywords: Darkbblue, INTO DEPTH, Review, ACT, JRPG, Granblue Fantasy, Granblue Fantasy Relink, ARPG
Id: Csp3VG0gh7c
Channel Id: undefined
Length: 9min 27sec (567 seconds)
Published: Sat Feb 24 2024
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.