Pushing high trials is the part that matters most for your ranking. There are different strategies and stat allocations based on your device, skills, goals and preferences. Every trial starts with making a pull (mostly using shatter), then beaming down the enemies, and moving on until the boss is spawned. Let's start with a few different strategies for pulling enemies.
Actually, let's kick it off with one of the most recent push videos. It's trial 154 in ANB Bronze 14 (on PC). You'll notice a lot of things that don't make sense, like standing idle, firing immolates off-screen. These 'random' moves are mostly done to make better use of buffs (Talisman of Storms, Slayer weapon enchantment against bosses). My advice is to ignore them completely until you get comfortable with the build, and only then get back to this video and examine it closely:
https://www.youtube.com/watch?v=DD1C...oyanBatchvarov
EDIT 1.5.34: Mob speed was increased in this version, and enemies develop Crowd control immunity faster (you can't freeze or vortex them when immune). Large pulls are now way harder even on PC.
Add more toughness and prepare to take some hits. If you are a beginner mage, start with smaller pulls.
On mobile smaller pulls might work better in general, at least until you master your beams!
6.1 Small pulls, 1/3 map, 1/2 map
Going through different techniques for gathering mobs aka doing 'pulls'.
When 'pushing' higher trials, as an ELR mage you need to do larger 'pulls' to be able to clear the map in time. In this part I'm doing 3 pulls:
- starting with a small one of just a few groups. It is safer, but slower to clear the whole map
- 1/3 map. It's quite easy to pull 1/3 of the map with an ELR mage - just shatter near the center of the map and zap a few groups with arc lightning
- 1/2 map - finishing the trial with a 1/2 map pull, which is a decent size. I'm going into a dead end to show you how you can get away from such tight spots like a true mage

6.2. Full-map pull & clear in < 3 minutes @155
This is the second part of the 'pushing and pulling' tutorials. In this video I'm doing a full map pull.
If you watch closely, you'll see a very neat trick for escaping when fully cornered

This is an advanced strategy. It has a lot of downsides, but on good maps can yield pretty good results. This is close to what I'm often using when pushing high trials (I also often do an incremental pull, i.e. start with 1/3-1/2 map and pull new groups between ToS procs).
Namely, the cons are:
- high likelihood of getting killed during the pull;
- pulling too many elites with different auras, as well as healers. Too many protective auras and healers make mobs almost immortal
- fps drops. I'm running at 60 fps normally, but when vortexing big groups it drops down to 10-20.
- too many chargers, archers, fires, etc.
- not too practical for mobile. When you gather the whole map together, but cannot control them, you end up a very dead mage.
Pros:
- potentially fast clears
- you find out quite early what the map composition is, and if you don't like it - abandon and try again
Leave a comment: