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Fate/Grand Order – Gold, Leveling and Progression Guide

9 Aug , 2015,
Crimson
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“Fate/Grand Order is easy”, said no weeaboo over.

While the interface itself is fairly straightforward, the shitty RNG that plagues the Grand Summon system often results in erratic rolls, and has the tendency to screw you over with a whole bunch of Craft Essences rather than fresh Servants.

This can often mean that if you’re not a pay-to-win, Saint-Quartz spamming player, you’re going to either be behind on the curve because your Servants aren’t cutting it level wise, or you’re often out of AP, which you need to maximize your story progression.

Thankfully, there are daily Event Quests in game that are designed to help you speed things along, and they aren’t that hard to master.

The trick to it, we realized, is the Sunday Event Quest – the Master Training scenario. We got an early start before last week’s Unlimited Maintenance Works thanks to that, and it’s really helped us come out ahead in the grind.

You can access Dailies through the Chaldean Gate option in Stage Select, and you can start blowing through them as early as Level 10. Just make sure you’ve got Shielder and your Starter up to at least Level 10 using XP-up drops, and you should be all set.

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You should have plenty of Exp-Up drops early game, so DO put all your eggs in one or two baskets.

Like all other Dailies, the Master Training scenario has three difficulties and cost either 10, 20, or 40 AP.

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Everyone loves a good Event Quest. :3

1. Master Training (AP 10)

Mooks are werewolves with an average Level of 6 and 3,800 hp, with either Saber, Lancer or Assassin Classes.

Boss is a werewolf Assassin with a Servant level of 15 and 13,765 hp. Abilities include a Critical rate buff and a multi-hit finisher.

Rewards 1,650 xp upon completion.

I-it's not like fighting werewolves is difficult or anything. :o

I-it’s not like werewolves are hard at lower levels or anything. Well, maybe if you have no friends…

2. Master Training (AP 20)

Mooks are ghosts with the Assassin class, an average Level of 10 and 6,000 hp.

Leader is a Level 25 ghost with 27,074 hp that can paralyze your party and inflict debuffs.

Rewards 8,310 xp upon completion.

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Once you’ve gotten the hang of farming Master levels, it’s easy to get into the spirit of things. 😡

3. Master Training (AP 40)

Mooks are primarily lamia between the Level 12 to 18 range with the Caster class and average 8,000 hp. Every now and then, you might also encounter shadow Servants with the abilities of Medusa (Rider), Euryale (Archer) or Stheno (Assassin).

Boss is a Level 40 demon with the Caster class, 58,503 hp, buff skills and really big damage potential.

Rewards 34,140 xp upon completion.

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Can’t say I enjoy snaking around with these guys. =_=;;

This is the toughest guy you've gotta kill. :o

This is the toughest guy you’ve gotta kill. 😮

Since gaining Master levels improves your abilities and also replenishes your AP, you can speedily farm levels as long as you’re able to hit all the right leveling break points. With enough level ups, you can also increase your party size, and attempt the same scenario at a higher difficulty.

The risks are definitely worth the reward, and it’s not uncommon to gain 20 Master levels on a good day before you hit a point where you can’t level up on the quick and need to wait for your AP to recharge anymore.

Does Master Level matter?

A higher Master level means better Master skills, a bigger party of Servants, and more AP to expend for Event Quests and Story Mode.

Being a Master means more than just wearing a swanky jacket.

Being a Master means more than just wearing a swanky jacket.

Right now, my Master rank is 45, with Level 6 in all Master skills. My AP is 70, and my party cost is 69. That means I can run a full party of 5 4-star Servants, or a full party of 3-star Servants with some sick Craft Essences, and that makes clearing stages a breeze.

Daily Quests for Fun and Profit

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Daily Event Quests are the path to victory. There’s even a handy list in game that reminds you which days are the best days to play!

If you’re just starting out, your best bet is to focus on doing a whole bunch of daily Event Quests rather than jumping ahead with the story.

Some recommended Event Quests to start with are:

Monday, Wednesday & Saturday:

Treasure Vault (QP). Mooks and bosses are primarily Caster types. You’ll need lots of QP to level up your Servants later, so start farming this Event Quest early and often.

Monday & Thursday:

Gathering Sparks (Three Knights). Exp-Up drops for the Three Knight Classes Saber, Archer and Lancer. Focus on this if your preferred Servant is a Saber, Archer or Lancer.

Tuesday & Friday:

Gathering Sparks (Four Horsemen). Exp-Up drops for the Four Horsemen Classes Assassin, Berserker, Caster and Rider. Focus on this if your preferred Servant is an Assassin, Berserker, Caster or Rider.

Saturday:

If you’re in a fairly comfortable position, or have a sizable enough pool of Servants to choose from, you can also do Congregation at Dawn (woohoo, MTG reference!), which has Exp-Up drops for all seven Classes.

Developing a Routine:

Because my starter unit was Ushiwakamaru (Rider), I went with Sunday (Master Training) > Monday (QP) > Tuesday (Four Horsemen Exp-Up) > Wednesday (QP) > Thursday (Three Knights Exp-Up) > Friday (Four Horsemen Exp-Up) > Saturday (QP) > Sunday (Master Training).

This netted me a good amount of QP and Master levels early game and helped to offset some really bad 40 Saint Quartz pulls.

My personal routine now is Monday (Three Knights Exp-Up) > Tuesday (Four Horsemen Exp-Up) > Wednesday (QP) > Thursday (Three Knights Exp-Up) > Friday (Four Horsemen Exp-Up) > Saturday (QP) > Sunday (Master Training).

Once you’ve found a routine you’re comfortable with, the game will turn from an annoyance into a breeze.