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Shiki

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Posts posted by Shiki

  1. 23 hours ago, Glaceon Mage said:

    How much do you care about NP5 Bedivere or CasCu (Or Gilles, I guess, but who cares about him beyond trophy?)?  I wouldn't count on Li, though.

    Well, NP5 Bedivere is something like a priority for me. The next chance would be class-based campaigns where I hesitate to pul because I have zero need for any other Saber. Caster Cu isn't necessarily a goal of mine but he gets a bit more interesting in the future.
    Yeah, Li isn't really likely though he might be a good consolation prize for every gold lancer card that isn't Karna (beats Fionn for sure). Alternatively it would be Extra Vlad who I have yet to summon.

    So it's a pretty sizeable loss of probability, eh? Well, I got some time to think about it more.

    20 hours ago, YotsuMaboroshi said:

    He didn't mention that his 3 were MLB.  So if he wants to MLB 2030, CCC is his best chance.

    How about we don't go there? I'm certainly not packed enough with money to afford MLB copies of 2030. I was only bringing it up because the 2030 rate-up doesn't appeal to me at all due to having enough copies of it.

    4 hours ago, QKumber said:

    The pre-event banner is not 100% guarantee.

    tbf the NA side has been pretty faithful so far aside from that missing banner (thanksgiving and New Year tend to be a bit different but mostly the same).

    3 hours ago, Glaceon Mage said:

    Yep!  Gonna start saving for Zero Accel rerun now for Saber Diarmuid and hopefully some Iskandar NP levels, and set aside some of what I had saved between then and now for Oniland and LB3 for Sitonai/Lanling.

    Jeez, that's a long time you'll have to sit out from pulling.

  2. 21 hours ago, Alexmender said:

    It does? I only knew about the Heart node but I haven't tried farming it yet (although I got 1 drop while doing the fights for the quartz).

    Yeah, it's supposed to be slightly more AP efficient compared to Hyde Park. I spent an entire week worth of AP and only got ~15 pages out of it which is pretty poor.

    --------

    If anyone of you is proficient in statistics would you kindly answer this question of mine?
    Should I roll for Karna now or during CCC pre-event? Thoughts?

    Spoiler

    CBC19:
    - possible to summon male story-locked Servants
    - this includes potential NP levels for Bedivere, Caster Cu and Li Shuwen (the former being relatively likely)
    - some pretty good CEs I've yet to pull (Outrage, Conversation on the Hot Sands, Dantes Files)

    Pre-CCC:
    - Solo-Rate Up
    - 2030 Rate-Up but I already have 3 copies of it. I also have all the other 5* CEs.

     

  3. On 28.2.2019 at 5:08 AM, JSND Alter Dragon Boner said:

    @MrSmokestack@Magus of Memery

    @QKumber@Water Mage One does not simply claim they have played Fate Grand Order before they experience the exciting and thought provoking experience of Farming Bones during Half AP Free Quest with full AP bar.... levels up and do it again amirite

    I'm going to add an appendix:
    You also don't have played FGO if you didn't farm Caster Dailies for Hearts during 1/2 AP.
    The old dailies.

    -------

    Shinjuku is supposed to have better drop rates for pages. Can't say I can agree to that.
    What's everyone picking during "giving eclipse a nosebleed, the event encore ver."?

  4. The only thing you should make sure of is to unlock all skills on your Servants (aka reach 3rd Ascension). This is the point where they become fully functional and it's definetly better for your mental sanity to do a bit of grinding for the necessary Ascension materials. Most of the 3rd Ascension requirements are a bit more demanding but
    The Final Ascension is basically only stats (and the FA art) which isn't that necessary for progressing in the game (until EoR and Part 2 which you are probably far away from).

    --------

    Shinjuku is ... something.

    Spoiler

    So first off that Bond bonus is too good to pass up, so instead of my usual approach of using only 3-stars and support in story battles I filled my team with "Evil" Servants, namely Vlad, Saber Alter, Li Shuwen, Medea and Fuuma. Getting almost 4000 bond points for each fight is absolutely divine and Saber even got to max bond.

    But people weren't kidding about the difficulty. Screw Lobo, that mutt legimately pisses me off in every encounter. The one with his free Evade costed me my CS usage. To be fair I really didn't use an optimal team (because I want that bond bonus) so that's one thing that probably contributed to my repeated failure. On the other hand Lobo just insta-kills every single time he uses his NP which is infuriating.

    Yet once I reached the 2nd Moriarty fight I switched to my premium Arts team of Vlad, Tamamo and Support Waver (Li Shuwen, Medea and Fuuma in the backrow, the latter two for bond farming) just because I kept losing that fight. It's a shame because Tamamo has max. bond so that's a waste of 4000 bond points.

    Still I think with EoR FGO picked up the pace gameplay-wise. It's far more interesting now between the break gauges, unique buffs/debuffs and other gimmicks.

     

  5. Flipped a coin and decided to incorporate Egbert into my finalized roster. The lack of a Sage Staff or Galaxy Staff hurts though (my only copy is on Imelda) so he is currently using a Scorching Staff. I think until his Talent really shines he needs a higher star rating as its current damage output is pitiful.

