Granblue Fantasy Relink INTO DEPTH - Zeta Complete Guide: Death From Above

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Zeta Complete Guide: Death From Above What's up, guys? This is Darkbblue, a gamer who loves Souls-Like games, looter games, and every game that involves build-making! This is my first character guide of GBFR. It's about my favorite character currently: Zeta. Don't forget to like and subscribe. Now let's dive right into it. I feel that every character in GBFR has quite simple and straightforward mechanics, which makes them easy to learn as beginners. However, when you play a character for a long time, you will notice more advanced things. They might be some tricks or glitches to enhance character performance, or some tactic experiences accumulated from real combats. A character guide should focus on such advanced topics, not the basic mechanics. Let's have a quick look at Zeta's basic mechanics. She has a special airborne stance, which can only be enter with certain means. In this stance, the light attack is replaced with a bounce back attack and heavy is now a finisher. The bounce back attack allows you to stay airborne virtually forever. To perform it, you need to press the button at the just time, basically before you hit the target. Though you can chain bounce back endless, its dmg is just not that good. So its major usage is to charge the finisher. After three successful bounce back attack, the name of this finisher will change, showing it's fully charged. Generally, Zeta has a mixed mechanic consisting of stance, combo, and just time. Her basic combo should be: go into the stance, do three bounce back, and do the finisher. However, this is too ideal. In real combats, the best tactic keeps changing. Let's talk about real combats next. In my understanding, the core of Zeta's tactic is two-fold: how to go into the stance and what to do when you are in the stance. So how can go airborne? I usually first judge if I can hit the enemy while standing on the ground. If so, I will then check if my thrust skill is ready. This skill is the fastest way to go airborne. If it's still in cooldown, I will instead use a light attack combo. There's another choice: parry, as the heavy attack. A successful parry will also send you airbonre. But TBH I don't quite like the feeling of this parry so I rarely use it. So that's how to go airborne when you can hit the target on the ground. But you will come into cases when you can't, such as Proto Bahamut under SBA attack. In such cases, use mid-air light combo instead. In addition, you can press light attack after a link attack to go airborne instantly. Next, let's talk about what to do while in the stance. The following principles serve three purposes: DPS, survival, and control. If you aim to deal more dmg, use high frequency bounce back by default, aka dive down immediately after bouncing back. Keep bouncing back until you fully charge the finisher. Normally, you need three bounce back. If you go airborne after a link attack, you can use the finisher without any bounce back. If you are in link time, it takes only one bounce back. Sometimes, you may be forced to use the finisher before it's fully charged. For example, maybe the enemy leaps away from you, and only the finisher can reach it. Or maybe you have triggered a link attack. The time lelf before the window ends doesn't allow you to do a complete combo. That's what needs to be considered when aiming at higher DPS. Although you can use a fully charged finisher in most time, there are situations when you are forced to use an under-charged one. Then what about survival? Clearly, Zeta gains her survivability through a very unique means. By staying airborne, she can simply stay out of most attacks. No block or dodge is required. But being airborne is not always 100% safe. That's why we need to discuss survival. There are three typical positions for Zeta: The highest point after she's bounced back, which is the safest. The position when she's close to the enemy, which is more dangerous but still safer than being on the ground. And of course, when you use the finisher, Zeta will go back to the ground, which is the most dangerous. If all the above positions are safe, you don't need to mind survival. Just use the best DPS rotation. If solely the ground is not safe, keep bouncing back even if the finisher is charged. Do this until the ground becomes safe, or your finisher is enough to trigger a link attack, staggering the enemy. If you are only safe in the highest position, you need to control how frequently you dive down. Note that you can dive down at different time after bouncing back. You can even do a mid-air dodge to further delay the diving down. By doing so, you may align your frequency with the enemy's pace, ensuring the enemy is not attacking when you are at a lower position. There's a special case: staying airborne to dodge a whole rampage. Use low-frequency bouncing back to lower your chance to fail to bounce back. In conclusion, if you want better survivability, the two principles are to keep bouncing back after the finisher is charged until it's safe, and to control how frequently you dive down. The last common purpose is control. You may want to exploit the power of the finisher to skip overdrive. Apparently the finisher is much stronger than light attacks as to this goal. But you still have to perform three bounce back to charge it. You won't have enough time to do this if you start to take off only when the enemy is about to overdrive. Therefore, you need to go airborne in advance. Keeping bouncing back until the enemy has gone overdrive, then use the finisher. The same principle applies in other cases if you want better control. Now you can see, although Zeta has a pretty simple basic combo, it changes in real combats. You need to accumulate your own experience, carving it into your instinct. My video is only showing you what to expect when you have done it. You won't have the time to refer to my video in combat. There's a glitch for Zeta. If you have Supplementary DMG sigils or use the skill Vengeful Flames, it's possible to deal dmg twice in one diving down. If you bounce back at the second dmg instead of the usual first one, it will count as two diving downs. In this way, you can charge the finisher with only two bounce back attacks, which is much more efficient. But I need to remind you that practicing this glitch might ruin your muscle memory. That's all about Zeta's core tactics. Next it's time for a quick review of all skills. Basically I always carry the three skills: Spear of Arvess, the best way to go airborne. Vengeful Flames, good DPS buff that can bycass dmg cap. Infinite Wonders, a good way to inflit the personal debuff and deal dmg in short windows. For the last slot, you have four choices. Rain of Fury is a general choice. Just treat it as a DPS skill. Don't care about the ATK down debuff. Thousand Flames is also a good choice that can be used in two ways. You can use it to remove enemies' buff. It also has strong stun effect, so it can be used for control. Wingclipper, the paralysis skill, is in fact not that good. It has a very long preparation stage, and the effect lasts pretty short. It won't make much difference unless you have a good synergy with your teammates, letting them deal enough dmg or stun during the short window. Otherwise, I'd recommend Thousand Flames for control instead. As for the parry skill, it indeed has better performance than your basic heavy attack parry, but it's still a parry. The last skill, Signo Drive, is useless, since Zeta already hits the dmg cap. It may become more useful in the future. But at present, don't use it. There's also some advice on builds. I just skip the common part, DMG Cap and some basic survival sigils. Let's directly go into attack environment and extra survivability. Zeta needs uninterruptability, definitely. It changes your life. What about Improved Guard and Improved Dodge? Zeta doesn't synergize with Improved Guard, because if you block, you will quit the airborne stance. Improved Dodge is optional. You can equip it, but you don't have to. Zeta stays out of attack ranges to be safe in most cases, but an Improved Dodge sigil can be helpful in rare cases. Now this is my experiences as a Zeta player. Hope you find it useful. 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.
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Channel: Darkbblue
Views: 1,473
Rating: undefined out of 5
Keywords: Darkbblue, INTO DEPTH, Review, ACT, JRPG, Granblue Fantasy, Granblue Fantasy Relink, ARPG
Id: Lyow49I0qPc
Channel Id: undefined
Length: 10min 24sec (624 seconds)
Published: Sun Feb 18 2024
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