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Kaden

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Everything posted by Kaden

  1. I just realized Laegjarn is sitting sidesaddle. Hard to see with her bow and arms in front of her. No idea how that would work out for horseback archery and it's likely to be as unsafe as when she did the same for her summer alt or Eir riding sidesaddle on a pegasus.
  2. Actual Grima as the next mythic and one who one-ups legendary F!Grima and M!Grima despite legendary F!Grima just being part of the remix and them getting the ability to refine their Expiration and even Halloween F!Grima would be hilarious. It would be our fourth Grima. Grima Emblem! Coming to stores near you and traumatizing a particular Ylissean noble even more.
  3. It just dawned on me how a reverse Pathfinder would be horrific. Imagine someone being able to use their allies to leapfrog over and it possibly stacking with Pathfinder as well. Is there anyone from the main games where leapfrogging would make sense on them? Anyway, 650 is the maximum limited codes we're getting for this round of limited compiles, right? I don't see any other sources coming up before the next update. Summer Noire is not that great, but it would have been nice to be able to grab two 5* manuals and a 4* every time, but considering this set has two grail units...
  4. Dagr does have Even Tempest and currently is the only one who has it, so if you really want to that on someone, you might have another thing to consider.
  5. Unless I missed something before this update, there's a dark theme for the notification board posts. Or it matches the system theme which for me, I use dark on my phone.
  6. Dumb or cruel. Meanwhile, 4* special rate units while uncommon, will have Swift Sparrow 2 available and if you don't care about the speed part, there's CYL Celica for Death Blow 4. And Fury 3 has been in the game forever and we have Sothe for L&D3. My guess is Def/Res Menace might also be a thematic thing since him reducing his foes resistance means Tatiana can do more damage. Other than that, it scores well as a tier 4 skill which could entice players to pull for his skills.
  7. They're still holding back on Distant Counter weapons for some reason after the last update which gave us an unconditional Distant Counter and Killer effect weapons through Alondite and Ragnell with the obligatory Atk/Spd/Def/Res+4 making Amatsu, unique refined Golden Dagger, and Vouge look like chump weapons and Null Follow-Up on Raijinto. The combined effects of unique refined Divine Tyrfing, Hallowed Tyrfing, and Virtuous Tyrfing makes Holy Gradivus look tame. Sure, Seliph and Sigurd can't have Distant Counter and a Stance 4 skill or a Catch 4 or whatever, but they get whatever stats, damage reduction, a Killer effect, guaranteed follow-up effects, or healing per hit with Hallowed Tyrfing being the craziest of the Tyrfings. Also, I will laugh if the developers decide to be massive dicks and make it so that Swift Sparrow 2 and Guard 3 are 5* locked on Luthier. They're both obviously too strong just like Live to Serve 3 and Quick Riposte 3, so we have to restrict access to them.
  8. I'm guessing if and when Garden/SoV Est becomes a thing that she will use a sword too so that we will have three lance and three sword Whitewings. Cue her showing up as a tome-wielding Harrier instead. Nott's B passive Moon-Twin Wing and Nott in general seems underwhelming. Dulls and Lulls exist shutting down or hindering her lance's Bonus Doubler effect leaving her with only Atk/Spd/Def/Res+5 if she's at <=25% HP. Spurn is an alternative to her Moon-Twin Wing where she would trade not having to deal with a HP check however generous it is and making it easier to get as much speed for the Dodge effect for +5 damage when activating a special when her HP is <= 75%. Moon-Twin Wing is also legendary Dimitri's Areadbhar that doesn't increase her damage as it only inflicts Atk/Spd-5 which results in Spd/Def/Res+5 for Nott while legendary Dimitri gets Atk/Spd/Def/Res+5 from Areadbhar when his HP is >= 25%. In choosing to not use Atrocity for dealing 25% of his attack as damage, he can run Null Follow-Up, stack more damage reduction, or a Trace with Areadbhar's own damage reduction. Nott can't do that which granted was a given with how her lance works. It was like this since we knew about the sisters' weapons, but Dagr just seems like she will stand out better or age better when the effects she has are more uncommon or have less available ways of being dealt with. Dagr will be still be affected by effects making use of penalties, but those effects are not as common being on prf weapons or seasonal or grail inheritable weapons compared to Dulls and Lulls that anyone really can inherit. Her Null Follow-Up effect from Sun-Twin Wing has an HP check which while generous is still worse than not being dead, but there isn't really anything that can cancel the effects of Null Follow-Up and while she is a mythic, she can't won't get stat boosts in Aether Raids, bulk and Dodge can be supplemented from allies. Also, Dagr has Sol as a default special, but Nott doesn't have Luna, so Dagr is obviously the better sister. Tatiana being a quest, added later unit and blue tome infantry is interesting. Not sure why she wasn't on the banner and as a healer who could have had a unique staff or even heal assist. They could have made Luthier the quest unit and had an excuse to give him literal shit for skills. With Tatiana being a blue mage, if Fernand does show up as a lance cavalry and SoV does have a lance with his name on it, then this update would be introducing four blue units: two lance cavalry with Fernand and Zeke, one lance infantry with Nott, and one blue infantry mage with Tatiana. Fernand's Lance has three combat arts: Longearche, Penetrate, and Windsweep. The closest to Longearche would be Distant Counter and I doubt they will ever have a grail unit show up with Close/Distant Counter/Foil/Ward and Lunge would be the closest to Penetrate. You can't have two actual B passives at the same time, so if he does show up with a prf and it's based on Fernand's Lance, the either he has Lunge or Windsweep on his prf weapon. We have yet to see a playable unit with a movement B passive and it might never happen because it would be weird or annoying for people who want to run another movement skill like Drag Back or a Trace without needing to equip another weapon. Firesweep weapons exist, so it can have some kind of -sweep and condition. If Fernand has a prf and is a lance cavalry, then I'm calling lance version of Kempf. If not, then I guess we'll have our first unit with only an Iron weapon as a 5*.
