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Kaden

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  1. I guess Reinhardt was the real hero all along. It's neat that he parallels his sister, but I kind of would have preferred a different realm's outfit. I mean, light fairy or bodysuit Reinhardt, anyone? When they get to it, Meisterhardt having a Hel resplendent would make sense. Welp, here's hoping for regular Armads and Dire Thunder to be part of the April weapon update. Give me that sweet Lull Spd/Res 3 on Dire Thunder or for more suffering, reducing a foe's Def/Res when initiating or some other condition, so, Moonbow per hit, or dealing damage equal to a percentage of a foe's resistance or maybe attack. Replendent CYL Ike and Reinhardt, but with a gap in between where you would need to subscribe for two times or abuse something that only works on Android apparently for four resplendent heroes. It would be hilarious if the next resplendent after him is Ayra, Deirdre, Sigurd, or even Arden. At the very least, gen 1 healer should have this because there is no reason why someone like Lucius cannot give someone HP+5 as a 4* when that's his only passive. This would help, but the problem I hope would be addressed is that some skills, usually older or not in high demand skills, are 5* locked or even seasonal locked. Seal Atk/Spd 2 is an example where it's only found on summer Frederick. Not a great skill, but would be neat or it should be in the 3* to 4* summoning pool by now. Only recently we had Ploys trickle down into the 3* to 4* pool with Forrest, Lena, Ilyana, and Knoll along with Fortress Res for Forrest, Def/Res for Lena, and Mirror Strike for Ilyana and Knoll. Ignoring demote healer not having dual stat Balms or Trilemma, they could have also slapped Live to Serve, a -breaker, or whatever on them to make it more common. It's not going to kill anyone that they have 3 passives where at worst they only have 1 good passive. Shield Pulse or Wary Fighter could have been slapped onto Dedue just because or a dual Rally, Rally+, or another Fighter skill if they wanted to sell him more. They could have tossed a Atk, Spd, or Def Smoke into Annand or a Fliers skill to pad our her default kit if they didn't want to give her someone more enticing like a tier 4 C passive, Atk/Spd Rein, Spd/Def Rein, Panic or Pulse Smoke, or Orders skill. Just have more stuff be there where for 5* exclusives they might look more appealing and for 3*, 4*, and grail units, some things might be more common. We can never have enough Draw Back and Reposition, nobody's going to die if Seteth had Escape Route, Lancebreaker, Renewal or what would be really nice, a Link or if Petrine had also come with a Rally, Seal X/Y, Shove, Smite, R Tomebreaker or better yet, Desperation, Dull Close, Swordbreaker, or Vantage.
  2. Yes, I know, but it still stings, especially after Tyrfing and then Divine Tyrfing became available for refining. I also do like how Seliph was portrayed in Heroes. For someone who has never played the Jugdral games, Heroes has done a great job at introducing the characters and making really want a remake or to play the games, preferably, legally. When I sent that one 5* copy home, it was before combat manuals were a thing. Even still, I should have sent someone else home or spent an orb to expand barracks. I still have that feeling of not wanting too many units in my barracks, unique or duplicates. Regardless, all I got out of that was 2k feathers and regret. That Seliph was a merge, 18k less feathers to spend for a potential +10 Seliph, and would have saved SP from having already learned Tyrfing. I have never sent home a 5* unit or any unit since combat manuals was introduced. It's not worth it -- not even when I have +30 copies of Hawkeye, Leon, Seliph, or whoever else. On another note, I am running out of copies of Laslow. I need more Axebreaker 3. I feel like they should do this for post-CYL5, but really, they should have done this by now and it is all new units introduced into the game should have 3 passives or if they don't, an assist and an special. I doubt it will happen, but it would be nice if it did. For 5* heroes, it makes sense where you want to sell them regardless if they are a star of the banner or not. At the same time, I'm not asking for them to load every unit, especially for demotes, GHB, and TT units where that is arguably asking for too much. For instance, Dedue could have come with Shield Pulse 3 to go with his Pavise as overkill as that can be for physical damage or they could have given him Pivot, Reposition, Shove, Smite, Swap, etc., or if they really wanted to sell him more, perhaps a Rally+, dual Rally, or give him a non-Wary Fighter skill. In the previous new heroes banner, Annand could have had Fortify, Goad, Hone, or Ward Fliers, maybe a tier 4 Hone, Fortify, or Joint Drive if not an assist of some kind. For a demote, Miranda could have had Distant Def 3, Steady Blow 2, Swift Strike 2, or Warding Stance 3 for more useful or works with her default kit stuff, or Armored Blow 3, a Defiant, Warding Blow 3, or even Close Def 3 because why not or to slap random stuff on her. Ilyana could have had B Tomebreaker, Knoll could had R Tomebreaker, Natasha could have had Live to Serve, and Solon could have had Mirror Stance or Mirror Strike 2 or Brazen Atk/Res 3 even Defiant Atk 3 because he has Defiant Magic in Three Houses. Basically, padding of skills where at worst, it's more sources of skills however useful or useless they may be. The AR offense and defense skills could be tacked onto 5* units who are not stars of a banner or if they were feeling generous a demote or grail unit. I believe we have all the Seal X/Y skills, but some of them are still 5* or seasonal locked like Seal Atk/Spd 2 is only found on summer Frederick. Well, if they wanted to make it "new" on a demote, they could have that and pad the demote with stuff or legit crap like a Defiant and a Threaten. Another thing is I just realized the only 3* to 4* summonable unit with a Bond skill is Tethys who has Spd/Res Bond. The only way to get a Bond skill without using a 5* unit is through grail units where winter Cecilia has Atk/Res Bond, Ethlyn has Spd/Def Bond, groom Hinata and Rutger have Atk/Def Bond, winter Jaffar has Def/Res Bond, and bride Louise has Atk/Spd Bond. Also, young Azura shares Spd/Res Bond with Tethys. This is probably strange paranoia, but I wonder if they might not want to demote units with Bonds not that Unity skills are a thing. It would make it harder to get a Unity and other skills.
  3. Sigurd with unique refined Divine Tyrfing is fun to play around with. Having another unit who can reduce magic damage like that is neat too. Glad he showed up. It still reinforces my regret of sending home a 5* Seliph when I was in desperate need of barracks space.
