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pianime94

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Posts posted by pianime94

  1. 3 minutes ago, DehNutCase said:

    Effective against fliers. Unit and enemies cannot use counterattacks.

    That... doesn't look like wary fighter. No counter =/= no follow up, unless the translation's wrong?

    I'd say the description is kinda ambiguous. We probably need to see the real deal.

    Also, I imagine that Hit and Run is actually Hit and Suicide in most situation, lol.

  2. 50 minutes ago, Ice Dragon said:

    I'm going to say exactly what I said in the other topic.

    I cannot stand Faye's English voice. Holy crap.

     

    Okay, that's not exactly what I said, but whatever.

    I like how her JP voice somehow flows well.

    "If it's for Alm.."

    "I won't lose!"

  3. 40 minutes ago, Roflolxp54 said:

    Well, Roy's and Lilina's Heroes artwork was done by the artist of Sword Art Online so it's possible that BUNBUN may have done Alm's as well.

    Nah. I can't put my finger on it, but that's definitely not BUNBUN.

    It looks familiar tho..

    31 minutes ago, Thor Odinson said:

    Lukas looks kinda like cuboon's shading style. I can't pinpoint if it's exactly cuboon (not as familiar with their work as I am with, say, Senri Kita) but it looks like it to me.

    Yeap/ Cubbon's shading is really unique so it's definitely him.

    25 minutes ago, The Geek said:

    BUNBUN didn't do SAO, BUNBUN was the official artist for Yuuki Yuuna is a Hero.

    Rumor has it that BUNBUN and abec is the same person, Heck, they stated that they're neighbors.

  4. 7 minutes ago, Anacybele said:

    I know the reason Falchion exists there, Valentia and Archanea are in the same world, as is Ylisse since it's 2000 years later. I just think IS milked this FEverse too much.

    I can agree to your statement, but I'm pretty much okay with them milking Archanea world. Thinking back, Magvel is really the only one left out in the dust.

  5. 1 minute ago, Anacybele said:

    That looks like the one in the Shadow Dragon logo.

    Falchion is such a boring sword now though. Too many characters use it at this point compared to others.

    It's because

    Plot spoiler

    Spoiler

    Alm's Falchion is also made from Naga's fang. The very same Naga who made Archanea Falchion.

    And now she's toothless.

    Awww

     

  6. 1 hour ago, MaskedAmpharos said:

    I wouldn't quite say Luna is overkill. 

    With a +Atk nature and Death Blow 3, Luna helps Rein secure the OHKO on neutral Cecilia, Chrom (Spring), Merric, Michalis, Nino, and Raven (among others), as well as -HP or -Res Hector. (Though with a Hone Cavalry buff, he secures kills on every neutral green except Fae, Julia, and Sheena (who all live with 5 or less HP) and the Emerald Axe users.) 

    Also, Blazing/Growing skills are even more overkill, with the primary difference being that they won't activate until Rein's 3rd round of combat (assuming he isn't taking damage, and he really shouldn't be) while Luna activates on the second round of combat, which makes it a lot more applicable to your average Arena match. 

     

     

    20 minutes ago, MrSmokestack said:

    Going to add @pianime94 that Draconic Aura outdamages Luna most of the time, as few units have more than 30 Resistance. Luna also fails to ORKO Hector, while Draconic Aura does. In fact, Draconic Aura continues to ORKO Hector with the listed set at +10 neutral with a Hone Atk buff.

    And as other people have mentioned already, having a 5-CD skill is about the same as having no special skill at all, considering there will usually only be one unit left on the enemy team by the time Reinhardt has it ready, assuming he picked up the other three KO's without any help.

    They say three people saying the same essence is a charm. With that, I shall admit to my fallacy. I guess even as a Cavalry main my strategic measures are still lacking eh?

    I did say Luna is overkill to everything except green, but I get you guys' point.

    So, just clarifying, Draconic Aura is a better choice over Luna? I've got some spares Corrin to inherit from.