  9. Saber is the Luke to PoR Ike, vanguard Ike, and regular Ryoma's Meisterhardt now. Not as bad since Luke's unique refined Rowdy Sword requiring his foes to not have any bonuses is not as simple as be or have a foe's HP be at a specific range or simply initiate that other prf Brave weapons require to activate their usually attack boosting effect. Unique refined Golden Dagger is a prf Killing Edge with a conditional Distant Counter and what do all recent weapons that became available for refinement have? Unconditional Distant Counter. By unconditional, I mean the unit just needs to be alive for it to work. In particular, unique refined Ragnell becomes a prf Killing Edge with an unconditional Distant Counter. Saber has 43 HP, 47 Atk, 33 Spd, 32 Def, and 22 Res with unique refined Golden Dagger equipped. Unique refined Golden Dagger requires his special to be charged at the start of combat to provide him Distant Counter and Atk/Spd/Def/Res+3 which puts him at 50 Atk, 36 Spd, 35 Def, and 25 Res. Otherwise, he simply has a prf Killing Edge.4 PoR Ike has 45 HP, 51 Atk, 31 Spd, 32 Def, and 18 Res with unique refined Ragnell equipped. Compared to Saber when his special is not charged, +2 HP, +4 Atk, -2 Spd, and -4 Res, and +2 HP, +1 Atk, -5 Spd, -3 Def, and -7 Res if Saber's special is charged. As noted before, unique refined Ragnell is is a prf Killing Edge with an unconditional Distant Counter. It's other effect gives him Atk/Spd/Def/Res+4 if his HP is >= 25% which would be > 11 HP as 25% of 45 is 11.25. That would put him at 55 Atk, 35 Spd, 36 Spd, and 22 Res. Compared to Saber when his special is charged, +5 Atk, -1 Spd, +1 Def, and -3 Res. For those who have a resplendent PoR Ike, then he has 47 HP, 53 Atk, 33 Spd, 34 Def, and 20 Res with unique refined Ragnell equipped. Compared to Saber when his special is not charged, +4 HP, +6 Atk, +2 Def, and -2 Res, and +4 HP, +3 Atk, -3 Spd, -1 Def, and -2 Res when his special is charged. When PoR Ike's HP is >= 25%, > 11 HP, then he will have 57 Atk, 37 Spd, 38 Def, and 24 Res. Compared to Saber when his special is charged, +7 Atk, +1 Spd, +3 Def, and -1 Res. Without resplendent, PoR Ike loses in speed by 1 point and resistance by 3 points where granted, both of their resistance aren't great. With resplendent, PoR Ike is simply better. It's unfair since Saber does not have a resplendent yet or maybe forever, but regardless, PoR Ike's advantage is having an unconditional Distant Counter or that the Distant Counter and stat boosts effects are not tied together. Saber needs to keep his special charged against every fight to have Distant Counter and Atk/Spd/Def/Res+3 whereas Ike only loses out on the stat boosts if he falls out of a generous HP range. Vanguard Ike has 44 HP, 52 Atk, 30 Spd, 35 Def, and 21 Res with unique refined Ragnell equipped. Compared to Saber when his special is not charged, +1 HP, +5 Atk, -3 Spd, +3 Def, and -1 Res, and when his special is charged, +1 HP, +2 Atk, -6 Spd, and -4 Res. When vanguard Ike's HP is >= 25%, >= 11 HP, then he will have 56 Atk, 34 Spd, 39 Def, and 25 Res. Compared to Saber when his special is charged, +6 Atk, -2 Spd, and +4 Def. Vanguard Ike is a different unit compared to his younger self and Saber as a slower, but physically bulkier sword infantry. He mainly loses out on speed compared to Saber, but hits harder, has higher defense, and matches Saber's resistance when their weapon's stat boost effect is active. The funny thing is that vanguard Ike, especially after the remix gave him Radiant Aether II with its Quickened Pulse 2 effect, can find it easier to set up a charged special on turn 1 and also maintain the HP threshold with Radiant Aether on retaliation. Saber requires help from things like Infantry or Ostia's Pulse or has to run his default Shield Pulse 3 and run a defensive special costing him damage or sustain to have a special charged on turn 1. Both can run Special Spiral well where it allows vanguard Ike to proc Radiant Aether more often and it makes it easier for Saber to fulfill unique refined Golden Dagger's condition with a special like Luna or Sol. Unique refined Raijinto does not have a Killer effect, so it's not as comparable to unique refined Golden Dagger, but regular Ryoma's stats makes him Saber with less defense for more attack and speed. With unique refined Raijinto, regular Ryoma has 44 HP, 50 Atk, 35 Spd, 27 Def, and 21 Res. Compared to Saber when his special is not charged, +1 HP, +3 Atk, +2 Spd, -5 Def, and -1 Res, and when his special is charged, +1 HP, -1 Spd, -8 Def, and -4 Res. Raijinto's unique refinement gives Ryoma Atk/Spd/Def/Res+4 and Null Follow-Up if he initiates combat or he is within 2 spaces of an ally which puts him in a more offensive role by player phasing and not getting anything from its Distant Counter or relies on positioning for enemy phase. With its unique refinement active, regular Ryoma will have 54 Atk, 39 Spd, 31 Def, and 25 Res. Compared to Saber with his special charged, +4 Atk, +3 Spd, and -4 Def. It is not surprising recent weapon refines are more powerful, flexible, practical, or just jam-packed with effects than old weapon and their refinements. It is also not surprising since these are legendary weapons to a valuable dagger Celica kept which granted can be forged into the Beloved Zofia. Or at least, they seem like legendary weapons compared to the older ones and their refinements -- looking at you Archanea Falchion, Fujin Yumi, and Parthia. With this update, I am wondering if this will open the floodgates for future units to have weapons with an unconditional Close/Distant Counter and whatever other effects. Moon Gradivus is tame or even not that great compared to what Alondite, regular Gradivus, Ragnell, Raijinto, and Siegfried got. It's Distant Counter and a breath effect which is Owain's Missiletainn with its Killer effect swapped for Distant Counter. It's Altina's Ragnell-Alondite, Freyja's Nightmare Horn, Halloween F!Grima's Moonless Breath, and berserk Ike's Chaos Ragnell that, as unpleasant as this may sound, look like current prf weapons. Yes, Altina and Freyja are mythics, but CYL Dimitri is a CYL unit, so Moon Gradivus could be closer to Moonless Breath or even Chaos Ragnell. Saber, Osian, and Say'ri tested the grounds for Killer weapons with conditional Distant Counter. Well, that got blown away with Alondite and Ragnell gaining a Killer effect and also stat boosts for their unique refinement. An advantage for Saber compared to Osian and Say'ri is that he can be at whatever HP range for unique refined Golden Dagger's conditional Distant Counter to work so long as his special is charged which is fine and preferred as Counter units would like to operate at as great of a HP range as possible; high HP for tanking or so long as they are alive for Counter, Vantage if they have high enough attack. Osian is basically axe Saber with higher attack, speed, and resistance with him being a gen 4 melee infantry while Say'ri's shtick is her high resistance at the cost of defense and there is only so much damage reduction can do to patch up a low defensive stat. They can be knocked out of >= 50% HP and if that happens, they only have a prf Killer weapon. Nowi's Purifying Breath aged poorly and quite quickly. She is a 3* to 4* launch unit with trainee BST, so the argument is there of why the hell would the developers allow her to have anything. That said, 2 less Mt compared to other non-Brave prf weapons and a special trigger penalty looks really bad compared to Alondite, Gradivus, Ragnell, Raijinto, Siegfried, and future Distant Counter and other effects weapons to come. The funny thing is that we have yet to have a summonable ranged unit with an unconditional full Close Counter weapon. Boey's unique refined Inscribed Tome does not work on dragons, Julia's unique refined Naga only works on dragons, and Shinon's Double Bow is a conditional Close Counter that works when he is not adjacent to an ally. Only ranged Rokkrs have access to a full Close Counter.
  10. I'm going to guess you got it by now, but... Would you like to hug her regular self or her big self? A twisted view I have for why she says that to the summoner instead of Byleth is how it's implied that summoned heroes are thralls to the summoner. They can insult, threaten, and even resist the summoner as much as they want, but they still serve or follow the summoner. For a person with such conviction, Edelgard would want to do everything she can for what she believes is right for Fodlan and only Fodlan. Nowhere and nothing else matters, but when she faces the summoner, not even she at the point of her life where she cast aside everything can defy her status as a summoned hero. A servant or a slave, she and the other summoned heroes are bound to whoever summoned them. Facing us, they become docile, tamed by a contract they had no say in. Some are aware of it and lash out while others resign themselves to their fates. Others don't and gladly join the cause. Those you could say are fortunate as they can serve blissfully unaware of their situation. Or perhaps they are the most unfortunate for not knowing what compels them to blindly follow orders. And then you have those who revel in being able to fight again. Mortals, gods, children, and even the dead, they are simply lapdogs of the summoner. Or we could not entertain dark ideas and that it's a moment of weakness for Edelgard in general. Against her enemies, she can stand tall with her beliefs, but to a friend, to the people she fights for, or a stranger who has no part in her battle, could she let them see what she became? Could Edelgard show her face, show how far she has gone, and show that she essentially became a monster while maintaining her stance and try to convince them that she did it for them and what is best for them? She's done it for so long, but even still, everyone has their doubts. The mask cracks and we see someone asking: "After all of this, am I still doing the right thing?"
  11. More or less nailed it with M!Morgan; Lulls, Nulls, Sabotages, or Dull Ranged if you don't have a spare Lull Atk/Res or even Lull Spd/Res on hand. While he is slow, considering how his tome works, he could use Null Follow-Up for the same reasons CYL Ike and Seliph with unique Divine Tyrfing do, but their base speed are much higher and CYL Ike can choose to invest in speed more when unique refined Urvan makes his offensive stats more valuable than his defensive stats. Otherwise, Lull Atk/Res would be simpler. Is there a reason you don't want F!Morgan to run Dive Bomb? It's restrictive like Dimitri's Noble Lance or regular Tibarn's Hawk King Claw, but with how her axe works, mainly the guaranteed follow-up effect part, and like Jill or pirate Tibarn, she probably should not be taking damage, so her HP being >= 80% is easier to manage than on other fliers running Dive Bomb. You would still need to answer the parts of foes at >= 80% HP and fulfilling her axe's conditions. Also, it would be entirely player phase, so if you want to make her dual or enemy phase, then Dive Bomb would either be not what you want or entirely useless. Pegasus Flight and Wyvern Flight are going to check her visible speed and she has the second-lowest base neutral speed of all fliers or third of all units. Like, M!Morgan with Null Follow-Up, her wanting to have bonuses and foes with field debuffs means she could swing a lot of speed points in her way. Still, it's her 17 base neutral speed versus her foe's Spd-7 for Pegasus Flight or Spd-10 for Wyvern Flight. For defenses, she ties with Melady, the only one who has Wyvern Flight, for the highest base neutral defense of fliers, and has the fifth highest base neutral resistance of fliers with Flayn and spring Myrrh & Nah and has 2 points less resistance than Fiora, the only one with Pegasus Flight. Wyvern Flight has a more lenient speed check at her Spd >= foe's Spd-10 than Pegasus Flight and also, Axe of Despair inflicts Atk/Def-6 on her foe if her HP is >= 25%, so it would be easier to have a higher defense gap, but keep in mind that other units will be able to manipulate stats too. That leaves the old usual as you noted with fliers not having as many B skill passive options than other units. So, a -breaker, Desperation, Dull Close, Escape Route, Quick Riposte, Vantage, Wings of Mercy, and so on. Some will score worse than her default Dive Bomb.
  12. Part of me wants Orson to carry Monica around for his sprite. It would be more dignified to have her on the horse, but the main thing is that she accompanies him in some way.
  13. Damn thing, Quick Riposte 3, Swift Sparrow 2, (Keen) Blarwolf, (Keen) Gronnwolf, Close Def 3, Distant Def 3, Live to Serve 3, Bracing Stance 2, Kestrel Stance 2, Warding Stance 3, and the other Bonds among other skills aren't truly available in the 3* to 4* regular summoning pool. Some of them can show up on the special 4* units, but I'd rather burn more common units for skills than rarer ones or merge them when some of them are pretty damn good. The fact Close Counter, Dazzling Staff, Distant Counter, Death Blow 4, Special Fighter, and Wrathful Staff technically demoted before more mundane or shittier skills is hilarious and at the rate we're going, we might see Null C-Disrupt, Null Follow-Up, Sturdy Impact, and Swift Sparrow 3 technically demote before Quick Riposte 3 shows up on a 3* to 4* demote if and when they decide to make the CYL3, gen 3 units special 4* units. On the bright side, 5* Erk can give us Spd/Res Solo 3. Also, to this day, no summonable blue mage has Thoron+ as their default tome. Let's see who gets the Travant treatment.
  14. Before this gen 1 plus shared users Distant Counter dump, I would have figured maybe Gunnthra would have been part of this weapon update. It would make sense for a legendary remix to also be accompanied by a weapon update and that prior to this notification, Fjorm, vanguard Ike, and legendary Ryoma were excluded because of their Distant Counter weapons. Well, Distant Counter weapons are on the board now. The weird thing is why they didn't say anything during the FEH Channel. It could have continued off of the section for legendary Ryoma and it's pretty huge partly because of the shared users. That just leaves Dire Thunder, refresh units, non-5* healers, and seasonal units without prf weapons. Also, Hector I guess, but at this point, they might be considering Berserk Armads as his default weapon. Surprise! Baldr, Hezul, Roland, or whoever as sword mythics with the same stat spreads as Hrid, Seliph, and Sigurd. The curse not only will continue, but it will expand.
  15. The golden week free summons were underwhelming except for one thing: a spare copy of CYL Claude. Convince me to not give Fury 4 and Atk/Spd Rein 3 to Clair. She is +Atk, +10 merged, +10 Dragonflowers, has had my Summoner Support for a long time, runs Galeforce, and ties with Eliwood for my most used or useful +10 units followed by Echidna, Brunnya, and maybe Marisa in the future. Fury 4 would definitely help for Pegasus Flight whenever I can get a spare copy of Fiora or whoever if it ever shows up on another flier. Otherwise, I may stick with Darting Blow 3 for the extra 2 speed over 4 attack, defense, and resistance. Atk/Spd Rein would help for passing speed checks for Rhomphaia's Flashing Blade 3. The things making me hesitate is her and future units. Like Caeda, she is a low base neutral attack unit, and while Caeda has a resplendent form for those who do pay for FEH Pass, Wing Sword and Rhomphaia are not Blazing Durandal. They're not even Scarlet Sword or Shamshir much less things like Arden's Blade, Ayra's Blade, Divine Tyrfing, or Sneering Axe. Dual effective damage patched up their low attack and Flashing Blade makes them unique since fliers cannot inherit it, but that's it. There's no extra speed, follow-up prevention, guaranteed follow-up, special charge manipulation neutralization, or anything else like that. Caeda and Clair are at the mercy of their stats, especially against fliers and infantry, armors or cavalry with neutralize effective damage effects, and anyone with a Guard effect. Had they had Darting Blow 3 or even 2, that would have still helped by giving them extra speed when initiating. Anyway, I digress. The main thing is that there is a thought in the back of my head that is telling me to hold onto that manual of CYL Claude instead of giving it to Clair. At the same time, she is definitely feeling the stat gap and effects of newer and newer units.