  4. Fantastic, they're both idiots. Jotunheimr is fucked if their future ruler candidates are these two. Crazed ambition of Surtr and Fafnir are one thing for a realm to fall to ruin or cause the world to fall to ruin, but one taking love at first sight seemingly to an extreme and being that easily manipulated and the other having no qualms provoking people for fights for the sake of fighting or proving her own strength... Yeah, Jotunheimr is fucked. We don't even know what their mother or father are like aside from Dagr's claims that their mother talks about Nott all the time, but if they're meatheads too, well, for the third time, Jotunheimr is fucked. Silly generalizing aside, Nott is eh? Starting from the shallower parts, something about the shading of her and her twin's muscles make them look off. It's more noticeable with Nott than Dagr. As a unit, Hrimfaxi having Bonus Doubler to pair with its Atk/Spd/Def/Res+5 when her HP is >= 25% is all right. There is no way of neutralizing a foe's penalties which you probably would not want to in most cases, but there are some ways to either even or make sure that a foe cannot reverse their penalties that far like with F!Corrin's unique refined Gloom Breath, CYL Micaiah's Light of Dawn, Saizo's unique refined Star, or the inheritable Plegian festival weapons that only Plegian M!Kris, Raphael, and Tharja have and by not neutralizing their own penalties, weapons that add penalties to the user's attack or exploit the fact that their foe has a penalty like Arvis's unique refined Valflame, Gangrel's Levin Dagger, Gunnthra's Blizzard, Matthew's unique refined Spy's Dagger, Saias's unique refined Wargod's Tome, Ursula's unique refined Blue-Crow Tome, or a dagger unit with Broadleaf Fan will work, but perhaps will have to go through a much higher defense or resistance stat. Neutralizing bonuses on the other hand are more common with inheritable Dull Close/Ranged and Lull X/Y skills and some weapons carrying those effects or similar ones. Both sisters at least get Atk/Spd/Def/Res+5 or are movement points, but it is easier or easier to find a way to shut down Nott's Hrimfaxi's Bonus Doubler effect than it is to shut down Dagr's Skinfaxi's penalty reversing. It has only been one chapter. That should be noted alongside with FEH operating on thirteen chapters per book. After what happened with this chapter and Nott's introduction, she seems like the looks dignified and acts mostly dignified, but is an airhead. Also, she's an idiot. They're both idiots, but there can be charm points to them being idiots. An elegant-looking airhead can work, except what she did was capture a hostage and hand over that hostage and a relic or returned since Gramr did belong to Nidavellir a relic to someone without as far as we know, consulting anyone and in particular, her mother assuming Jotunheimr only has a queen as its ruler and her father possibly not being alive or not even existing since we do not know if maybe Jotunheimr in Heroes are like Amazons or maybe they bud off each other like Gorons. And why? Because she was love-struck with the person who told her to do these things. We don't even know for how long and if it's not the usual sibling jabbing, but true to what Dagr said, then Nott did all these things right after meeting, looking at Otr. Speaking of which, the men of Jotunheimr -- assuming they exist -- have to look like the ugliest of goons and with personalities that make Surtr look like father of eternity if Nott's that desperate. Maybe it will get better next chapter or two, but Nott's first impression was not good. Dagr can be reduced to comic relief where if she didn't exist at all, the same thing could have played out with Nott as the only princess of Jotunheimr. Alfonse probably would have felt something was off and we still end up with the conclusion of Nott is seemingly and disturbingly easy to manipulate because she easily falls in love with a half decent looking guy. To which at this point, Nott can be reduced to comic relief as well, but not in a funny way that Dagr is, instead, in the maliciously incompetent way where you can sort of laugh at how stupid she is while also being very concerned or taken aback by her actions because she can easily harm others just by existing. Dagr's a doofus. That was the first thing that came to mind after meeting her: she is a big doofus. She reminds me of Seo Yuzuki from Gekkan Shoujo Nozaki-kun as this wild child who is straightforward, intentionally or unintentionally rude, and sometimes seems to lack an awareness for things, delicate things. Later on with this chapter, a bit of Lissa I guess from feeling that Dagr has an air of mischievousness and both of them being pretty headstrong, well-meaning people aside from Dagr attempting to kill Alfonse and friends when they first met. Incidentally, Lissa and Seo are both younger sisters and I think that was probably what made me connect them with Dagr as well. To quote Nott, a younger sister who is a "troublesome pest." She teases people and her interactions with Alfonse makes me think of her adopting herself as his little sister. I really like her. She is stupid fun. Helbindi was the one people noticed his skills reflected what was currently happening in the story. Dagr and Nott sort of have this too, but more so as reflections of their character at the time. When you fight Dagr, she has Pavise, Sturdy Blow 2, Close Call 3, and Atk/Def Oath 3. Dagr wanted to defeat Alfonse, Reginn, and friends to prove that she was strong and should be the next queen. If it comes to it, someone might die, but the skills she had could say she was looking for more of duel as proof of strength than to kill. Pavise and Close Call make sure she doesn't take too much damage, specifically with Pavise where she could have been given a special to do more damage or heal, instead, she was given something to reduce even more damage. As an infantry unit, she could have Sturdy Impact and while it could be said that they didn't want her to be too obnoxious to deal with, it could also be said that she was holding back with Sturdy Blow 2. Oaths work by granting stat bonuses when the user is adjacent to an ally, so Dagr gets stronger when she's with others. An oath is a declaration of one's truth-backed intent and she gave her word that she would defeat Alfonse, Anna, Reginn, Sharena, and whoever. When you fight Nott, she has Luna, Distant Def 3, Spurn 3, and Odd Atk Wave 3. Luna, Spurn, and Odd Atk Wave all reflected her desire to kill Alfonse and the others. Luna bypasses defense in some way and her planned opening was to kill Alfonse and the others in their sleep before Dagr noticed something was strange today. Also, Nott means "night" and Luna means "moon". The moon shines at night. Spurn is damage reduction and partial Wrath; reduce damage and deal damage when at a certain HP threshold. Spurn itself can mean to reject and negatively so with disdain or disrespect. Shaky sibling relationship aside, Nott rejected the appeals of Alfonse, Dagr, and Reginn and with Dagr specifically, Nott ignored, insulted, and rejected the reality that Dagr was trying to have her face that she was being played for a fool. A spurned lover is also not something anyone would want to deal with. Waves work depending on the turn being odd or even, so regardless if Nott had allies or not, she will get a stat bonus on the right turn. Working only on odd or even turns, though, could point to something being off, "odd" about Nott. Distant Def is the odd one out here where I guess you could say it was her trying to deflect words directed at her and words come from a distance. Welp, that's it for my rambling about the Jotunheimr twins.
  5. I thought about it, but then stopped when I realized it would make Halloween Hector & Lilina obsolete because the developers chose to be inconsistent with whether or not duo skills can be used only once per map or not. Surtr eventually being part of a weapon update and Sinmara's base effect being upgraded from "At start of turn, deals 20 damage to foes within 2 spaces" to "At start of turn, deals 20 damage to foes within 3 columns or 3 rows centered on unit." That's Arvis's refined Valflame and Saias's Wargod Tome's debuff range. A walking Bolt Tower that works horizontally, on rows. Even Yune's Chaos Named's ranged would be too much; "within 3 columns centered on unit." It would be ridiculous and backfire horribly, but it I thought it makes sense with what Surtr is: "The flame will devour everything. My enemies. My allies. And me." That being said, he could make it more bearable against units like legendary Claude, CYL Edelgard, and CYL Hector who have such lenient HP ranges for their weapon's effect. Can't avoid such a stupid range of effect for two turns or don't have a healer? -40 HP. And also cause all sorts of shenanigans with rampant Escape Route, Desperation, Vantage, and Wings of Mercy. But chaos and world-burning is fun! Sinmara likely will get New Year's Gunnthra Hikami's or Plumeria's Flower of Plenty's range at most or the base effect untouched. Still, wildfires, though. Now we wait for the developers to introduce Jedah and have his tome make him invincible on odd turns or something.
