Friday, January 29, 2016

Socket Guide

Treasure Cruise Socket Guide

 

Table of Contents

            1. Socket Abilities

2. How It Works

            3. Forbidden Tomes

            4. What We Don’t Know

 

1.    Socket Abilities:

 

Damage Reduction:

Level

Points

Effect

1

5

3% Damage Reduction

2

10

5% Damage Reduction

3

15

10% Damage Reduction

 

This socket ability reduces damage taken from enemy units. It does not reduce poison damage or environmental damage.

 

This socket is really not all that great. In order for this special to really shine, you would actually have to take damage first, which is not ideal in most situations. This could work well with Lion Song Zoro, but not a lot of people still run Zombie teams anyway.

 

We are rating this socket fairly low, simply because there are currently no raids or fortnights in either the Global or Japan versions that require this ability.

 

Score: 3/10

 

 

Cooldown Reduction:

Level

Points

Effect

1

10

1 Turn cooldown reduction

2

20

2 Turn cooldown reduction

 

This socket ability reduces the amount of turns to charge a special at the start of the level. This only affects special cooldowns at the start of the battle; once used, specials will require the same amount of turns to charge as normal.

 

This socket can be pretty great, depending on your team. It allows you to use your characters’ specials two turns earlier than normal. This might not sound like much at first, but this can make or break certain teams for some Raid Boss runs. The one thing this socket is not that great for is 0 stamina raids, since you generally always have time to stall for specials at the beginning and the effect doesn’t apply to the cooldown of specials after their first use.

 

While not the best socket, it is definitely still worth putting points into, especially if you have a team with extra slots available.

 

Score : 7.5/10

 

 


Bind Resistance:

Level

Points

Effect

1

10

1 Turn Bind reduction

2

15

2 Turn Bind reduction

3

20

3 Turn Bind reduction

 

This socket ability will reduce the amount of turns bind will take effect. This socket will also fully prevent binds if the level is more than or equal to the bind duration.

 

Bind is one of the most annoying debuffs in the game and can definitely end a run in a hurry if you’re not prepared for it. With this socket ability active though, a lot of the raids that are challenging due to their bind mechanics become a relative breeze!

 

While obviously it becomes useless if a Raid/Fortnight doesn’t have a Bind debuff, it is still pretty much a must have on most teams. Make this one of your top priorities; you won’t regret it!

 

Score: 9.5/10

 

 

Despair Resistance:

Level

Points

Effect

1

10

1 Turn Despair reduction

2

15

2 Turn Despair reduction

3

20

3 Turn Despair reduction

 

This socket ability will reduce the amount of turns despair will take effect. This socket will also prevent despair if the level is more than or equal to the despair duration.

 

While Bind is certainly annoying, Despair is arguably just as dangerous, and even moreso in some cases. Captains with health boosting abilities (Jozu, Garp, etc) are especially weak to this debuff, since it can instantly make you lose up to 75% of your health. This socket eliminates that risk though, as your HP won’t be cut if the Socket reduction is greater than or equal to the Despair debuff. 

 

While slightly lower in importance than Bind Resistance, this socket ability is still a must have for most teams. This is especially true for 2x HP Captains!

 

Note: The one exception to what we said above is Blackbeard Captains. You see, the HP that you lose when Despair is activated actually counts toward the total damage that Blackbeard’s special will do. As such, it is recommend that you do NOT use the Despair socket ability for your Blackbeard.

 

Score: 9/10

 

 

Auto-Heal:

Level

Points

Effect

1

5

100 HP heal per turn

2

8

200 HP heal per turn

3

12

300 HP heal per turn

4

116

500 HP heal per turn

5

24

1,000 HP heal per turn

 

This socket ability will heal your team after your attack each turn, similar to the captain abilities of Princess Vivi/Enel.

 

This is a very nice Socket ability and is arguably a better option than the Cooldown Reduction socket ability in some circumstances. Why? Because, with a 1,000 HP heal each turn, you can easily stall on minions during the first 4 stages of most Raid Bosses. It might take you a while, but you could hypothetically charge any special with this socket active.

 

The biggest problem with this ability is that it requires you to commit a lot of points for it to become really effective. Some teams might want to invest in the Cooldown Reduction socket ability instead, but it will just depend on the composition of the team.