  7. 12 minutes ago, Rafiel's Aria said:

    I kind of hope the Arena doesn't reset again tomorrow because of updates. I just got my first 7 streak deathless run ending up with a score of 4,492 which beats my personal best by almost 200. I think I'm going to push for 4500 this season.

    It was weird...basically all the teams I faced were variations of 2 sword users, Young Tiki, and an axe user (usually Minerva). Sometimes there was a Male Robin thrown into the mix. I think I faced a Marth, Lucina, Young Tiki, and Minerva team at least 3 times.

    Arena ends next week. Don't worry.

    Unless the update somehow mess things up.

  8. I did say for variety, but that's a fine point to mention nonetheless. I just feel like it's a good enough of a special for him since he's already killing most of the thing without Luna. In any case, let me do a quick calculation for Luna Reinhardt a bit.

    .....

    If you insist on Luna Reinhardt, which when combined with One Punch Wood and Blade Cecilia....

    -shudders-

    Julia is just too much of a Res tank.

    Goodbye, one of my Catria.

  9. 27 minutes ago, Vaximillian said:

    Is Echoes Palla also wearing tights and nothing else?

    Well, instead of short qipao (dunno what it's actually called), she wears a one piece dress in Echoes.

    I find her breastplate a bit weird in Echoes since it only covers her shapely breasts. She does wears what I think as chainmail though.

  10. 47 minutes ago, SatsumaFSoysoy said:

    The hell? No more daily Arena quests? No free orb?

    Nino is so cheap. It's hard enough to beat her normally, let alone beat her in the fucking lava map. With a Dancer. I think I'll just have to accept I won't get a deathless run ever with Bunny Lucina.

    I only realized it's gone after I did 6 run in the Arena. I was like "Huh? Why is the fountain not emanating aura?" Orz

    I'm honestly glad I used Palla as my bonus unit. She's really great in the lava map and bridge map (mostly to clear up space in the latter). And she tanks the fellow green girl without much difficulty.

     

  11. 7 hours ago, MrSmokestack said:

    Had this for a while in coming, but it's also for @BANRYU to help him out with his own Reinhardt.

    Before we begin, for those who may be interested in the other unit analyses I've written, you can check them out here:

    Now onto the analysis:

    Background

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    In Fire Emblem: Thracia 776, Reinhardt is a mage knight hailing from Friege, one of six dukedoms in the kingdom of Grannvale on the Jugdral continent. He is both the older brother of Olwen, another mage knight who once wished nothing more than to follow in his footsteps, and a retainer to the sage Ishtar, whom he watched over since she was a young girl. In Thracia 776 and Genealogy of the Holy War, Mage Knights stand out as an elite among the elite, being swordfighters that are especially  proficient in the use of magic and staves. If that wasn't enough, they also ride a mount onto the battlefield, which gives them overwhelming offensive prescence, especially in numbers.

    That latter bit is an apt summary of how Reinhardt functions as a unit in Heroes. Until his inclusion, mage cavaliers were held back by their limited offensive potential, due to their exceptionally poor stat caps. However, Reinhardt, and Olwen to a lesser extent--stood out with the use of the Prf tome, Dire Thunder. Guaranteeing a second attack in any round of combat he initiated, Reinhardt quickly stood out for his unique combination of offensive prescence and effective range, which was magnified with the help of a Dancer, especially on more open maps where he is more at liberty to ride as he pleases. In tandem with Gunter, Reinhardt proved a massive boon to the cavalry meta, which up until that point lacked a solid ranged option outside of Leo or Cecilia, who were at the time considered underwhelming at best. Even outside of a cavalry-oriented team, Reinhardt faces little competition for his niche as a player-phase nuke, being a blue unit with a wide effective range that targeted resistance, rendering many of the usual counters--namely high defense enemies such as Takumi--dud units.

