WHAT SIGILS SHOULD YOU USE ON CAPTAIN? | Granblue Fantasy Relink

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you wanted to know which planet was causing your suffering H how about Earth hey everyone BR FL here back with a new Groo fantasy relink video for today's video I want to cover the sigils that I currently have equipped as well as explain some future upgrades I'm looking for and also talk about some sigils I think might be a bit overhyped for what they actually do for the captain now if you're looking for a more general sigle guide please let me know in the comments below if you want that I'm unfortunately a captain one trick so I can't really help you too much if you're looking for sigils for the likes of gargon zoa or Katarina or llot I have only played uh captain and all the information have for those characters are just things I've read on the gro fantasy reing uh Weeki or Discord so with all that said there actually has no Wei for the game I don't know why I said that but anyways with all that said and done let's jump right into the video I'll be covering the sigils I have equipped right now so right now you can see that I have four damage cap sigils that's because my redstone on my weapon isn't the coveted um 10 10 crits seven damage cap five damage cap technically I could mod that into my game and I know plenty of people that have moded into the game but I personally don't want to modd it just because I kind of like having a quotequote clean account I know it's not a big deal in the end but that's the reason why I'm running four damage caps obviously if I hit that 1075 beautiful Redstone that once again is more likely modded if you see on a character um I will be replacing a damage cap with something else that will help me out that'll help me round out my build and I'll go over those sigils that I would upgrade with later in the video so all my dam cap sigils I'm going to have improved Dodge quick cool down potion hoarder and guts so the reason why I have improved Dodge on all my damage caps so first of all I guess just do a brief sigil um summary or explanation the reason why you have so many red and orange sigils is because those are the sigils that directly increase your damage there are a lot of utility sigils but the reason why we don't have any blues or pinks on the main sigil slot is because because blues and pinks cannot roll the red or orange sigil to increase your damage the only sigils that can roll red as a subrate are going to be the purple sigils or rather the personal sigils so for example Fess drive and fearless Soul on the captain as well as the white sigils that are going to be crit hit rate attack power HP and stun power and you can see that on my crit hit rate I already have stamina on it so this crit hit rate sigil might as well be flipped into a stamina crit hit rate sigil unfortunately another Quirk of sigils is that you can't roll crit hit rate as a substat unless once again it's on the personal sigil so kind just a brief explanation of why my grade is so red looking so anyways um all my utility is going to be a substat of one of my upgraded five plus sigils so improv Dodge is at the top of the list because having seven dashes total is some insanely nice Mobility if you guys don't know how combos work with your auto attacks when you dodge you can actually or rather not it can actually but you're forced to continue the uh Auto combo you had before you started dodging so for example if you're playing captain and you're going input the light heavy heavy and then you dodge after the first light when you press that heavy button you're going to dash so having this dodge not only makes it a lot easier to maintain your Arts up time because you can do that combo and then Dodge a few times and then hit your Arts finisher to get that Arts level it also gives you a lot more mobility and safety because sometimes you need way more than just three dashes especially if it's a fight like um galanza and Mel so that's the reason why I've improved Dodge on that sigil now quick cool down um you'll see if I open my tab up I actually have multiple oh actually I don't because um this is my main build and I am trying something out right now but quick cool down is going to be a super important schedule on the captain I recommend having at least one for normal gameplay if you're going for a par on the Ser Barrel dummy you're going to want all three uh quick coold Downs equipped for the max quick cool down um level which caps out 20% the reason why I only recommend one quick cool down sigil is because the value of it drops really heavily after level 15 you can see right here it goes from getting 5% from 1 to 15 to 7ly 2% from 16 to 30 and then when you get past level 30 suddenly it jumps back up to going to 4% per level so theyve scaled it very weirdly and that's the reason why you're either going for one quick cool down sigil or three of them in total going down further I'm going to have my two quote unquote like defensive supportive sigils and um guts and potion hoarder potion hoarder because it gives you a lot of sustain in a fight lets you full heal let you revive lets you build your link level faster and also play your MVP score it has a really good schle to have obviously if