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charlesbarkley

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Everything posted by charlesbarkley

  1. It's only once per battle per character, I meant multiple as in one for each of your attackers.
  2. Kamui was better as a tank back when guard stance was viable, but now that Witch's Poison completely shuts down tanks, offense is more important. Logbook exploits give Kanna better overall stat caps and Kanna can get higher SKL than Kamui allowing you to hit certain thresholds (100% Witch's Poison, 100% Breaking Sky). Yato also takes up an inventory slot which is actually a big deal in PvP since you need room for multiple Rainbow Elixirs, Vanished Disasters (remember staff durability is halved so VD only has one use) and different weapon types.
  3. There is really no reason to use Kamui over logbook Kanna in the current meta, so I wouldn't bother trying to optimize him/her for PvP. Just worry about the main game.
  4. The latter, it goes straight to the accessory shop.
  5. There's a Warp scroll, so male characters can get it too. Also a glasses accessory.
  6. It's actually a half-damage counter, and only for ranged attacks. HP Tonic can activate all HP not full skills.
  7. Definitely don't go with -Def, it's an important stat in the main game. I've gone with +Mag/-Lck on all my playthroughs and it works great. The only problem is that tomes/spells have low might unless you forge them, so I prefer to go with magic weapons and passive/healing skills instead of proc skills. Dark Blood with a Levin Sword can solo all of Lunatic Nohr except the final chapter.
  8. They're unlimited in all routes (you can get them occasionally in skirmishes, from the lottery, or the Museum DLC), though they're pretty rare. Don't think you can get Boots randomly though, so it's total 6 (IIRC 2 in each route, plus 2 from ranking bonuses, plus 2 from path purchase bonuses).
  9. First of all, if you want a competitive team you need Invisible Kingdom for various reasons, such as higher stat caps and more options. Copycat is useful in the main game, but for the most part it's a waste of a slot on anyone in PvP except support units (rallybots and rescuebots), where it's almost essential. Status effect staves get halved durability and accuracy in PvP, so they are rarely used. However, Vanished Disaster (rescue staff) dominates the meta because of the advantages it gives for mobility and zoning. Magic units are off-meta, hardly anyone uses them because most people don't want to split their statue stat cap bonuses between STR and MAG, and you need to have heavily forged weapons to make them work, but if you're prepared to spend time grinding the Museum DLC they can do very well in PvP. Dark Falcons are great bruisers, and a Sorcerer pair-up tank can deal with almost anything in the meta. Finally, the meta is about to change in a week's time when Witch becomes available, so ask back again...
  10. Anyone have scans of Nintendo Dream's popularity poll? I'm hearing the preliminary results were: 1. Leon 2. Takumi 3. Kamui 4. Oboro 5. Elise
  11. Still waiting on an Apoth 2... you can clear this map in one turn with Galeforce if you have a postgame team.
  12. Apparently Takumi, Leon and Marx took the top spots. No scans to confirm yet...
  13. 1. Guard Stance bonuses - You lose about a total of about 17 stat points compared to Einherjar in exchange for 5 stat points (highest 3 in a single stat?), which is a bad trade-off, but for very specific builds you might care about having that extra 3 points in Skill or Speed. 2. Attack Stance bonuses - Huge bonuses to accuracy and critical. Not that useful in the current PvP meta, but once Warp comes out it might become important for 1-Turn win strats since the enemy is bunched up at the start (warp in bruisers, first kills are solo to activate Galeforce, second kills can take advantage of double attacks). 3. Personal weapons - Einherjar can't use them and don't get the bonuses. Not worth the statue trade-off for Ryoma and Marx, but Kamui gets +16 total stats and Takumi's terrain nullification is useful. Leon's... might be useful if you're building a magic tank? Not really worth it. 4. Character-specific personal skills - Namely the three servants. You can get disgusting avoid by pairing up Trueblade Kamui with Joker and using Breakers+Mist blade. 5. Dragon's vein - Einherjar can't use it (including royals), and you can't use the DLC blood on them.
  14. You can get them sometimes in the skirmishes, although they are quite rare. Skirmishes with elite ninjas as the boss (icon) tend to have droppable rare staves or stat boosters in their inventory.
  15. That reminds me, the mini-credits showed the scenario writer and it was someone different. I don't recognize the name but I think it was one of the Awakening writers.
  16. What's worse is that in the IK route when Kamui is trying to convince Marx and Ryouma it's the invisible monsters destroying the Opera town, Lazward somehow completely forgets he's fought them before. Or at least he doesn't even try to help convince Marx they're real. The Japanese fans have taken to calling the kids the 'three idiots'.
  17. Most people don't put Copycat on their bruisers and Ninjas because it wastes a turn with setup and there really aren't enough skill slots. It's mostly for support units.
  18. You can't activate skills on any of the magic weapons. The confusion comes from the devs using different terminology than the fanbase. Even with those drawbacks though they are still hands down the best weapons for EP mobbing in the main game.
  19. The Card Shop only shows the characters currently in your My Castle battle team. Put the characters you want to add to the logbook in your team first.
  20. You can reclass her straight to Bowman as soon as you get her, it's not much different from any other unpromoted unit. Dealing with the fliers in Nohr Ch.10 becomes a lot easier. And she doesn't need LoD and Extravagance to perform (I didn't bother getting them), but they're an endgame option for boss-killing. Access to Herb Merchant is enough to differentiate a character, since it has the worst availability in the game seals considered (only one 1st gen character has Herb Merchant as primary class, and he's a Kamuisexual).
  21. Mozume is really good as a Holy Bowman, especially in Nohr where you don't have many archers. She gets natural access to bunch of damage boosting skills (PV, Bowfaire, LoD, Extravagance) as well.
  22. Crit bonuses are stacked towards the higher weapon levels, I got a Silver Club to +7 and it got +15 Crit, even though the Crit barely rose until around +5. The bonuses appear to be different for each weapon (or maybe category?). Silver Yumi got +2MT from +5 to +6.
  23. Puppet breaker doesn't give a bonus against copycat clones, that's a misconception.
  24. Why wouldn't you give the staff user Copycat? You only really need one staff user for a hit-and-run. And even if you don't bother recalling the attacker you can still get two kills (with Galeforce) for the price of one unit. The real problem with rescue isn't the defensive capability, it's the offensive capability. That effective +9~11 MOV (depending upon the direction you're advancing) makes it literally impossible for the enemy to outzone you unless they have rescue staves as well. Here's the kicker - even on the largest PvP map (My Castle) it's possible to get from one side to the other in one turn with rescue and a flier. Once Warp becomes available it will take even less resources to teleport in and wreck shit. FTA is ridiculous.
  25. Staves: S: +3 Healing, +10 Hitrate A: +2 Healing, +5 Hitrate B: +1 Healing, +5 Hitrate C: +1 Healing Accuracy for offensive staves is: (MAG + SKL + Staff Hit + Weapon Rank Bonus) - (Enemy RES*3 + Enemy LUC)/2 - Terrain Avoid Bonus
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