  6. Any particular color, if they lean towards higher defense or resistance, have a prf tome or not, and so on? If you're looking for a Wings of Mercy beacon mage, then Celica and brainwashed Delthea come to mind due to their tomes' recoil damage. Celica is in the special 4* pool and part of weekly revivals while brainwashed Delthea is a grail unit. That is to say, you can't guarantee a Celica, but it costs grails and feathers to 5* for brainwashed Delthea. Neither are recent units, though, with Celica being a gen 1 infantry mage and Delthea being a gen 3 infantry mage. Ilyana, Knoll, and Miranda do not have prf tomes and Miranda's offenses are worse than a recently introduced red infantry mage, Azelle, but they are in the 3* to 4* pool, so it should be easier to get copies of them and merge them for more stats. By default with their -fox tomes, Ilyana and Knoll are basically gen 5 versions of Mae and Lilina, respectively. With Ilyana and Mae, Ilyana won't have the ability to run an Spectrum Link with only a B passive as she would need to use her seal whenever we get Link seals. Ilyana has 38/32 base neutral offenses, 50 with Blarfox+ equipped, and effective 54/36 offenses when initiating due to -fox tomes inflicting Atk/Spd/Def/Res-4 during combat. Defensively, she would have effective 21/44 defenses as well from her 17/40 base neutral defenses. Mae has 36/31 base neutral offenses, 50 with Book of Orchids, and 56/31 when initiating through Book of Orchids's Death Blow 3. Nothing is done to her defenses, so she stays with 16/30 base neutral defenses. Out of the gate, Ilyana will be faster and bulkier for better or worse depending on what you want. With Dragonflowers, Mae will be able to catch up as she would be able to have 39/34 base neutral offenses with enough Dragonflowers to Ilyana's 39/33. That is a lot of investment, however. Slapping Blarblade+ would be simpler for Ilyana and Knoll or Miranda for that matter. With Knoll and Lilina, the difference is more pronounced due to the speed gap between the two. Knoll has 37/32 base neutral offenses to Lilina's 37/25. Out of the gate, Knoll is cheaper since -fox tomes do what they do without needing to be refined while Lilina would need to refine Forblaze for its Death Blow 3 unique refinement. Knoll won't be able to have Chill Res 3 as a bonus like Lilina, but he will be significantly faster than her. +Spd Lilina with enough Dragonflowers only reaches Knoll's base neutral speed without any Dragonflowers; Lilina's 25 base neutral + 4 superasset and + 3 from Dragonflowers = 32. Knoll is bulkier with higher HP and resistance, so that can be a problem if you want a mage to drop to a certain HP threshold easily. Miranda has 36/35 base neutral offenses. That's all she has going for her. Tharja has 32/34 base neutral offenses, but with her Hex's unique refinement inflicting Atk/Spd-4 on foes within 2 spaces of her in combat, she effectively has 32/36 offenses with a prf -blade tome. Bonus neutralization is more common nowadays than in the past where it either did not exist or was recently introduced, but -blade tomes can still put in work. Otherwise, besides the other mages people have mentioned, flying Nino. Granted, she's a 4* special rate unit and you have to refine Giga Excalibur, but she is the third ranged unit who is not a 5* exclusive or seasonal unit who has a deals damage effect after Gaius whose scaling is pitiful and Gangrel who is a grail unit. Neutral flying Nino has 41 speed with Giga Excalibur equipped and 20% of her speed is 8 rounded down. With her default Swift Sparrow 2, she will deal 9 damage. Fury 3 still only deals 8 as 44 * 0.2 = 8.8 rounded down to 8, but if you can fulfill its unique refinement or go with the speed refinement which only gives her Spd+2 due to being a ranged weapon, then she will get 9 damage. It's only 20% of her speed, but it is consistent and prevents her from not being able to chip foes where she's dealing 0 damage. Duessel comes to mind where green units can struggle against him or straight-up look like they have WTD against him. Legendary Alm and legendary Celica are such blessings to deal with him being able to use his own defenses against him. Ishtar and Lewyn should be all right with Lewyn being harder to get given he's not a 4* special rate unit like Ishtar. Neither deal damage or have means to damage themselves where Forseti's HP threshold goes against Wings of Mercy strategies as he needs to maintain >= 50% HP if it is not refined or >= 25% HP if it is; you can't run around with Lewyn at 1 HP and get the full benefits of unique refined Forseti. Ishtar's advantages are that Mjolnir has a Killer effect and its unique refinement neutralizes follow-up prevention effects, so she can't be blocked by Wary Fighter, Windsweep or Watersweep as her own B passive, and similar effects. With Time's Pulse, she can have charged Glimmer, Moonbow, or Ruptured Sky like regular Lysithea or any other ranged unit with a weapon with a Killer effect and Time's Pulse as their C passive. Or you could go for a Special Spiral spam build where she would need help to set it up unlike New Year's Alfonse & Sharena, legendary Lilina, Ophelia, or Sonya. A disadvantage is that she only gets Atk+5 and Spd+11 from the unique refinement whereas Lewyn can get a total of Atk/Spd+8 if he meets both conditions for unique refined Forseti. Ishtar's base neutral attack is 34, the same as Lewyn. Regular Lysithea comparatively has 41 base neutral attack with an attack superasset and Hades has Swift Sparrow 2 and Death Blow 3 if her special is charged; so Atk+10 and Spd+4 if she meets both conditions. AoE specials won't work with the second condition of Hades, but she can an AoE build. She also doesn't care much about her HP, so you can have her bleed out with Fury or whatever. CYL Lysithea has a guaranteed follow-up Desperation effect when her HP is below 100%. It will work like Desperation against foes with Null Follow-Up, allow her to break through follow-up prevention effects that do not have neutralizes effects that guarantee a follow-up attack, and means she doesn't need to be faster than her foe to Desperation someone if that foe does not have Null Follow-Up or a follow-up prevention effect. You would want Null Follow-Up or Brash Assault on her against things like CYL Hector with Wary Fighter, though: https://www.reddit.com/r/FireEmblemHeroes/comments/iq4777/blysithea_and_bhector_plays_4d_chess/. That said, I still think +Spd is better for her than +Atk. Anyway, she does need to fight fairly health, >= 75% HP, foes to get Atk/Spd+6, but she should be able to do enough damage with her default Atk/Spd Push 4 and Lull Spd/Res 3 helping out. Green Olwen is the only cavalry mage with a prf -blade tome. It does suck that its unique refinement only works on player phase unlike with Tharja's Hex, so she can't run a Counter, Vantage build, but she should be fine as a -blade mage. Provided she shows up like flying Nino or any of the other non 3* to 4* units. Rhajat's not really a nuke in terms of role with her tome's unique refinement, but her tome's base effect does inflict Spd/Res-5 on foes within 2 spaces of her. Rhajat has 35/34 base offenses, 49/34 with Obsessive Curse equipped, and effective 54/39 offenses through its base effect. If she survives, though, then she can really annoying like Kempf considering the amount of splash damage they can deal. Her splash damage is a bit weaker, though, dealing 7 damage to her target and foes within 2 spaces of her target compared to Kempf's Venin Edge dealing 10. Both unique refined Obsessive Curse and Venin Edge inflict a no counterattacks status effect. Kempf isn't a mage or a ranged unit to begin with, but he is a grail unit to Rhajat's special 4* rate; costs grails, but you can guarantee him unlike with Rhajat. He's also cheaper to build since you don't need to refine his weapon unlike Rhajat who needs the unique refinement. Otherwise, they only really need Poison Strike if you want to focus on out of combat damage. More expensive things would be Fatal, Panic, or Pulse Smoke and Galeforce for Kempf. Fury, Desperation should be fine on Rhajat for general use. Brainwashed Julia gets blocked by units with effective damage against dragons, Null Follow-Up, and being slower than units with Null Follow-Up which isn't difficult with her 24 base neutral speed, and if she's standing next to anyone because angry chipmunk mage, but she hits hard all things considered and if her guaranteed follow-up attack isn't blocked by anything. Yep. Fury, Escape Route, and allies with Wings of Mercy. Behold the shenanigans of legendary Leif. It's cheap to inherit, but that is if you have him.