you're a super good player and you never find yourself hitting that pot button you don't need it same thing with guts like if you're never getting hit and you're too good to get hit they don't need this you can replace either of these sigils with stuff that that is more suitable for defensives or just like quality of life stuff that'll go over later in the video the um first real non damage cap SCH I have is going to be skilled assault the reason why I have skilled assault over something like life on the line or coma booster is because when I do normal gameplay what I end up doing a lot is the rodm bug where I'm using decimate and Dodge into overdrive surge which uncaps the ladder hits of decimate into the uh damage cap of overdrive surge and the reason why I use skill assault over combo booster is because the downtime I have on bosses is fairly frequent which would cause combo booster to fall off so skill ass soul is simply this very strong um increase to your damage skills so for example if I had coma booster I need to attack something 10 times to get the base power of skill assault which ends up making skill assault a bit more useful in my opinion when it comes to just general boss fights um going down further I'm going to have tyranny plus agus so tyrany is going to be a raw attack increaser at the cost of a lot of your max HP and the reason why I run tyy with Aus specifically is because I've been talking about a lot I'm a pretty bad player so I really need that defensive boost to my gameplay to make sure I stay alive and so I personally didn't run tyranny until I got that agus Rune and in replacing tyranny I had combo booster and like I said earlier like I'm not really comfortable combo booster so I go for things that are more permanent and uptime and Aus is perfect for tyranny because it almost entirely sets off if not increases the HP loss you got from tyranny and so this 40K HP uh marker small spoiler I saw somewhere online that somebody said that the March raid did a 40K hit so having tyy plus Aus on a max level character will give you just enough HP to survive that hit assuming that it was accurate so maybe this is entirely useless prep but that's the reason why I have this tyy agus combination so now we get into the this part where I'm running with very nice to have sigils so these supplementary damages um these are very very rare they can only be goth goth got from zath buuz appraisals from the curios drops so what these do is they're going to give your damage a chance to do 20% extra damage and so while this is based on the damage you deal meaning that is entirely based on your upper damage cap of anything you do it is theoretically a way to get around that damage cap and just multiply your damage in a way that you wouldn't be able to get from something like life on the line or something like a combo booster if you're already hitting damage cap on everything you do so supplementary damage is super super useful if you're just trying to if you're already like at the peak of your build and trying to go higher um I'm just running it just to see how it feels this supplementary 4 I'd rather be a supplementary five but a friend of mine on Discord was like talking about how it might be interesting to run supplementary 4 plus because you get the subtrate and if you ran three supplementary fives then you're just just getting like the damage boost but you might get a subate that might be useful it's a lot of whatever um theary damage could also be the damage booster I was talking about earlier so now we're going to talk about uplift which is kind of new on these lists um I think uplift is really G Captain because the captain naturally builds her SBA gauge very very quickly I know a few people kind of disagree or kind of have different opinions on how useful uplift is but the reason why I value uplift more than quick cooldown is purely because the SBA age gain increased per level is linear at 05% per level now of course this's this argument with school cooldown since it's a percentage and it's not that item haste that League of Legends and other games use that each point of skill cooldown is more effective than the last because of how Bas CDs work and increases work and all that and I know that's a thing and I'm just thinking that upload is probably more useful because I've had a lot of fights and dungeons where I'm at 98% and if I had that a little bit more uplift if I had a little bit more SBA gauge I could have saved the entire party like 3 or 4 minutes because of a force Invasion mechanic or something else so that's why I'm running uplift in my general um use build in my actual like Sur barel parsing build I don't try and run uplift at all because usually you can only build one SBA gauge every 60 seconds to begin with so uplift in that regard is way less useful to have an excessive amount of you just need that one uplift sigil in that parsing fight to hit that 100% Gauge by the time you need to cast it at the very very end of that parsing run so going forward got talk about war Elemental War Elemental is the very similar idea as supplementary damage where it simply gives you a damage boost based on the fact you have um Elemental advantage and the really cool thing about war Elemental is that it's just going to also increase your damage cap so if you go into ser baral and you hit ser baral and then you equip War Elemental and hit Ser barral you're going to see that you do 20% more damage and that's really insane because it's essentially the effect of all three supplementary damages at level five being equipped for just one sedal slot so again War Elemental is going to be from zth plus appraisals under the curio drops it's going to be a lot more common than supplementary 5 plus and it's generally more common than supplementary damage five in general so you're going to want to grab this as soon as you can it's going to be a huge boost of your damage output and even if you match the element of a boss a lot of the late game bosses even now have been swapping elements randomly during the fight so even though you might say like oh the Quake dial is Earth and I'm wind so I counter it I think um Proto bamed for example swaps elements like three times so War element is going to be good no matter what in that fight because even if you have type advantage at the beginning you won't have it at the end you lose that 20% and blah blah blah so that's why World almost there now crit hit rate we discussed very briefly with how the um like color of the redstones and the secondaries that can be rolled worked and the reason why I'm using crit hit rate with stamina is per because I have a bunch of them as a matter of convenience I actually already disenchanted one of these crit hit rate plus stamina sigils probably by an error I could have equipped it to another AI but just as talking about upgrades a bit early you could argue that crit hit rate plus damage cap is a much better sigil to have and with that I could slap on a stamina sigil um up here and then replace that with the stamina sigil and guts uh the only reason why I think the crit hit rate sigil plus a dam or uh damage cap secondary is a bit overrated is because you're not really gaining much out of it you're essentially just flipping the SS you have available so since already have a crit hit rate um sigil with stamina and I already have a damage cap sigil with something I like I don't need or necessarily desire that crit hit rate plus damage cap sigil because that crit hit rate sigil that or rather that stamina sigil I would have at top would end up having the exact same secondary sigil that the damage c warrior has so what was the point of chasing that crit hit rate damage cap sigil if that makes sense so um sorry for getting a bit um worked up about that or just like going off tangent for a bit but the very last sigil I want to talk about is going to be Fearless Drive which is the character personal sigil for the captain the reason why I'm running F drive and not F soul is because the way I've been seeing Captain play nowadays has her saying very little at Arts four so Fearless Spirit if I can find it while I'm just talking is going to be this buff that gives you more attack and defense I'm not going bother if you guys know Captain you'll know what the sigil does it's essentially the sigil that gives you more attack and defense the higher ARS level is and the reason why again I think that's bad is purely because a lot of time you're not going to be at Arts four during the middle of a mechanic you've often just burned a skill trying to hit the boss and you're dropping out Arts one meaning that the defense bonus for Feld of spirit is completely useless and also the fact that you're going to be almost damage trapping anyways without Feld of spirit's attack buff means that even that part's very low value Val so Fess drive on the other hand is going to be the cool down reducing aspect of the um personal schedules for the captain it's going to be about 10% off all of your cool Downs whenever you hit Arts 4 which is insane amount of refund especially on the C parsy that me you can often activate this multiple times to get insane value when you're just labbing out those combos so on the other hand I talked about the damage cap secondary being useless on the crit hit rate on the other hand a damage cap secondary on field drive would be absolutely insane because there is no like flip of the red/ orange sigil I'm simply gaining another sigil to use or another damage to use in my grid so if I were to get the Fearless drive and damage cap sigil then this final damage cap could be like combo booster plus guts which would be insane boost to my damage because now I'm just artificially generating another slot for my sigils and that's really really good because obviously coma booster lets me cap out guaranteed especially when I'm doing that ROM and Bug abuse with decimate Dodge overdrive Surge and even though I said earlier that skill assault helped me hit that because of how low my attack power is just as a baseline with my build I do actually struggle to hit that upper limit cap on overdrive surge to begin with unless I have coma booster stacked up all the way and so without coma booster I'm almost never hitting it and with coma booster if the fight is very stationary like PTO Bahamut or even um pet a in some scenarios that's going to be really helpful and going to help me run up my damage and do Insane amounts of stuff so with my personal sigils out of the way um I'm going to talk about these sigils that I think that weren't included on that list but I also think are important to note so numble Onslaught is going to be a support pink sigil that is going to give you um a lot of invincibility after you perfect Dodge something and so the reason why that's really important is because a lot of people um will on up you know when paired with uh improved do and this second sigil flight over fight you can actually maintain your invulnerability for a very long time in any fight so improved Onslaught if you find it here you can see that at max level when you have two of these you're going to have 3 seconds more of invincibility which gives you so much more time to just whale on something and destroy it I think the correct version of this is Nimble wrath but I don't have that sigil right now and I don't know what the exact um effects are off top of my head but I just want to tell you about this because it is something that a lot of late game players will run like if you talk to any modders that have custom built their build to the Absolut perfect scenario it's going to be nibble Onslaught it's going to be flight over fight it's going to be glass Cannon it's going to be all these sigils that really work you have strong defense and really work out kind of cheesing mechanics because you're going full immune and lowering the um downside of being hit or even lowering the chance of being hit to begin with so flight over fight i' been talking about the sigil I haven't actually talked about what it does it is essentially a special effect sigle where your attack power is dropped very heavily but every time you dodge something it's going to be a perfect Dodge which obviously pairs very well with stuff like n Onslaught because that means instead of just getting a Dodge and like maybe get hit the very next frame you're getting that guaranteed invincibility from dodging and that's really insane obviously it does come with a pretty severe detriment but because of how obscenely powerful these late game builds can be you don't actually care too much about the attack debuff because you're going to have something like glass Cannon which will increase your damage cap and your attack power and just round out your stuff and kind of mitigate that aspect of flight or a fight in fact I think the way that glass Canon works I'm pretty sure that flight over fight isn't an active debuff if I take it off you can see that my attack power Pops right up to 1300 so compared to something like glass Cannon oh yeah glass Canon is also off the base so interesting I actually didn't know that you can tell I haven't used some of these effects very often but just to like talk about something that I know for a for a fact um um works this way so if I hover over stamina if I can find it you're going to notice how it doesn't move my attack power at all it's because stuff like stamina is a in-game buff whereas something like a tyranny or glass Cannon is going to be a pregame buff if that makes sense so stamina is going to multiply your attack power back up to a much higher amount same thing with life on the line and so that's how you balance out the detriment or the downside to flight or fight and that's why you see it a lot on Extreme late game builds and then glass Canon I talked about earlier is going to be one of the other methods of lowering or increasing your damage cap obviously it comes with an insane downside of getting you dizzied every time you get hit but once again as IED earlier with Nimble Onslaught and flight over fight that downside essentially mitigated to the point of not even being a big deal now I have this thing called guard payback on my list um this isn't actually the correct sigil I don't have it but the correct sigil is called called um Dodge payback and Dodge payback is going to be the exact same thing as nible Onslaught where when you dodge something you're going to get an insane power boost so um this is another way to uh mitigate the effect of flight over fight so when you dodge something instead so this one says guard obviously but when you perfect Dodge instead of getting you're also going to get rather the attack buff and the stun gauge fills so that's the reason why again flight over fight can be very easily worked around because stuff like guard payback can make up for that difference now we also have life on the line I think this is also a curio only sigil but this is another effect that boosts your attack at the cost of losing something and essentially what it does is that it's just going to let you not get healing from your allies and this is also going to be a post um fight buff so this also will heavily mitigate the effects of glass Cannon because it'll be in the game you get that buff unfortunately I've heard that this Stacks additively with combo booster which sounds weird to my in my head but that's just how it works if you don't know what I mean it's just like the idea that certain Buffs will either multiply off each other so like damina in tyranny if they're both 50% you're going to get a total of like 125% instead of um 100% something like that I don't know what the actual math is but that's like kind of what you're working with with multiplicative um bonuses whereas what