In this post, we will share the Heaven Burns Red Gear Guide. Gear is an important aspect of HBR, but it is pretty straightforward. Gear provides stats and a mini-passive.
Heaven Burns Red Gear Guide
Ring – increase the STR and DEX. These are offensive stats. Those in Tier 6 will provide a small elemental skill enhance boost of 5-10%
Earrings – increase the maximum DP and your INT. A higher maximum DP means a higher maximum shield. High INT will increase the power of your heals, defense breaks, and buffing potential. Earrings in Tier 6 have an added passive of increasing some sort of utility.
Bracelet – increase the VIT and SPR stat. These are defensive stats. Note that VIT and SPR ARE NOT the same as defense. Bracelets in Tier 6 will empower your auto attacks (if in Vanguard) to become a certain element. This can help bypass null resistance.
Necklace – increase first battle starting SP. SP are points needed to use skills. Those in Tier 6 will provide +1 elemental skill usage or increase LCK. LCK increases the potency of fragile debuff and slightly increases the chance to crit.
Orb – Orbs are general skills that can be used by anyone. They are important to fill in holes in your line up, but are generally not cost efficient. There are 2 orbs that are constantly used in JP.
Memento – Unique equips for SS memorias. They can be collected from the Memory world, event shops, or from the cat shop (Ruka + Angel Beats).
Module – increase all stats but DP and HP. Each module has 1-4 chip slots.
Chips – increase specific stats, allowing for a little bit of customization if needed.
Charms – Charms are the final piece of gear that is farmed. They provide stats depending on their color. There are charms for every stat except DP and HP
Gear Equip
Early in the game, just put gear on anyone who doesn’t have gear. Until Gem Prism Battles open to farm 6* gear, there is little reason to care too much about what gear you are wearing. Earrings, bracelets, and necklaces should be prioritized to anyone who will be in the vanguard the longest.
Rings should be prioritized to your main dmg dealer. The stats provided do not matter very much early in the game. It is slightly advisable to provide everyone with the earring that provides the most amount of DP as there is no other way to increase your DP.
Gear Farm
Early game gear farming has been streamlined to be farmable in “Flashback Battles”. You will be spending a majority of your early life stones here to early quick character XP, memoria upgrade materials, and early game gear. There is no difference in gear aquired between each of the different “Flashback Battles”, however the higher the stage level, the better the gear that drops.
Once “Gem Flashback” becomes available, you will be able to farm the gear mats to craft the 6* gear at the cat. Each gear piece will cost gems and GP. The stats and/or the potency of the passive are randomly rolled.
I can now farm Gem Prism Battles, which piece of gear should I focus on first?
The first piece of gear that should be crafted are the earrings. DP is everything in HBR, at least our squad’s DP that is. This is the primary method to increase maximum DP. Other rare methods only provide minor increases that are generally not worth it.
The goal early on is to craft 6 different earrings with 1200 DP. The passive and the INT don’t matter as DP is the most important stat for survival. Once 6 900-1200DP earrings have been crafted it is advisable to start crafting bracelets as they will further bolster your squad’s ability to take damage.
Bracelets are advisable to be at least +38VIT/38SPR. Lastly, you will be crafting necklaces. The reason necklaces are the last priority is that 5* necklaces already provide the most important stat line (+3 SP in the first battle) while the 6* necklace only adds a passive or LCK.
Does it matter which earring I craft early game?
In the beginning, which earring you craft does not matter because DP is the most important thing for survival. Once you have 6 earrings with 1200 DP it is time to move on to craft Bracelets.
What does +1 to +6 mean?
The number is the gear rating. It actually ranges from 0 to 6. +6 would mean that all stats and passive potency are at the maximum value. +0 would mean that all stats and passive potency are at the lowest or close to the lowest value. You can gauge relatively how good a piece of gear is with the gear rating, but it isn’t a good source of measurement. The passive usually plays a huge amount into the gear score, in the early game is widely unimportant. It is more important to make sure you have the raw stats on a given piece of gear.
Do bracelet colors matter?
Yes. Bracelet colors will change the element type of your auto attacks. Bracelet colors will matter depending on the enemy. This can be important against enemies with resistances. If an enemy cancer is weak to fire, but resistant to slash.
A slash user like Ruka can wear a red bracelet to change her elemental attack to be fire. If the weakness to fire is strong enough, Ruka will still be able to increase the Overdrive bar every time she hits the enemy. Elemental attacks can also be resisted so be careful. Later in HBR there are buffers that will buff crit rate of a certain element.
This can lead to your auto attacks consuming the elemental crit rate buff. For example, a fire crit rate buff will not be consumed if the squad member is using a blue bracelet to deal with ice auto attacks. However, if the squad member were to wear a red bracelet to deal with fire auto attacks it would consume the fire crit rate buff. This is important because you want to use crit buff on your EX skills and not auto attacks.
This guide was created by Tojo you can read more here
https://docs.google.com/spreadsheets/d/1lozuVNhlY5rA_JfcznogOJnD_O2M0n8AofQUX1Kehdc/edit?gid=1311039056#gid=1311039056