  7. Going back to this. I didn't want to talk too much about Hector since he was not part of this weapon update, but yes, he's not super great and, CYL or not, the developers have either chosen or given very strong effects to a units preexisting prf weapon or newly given one every now and again. Since LA Hector is returning in April and presumably Berserk Armads will be available for refining, well, I guess it should be fine to talk about Hector more. In general, all three axe armor Hectors. Regular Armads if they go with upgrading its Quick Riposte 2 to an armor fighter skill, then Slick Fighter 3 is in my opinion the better route. Penalty neutralization is still pretty rare with the only inheritable ones being Slick Fighter for armors and only working on enemy phase and Bond 4 skills that require specific positioning and only affecting two stats. Inheriting Slick Fighter 3 to Hector or anyone works as well, but one thing is that it would not overlap with Special Fighter or someone like CYL Lucina who can provide him a Breath effect, so he could combo penalty neutralization with +1 special charge and also -1 special charge on his foe in the case of Special Fighter. Hector's character and Armads having been used by a berserker, Durban, makes me feel like Bold Fighter being a unique refinement for Armads or even part of its upgraded base effect makes sense. It would also be the first instance of a weapon having Bold Fighter. Null Follow-Up checks it, it would be on a melee armor, and it would need neutralizes effects that prevent unit's follow-up attack for more coverage, but an aggressive, perhaps reckless play style feels like it would fit Hector when he was young. Or as suggested by XRay, Follow-Up Ring would be all right. It would be a big upgrade going from QR2, >= 80% HP and only on enemy phase, to 50% HP and working on both phases. Or even a more lenient HP. The unique refinement then could provide a neutralizes effects that prevent unit's follow-up attack for more cover and whatever else. Berserk Armads probably being part of the next weapon update made me think about perhaps dealing damage could be Hector's (new) niche. It still exists, but Hector and other green armors and also Myrrh, had the shtick of Omnibreaker through having some kind of follow-up prevention and guaranteed follow-up attack on their side. The introduction of Null Follow-Up reduced the effectiveness of that, but it still is effective against those without the means to deal with it. I'm going to start with the two simpler ones of Berserk Armads and Thunder Armads assuming that the legendary hero remix may also involve weapon refining which did not happen initially as Fjorm and vanguard Ike have Distant Counter weapons. Berserk Armads already has a deals damage effect through its Wrath 3 effect. Two simple things they could give it to make it even more potent are Vantage and Time's Pulse 3 or Quickened Pulse 1 or even 2. Vantage means Hector would not need to wait for it to become a seal to make a Wrath 6 build deadlier and more obnoxious at the cost of not being able to set up Bonfire as easily while Time's Pulse or Quickened Pulse means Hector would not need to have it as his seal to set up for Bonfire to activate on his first round of combat. An effect that nullifies effects that slows down his special charge would further reinforce that. Either way, it covers a missing piece for a Wrath 6 build. The problem with either one if they are a unique refinement and the only effect is that Berserk Armads would remain strictly dependent on special spamming or Vantage shenanigans as it would not really do anything else which is still fine considering how considering dealing 20 damage on top of Bonfire can do a massive number on foes. Berserk Armads: "Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers." [Unique refinement ideas below]. Vantage 3: "If unit's HP ≤ 75% and foe initiates combat, unit can counterattack before foe's first attack." Another condition that provides Vantage can work, but his own HP makes it simpler. Quickened Pulse: "At the start of turn 1, grants Special cooldown count-X to unit." X should be 1 since he only really needs Bonfire to be at 1 cooldown for it proc on enemy phase, but 2 would allow him to have it work on player phase and out of Wrath range if necessary early on in a battle. Overkill for LA Hector's default Glimmer, though. Time's Pulse 3: "At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1." Optional as part of upgrading the base effect or part of the unique refinement: "During combat, neutralizes effects that grant 'Special cooldown charge +X' to foe or inflict 'Special cooldown charge -X' on unit." It could just be the inflict Special cooldown charge-X part since a Wrath 6 Hector mainly cares about charging his own special, but preventing a foe from sneaking in a Special on him would be nice. Anything else like Fury, the in combat stat boosts and recoil damage of Death and Devil Axe, whatever else to increase his stats, penalty neutralization, a guaranteed follow-up effect, and so on would all be good, but the main thing is what allows him to deal damage. For shits and giggles, doubling down with a Wo Dao effect or Wrath 3 or increasing its base Wrath to do +15 or more damage would funny too. +15 to +20 damage alone from Berserk Armads and then another +10 from Wrath 3 as his B passive. Pretty nasty. Thunder Armads is interestingly enough the closest to what Armads is like in its home games and also Awakening where it provides some kind of defense boost; Def+3 in Heroes while Def+5 in its home games and Awakening. The other effect is the if allies outnumber foes, then his foe is prevented from making a follow-up attack. Legendary Hector's default shtick leans towards a more enemy phase play style, so the simplest thing to upgrade its base effect would be to make it simply work on enemy phase or relax its condition which as being done with recent weapons like CYL Claude's Wind Parthia, Guinivere's Aureola, Ingrid's Luin, or Jill's Talregan Axe, they have both and it's stupidly easy to work with. Adding a condition to neutralize effects that guarantee a foe's follow-up attack like on unique refined Great Flame and unique refined Maltet would be good as well. Unrefined, current Thunder Armads: "Grants Def+3. If the number of allies within 2 spaces (excluding unit) > the number of foes within 2 spaces (excluding target), foe cannot make a follow-up attack." Upgraded base effect ideas: "Grants Def+3. If foe initiates combat or if unit is within 2 spaces of an ally, foe cannot make a follow-up attack and neutralizes effects that guarantee foe's follow-up attacks during combat." "Grants Def+3. If foe initiates combat or if foe's HP = 100% at start of combat, foe cannot make a follow-up attack and neutralizes effects that guarantee foe's follow-up attacks during combat." Same condition as introduced by Shannan's Balmung, found on the Krises's Blade/Spear of Shadow, Berkut's Dark Royal Spear, Sheena's Crimson Axe, etc. Trades nearby ally condition for foe's HP = 100%. "Grants Def+3. If unit's Def ≥ foe's Def+1, foe cannot make a follow-up attack and neutralizes effects that guarantee foe's follow-up attacks during combat." This Myrrh's refined Great Flame condition. Add in if foe initiates combat or whatever if you want to hurt Myrrh's feelings give it another means of activating. Optional things would be to give legendary Hector a bit more stats, neutralize penalties, reverse penalties or bonuses, or whatever as part of it, but I think preventing follow-up attacks and neutralizing effects guaranteeing follow-up attacks is enough at least for the base effect. The damage dealing shtick for legendary Hector would be simple: allow him to deal damage = 20% of his defense. Whether it's part of the base effect or on its own as a unique refinement, it would let him do more damage or make it so a foe cannot prevent themselves from being chipped to death. =Def legendary Hector has 41 defense with Thunder Armads equipped, the same speed number as flying Nino with Giga Excalibur incidentally, so 20% of his defense would be 8 damage. The old Ward Armors stacking would grant him Def/Res+12 if he's within 2 spaces of 3 armors with it, so he would have 53 defense and 20% of that would be 10. This could also work for regular Armads instead, but I figure since legendary Hector's defense is higher than regular Hector, resplendent or otherwise, due to Thunder Armads's Def+3 and possibly more defense depending on it that happens to Thunder Armads or not for or as much for regular Armads, that legendary Hector could deal more damage from his defense compared to regular Hector. There is no stopping them from sharing this effect, though. Dealing damage equal to 20% or 25% of a foe's defense would work too and with legendary Hector's slightly higher defense before any stat boosts, perhaps a defense check version of Spurn would work better for him while regular Armads deals damage in general either through scaling off of Hector's defense or his foe's defense or even a simple Wo Dao effect. Also, except for Binding Blade, none of the other legendary weapons of Elibe have effective damage against dragons. Because why not, let's have regular, Berserk, and Thunder Armads all gain effective damage against dragons. I mean, it's a massive goddamn slab of metal called an axe. You'd figure that would hurt like shit regardless if you were a dragon or not. Apocalypse and Saint's Staff are the only ones remaining to be introduced that could show up with effective damage against dragons. Otherwise, a variant of the ones in Heroes or as an upgrade.
  8. I wonder why she was recast or why they couldn't get her old voice. We can guess why, but we probably won't be able to know why. Coincidentally, the third version of Elincia and Mia was when their English voice was changed. They're also both Tellius characters. If it happens again and for the third version of a character, then it would be Altina, the Black Knight, Ilyana, Lethe, Mist, Nailah, Nephenee, Sigrun, Soren, Sothe, Tibarn, or Titania. Ike and Micaiah have avoided this being on their fourth versions in the game and Caineghis, Haar, Jill, Leanne, Mordecai, Naesala, Oliver, Oscar, Rafiel, Ranulf, Reyson, Rhys, Rolf, Zihark, and so on only have one version of themselves in the game. Sanaki was recast after her first version and it was due to union reasons since few of the characters such as Camus, Lon'qu, Lucina, and Palla were voiced sometime early in development to which Sanaki was likely voiced early on, but wasn't introduced until after the game.
  9. Normal 2 has rad manuals, but man, it would be nice if the skill inheritance cap was raised to 5 or even 6 in the future. Some of the units offer so many good things where it's difficult to find someone who shares their skills like Kestrel Stance is only on legendary Ryoma and Say'ri, they have a weird combination of things where she's not one of the manuals, but Shamir is an example, they have overlapping skills like Eleonora would appreciate Lull Spd/Def, but Bernadette shares her default Atk/Spd Push 4, or they straight-up have a lot of neat things like pirate Brigid has Helm Bow+, Steady Impact, and Pulse Smoke 3 that would be nice if you could get all of them. Some of it's novelty stuff too like Bonus Doubler isn't that great, but I would still want Bonus Doubler 3 and Null C-Disrupt 3 from a Fomortiis Lyon manual.
  10. A dude on the FEH subreddit claimed Mjolnir's upgraded base effect was bad.
  11. Meanwhile, Sonya and I guess Delthea since they both learn Rewarp. Anyway, there are some people who are really mad and desperate about Naglfar's typo. Powercreep and getting used to it has definitely ruined some people's expectations.
  12. I did not pay attention and missed that. It would have been redundant for Regnal Astra with it sharing the no special charge manipulation, -1 against the unit or +1 for the foe, like the Creator Sword, but it would have allowed her to be more flexible. That is to say, Galeforce, Miracle, or even a Pavise/Aegis, Shield Pulse build. The latter two are niche, but Killer effect and Flashing Blade at the same time would have been neat. Maybe too neat. Anyway, unless I'm forgetting something, Ayra's Blade is the first weapon to gain another flat stat boost with it going from Spd+3 to Atk/Spd+3 and it's the second weapon to give flat Atk/Spd increases or increase multiple stats after refined Yato which goes from Darting Blow 2 to Atk/Spd/Def/Res+2. Since they both involve speed, Mjolnir working on enemy phase to go with Ishtar's default Vantage is neat. I wonder if that might be how the base effect of Mareeta's Sword will be improved when we eventually get to gen 4. Maybe Lethe's Brazen Cat Fang and Panne's Taguel Fang as well among others with similar effects. In their case, they would go from having a Solo or also works with beast or dragon allies for Panne to a Blow effect, initiating whereas Ishtar gained Solo for another way to activate Mjolnir's effects. Flying Nino's Giga Excalibur gaining deals damage equal to 20% of her speed and Ingrid showing up with Luin having Darting Blow 3 or when she's within two spaces of an ally for its deals damage equal to 20% of her speed made me wonder if they were going to do that for Ayra or Ishtar. They didn't, but it would have been interesting had Ayra's Blade been Flashing Blade and deals damage = 20% of her speed or Ishtar's Mjolnir been Darting Blow or Solo and deals damage = 20% of her speed. Also, glad I checked the thread since I was wondering if there was an error for Naglfar's unique refinements. I figured the guaranteed follow-up effect might have been tied to the foe's HP being >= 70% and even also tied to Lyon's HP needing to be >= 50%. Only the foe's HP would be fine, but both his HP and his foe's would have been annoying to juggle. It just being Quick Riposte 3 is fine. Would have been nice had it been QR4 or even QR5 at this point, but whatever. Ivaldi has a much more lenient HP range, but unfortunately like with Gleipnir, they doubled down on its unique refinements also having the same condition. Any foe below 75% and Ivaldi becomes a glorified Def+3 tome. At least it's not 100% HP anymore. It's a bit interesting how we had three ranged fliers who were part of weapon updates all end up with a similar effects. Kinshinoka and Halloween Nowi share a 3 spaces in combat debuff unique refinement and Kinshinoka, flying Nino, and Halloween Nowi share the if they are within 2 spaces of an ally, they get Atk/Spd boosts. Ayra being the third? unit to nullify Guard, -1 special charge, and Blade, +1 special charge, effects after the Byleths and Ishtar gaining partial Null Follow-Up, neutralizing effects that prevent her follow-up attacks, made them definite refines. Lyon I checked first and I think I'm okay with with confirmation that it's QR3. Would have been nice if it worked on both phases, but whatever. Would also have been nice had he been a non-red mage. Boey and Cecilia can deal with legendary Chrom, but there are no such things as R/G/B Bowbreaker and it's annoying that Bowbreaker and Daggerbreaker for that matter were made to not work on color archers or thiefs. A -breaker is still needed for player phase when necessary, but Lull Atk/Res, Null C-Disrupt, or Dull Ranged for pure anti-ranged would be good. I don't have Halloween Nowi and don't think I really want to spend dew on Ivaldi yet. Edit: If anyone wants a visual of Halloween Nowi's movement range now. Assuming it is correct.
  13. I was going to joke about them doubling down with another Three Houses character as a mythic, but the upcoming banner makes me wonder if that might actually happen. Seiros, legendary Claude, and I don't know, Rhea since I haven't played Three Houses. Three Three Houses legendary and mythic heroes back to back. Might as well have Byleth be the next legendary too. Otherwise, does Tokyo Mirage Session even have a mythic candidate? Legendary I could see them just having an alt of Itsuki or whoever, but mythic I have no idea.
  14. Great, another infantry healer with nothing really new. Couldn't they given him Trilemma so we can at least have it in the 3* to 4* pool? It's not even good or asking for too much compared to Flash or Melancholy. I guess Ingrid will be my guaranteed 5* summon. Unless I'm forgetting someone, she's the second melee unit with a Firesweep effect after Roderick who was given a prf Firesweep Lance. A bit of a shame that she shares a weapon and movement type as him, but whatever. Luin having a Killer effect and a Firesweep effect makes me think Ingrid could be a good Galeforce lance cavalry. Still sucks that Flashing Blade can't be used be cavalry or fliers because otherwise, it would have worked well with Luin. She hopefully will have decent enough attack for Heavy Blade as a seal and to avoid killing or to make it easier to pass the attack check, Lull Atk/Spd would be good on her. A shame that two sources of Lull Atk/Spd also have Atk/Spd Solo, Alm & Celica are a duo hero, Julian has Close Foil, and Shinon has Deadeye and Time's Pulse.
  15. Watch Berserk Armads and Thunder Armads become available for refinement before regular Armads. Might as well go even further and add in Dire Thunder, Distant Counter weapons, and refresh units being part of weapon updates, Durban as a future mythic bringing in another version of Armads, and also Brigand Boss getting into the game before regular Armads can become available for refinement.
  16. Halloween Nowi was a surprise. We finally have a seasonal unit being part of a weapon update. Guess she'll be part of the New Power banner as well which I don't remember if a seasonal unit outside of very special occasions has happened. What is also surprising or perhaps not as this point is Hector is still not part of a weapon update. Excluding the Black Knight because once again, Distant Counter units, and correct me if I am wrong, we have gone through every gen 1 armor except for Hector where amusingly enough, none of them were 5*-exclusive units like Hector. We had crazy things like Arden getting a Meisterschwert to the makes sense, enemy phase weapons of Draug, Gwendolyn, and Sheena, and all right, but has left some wanting with Effie and Zephiel who was part of an early weapon update unlike the others. Anyway, moving onto the point, what are they afraid of? What can't they figure out? Roy then Faye were given Quick Riposte 5 with a HP range of >= 50% for their unique refinements where Roy is a launch, 3* to 4* sword infantry and Faye a 5*-exclusive who did not end up with a prf Firesweep Bow which would not have meshed well with her stat spread. Between Roy and Faye, CYL Hector was introduced with Maltet having Quick Riposte 5. When CYL2 was part of a weapon update, refined Maltet's Quick Riposte 5 was upgraded to what would become inheritable to armors as Slick Fighter with an increased HP range to >= 25% and neutralizing penalties. Armads simply has Quick Riposte 2 with its >= 80 HP range. We have had effects with much more lenient HP ranges on all types of units. What's the hold up with Hector? It's understandable with why there has been hesitation things like Dire Thunder, units with Distant Counter weapons, or 3* to 4* healers and refresh units, but it's weapon on a gen 1 armor who has been skipped over by 3*, 4*, and grail summonable armors for weapon updates and, although a special case, CYL Hector received something really, really stupid let alone recent units getting whatever like flying Nino's deal damage by 20% of her speed. Whatever, moving on from Hector. Seasonal unit, interesting. I do agree with people saying that with seasonal units and kind of healers now being included, that adds more units to the lineup for weapon updates. Aside from units sharing weapons like Chrom, Lucina, and masked Marth sharing Awakening Falchion, weapon updates are usually 4 units. The pace is slow. This upcoming one is 5 with 1 seasonal, 1 grail, and 3 regular pool units. +6 units would be nice. The testing that goes with them is an issue even if it's to give them simple things like Sophia receiving a prf -raven tome with Bracing Stance 2 or Berkut's Dark Royal Spear's base effect being similar to the at then recent if foe initiates or if foe's HP = 100% effects found on Shannan's Balmung and the Krises' Blade/Spear of Shadow and then getting Lull Atk/Def 3 as the unique refinement. That's understandable. If it's about the non-grail units being a banner, then I feel like as a compromise, the 3* to 4* unit(s) that is part of the weapon update should be excluded from the banner. Straight-up not on the banner. For instance, suppose Hector or Quan was part of this upcoming update, well, L'Arachel is not on the banner, but Ayra, Ishtar, probably Halloween Nowi, and Hector/Quan are. The thing is they kind of did this some times, but I mainly recall if happening with a unit sharing a weapon like Seliph was not part of the New Power banner with his father. Onto the units themselves, L'Arachel has the biggest change to be a flop. TL;DR: If foe's HP = 100% is restrictive as the only condition to activate an effect. For some reason, seeing her on the weapon update made me wonder if they would dare to give Ivaldi a Catch, either as an upgraded base effect, so Atk/Spd Catch 3, or as a unique refinement which can be Atk/Spd or Atk/Res Catch 3, and legendary Claude just introduced the Catch line of skills with Atk/Spd Catch 4. Maybe it's because legendary Seliph showed up, but Ishtar's Mjolnir getting an enemy phase Desperation would be funny. She has Vantage by default, so being able to combine that would be chaotic. Or they could go further and give her a Desperation that works on both phases. As long as her speed is 5 or more than her foe and she's not fighting someone with a follow-up prevention effect, Hardy Bearing, Vantage when she's on player player phase, or has a -sweep effect when she's on enemy phase, lightning shall strike twice. Halloween Nowi's Grimoire, I don't know what they could with it besides upgrading the base effect to be like merchant Anna's where it works so long as she's not dead. That just makes commander Anna, Takumi, and Zelgius look even worse.
  17. I'm guessing someone might have talked about this, but the Legendary Hero Remix might be a good way to introduce new or tier 4 version of skills. It came to mind for me when Erinys showed up with B Duel Flying 4 which legendary Azura being given would make sense had Erinys or anyone until legendary Azura's remix not introduced it. That said, I think most of the legendary heroes in this line-up, up to legendary Hector, already have skills with tier 4 versions already which is fine as it would mean more sources of those skills at tier 4. Or they could pull a vanguard Ike and "replace" one of their default skills which for him, Joint Drive Res was introduced by CYL Edelgard and also found on Guinevere and Sara. Fjorm and vanguard Ike were the first of the remix, but I'd like to entertain the idea of what if. Fjorm has Ice Mirror, Atk/Def Bond 3, Shield Pulse 3, and Drive Atk 2. Between Atk/Def Unity and the introduction of Shield Pulse 4 or Joint Drive Atk, Atk/Def Unity was probably the best tier 4 skill upgrade they could have given her. Joint Drive Atk is good, but Atk/Def Unity really helps her out and Shield Pulse 4 would have to be something crazy, but even then, I feel like legendary F!Corrin should have been the one to introduce it since Negating Fang works against all ranges, whether her foe is adjacent to her or within 2 spaces of her, so even more damage reduced or a Special Spiral effect would have been wild. Vanguard Ike has Radiant Aether, Warding Breath, Seal Atk/Def 2, and Def Tactic 3. Interestingly enough, any upgrade to vanguard Ike's default skills would have introduced a new, tier 4 version that nobody has. Instead, he was given Joint Drive Res. Being given Joint Drive Res is interesting as it means vanguard Ike is currently the only unit with two passives of the same slot; he has two C passives. They could have been more daring, though, with the idea of a dual Breath, introducing Quick Riposte 4 at this point, or giving him Mystic Boost, Null Follow-Up, or even Special Spiral to replace his default B passive. Seal Atk/Def 3 probably would have killed him. Nobody wants that. Gunnthra has Glacies, Fortress Res 3, Chilling Seal, and Res Ploy 3. Legendary Ephraim has Sol, Sturdy Stance 2, Solar Brace, and Fortify Def 3. F!Grima has Bonfire, Dragonskin, Cancel Affinity 3, and Res Smoke 3. Legendary Lyn has Rally Def/Res, Laws of Sacae, Desperation 3, and Spd Tactic 3. Legendary Ryoma has Glimmer, Kestrel Stance 2, Bushido, and Guidance 3. Legendary Hector has Draconic Aura, Distant Counter, Vengeful Fighter 3, and Ostia's Pulse.
  18. Maybe I regret not subscribing for CYL Ike and Elincia... Ike is Ike, CYL Ike is stupidly good because of what they gave to him with unique refined Urvan, but Ike isn't a super favorite of mine and I kind of don't really want to spend on FEH. For Elincia, I really like Kippu's art, but dökkálfr Elincia looks amazing. Going to wait until the next resplendent after her. In terms of raw stats, I think resplendent Elincia just did what resplendent Cordelia did to lance fliers or what Lewyn did with Forseti's refinement to Asbel's Grafcalibur being kind of similar. In her case, Annand and New Year's Gunnthra exist now. Elincia has 35 HP, 34 Atk, 36 Spd, 24 Def, and 27 Res. Same offenses as Lucina or masked Marth, but as a flier or -1 Atk/+1 Spd compared to Cordelia. With resplendent, she will have 37 HP, 36 Atk, 38 Spd, 26 Def, and 29 Res. Compared to Annand, +1 Atk, -1 Spd, -1 Def, and -5 Res and compared to NY Gunnthra, -1 HP, +2 Atk, +1 Spd, -1 Def, and +3 Res. Not as magically bulky as Annand, but slightly better offenses and resistance compared to NY Gunnthra. Sword Catria and legendary Ryoma are also comparable where Elincia has swapped offenses compared to sword Catria and trades HP for resistance compared to sword Catria and legendary Ryoma. Sword Catria has 41 HP, 38 Atk, 36 Spd, 27 Def, and 24 Res, so -4 HP, -2 Atk, +2 Spd, -1 Def, and +5 Res while legendary Ryoma has 41 HP, 34 Atk, 39 Spd, 28 Def, and 20 Res, so -4 HP, +2 Atk, -1 Spd, -2 Def, and +9 Res. And there's summer Fiora and bride Sigrun who have less attack, but comparable remaining stats to resplendent Elincia. The thing now is that Elincia is one of the special 4* heroes and she is part of the weekly revival banners, so people know she will be on a banner. Aside from summer Fiora who is a grail unit, the others have it rougher, especially NY Gunnthra and bride Sigrun who are seasonal units and so far. Anyway, Elincia showing up would be a bit more common than the other units. Not as common as a 3* to 4* unit or a launch unit like Cordelia, but probably decent enough that a merged Elincia wouldn't be that farfetched. Offensively, Elincia has a prf Brave Sword that inflicts Spd-2 and with Swift Sparrow 2 as its unique refinement. On player phase, she will have 51/40 offenses and on enemy phase, 47/36. With her default Death Blow 3, she will have 57/40 offenses on initiation. You can replace Death Blow 3 for whatever and she would probably be pretty decent with Dive-Bomb if you can get her speed that high and she doesn't have to worry about another HP check like Cordelia does with her lance's unique refinement in return for not having Atk/Spd+4 on enemy phase on the rare occasions you would want that for a player phase-only Brave weapon. Or go with the usual Desperation instead. Her stats are flexible enough that she can run other weapons and skills like Cordelia. Firesweep Sword is in the 3* to 4* pool thanks to Soleil and resplendent Elincia would be the second fastest non-5* exclusive option under resplendent Caeda, but Caeda's attack is very low compared to Elincia. Previously, it was summer Fiora with her 32/37 offenses who would have higher attack than +Atk Caeda, but with the same speed. Between resplendent Caeda and resplendent Elincia, Elincia trades 1 base neutral speed for 11 more base neutral attack. Anyway, Annand came to mind as she was recently introduced and now we have resplendent Elincia coming up. While she isn't one of the stars of the banner, Annand being a sword flier and one with good offenses stands out with sword fliers being fewer than lance fliers. By default, Unbound Blade, Sturdy Impact, and Guard Bearing can make her deceptively bulky, although, as neat as Guard Bearing is and perhaps as with Sturdy Impact as a reference to Shield Ring, maybe Pegasus Flight would have been better for her. At least there would be another unit with it and she does have the speed and resistance to make use of it. Otherwise, her stats can let her do whatever, especially by making use of her speed as she is the fastest sword flier in the regular summoning pool. I don't know. I like Annand, I like Elincia, but kind of interesting how the introduce a unit who stands mainly on her stats as her skills can be used just as well by others only for Elincia to be announced for a resplendent.
  19. Last day to subscribe for resplendent CYL Ike. I'm tempted. Probably going to be annoyed if the next resplendent after Tana is Clair or Sonya. Maybe Cherche or Nephenee. Gonna be real mad if it's Reinhardt since I figure I should +10 him by now.
  20. I don't score high enough to know what Arena is like and Aether Raids is random in who you are matched with along with me only wanting to maintain a tier 21-26, but in modes like Arena Assault and Squad Assault, Azelle would be a good counterpick option for teams that rely on field buffs or involve units like Astram or Fae with their prf weapons. Outside of that, I either have or there are simpler red infantry mage nukes. Azelle is carried by his tome for me. His default skills, stats, and unit type aren't that special. With skills, they score well, but I am not invested in Arena. They're mainly support which is fine, but if he had Null C-Disrupt, Null Follow-Up, or even Mystic Boost, it could have lent him more distinction like he's another unit who can attack on enemy phase against Firesweep units, break through follow-up prevention effects, or have a bit of self-sustain even if he's not good at any of that. Things like Special Spiral and Time's Pulse would feel like it could be good on him, but it could also mean if he ever shows up again, I could burn the one with an asset and flaw that I don't want for those skills. Follow-up prevention effects are mainly on green armors, right? When I think of follow-up prevention, I think of green armors and both Erinys and kid Palla are lance units. Furthermore, neither have effective damage against armors which even then, Svalinn Shield can be run on those who have Distant Counter, they come with it like CYL Hector through refined Maltet, or do not care about countering ranged units on enemy phase. They have high attack, but effective damage (and high attack) go a long way in letting units fight units they have WTD or some kind of disadvantage against. Regardless, I get the point. Erinys gets blocked by follow-up prevention effects which are more common and makes her speed pointless while kid Palla is blocked by Null Follow-Up effects which she could have bypassed by actually being fast enough to double naturally. They still get two hits if they fulfill their weapon's Brave condition and whether or not they hit hard enough is a question to be answered. One thing I don't like about Erinys's Silesse Frost is that its Atk/Spd+6 is tied to her foe's HP being >= 50%. That's fairly generous and makes it easier to work on enemy phase, but the Brave effect is player phase and even below half health, you cannot have enough attack; overkill is better than kill and so much better than failing to kill. Jill gets checked by follow-up prevention effects too and cannot guarantee two hits by Braving like Catria, Erinys, Est, or Palla can, but she can always guarantee on player phase that she will get Atk/Spd+6 simply by initiating and so long as she's fast enough and not fighting someone with a follow-up prevention effect, Desperation regardless of her HP. Enemy phase with her is a bit more finicky as she needs to be within 2 spaces of an ally, but she is so much more practical as a player phase unit. Jill tangent aside, Erinys is still a simpler unit than Azelle. Both require fighting foes with HP >= 50%, but the remaining effect of Erinys's Silesse Frost doesn't lock her out of certain skills like Azelle's Sparking Tome does. Silesse Frost needs a support partner for its Brave effect. It's a very specific requirement, but it doesn't interfere or is cancelled by anything. If Azelle uses Sparking Tome which I feel like he should since it's a unique tome with its field buff reversing, then Azelle cannot use Dulls, Lulls, or have anything neutralize his foe's field buffs. Lull Atk/Def would not interfere with his tome, but it doesn't do much for him. Spd/Res-6 is a substantial debuff as would stacking it with Lull Spd/Res for Spd/Res-9 and neutralizing those field buffs, but lowering his foe's Spd/Res even further seems very satifisying. Legion being a melee infantry means he can use a speed check damage reduction skill or Wrath for raw damage which is easy for him to get into with his low defenses in addition to having skills like Desperation, Mystic Boost, Null C-Disrupt, Null Follow-Up, Special Spiral, Vantage, or whatever remaining skill options he and Azelle have that don't interfere with their weapon's field buff reversing. The last thing I can think of is that Erinys would be good for Rokkr Sieges because of Silesse Frost's Brave effect. With how close units can be and as long as it's not against an archer or some unit with effective damage against fliers, Erinys and a support partner like one of the Whitewings, would be able to do a lot of damage against a Rokkr. Azelle doesn't do much for Rokkr Sieges and I have not had great success using ranged units that are not healers with Melancholy/Witchy Wand in that mode. Except for legendary Leif, ranged units cannot Galeforce and excluding archers, only a select few have effective damage against other movement or unit types. With melee units, fighting melee Rokkr is fine and you can trap ranged Rokkr. I feel like this would be an easier decision had Dithorba been a sword flier. They're different units in terms of stats with Dithorba's high resistance, but her being a lance flier makes me not want to deal with two more lance fliers unless one of them was very unique or noticeably strong. I was more interested in Annand even though she's the Fiora and Melady of this banner. At the same time, picking Azelle feels like picking something different for the sake of it. Nothing wrong with that, but it's not unique like warp shenanigans with Lilith, Null Follow-Up on a non-infantry unit with Fluorspar Selena, a rarer unit type like an axe flier or lance infantry, or a healer with a prf staff and also new, movement heals. I think I might go with Erinys. If one thing that might decide it, it's art.