    Default Reinhardt

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    Neutral Stats:
    38 / 32 / 23 / 27 / 25

    Starting Skills:
    Dire Thunder
    Vantage 3
    Goad Cavalry
    Blazing Thunder

    Unfortunately, a low base stat total is a definite weakness of cavalier-oriented teams, and Reinhardt is no exception. His stat total sits at an abysmal 145, just one point higher than the lowest in the game--144, which Olwen has. It also leaves him as a liability defensively, being ORKO'd by a variety of even red units, who have the added advantage of doubling him. Dire Thunder reduces his stat score even further, cutting his speed by 5 points and leaving him at 18, which is only eclipsed by Zephiel at 16.

    Overall, Reinhardt's best stat roll is +Atk -Spd, bumping him up to 44 Atk and preventing his other stats from going to waste, low as they might be already.

    On the subject of player phase nukes, Klein is oftentimes cited due to his comparable burst damage, similar range, and a color that complements his role. However, it can be argued that Reinhardt outperforms when given the same or similar resources due to targeting enemy resistance and having a wider attacking range to work with, although his lower stat total still counts against him.

    As would be expected from a banner unit (several exceptions notwithstanding, of course), Reinhardt's default kit works well right out of the box, though it is most effective with a cavalry team. In general use, Spur Atk 2 should suffice. Blazing Thunder seems to play off his ability to rapidly reduce skill cooldown by way of consecutive attacks, though its far and away from being the best skill to take advantage of such a strategy. Despite Vantage generally being considered a good skill, it does not work well with a unit like Reinhardt at all, since they lack the bulk to last even one round of combat.

    At 5* Lv. 40, a neutral Reinhardt ORKO's every red unit except Caeda, Eliwood, Leo, Raigh, and Tiki (Young), and among these only Raigh can KO him on the counter with his anti-cavalry tome. All live with 6 or less HP, however, and naturally this means that a +Atk roll will provide exactly the +3 damage necessary to KO them. For Reinhardts without +Atk, this can be replicated with a +4 buff from Hone, Spur, or Rally Atk, as well as Goad or Hone Cavalry. Against blue units, his matchup spread is less favorable without the appropriate buffs and a +Atk roll--and Death Blow, which will be mentioned later. Of these, only Nowi and Ursula can KO on the counter. Of the two, only Nowi can survive Reinhardt having both +Atk and a Hone buff. Lastly, when accounting for the low resistance of most green units, his matchups against them are predictably poor. Against colorless, a neutral Reinhardt cannot KO any staff user, but can ORKO every archer except Rebecca, Klein, and Setsuna. Of the dagger users, only Jakob, Felicia, and Kagero have high enough resistance to avoid being KO'd, though Felicia shrugs him off much better than the other two.

    With the introduction of Skill Inheritance, Reinhardt has only improved, gaining access to lethal player phase skills such as Death Blow and the Weaponbreakers, which allow him to ORKO units that would otherwise have survived him previously. It also makes Reinhardt less exclusive to the cavalry meta than he was before. Among his inheritance options, Death Blow the single most important skill he can inherit, especially if you have a limited resource pool and need to settle with a more budget build, as it is required along with a +Atk roll to net ORKO's on the majority of blue units. In fact, with Lancebreaker and Death Blow 3 alone, a neutral, unbuffed Reinhardt can ORKO every blue unit except Nowi, Jagen, Effie, and Ninian, who all survive with 5 HP at most. Include a +Atk roll, and Reinhardt can ORKO every single blue, red, and colorless unit in the game completely by himself, with the exception of Felicia, who survives with just 10 HP.

    To Review:
    +Guaranteed doubleattack when attacking thanks to his Dire Thunder
    +High movement combined with 2-range
    +Blue
    -Frail in both defenses
    -Poor speed
    -Low BST for arena scoring

    Example Set

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    Reinhardt @ Dire Thunder (+Atk -Spd) 38 / 35 / 20 / 27 / 23
    Death Blow 3
    Lancebreaker 3
    Spur Atk 3
    Positioning Skill
    Luna

    Bonfire adds 13 damage (27 * 0.5)
    Draconic Aura adds 15 damage (44 + 6 * 0.3)
    For Luna to match the damage dealt by both skills, the target would need at least 30 resistance, which among green units includes Fae, Hawkeye, Camilla, Julia, and Sheena