  16. Res Smoke for more damage per hit, but it's rarer since it's only on Brunnya and his Grimmama. Spd Smoke to double more or avoid doubles and it's cheaper since Chad has it. You could run both Res and Spd Smoke with Spd Smoke as his seal. Atk Smoke also works for less damage per hit against him. There's also Pulse Smoke to prevent foes from unleashing a special on him or his allies and Panic Smoke if you want to turn his foes' bonuses against them on top of debuffing them with his tome or another Smoke as his seal. Savage Blow is fine for a more offensive role. What are you looking to do with him? That needs to be answered to narrow things down. Fury, Desperation works with his unique refined tome up until he drops below >= 25% HP which would be 10 HP before any HP boosts from legendaries or mythics or being a bonus unit. Any kind of healing or damage reduction support can keep him in that generous HP range. Taking out Fury as a factor, Desperation works with unique refined Grima's Truth with how much stats he can swing in his favor, in particular, speed so that he can double provided his foe doesn't have a follow-up prevention effect, which is what he needs for Desperation. Speed in general would be helpful for an offensive, mixed, or defensive build. Personally, I would go with a +Spd M!Morgan over +Atk. That's just me. If you want him to be an offensive unit, then there's Atk/Spd Ideal, Atk/Spd Push, Brazen Atk/Spd, Fury, Life and Death, Swift Sparrow, and any other attack and/or speed boosting A passive. Louise introduced the Ideal skills and while it doesn't target penalties for its conditions, it does work with bonuses which M!Morgan is likely to have attack, speed, and resistance bonuses most of the time. So, a foe would need Distant Def 4, Dull Ranged or All if applicable, or a combination of Lulls that target attack, speed, and resistance to prevent Atk/Spd Ideal 4 from working if he isn't at full health. Lulls would not cover things like Ground Orders or Even/Odd Tempest which I think should work with Grima's Truth's unique refinement. Distant Def 4 and Dulls might? I'm not sure. Anyway, on the subject of bonuses, Bonus Doubler could work for him for the same reasons as Atk/Spd Ideal. He would trade higher attack and speed from Atk/Spd Ideal for defense and resistance which could be helpful if you want him to be mixed phase or take hits. Fury and Pushes have recoil damage, so if you don't want to deal with that, then L&D or Swift Sparrow. M!Morgan should be able to take a hit with L&D and drop between <= 75% HP for Desperation 3 and >= 25% HP for Grima's Truth's unique refinement. At that point, he can just stay at whatever HP he is at and Desperation blitz most foes provided they don't have a follow-up prevention effect or are faster than him. Brazen Atk/Spd 4 would work in the same way, but it would require setting up. Swift Sparrow is pure player phase. Impacts provide follow-up prevention, but I don't think he needs that for player phase. On a defense team, sure. If you want him to be an enemy phase unit, then well, you already gave him Close Foil. Otherwise, Close Counter if you encounter dragons a lot, but considering a particular blue dragon, it might be best on a non-red ranged unit. There's Distant Def 4 for anti-range by neutralizing their bonuses, granting him more defense and resistance, and opening his B passive to something else if you don't want to use his default Dull Ranged with a different A passive like a tier 4 Stance for Guard. For other A passives, R Duel Infantry 4 for Arena and other scoring modes and Unity skills to turn penalties from his foes against them. Form skills would be an arguably crappier alternative to Unity skills. If and when we do get Penalty Doubler as an inheritable A passive, then that would be good on him too with how unique refined Grima's Truth works. Do you encounter a lot of or despise Firesweep units? Then Null C-Disrupt. Lulls are always good with Lull Atk/Y helping in bulk with Y being Spd to double more or avoid more doubles or Res for more damage per hit or Lull Spd/Res for a more offensive approach by allowing him to deal more damage and double more along with avoiding more doubles. Null Follow-Up of course is always helpful against foes with follow-up effects. For damage, M!Morgan with Counter, Vantage might not be the best, but for general enemy phase, he might be okay with how much stats he can swing in his favor. In that case, his default Dull Ranged and Atk Smoke as his C or seal would be all right on a budget. It would also depend on the player if they want him to have more sustain with Noontime or more damage with Glimmer or Moonbow. Lull Atk/Spd, Lull Atk/Res, or Lull Spd/Res would be better to help out in reducing damage taken and increasing damage dealt if applicable. @Faellin, I know you would have to select "Send Home", but marking Plegian M!Kris as a favorite unit would be a good idea to prevent any accidents. If anything, it would help for sorting if you have some kind of sorting system set up. I don't.
  17. Or Pegasus Flight. Stricter speed check and while Farina's base neutral resistance isn't high at 30, Hotshot Lance at most gives her Atk/Spd/Def/Res+7 which hilariously enough, means she could have higher resistance than Fiora, the one who introduced Pegasus Flight, on top of the Dull All effect. Man, Fiora and Florina really got shafted compared to Farina. Farina enhanced with Dragonflowers five times, so 600 Dragonflowers, would have 40 HP, 53 Atk, 39 Spd, 31 Def, and 31 Res with Hotshot Lance equipped. If her HP is >= 25% HP, then she be granted Atk/Spd/Def/Res+7 and Dull All giving her 60 Atk, 46 Spd, 38 Def, and 38 Res that would be uncontested by her foe's field buffs. Giving Farina Fury would be no problem which you could grab alongside Pegasus Flight from her dear older sister. 39 visible speed isn't that high and Farina doesn't have a speed superasset, but Hotshot's Lance's Dull All can make it easier for her and to my knowledge, she is the only melee flier who can run both a Dull that at least targets speed and defense or resistance and Pegasus/Wyvern Flight at the same time. With Pegasus Flight, her foe's speed must not be > 46 while with Wyvern Flight, her foe's speed must not be > 49 before any speed debuffs on Farina lowering the threshold as she cannot naturally neutralize debuffs and reversing them won't do anything as the Flight skills check at start of combat speed. We do have high resistance units, but I don't think they are as common as high defense units, so it could be easier for Farina to have 14 more resistance than her foe even with -Res. After thinking about, Farina might be the best user of the Flight skills because of Hotshot Lance's effects despite not being the fastest of melee fliers or having the highest defense or resistance. Now, if only there were more than one unit with Pegasus Flight or Wyvern Flight.
  18. I would like to get as many skills as possible, especially rarer, usually 5* only or seasonal skills, when inheriting even if some of the skills aren't that great. Sturdy Impact in the player's hands is still probably best on Naesala and Tibarn who comes with it by default. My fault for not asking the question itself which would be: "How is Marisa as a Galeforce unit?" And I kind of answered it myself or at least went through and dumped my thoughts on it. Solo skills would be fine for Mjolnir's Strike, especially for the Raid unit up top who usually will not be near much less adjacent to an ally and with the Mjolnir's Strike map being larger than in the past. Depending on how things play out, they should be fine too for Rokkr Sieges if the Rokkr is boxed in and the unit with a Solo isn't adjacent to anyone. But yes, the position requirements of Bonds or Solos sometimes cannot be fulfilled. Anyway, whether or not Marisa, Ayra, or whoever uses Atk/Spd Solo or not, at least they would have it as an option. Null Follow-Up would be the main thing for Marisa and Ayra because foes with follow-up prevention or guaranteed follow-up effects are a problem in general. Farina's Hotshot Lance has Dull All if she has been enhanced at least three times with Dragonflowers, so 240 Dragonflowers, and her HP at the start of combat is >= 25%. Not as unconditional as Divine Naga's Dull All and adaptive damage neutralization if refined so long as Deirdre or Julia is not dead, but >= 25% HP is pretty damn close. If only I had kid Palla. Reins in general are good, but I just don't have an immediate flier I would want Atk/Def Rein on. Keeping skills on hand is never a bad thing, but picking Pent so I have a neutral one and making the +HP, -Atk one a manual might be better than picking Farina who didn't show up as -Atk or -Spd. Even if Farina had showed up as either -Atk or -Spd, it would be cheaper to address her flaw by giving her at least 240 Dragonflowers, the condition for her lance's effects, so she can have Atk/Spd/Def/Res+5 and Dull All when her HP is >= 25% at the start of combat than it would be to spend Trait Fruits. Ironically, she already pays for 40 Dragonflowers herself by completing her Heroic Ordeals. I guess that's her discount for summoning her. Pent's probably the better guaranteed summon. Something I thought of is that if Helbindi shows up at least twice in the future is I could give Barst G Duel Infantry 4 and Time's Pulse 3 from him and Pent with the main thing being getting Time's Pulse. That would allow for Wrath charged Moonbows or Bonfires depending on if he inherits Wrath. Just a thought that is probably not going to happen anytime soon. If only the amount of skills you could inherit from a unit was at least five. It would make things so much easier and less painful.
  19. Guess whose sword deals +7 damage when triggering a Special and who became my seventh +10 unit? It's Marisa! She is also my second +10 Grail unit. Incidentally, they have both been Tempest Trial units. I have yet to +10 a Grand Hero Battle unit. The wait was over and I said to myself that if her Shamshir ends up being at least decent, I would +10 her. Now, that is subjective on what I think decent is, but a Killer effect, deals +7 damage when triggering a Special, Atk/Spd+5 when initiating or when within 2 spaces of an ally on enemy phase, and the most surprising, Time's Pulse 3 definitely qualifies as at least decent. I don't think I got far enough in Sacred Stones to recruit Marisa, so most of what I know about her and the impression she left on me was from Heroes. When she was announced, I checked and figured she might end up as being similar to Fir at least with higher resistance, but lower defense and HP compared to Joshua. Well, both of them ended up being fairly different from probably what they would be in Sacred Stones. In Heroes, Joshua ended up as a well-rounded unit and Marisa ended up as gen 2 Karel, but with more defense. Or compared to each other, it was Joshua who has less HP and more resistance than Marisa. Part of what I like most about her is her English voice. Connor Kelley nails endearingly awkward characters. Felicia and Setsuna are goofballs where Felicia is well-meaning while Setsuna is out there to say the least. Catria and Marisa are more composed with Catria leaning towards appearing to be reliable and serious and Marisa towards being blunt, calm, and stoic, but like Felicia and Setsuna, they're awkward too with their flustered moments or clumsiness, socially or apparently with anything not related to fighting for Marisa. Trait Fruits hoarding as usual with me leaving resources to rot, forgotten wherever they're stored. Probably going to have her be +Spd whenever I get to that. For skills, it has become competitive on who do I prioritize giving what to who. With Shamshir's base effect being 3 less damage compared to Nameless Blade, I would like to get Wrath for Marisa. The problem is that I would want Wrath for Ayra, Barst, Nailah, and should it come to it where they ended up being merged, Fir and Karel. More so Karel since he is a special 4* rate unit and he doesn't have I would want making him an inconsequential merge project. Linus, kind of Lon'qu, and Raven could run Wrath well too, but would not be able to have more than +10 damage dealt as their weapons do not have a Wo Dao or Wrath effect and I would not complain about a random LA Hector in the future who I could slap Wrath on. Given that unique refined Shamshir has Time's Pulse, she could be a good Galeforce unit and Null Follow-Up and Time's Pulse as a C passive would all be helpful. Athena, Ayra, and Lyn would all be able to make great use of Null Follow-Up given how their weapons work. Athena and Lyn are not as high priority as Ayra whose blade's upgraded base effect is only missing Null Follow-Up to be like the Byleths' Creator Sword. For now, it's fine where the main thing is that she has Moonbow/Noontime that can be charged and Luna/Sol that can be at 1 cooldown with unique refined Shamshir's Killer effect and Time's Pulse. The next, eighth +10 unit if it's a non-5* exclusive unit would either be a colorless unit or Reinhardt who is simply overdue. For colorless, Gangrel, Kronya, Norne, or Tanya where Tanya is a last resort if Norne continues to not show up while summoning whereas I have enough copies to +10 Tanya. I like Tanya, but they had to make the insert a 3* to 4* demotes back then a BST generation behind costing Bantu, Chad, Ross, Tanya, and Valbar stat points. At least Ross has trainee BST. They would mainly be for Allegiance Battles to offer an alternative to relying on Duma as my highest scoring colorless unit or a friend's proxy unit. Maybe a non-healer colorless demote will show up in the future and a lot of copies of them.
  20. I even went out of my way to summon for Ophelia when she was on the late 2018 Hero Fest banner... We may be at a point where there are way too many heroes and skills to remember. I forgot the wording of the tier 4 Threaten skills which could be a way for the upgraded base effect of Grima's Truth to be corrected since according to @Ice Dragon, the English description isn't entirely correct. M!Morgan needs to be within 4 spaces of a foe for him to get Atk/Spd/Res+5. He can't simply get it by simply existing which would have made Astram's Mercurius and Fae's Eternal Breath look bad with their requirements for giving themselves field buffs; Astram needs >= 50% HP and Fae needs to be within 2 spaces of an ally. It's even worse for Flayn, Sara, and future regular summoning pool healers who have heal assists that don't give SP. They either need to be leveled up with shards to get Assault or drop back down to Mend or Reconcile and heal until they have enough SP to learn Assault. Launch healers also need to be able to access their one and only passive as a 4* because it's real stupid that someone like Lucius can't have HP+5 when it's his only damn passive. The fuck is he going to do? Bleed more?
  21. Speaking of healers, CYL Camilla, bride Fjorm, and Sara are the only ones without a special by default. Not sure why even if they all have three default passives, CYL Camilla has a tier 4 passive, and Sara introduced Return and has two tier 4 passives. They could have at least been given Imbue or Miracle because miracles are common. To forget him when he is part of the recent weapon update and I even use him from time to time. So, it's Quan, Nina, Itsuki, and maybe someone else.
  22. I just noticed something, but is Farina the first non-infantry beast unit to be introduced whose weapon has a Killer effect or a similar effect, but does not have a special by default? I say introduced and non-infantry beast since Barst, Caeda, Clair, Oscar, Rebecca, Fates Selena, Subaki, and Tailtiu were all given weapons that involved their own special despite not having one and New Year's Keaton, Mordecai, and groom Rafiel being infantry beasts simply share the Wo Dao transformation effect. And after checking, it seems Nina was the first unit to have an assist and a special by default not Itsuki. I don't remember if there are other units like that and for Farina, it wouldn't be that crazy to give her an entirely loaded kit. They could have dumped Sacred Cowl or Aegis on her. Remember those skills? The last units to be given them were Ameila (Sacred Cowl) and Kempf (Aegis) and before them, Lukas (Sacred Cowl) and Saber (Aegis). Everyone else who has them is a launch unit. Escutcheon isn't doing any better with only Clive. Pavise has had three units introduced with it and one of them was from the previous new heroes banner: Arden, Meisterhardt, and Dedue. There are more new Miracles in total than new Aegises, Escutcheons, Pavises, and Sacred Cowls with fourteen introduced units with Miracle: spring Bruno, legendary Celica, Delthea, Emmeryn, Eremiya, Finn, ninja Laegjarn, Linhardt, Lucius, Maribelle, Mercedes, Adrift Mikoto, Mist, and Sigurd, to the eight of Aegises, Escutcheons, Pavises, and Sacred Cowls. The best part? Maria is the only launch unit with Miracle.
  23. Three Two questions and let's get the weird one out of the way: how would Sturdy Impact and Guard Bearing be on Sumia? With her newly given Flower Lance, I may have found a use for the summer Ingrid manual should I want to invest that much into the Three Houses path. Sturdy Impact alone would go better on a player phase, double Wrath Bonfire smashing Barst, Bramimond, maybe Kinshinoka, Naesala, Seliph with Divine Tyrfing, or Yune to name a few off the top of my head, but I also want to grab Guard Bearing for the hell of it and only inheriting Sturdy Impact I would rather use a spare Tibarn should I ever have +12 copies of him or if someone else shows up with other enticing skills like Dimitri having Odd Tempest. For Sumia, Sturdy Impact would help for passing Heavy Blade checks for a Galeforce build and the follow-up prevention could save her against foes where she could attack, maybe deal some damage, and then get out with unique refined Flower Lance's Canto. Alternatively, Mirror Impact would even out her defenses more, she is fast, but you can't have enough speed, so Steady/Swift Impact would be better for general use and with a follow-up prevention effect, or she could run Fury allowing her to become a Wings of Mercy beacon of her own with enough, L&D, Swift Sparrow, etc. Guard Bearing is what it is, but of the melee, non-beast and non-dragon fliers that I have (see edit; Farina showed up) I can't think of anyone else who would be able to make good use of it. Either they are very player phase-orientated making Guard Bearing useless since they shouldn't take hits like Cherche, Cordelia, Elincia, and Jill or they are perhaps too slow like Altena and Ashnard. The only two people I think who could make great use of Guard Bearing would be the recently introduced Farina and Laegjarn. Farina's fairly fast, has good mixed bulk, is a ball of stats and has Dull All with at least 3 Dragonflowers and if her HP is >= 25%, so why not make it even harder for people to kill her on enemy phase. Additionally, her lance has a Killer effect, so Galeforce would be easier with her, so she probably would make the best use of Sturdy Impact and Guard Bearing. Laegjarn is dependent on her foes having bonuses, but if they do, she can swing a lot of stats in her favor and be a decent mixed phase unit. Her resistance is low, but Guard Bearing could allow her to take hits she shouldn't be at least for one round of combat on enemy phase. Second one is Marisa