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Ownagepuffs

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Everything posted by Ownagepuffs

  1. Kamui has a personal speed growth of 45 which is kinda nuts. +Magic brings that to a personal of 50. Any class worth being in has at least a +10% Spd growth so Kamui always hovers from a 55% - 65% Spd growth regardless meaning they don't need much speed help. Especially with Yato boosting Spd in 2 out of 3 routes
  2. Ogre Strike is pretty superfluous since there isn't much Kamui can't already kill but it wouldn't hurt since you have Axe rank from Oni Savage anyway.
  3. +Str/-Mag or Res Oni sounds pretty derp. 60% HP/80% Str/50% Spd/60% Def is thwomp AF. 15-25% Res growth is lol but who cares. Blacksmith would he the ideal choice for Yato reasons. +Mag Shura would actually be pretty cool though. Shura has the same +Mag growth as Spellcaster surprisingly. +Mag/-Lck Shura would have 60% Str, Mag, and Spd growths and still keep a 55% Defense growth. It's up to you.
  4. Ohhh totally this. IK Asyura is kinda absurd. Same bases as his late game Hoshido counterpart and Lucky 7. He can last for most of IK at base. He gains like no exp so he's more like a really potent filler unit.
  5. This is not to say the build is bad at all. It's definitely good. Just going off of theory, the build would probably be strongest in Hoshido and weakest in Nohr. The initial speed penalty would not be too bad in Hoshido because, well, it's Hoshido. Early game doubling thresholds range from like 12-17. The 9 base/55 growth at level 10 with Felicia and tonics would put Kamui in a good position to nuke most things save like C10 Ninjas or C8 Myrms and for those maps you could use Kaze pair up to work towards A support anyway. You also have eventual access to Horse god and Hoshido Yato boosts strength and speed so in conjunction with Felicia even Kamui's physical offense will be formidable when you need it. IK is the same deal as Hosh more or less, along with being able to use C10 statboosters but the speed might be an issue in the C18-C25ish stretch. Nohr is really awkward for the build since Kamui has to do a ton of work in C9 and C10 and the initial speed loss could cut into that. It would certainly dominate the hell out of C8, but the next few chapters would just be awkward especially with Kamui lacking bulk and not having Jakob's avoid to fall back on if we're using MaMui. Nohr Yato also doesn't give Str or spd so that could be troublesome for Kamui's physical offense as well. Bind would be great for some chapters though. N17, 19, and 25 come to mind.
  6. TB is also more reliable for 27 and Endgame boss kills if I'm not mistaken.
  7. Dark Mage seems like it could be an improvement on Spellcaster, when I think about it. Gwimpage is trying it out so he'll have results in a bit. You could get away with +Str/-Lck since DM has a huge +20% Magic growth and what not. The Spd cap/growth of Dark Knight would only be an issue in Nohr late game I think but since Hoshido and IK Yato boosts speed it won't be as much of an issue. I guess Kamui will maybe hate IK Ninjas and Trueblades too. Edit: but the time not spent at S rank with Felicia would be sketchy, and one could go female Kamui for Jakob's better personal.
  8. Shephen is the one that put me on to +Str builds (also because of the +Str/-Res build I did in Awakening once thanks to a user here). As someone that pretty much only does Ninja and Samurai at this point I can speak on their differences. Ninja is vastly superior from mid-late game because Copycat access, stupid 1-2 range, 7 mov option in pupeteer, and just generally combining all the good of Kaze, Saizou, and Kagerou all into one Ninja lol with none of the drawbacks. The only annoying thing is how really awkward it is early game due to losing 4 Str and being stuck with a 2 Mt weapon for a bit (Kamui goes from your strongest to one of your weakest) while Samurai only loses 2 strength but keeps sword rank. 1x is the ideal place to build Kamui to D rank Shuriken since everywhere else you want Kamui at the top of their game. Trueblade is also better for the really really late game (like, last 2 chapters late lol) due to Swordfaire+Astra+Dragon Fang making Kamui pretty much murder everything they come across and more reliable than Ninja at taking down the final Bosses. -Lck takes -5% Str/Mag. -Res takes away -5% Mag/Spd. I do -Res for Ninja and Samurai because they are both +20% Spd classes anyway so the costs is negligible compared to taking away Str considering Ninja only has +5% Growth (Samurai has 10).