I talked about earlier like 50 plus 50 being 100 that's additive so you get a bit less of a bonus not the biggest deal when you're capping anyways but just something to be aware of as you're slowly building grid from the ground up and then combo booster I've talked about a lot just a really good schedule to have especially during dummy parses because it helps you cap out very easily if you have a lot of leadup into your big burst link together is going to be another decent schle to use this will increase your damage s by your link attacks chain burst and SBA or Sky bound Arts um again not the biggest deal because it doesn't actually increase your uh damage cap but for stuff like your SBA it's actually kind of hard to hit that upper limit without to together to begin with so if you're just cheesing Proto bahaman over and over and over again then link together will be really useful for that because it'll help you hit that length time and that SBA upper limit more often while you're farming quick charge on the captain specifically isn't very useful in my opinion because you're actually not charging your um Power rise that often during fights but when you are charging it during fights you really notice the benefit from Quick Charge if you don't know what it is it's essentially shortening the charge time of your casts and so I think you're going to power raise Plus+ from a um like boosted power raise it shortens it by like maybe half a second at most which again isn't the biggest deal but once you start using quick charge a lot you'll notice its absence and so it's really nice to have if you have the space for it again not super important but very very nice like I miss it I used it a lot in the past and now that I don't have it I'm pretty sad now potent greens is a funny sigil this isn't actually one that's super important but as mentioned earlier glass Cannon gives you a debuff when you're hit that makes you dizzy on hit and potent greens is the singular way to cleanse that debuff or work around that debuff without having an immunity instead so What potent greens does is essentially cleanses your debuffs and you use a small potion when you have level 30 and you're going to need actually yeah it's just only level 15 You' need that and at level 30 I didn't realize it gave you debuff immunity so it's really quite poor if we're being honest as a main sigil cuz you're losing a damage sigil and you're losing another utility slot but if you're trying to be funny with glass Cannon and put in Greens then it's there I'm not going to recommend it but I just want to let you know about the interaction in case you've been looking at glass Cannon and you've been thinking how do I make this work it's so much more damage and then the final schedle I want to go over is going to be Cascade Cascade works very similarly to Quick cooldown where it reduces your coold Downs on your skills but instead of being a passive refund it's one that you have to actively hit an opponent to get um I think Cascade is absolutely worthless I have been labing this schedule a lot and I have not once felt an effect from the cool ruction that it supposedly gives now I have been told that it works on Catalina and I have been told that this is somehow bugged in training dummy which doesn't really make sense because the Catalina Mains have labbed out Cascade and found it to be useful but then apparently it's bucked for Captain so it don't really know what the issue is all I know is that Cascade whatever the effect is um as you can see on the tool tip it says that it has a different uh effect based on the attack type so I'm just wondering if the devs misses zero when they Cod it for Captain's attacks or something because I cannot find a difference like I can find the smallest difference when I test it on stall which has a base cool down of 100 seconds and even on a base cool down of that extremely high it doesn't really do much so we'll see where they go with that um in the future if they bug fix it or if it's just intended and it's just worthless on certain characters like Captain but anyways that will will be it there are many many more scheds in the game that I could cover but these are the ones I think are the most important um stuff like you know concentrated fire lucky charge combo finisher like they're not very useful for the captain because she doesn't really use the stuff involved in those sigils so if you're curious and wanting to explore then go ahead and read all of them these are just the sigils that I think are notable for the captain specifically but yeah hopefully this video wasn't too rambly I know I kind of like mumbled a bit about certain things here and there but hopefully it was still educational and hopefully you guys learn something from it hopefully you guys have a good day or night wherever you are and see you guys next time [Music] byebye
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Channel: myaaniflakes
Views: 2,710
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Keywords: gbf, gbfr, relink, captain, danchou, gran, djeeta, guide
Id: vaO0YCudKkw
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Length: 23min 46sec (1426 seconds)
Published: Mon Feb 26 2024
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