    This set allows Reinhardt to play to his strengths as a player phase nuke with wide range in a more general team composition. Lancebreaker is mostly a luxury, but Death Blow as mentioned previously is vital for netting many ORKO's against blue units that Reinhardt would otherwise miss; this more so the case if your Reinhardt is not +Atk. Spur Attack is listed specifically for the last slot since Reinhardt has the chain mostly complete already, which eases inheritance requirements, though this slot is flexible and can be replaced with whichever one your team needs the most. Threaten Resistance or even Savage Blow can also be considered. Like the C Passive, the Assist is also flexible. The main ones under consideration are Reposition and Draw Back, which can be used both offensively and defensively, albeit with a different set of possible movement combinations. Lastly, Luna, Bonfire, and Draconic Aura are all good fits for the special slot; being 3-CD special skills, they will proc every other round of combat. Among these, the most optimal is Draconic Aura, since it gives Reinhardt an additional edge against green units through enabling ORKO's against Chrom (Spring Festival), Beruka, Michalis, Raven, Bartre, and even Hector when it's ready. Compared to Draconic Aura, Luna misses the KO against Hector, who can then proceed to OHKO on the counter. Against Julia, she stands to KO on the counter, but Luna leaves her with 14 health as opposed to Draconic Aura's 17.

    Reinhardt beating Hector through WTD is impressive, though as you can imagine it is incredibly difficult to pull off. Even a Hector +10, unless he is +Res, can be ORKO'd with a +Atk, Death Blow 3, and Hone Atk-buffed Reinhardt when Draconic Aura is ready.

    For those wishing to run Horse Emblem (patent-pending), the only change that needs to be made is replacing the C Passive with Hone or Goad Cavalry. Generally, the ideal cavalry team composition has three Goad Cavalry units and one Hone Cavalry, granting the Hone Cavalry unit +12 Atk / Spd, and any of the Goad Cavalry ones +14 Atk / Spd. With 58 Atk, Reinhardt can ORKO nearly all green units with the exception of Arthur, Fae, Hawkeye, Julia, Narcian, and Sheena. 

    Closing Thoughts
    Overall, Reinhardt stands out as one of the most potent player-phase mages in the game, defining the cavalry meta almost single-handedly. His offensive presence, derived from a very unique and highly potent set of attributes--high movement, brave attack, and blue color all rolled into one--is unrivaled. With some skill inheritance, he has no trouble fitting into almost any team composition and doing well, though his mediocre stat total not only holds him back defensively but limits the player's potential for arena scores. Despite these two shortcomings, he is not to be underestimated, and is a threat that teams should account for, lest their arena run end prematurely by his hand and the help of a dancer.

    Credit to @MaskedAmpharos for personal input including damage calculations.

    I honestly think that Growing Thunder is already a good skill for him for variety. Luna feels like an overkill to everything except against green, if we go by your analysis.

    Blazing Wind would benefit him the most AoE special-wise, I think. And yeah, his B skill is really flexible but Vantage sometimes nice to have, too.

    (Like how he Vantage'd Vantage Vengeance Takumi which would have led to a kill).

    6 hours ago, Ice Dragon said:

    One thing I'm wondering of people who actually play full cavalry teams:

    How often are your units actually close enough to receive the full stacks from the team's Goad Cavalry?

    With a full armor team, it's easy to keep all of your units close enough to permanently have 3 stacks of Goad Armor or Ward Armor or a mix, but with a full cavalry team, simply moving a unit its full movement range will move them well out of reach of each other's Goad Cavalry range. Furthermore, keeping your blob always together negates one of cavalry's assets, which is its ability to easily split and un-split itself to take advantage of the enemy AI.

    To my experience (using vanilla cavalry team), it depends on the maps. Most of the time, I could make 2 units stay comfortably in the goad/ward range for bursting, but If it's cramped map like the subway or bridge, I usually just make do with Hone.

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