  9. He's every bit as good as he is in Nohr. As in he isn't.
  10. The speed proc isn't just for ltc. It really makes the map easier since he goes from 3RKOing the mercs to 2RKOing them. For LTC purposes you are right though. I ended up with a blessed Kaze that could ORKO the dark Mages once and it was amazing but so unlikely lol.
  11. Unlike Awakening, the children are not so good here.Good children tend to come from good parents. 1x is basically Free Exp: The Map. It's good for catch up, support rank building, weapon rank building, whatever. Edit: the free Dragon Point is also good for building anything you didn't build with the C6 and C7 points.Keeping Kaze alive is more practical than you might think. Kaze can fight with Kamui pair up in C4. You want him to gain a speed proc there so he can double unpaired Mercs in C5 anyway. That's a C support right there going into Hoshido (they don't have access to it until lost route split though). Rinka supports Kaze while he carries the team in C5, also a C support going into Hoshido. You can use 1x to get B support with Kaze since enemies there are still in suck mode. From there you only need to dedicate 2 maps of fighting for them to hit A, considering you have B support by C9, it's not too hard. In the maps that Kaze isn't fighting with Kamui he's fighting with Rinka so it works out.
  12. Kaze is pretty gr8 in Hoshido especially since he has perfect Availability starting from C4 and he puts Rinka support to better use than basically everyone except maybe Tsubaki, especially since he carries a support rank into Hoshido due to C5. He's good in both. Gunther is a lot better in Nohr than in IK IMO. Much better bases and instant seal capable. Gunther in IK Lunatic starts getting 2RKOd in like Chapter 9, and Kamui is still better off sticking with the servant. Agreed on everything else. Especially Kagerou who really flips the tables on the other ninjas in IK. Would like to add Jakob (Nohr). Applications of a potential C7 Paladin is higher in Nohr especially since he has access to Arthur support and unlike in Hoshido you get an extra seal in N9 so there's less opportunity cost (keeping Kamui as a prince for Jakob's sake is bleh). Still probably not worth it because he inevitably falls off mid game and the seal does have other uses but it's something worth looking into. Would also like to add Takumi (IK). Takumi's really strong in Hosh but it's sorta overkill there whereas all of a sudden he puts in a ton of work in IK as one of your best offensive units from the moment he joins until the end of the game.
  13. If this is for the main campaign, mods don't come into play at all.
  14. Sakura *can* fight in IK, she just won't do a very good job at it since the enemies are strong.
  15. I feel like there should be a thread for this sorta thing like the pairing thread on the Awakening boards to avoid clutter. Keep in mind I'm not taking mods into account or min maxing. My perspective is main game no grind. Assuming IK? Mamui/Zero: Kamui is without their designated spouse until C17 minimum and will not start their S rank until like, C23 or something. Kamui also doesn't much as far as pair up/marriage seal classes are concerned either. Not exactly good in IK. Probably more feasible in Nohr because of Kamui's personal and Zero's Availability. Azura/Yomi: Yomi is great in IK, but the logistics of pairing Azura make this pretty hard since enemies are strong in IK and Azura... kinda isn't. Yomi joins post C9, so the S support will happen around C16ish. Eh. Even after the s support happens, Azura is better off dancing other people than supporting someone. Azura pairing/10. The resulting Shigure would be pretty cool tho. Felicia/Jakob: the second Servant shows up after C17 in IK IIRC and neither of them are the best combat units around. It's really just not very good, and both of them have business elsewhere. The resulting Dia would be good though. Silas/Mozume: Seal Mozume to Bowman and have her be Silas's pair up fodder? Could work, actually. The availability gap between them is kinda large in IK tho so actually doing the pairing could be tough. All of Mozume's children are always great so no worries there. Kaze/Hinoka: once again, large Availability gap between the parents in IK. Overkill speed for the both of them. Lancer Hinoka would benefit Kaze but he still wouldn't offer much to Hinoka. Odd pairing, wouldn't recommend. Ryoma/Kagerou: Amazing. +Str/Spd/Mov for Ryoma. Kagerou wouldn't gain much but being Ryoma's fodder is an admirable role nonetheless. The resulting Shinonome would be kinda ridiculous due to Kagerou genetics. Takumi/Camilia: Also amazing. Cam loves Takumi's pair up bonuses, though Takumi himself will lack speed from Cam. It's an awkward pairing for Takumi's sake, but very good for Camilia's sake. Kisaragi also loves Camilia genetics. Sakura/Marx: Marx gains nothing and Sakura can't fight in IK. Really wouldn't recommend. Best way to Salvage would be to make Sakura a Peg to give Marx speed. Siegbert also doesn't benefit from Sakura. Saizou/Rinka: a little awkward, but workable. The availability gap between them is not too far apart. Thing is Saizou needs speed ASAP and Rinka doesn't give speed until like A of S rank IIRC. He'd have a hard time doubling. The resulting Grey would be questionable. Asama/Hana: maybe workable. Availability gap is large and Hana gains nothing for Asama really. An Asama that has been sealed to Herb Merchant would love the speed, but he is far from doubling and has E rank Lances. No comment on Mitama, but she'd like Hana's growths. Setsuna/Hinata: Hinata is solid in IK and would love Setsuna's pair up bonuses. Setsuna needs strength so she could maybe work with Oni Hinata. The pairing has potential. Hisame would have like no strength but he could get prescient victory from mum. Orochi/Baki: Baki gets literally nothing of value from Orochi unless he wants to do shockstick shenanigans. Orochi is bad in IK and doesn't get much from Baki. Would not recommend. Magic Matoi could be interesting, though. Oboro/Nishiki: Definitely solid. Similar Availability and they both greatly appreciate each other's pair up bonuses. They are both also good in IK so it helps their case more. Kinu is kinda weak but she can get breaking sky from Oboro. Good pairing. Leo/Nyx. A bit awkward since Leo needs speed ASAP and Nyx doesn't give it until A/S rank so that's a lot of chapters Leo is going without a boost to his speed. Instant sealed adventurer Nyx would be pretty good though. Solid pairing. Super magic Foleo as well. Elise/Odin: >using odin in IK. Not a very good pairing at all. Should you manage to pull if off, the resulting Ophelia would be good. Laz/Pieri: identical availability and sorta kinda decent bases for both. Could work. Pieri would be the breadwinner though. The resulting Soleil would also be good. Effie/Arthur: Unlike in Nohr where she was a goddess, Effie is really shit in IK and Arthur's bonuses are much needed elsewhere. The pairing is great in Nohr, not so much IK. If you pull it off, Effie!Lutz is amazing. Belka/Benoit: Both units are pretty awful in IK. Belka needs speed and Benoit needs to not suck and they don't help each other very much with that. It was a bad pairing in Nohr, now it is just awful. Ignis is never good. Not sure why I see this pairing brought up. Charlotte/Flannel: Good shit right here. Charlotte turns any male into a physical god and Flannel is one of IK's better units for sure. They both benefit from each other's bonuses and Velour is always good so Charlotte mothered Velour is even better. Great pairing, opportunity cost of Charlotte not being on Marx could be a bit high though. I'll refrain from speaking about kids.
  16. Yeah he prob doesn't need it but it's just funny to me when Saizou is better at magic as a Ninja than the Mages are as Mages. Funny you mentioned Basara Oboro. TIL she has a personal growth of 20% lol wtf. Not weird at all. Most characters were made with their base class in mind anyway so keeping them there is actually a rather smart decision.
  17. My favorites are IK > Hosh > Nohr if that helps. If you can only purchase 2, then I'd suggest Nohr and IK.
  18. I've actually started throwing spirit dusts at Saizou since he has an actual magic growth (because lolSaizouGrowths) and his bulk is higher so he puts in work even before forging. Works just as well.
  19. I usually do paralogues after chapter 20 because that's when they get autoleveled to 20/6 (gaining their promoted level 5 skill) and, if they get a secondary weapon rank, it gets bumped to D rank. The ones that provide items are probably worth doing earlier (Dia or Ophelia, for example). Considering how quickly you can get Dia or Shigure's Paralogues, you could even do them immediately for a nice extra bit of exp which could be helpful.
  20. Hero is +3 Str on promo and 45 growth for her. BK is +1 on promo and 40 growth for her. It's odd to say BK can ORKO what Hero can't, unless we are talking about fliers or something. Bows and Axes are also functionally identical with regards to the weapon triangle, so it's not a weapon triangle issue either.
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