 

Score: 8.5/10

 

 

Heal Increase:

Level

Points

Effect

1

5

+100 health for RCV orbs

2

8

+200 health for RCV orbs

3

12

+300 health for RCV orbs

4

16

+500 health for RCV orbs

5

24

+1,000 health for RCV orbs

 

This socket ability will increase the effectiveness of RCV orbs.

 

This ability is pretty average overall. While the increased healing is amazing, most teams will still be relying on RNG in order to receive the RCV orbs they need at the right time. In some situations, especially if you have an RCV generator on your team, this could be better than auto-heal, but auto-heal is more versatile since it does not depend on RNG or your characters’ specials.

 

There will definitely be some teams that can make this socket ability work, but most teams will find that there are better options if you’re low on socket slots.

 

Score: 5/10

 

Matching Orbs:

Level

Points

Effect

1

5

+20% Matching Orb chance

2

10

+22.5% Matching Orb chance

3

20

+25% Matching Orb chance

 

This socket will increase the chance of receiving matching orbs for each of your characters. This effect also applies to specials that randomize orbs as well.

 

While this socket also relies on RNG, it works slightly differently since it also helps against negative RNG by increasing your chances of receiving matching orbs. This ability works amazingly well with Shanks Black Clad Emperor, as it stacks with his Captain ability, meaning that you have an extremely high chance of receiving matching orbs.

 

While this socket ability isn’t a must have for most teams, it is definitely one of the nicer options available. If your team is focused solely on offense, then this might be the right choice for you.

 

Score: 7/10

 

 

Poison Resistance:

Level

Points

Effect

1

10

20% less Poison damage

2

15

50% less Poison damage

3

20

100% less Poison damage

 

This socket will reduce the damage you take from poison damage. Yay?

 

The Poison resistance socket ability is fairly niche; not many raids or fortnights have poison damage and, even if they do, it’s arguably better to have Auto-Heal or Heal Increase instead. You also would have to invest a lot of points to get the full reduction, but if you choose to only get either level 1 or 2, then you are probably better off with Auto-Heal.

 

While there may be new content released in the future that makes this socket ability worthwhile, it is pretty much bottom tier for now.

 

Score: 2/10

 

 

Environmental Resistance:

Level

Points

Effect

1

10

50% less Environment damage

2

20

100% less Environment damage

 

This socket will reduce the damage you take from environmental damage. Double yay?

 

This socket ability suffers pretty much the same fate as poison resistance. It only appears in a handful of raids/fortnight and generally Auto-Heal would be the better option. However, since there are slightly more events with this effect, we are rating it slightly higher than Poison resistance.

 

We can definitely see Bandai releasing a Raid that requires this in the future, but stay away for now.

 

Score: 3/10

 

 

Death Protection:

Level

Points

Effect

1

5

??% chance to survive KO

2

10

??% chance to survive KO

3

20

??% chance to survive KO

 

This socket will give you a small chance to survive an attack that would otherwise kill you. We don’t have specific percentages for each level of this ability, but the chance of this ability activating is very small, even at Level 3.

 

This socket is a little strange. It requires that you invest a lot of points into it, but even then it has a very small chance of actually working. The only way we could see this Socket ever being worth it is if you have a team that just absolutely cannot beat a Raid Boss. While this socket wouldn’t guarantee a victory, it might give you a very small chance of success. Generally though, most teams can ignore this one.

 

Since we have extra space though, does anyone else think that they could have picked a better icon for this ability? I mean, we get it, it’s showing that you can survive with 1 HP, but it kind of looks like the other health abilities at first glance. Maybe we should redesign it, since we are just soooooo good at site design…. >_<

 

Score: 2.5/10

 

 

As you might have guessed based on our reviews, we would recommend prioritizing Bind reduction and Despair reduction first. Then, depending on how many socket slots you have left: Auto-Heal, Matching Orb, or Cooldown Reduction.

 

You may ask which units should get what sockets, and the answer is very simple: it’s up to you! You must ask yourself what you foresee that unit will be doing in a team. You may find yourself wanting to put matching orbs on units that manipulate orbs randomly like Law to eliminate the need of pairing him up with Apoo, or you may want to give Law something else because you plan to use him in conjunction with Apoo. Either way, you’re not wrong because it is YOUR team and you should customize it the way YOU want. Of course, the way YOU want might suck donkey balls, but at least YOU will be happy!