  21. I would like a push onto whether to choose Azelle or Erinys as my guaranteed 5* after 40 summons on their banner -- no wonder people call it a spark or whatever because that was a mouthful. Anyway, both of them overlap in unit types as a red mage infantry and lance flier, respectively. Also, I don't care about scoring much, so their tier 4 Duel skills don't interest me and I don't mind that Erinys gets less of a boost in scoring since Azelle is an infantry mage with 166 BST, so being considered as a 180 BST unit is greater for him than Erinys who has 172 BST. Azelle has a more unique weapon since aside from him, Legion is the only other unit who can reverse field buffs in combat. Considering his stats and what Sparking Tome does specifically, Azelle is yet another red mage infantry nuke where Sparking Tome lets him swing a lot of speed in his favor through its Spd+3 and when his foe's HP is >= 50%, inflicting Spd/Res-6 and reversing their Spd/Res field buffs. He'll hit hard and fast if his foe's HP is within that rather generous HP range. Outside of that HP range, he only has a Spd+3 tome and if his foe doesn't have field buffs which isn't uncommon, then he only inflicts Spd/Res-6 which is still a substantial debuff. Except that I have Celica, brainwashed Julia, Lilina, regular and CYL Lysithea, Tharja, and arguably Knoll is more or less a prf-less version of Lilina. Also, Arvis with unique refined Valflame's Blizzard effect. Some of them have fallen off or are not as well invested as they could, but they do the whole nuke thing that Azelle does as well. What also goes against him for me is skill-wise, he has a lot of what feels like scoring and support. The support is fine, but nothing new or unique that I don't have or want. Erinys has the less unique weapon given that the Catria, Est, although a sword flier, Palla, and the Whitewing trio have a conditional Brave effect. In terms of stats, specifically attack and speed, Erinys hits harder and faster than Catria and Est and her stat boosts are tied to her foe's HP being >= 50% rather than being within 2 spaces of a 2 or more fliers. Compared to the Whitewing trio, Erinys is faster, but trades a guaranteed follow-up effect for raw attack and speed. Catria, Est, and the Whitewing trio are restricted to being on mainly flier teams for Atk/Spd/Def/Res+3 for Catria and Est or for Atk/Def-4 and a guaranteed follow-up attack for the Whitewing trio and ability to Brave. Erinys can at least have another effect if her support partner isn't there, within 2 spaces of her, to let her Brave. They're just conditions that need to be met, so that is fine. What they have over her is that Catria has a Killer effect and Est has effective damage against armors. Killer effect for Catria means she could with Heavy Blade, charge Galeforce or proc 3 cooldown specials, with Whitewing Lance's effects. Otherwise, if she's fast enough and not fighting someone with follow-up prevention Desperation can let her charge Galeforce or proc up to 4 cooldown special. She still needs to pass those stat checks, but it does allow her to not need to take a hit to charge Galeforce. Unless I'm forgetting someone, Est is the only unit with a Brave effect that also has effective damage against armors. Ignoring archers who by default have effective damage against fliers, Est stands out in being able to Brave with effective damage against armors. For the Whitewing trio, a guaranteed follow-up attack allows kid Palla to bring through follow-up prevention effects and against those without Null Follow-Up effects, Desperation without needing to pass a speed check. The condition of needing a support partner goes both ways. Support partner effects can do a lot for her with raw stats through Clive, M!Corrin, and Mathilda, special charging through groom Rafiel and regular and New Year's Velouria, and movement shenanigans with Leila and Lilith. There's also Clarisse, but like Erinys and Leila, her support partner effect benefits herself rather than as support for the partner or both. I don't have groom Rafiel or New Year's Velouria which is fine since most of the support partner units are blue for whatever reason. M!Corrin, Leila, and regular Velouria aren't, so that fine, but it would have been neat for Lilith to not have overlapped with Erinys and the others. At the same time, it's restrictive since it requires a support partner and this is a me problem, but I don't use supports often. What really goes against for Erinys is that there are a lot of lance fliers and with similar stats. Cordelia, especially resplendent Cordelia, is arguably a simpler nuke with less attack and speed because of her prf Brave Lance and a more restrictive HP range of her HP >= 70% if you are using her lance's unique refinement. With a prf Brave Lance, though, she only needs to initiate to hit twice. Who knows, we might get another unit like Erinys who is already similar to three other lance fliers with her conditional Brave effect. Azelle on the other hand is currently one of two unit with field buff reversing to which he is the only ranged and magic-damage option to Legion's only melee and physical damage option. Skill-wise, though, Erinys wins for me. Atk/Def Rein is just useful and I don't have anyone with Harsh Command+ yet, so I guess that's helpful. So, yeah, between Azelle and Erinys, I don't know who to choose.
  22. It just occurred to me that Ephraim & Lyon are the only duo hero to have introduced as part of a regular new heroes banner, right? All the other duo heroes were introduced on seasonal banners and there has yet to be a harmonic hero introduced as part of a regular heroes banner. Regular new heroes banners haven't been done since early in the game's life, but we might be reaching a point where it's necessary. The talked about SoV not having a lot of (appealing) characters left make me think something like Archanea + SoV would be done to sell a popular character or characters in this case like Alm & Marth or Caeda & Celica for a harmonic hero which would likely be an alt unless they do something weird like Nyna & Tatiana immediately, whoever's "popular" remaining, and a filler demote. Other things are we have yet to have an effect deal damage based on HP or a weapon or another skill that has flat damage reduction. Damage based on HP would probably have to use max HP since it would wildly fluctuate if it didn't. I figured by now we would have seen a new unit with flat damage reduction through their weapon, exclusive passive, or even an inheritable passive. We have seen damage reduction through specials, debuffing attack, damage reduction by percentage passives, and healing per hit is like reducing damage, but aside from Shield Pulse unless I'm forgetting something, there isn't anything else that offers flat damage reduction. It's opening another Pandora's Box, but it would be interesting to see. Frustratingly interesting.
  23. On the subject of Lex, I get that him being summonable means he can always show up compared to spending grails, but it still hasn't sunk in that Plegian M!Kris has the 37/37 base neutral offenses that he does. His defenses aren't good compared to other units where Lex definitely beats him in defense and Titania has better resistance, but for a speed tank and one who does have a weapon that can further bolster his defenses if his foe has an attack or defense penalty on them, I feel like unless you really, really like Lex or really, really want to try a speed tank build on him, Plegian M!Kris would be better and so would groom Marth or Titania for that matter since they're faster than Lex. I'd rather capitalize on him being the first Brave Axe cavalry who also has the first prf Brave Axe and one that works on both phases. Speaking of an upcoming unit...
  24. Update is live, stats were found, and there is a new movement effect. From here: https://www.reddit.com/r/FireEmblemHeroes/comments/lkvsgv/datamine_grab_bag_20210216/.
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