as a Galeforce unit. Unique refined Shamshir having a Killer effect and Time's Pulse 3 as part of its unique refinement was surprising and opens up a lot of options for her. More Galeforce units are always helpful, so I don't consider comparing them as competition, but more of what makes them distinct, their strengths and weaknesses. Marisa does not have a Blade effect like Caeda, CYL Celica, Clair, Eliwood, CYL Roy, Ogma, or what could have been with refined Ayra's Blade retaining its Flashing Blade 3. She also cannot guarantee two hits like CYL Celica can with Double Lion or have the Special Spiral effect that works with Galeforce that she and Yarne have. With only her unique refined Shamshir, Marisa can start out of a 3 cooldown Galeforce. A round of combat against someone who can counter and does not have a Guard effect would allow her to proc Galeforce. If she ends up at 2 or 1 cooldown after a round of combat, then Shamshir's Time's Pulse 3 won't work, but she should be okay since she would just need to hit once or twice provided once again, she is not fighting someone with Guard. If she has Time's Pulse 3 as her C passive, then she can start with a 2 cooldown Galeforce. Navarre and Velouria are her closest comparisons for Galeforce units who can have lowered cooldown by themselves. More so on Navarre whose Scarlet Sword has a Killer effect and Quickened Pulse 2 while Velouria doesn't have a Killer effect, but grants Quickened Pulse 2 to her support partner as well. Their setup is arguably easier, especially on an Infantry Pulse team because of their much lower HP than Marisa, but they cannot guarantee having Galeforce with lowered cooldown throughout the battle which depends on map and mode. I could give Marisa Galeforce and Atk/Spd Solo 3 from the +Atk Yarne that has been sitting around as the +Spd would be better for his own Galeforce needs; avoiding one-shotting foes, especially cavalry ones, and having speed to double. It does burn a pathway to grab Atk/Spd Solo 4 and Null Follow-Up 3 for Ayra as a sudden sweaty M!Corrin showed up as +Spd, -Def, so I would be okay with making the +Atk, -Spd one a manual. Ayra would be okay with Galeforce, but it would have been way better had her refined blade kept Flashing Blade 3. Back to Marisa, she has enough HP where L&D3 is fine for her, so Atk/Spd Solo would just be another option to have or it would be better to cough up 20k feather or hope a random Lyn shows up instead. Null Follow-Up would also be good for Marisa as well for Galeforce if legendary Edelgard wasn't an indication of how annoying it can be for Eliwood. And Marisa and Ayra both want Wrath too. Choices... Edit: Speak of the devil, Farina showed up. So, I think Sturdy Impact and Guard Bearing from the summer Ingrid manual might go to her now. She's +Atk, -Res making it even easier to pass Heavy Blade checks for a Galeforce build, although, it should could end up missing doubles against the fastest of units and possibly oneshot frail ones given the amount of attack she would have with +Atk, her lance's effect giving her more attack and neutralizing bonuses, Sturdy Impact, and her default Atk/Def Rein. Another edit: Pent showed up as +HP, -Atk. This hurts his own combat, but it doesn't change his support which while specific to mage allies, should okay. It's between picking Farina or Pent for my guaranteed summon as Erk is the demote and Louise doesn't have any skills that I would really want. Being the stat ball that she is, Farina would definitely appreciate merges and the only skill I would really want from her is Atk/Def Rein. Catches and Ideals are neat, but not as simple as a Rein. For Reins, though, Atk/Spd Rein and Spd/Def Rein are on the top of my lists for Clair, Elincia, perhaps Kinshinoka, and Sumia. Also, Catria and Est if I ever build them and Farina herself would probably prefer either of these two over Atk/Def Rein so that she can double more. The only two fliers that come to mind for Atk/Def Rein are Ashnard and Cherche who I have not invested in as much and Cherche hasn't been used as much lately. For Pent, scoring doesn't matter as much to me, especially green infantry at the moment. +10 Echidna suffices for Allegiance Battles and Mjolnir's Strike and the only other built or merged green infantry I have are Soren that I +10'd for a friend back in the day and Linus at +4 merges. Also, I have never summoned a Helbindi, so I would not be able to grab G Duel Infantry 4 and whatever else from Pent and Helbindi. I don't have a colorless merge project, so that is more important. Anyway, Lull Atk/Res or Time's Pulse would be nice. Between the two, I would rather take Time's Pulse from Pent. The one person that comes to mine for Lull Atk/Res is Reinhardt. That said, his usual Lancebreaker is fine as are other -breakers. Boey, Julia, Lyon, among others can use it as well, the -raven tome mages I keep as counters to pick for things like Arena Assault or a specific map. It would be possible to get both together with the Guinivere manual, but that's going to take a while and I can't think of many mages or dragons who would want both. Perhaps Brunnya, but I'd rather grab Close Foil and Lull Atk/Spd 3 from Julian should he ever show up twice. There's legendary F!Corrin, but Lull Atk/Spd, Lull Spd/Res, Null Follow-Up, or Dragon Wall with heavy investment might be better.
  24. Fucking hell, I had to think about it before I remembered Canas existed. Who the fuck was a red tome, but did not have a motherfucking red goddamn tome? Stupid thing is that Athos and Nergal have chances to be red tome mages and Bramimond had a chance before they made up a new tome and introduced our first colorless tome unit.
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