 

 

2.  How It Works:

 

So now that you know what each socket does, what else is there to know? How do you get sockets? How does the process work? Are you locked into a certain socket once you’ve picked one?

 

Well first thing’s first, let’s walk you through the actual process of how to get sockets and how the selection process works.

 

 

The first thing you will notice on this screenshot is that some characters have a little number on the bottom left corner of their portrait, next to their level, and others don’t. This indicates how many sockets that particular character currently has filled. This helps you to find units that have a certain amount of abilities active and will make it easier to build your teams around certain situations.

 

 

 

When you view your characters, you will see the sockets above the cost of the unit. This is the current socket that is active on the unit. The number of sockets that will be available depends on the character. Some characters may have only one, like Alvida here, while others can have 3 or 4 sockets available. If there are 2 characters with similar stats and specials, then your decision should probably come down to how many sockets each character has.

 

So how do you get more sockets on a certain unit? Well let’s get into that! First you must pick out what unit you want to give sockets to. We will use Alvida, because we are a sucker for midriffs.

 

 

 

After you’ve selected your unit, feed him/her/it a copy of itself or a Forbidden Tome (more on this below). The unit you select to feed doesn’t actually have to be an exact copy, as long as it’s the same character. For instance, you can feed a Gear 3 Luffy a Kimono Luffy and it will still yield you a socket. Another example is feeding a Monster Chopper any other form of Chopper: it will still yield you a socket. In this case, we are feeding an evolved Alvida a pre-evolution version of Alvida:

 

 

If you are still not sure what units will give you a socket, there will be a book icon in the top right portion of the character’s slot that indicates that it will indeed give you a socket. This can be seen after selecting your character and giving them a unit to level up.

 

 

 

After feeding the copy to your unit or a socket book, this menu will pop up. This menu will show you what sockets you received from feeding your unit duplicates.

 

 

This next menu will allow you to choose what sockets you can pick from. This includes any sockets that are currently active on the unit and any new sockets they receive after feeding them the copies.

 

This menu can only be accessed by feeding the unit a copy of itself or a Forbidden Tome.

 

Once you’ve confirmed what socket you want, any sockets that are not picked will be erased. You must be careful when picking your abilities and make sure you consider what you want that unit to do before confirming anything.

 

 

Now you understand the basics of how to get sockets, how to pick abilities, when you can choose to pick, and what happens to unselected sockets. It’s worth mentioning that socket slots are cumulative for your entire team. For instance, even though our Alvida only has 1 point in Bind resistance, you could still activate the Socket skill if the rest of your team had an additional 9 points in their Socket slots. Just don’t think you have to have 5/5 in a slot before it becomes useful.

 

 

3.  Forbidden Tomes

Forbidden Tomes are special books that are generally given as gifts from the game, but can sometimes also drop in certain events. Feeding a character one of these books is the same as feeding them a copy of themselves. You will receive one socket point for each book you feed a character.

 

Due to how rare these books are, we greatly encourage you to only use them on rare characters. For instance, you don’t want to use one of these books on your Gear 3 Luffy, because you can easily farm the Kimono Fortnight for copies of Kimono Luffy. On the other hand, Whitebeard has no farmable version, so he would be the perfect character to use one of the Forbidden Tomes on. The choice is obviously yours to make, but be smart about it!

 

 

And with that, let’s move onto our review of the sockets!

 

 

4.  What We Don’t Know:

When sockets were first released in Japan, there were a handful of things that are now different. For example, even when a unit had 5/5 of a certain socket, you used to still be able to randomly receive that slot when you combined a unit, which is basically just a complete waste.

 

Additionally, when evolving a unit, you used to lose every single Socket point that you had for that unit. Thankfully that has also been changed now, so that you no longer lose points when evolving.

 

While these annoyances have been fixed in Japan, we have no idea if they will be fixed in the initial Global release or not. As such, we will update this section as soon as 4.0 is released and we can do some testing!

 

 

 

 

Any questions or comment? Please leave it down below and we will respond to you as quickly as possible!

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

1 comment:

  1. If I feed a character that has sockets to another will any of them transfer?

    ReplyDelete