    Spoiler

    Bernhardt - Emperor
    Soldiers: Dark Guard
    Skills:
    - Imperial Power (formely known as Imperial Might)
    - Sword Dance
    - Sever

    Leon - Strike Master
    Soldiers: Angel
    Skills:
    - Smash (I might invest some stamina and a Runestone for Thousand Hooves)
    - Chivalry
    - Legion

    Vargas - Royal Vanguard
    Soldiers: Lava Titan
    Skills:
    - Unbreakable Guardian
    - Heavy Shield
    - Last Stand

    Liana - Prophet
    Soldiers: Bishop (someday I will get Shrine Maidens for her; not after these draining Aniki sessions)
    Skills:
    - Heal
    - Again
    - Prayer

    Altemuller - Dragon Master
    Soldiers: Gargoyles
    Skills:
    - Tactical Mastery
    - Raging Thunder/Dragon Breath
    - Healing

    Imelda - Queen
    Soldiers: Wizard (I'm far away from unlocking Firebrand Archers for her)
    Skills:
    - Freeze Strike
    - Blizzard or Mass Heal (Blizzard for Arena, Mass Heal for Co-Op)
    - Force Heal

    Egbert - Dark Master
    Soldiers: Hellfire Archer
    Skills:
    - Fireball
    - Dry Up (formely known as Silence)
    - Forget/Acid Burns (PvE mobs usually don't have passive skills)

    Varna - Ranger
    Soldiers: Dark Elf Sniper (like Imelda I'm far away from Lv 12 to unlock the Sky Archers for her)
    Skills:
    - Thousand Arrows
    - Aim
    - DEF Support (L)

    Future projects:
    - Leticia
    - Elwin (if I manage to get him on the focus banner)
    - (Hein) (only if I get Elwin; that way I can start to branch off to the Glory faction with these two, Cherie, Liana and maybe Aaron)
    - (Bozel) (only if I somehow get Lana)

    The more I play this game though I increasingly notice the sloppy translation. Some things are ok, others are awful like Altemuller's GoF. In some cases it's so botched that you don't even understand the whole context of it anymore. That shouldn't be a thing.
    Never mind that large parts of the english VA don't match with the actual text and some characters like Sonya or Varna still lack an actual voice in english. Especially this is something I wonder how this can happen since the VA surely got a script to follow.
    I really hope they polish that up.

  6. On 24.2.2019 at 4:27 AM, Sire said:

    When do I ever have time to progress in the Time Rift or the main story? This is not even counting stamina consumption! (At least Guild Battles doesn't use stamina, they just block the character from being used for that day in GB.)

    Overall, nice rewards (especially the monthly Runestone), but man it is draining if one wants to keep up with it daily. 

    If you do the guild battles you can substitute your class mat grinding with that.

    But yeah, once you pass Lvl 40 your progress in Time Rifts and the main story tanks a lot. There is a lot to do between:
    - maintaining your roster (levels, class mastery, equipment)
    - a lot of daily quests
    - the current Bozel event
    I'm out of burgers because I used all of them for Aniki farming (to unlock Angels, Dark Guard and Lava Titan). Now I'm reliant on natural stamina regen + the daily burger supply.

    Upgrading your equipment past 30 takes so much gold and hammers it's not even funny and you regularly need to farm the gems if you get new equipment or want to upgrade it to the next star level.

    For the dailies the only one I really find unnecessary is Goblin Hunting. It's really puzzling why they have the key resource AND a stamina cost attached to this. If they let us hoard the keys instead of being forced to do 1 battle every day it would be much better, giving you the option to fully dedicate yourself to gold farming and have 20 more stamina each day.

    Everything else is borderline necessary for progress though. Imagine no daily bonus for training school or Aniki, it would be a nightmare to farm this stuff. Some of the other stuff like using X item is not really a chore either, it's nice free EXP.

  7. On 22.2.2019 at 7:23 PM, MrSmokestack said:

    My must-have target for this year is Maid Alter, but I also want to roll GUDA rerun for Poster Girl and CCC for...well everything. If I don’t roll the CCC event on JP that is.

    And then I’m juggling no less than four SR ticket options in Caster Gil, Saber Alter, Lancer Alter, and Nursery Rhyme. 650+ quartz won’t get me very far will it

    At least you have some SQ. I only have ~130 SQ and 32 Tickets now and it's not going to grow that much until the end of April (or May, depending if they're delaying CCC for a panel). That's hardly enough to try for Karna.

    For other SSRs there are Sherlock and Musashi but I'll probably have to skip the former because I need a big bank for Shimosa. At least he gets 2 rate-ups during the 1st year of Part 2.

  8. On 22.2.2019 at 10:51 PM, Sylphid said:

    On a personal note, the one place I use Breeze enchants in is potentially cutting a turn in some of those map events where you have to reach a chest, in addition to using Teleport shenigans. The one with two bridges comes to mind where it actually achieved this.

    Even if that is an use for this resonance it's:
    1. still highly unreliable
    2. dedicating your enchantment slot for 1 type of World Map mission is really not a good idea, especially since they have far greater uses for other battles

    I added the equipment choices for Luna and made some comments about which one you should choose for which class. Completely forgot about her.

    -------------------------

    Btw. don't mind my ramblings below, I'm still trying to choose between Hein and Egbert.

    Spoiler

    Hein has a much more versatile Talent. He is not that great for the first two turns but pass that he basically gets a 20%+ INT increase for the entire fight.
    He also has a much more offensive Hero Boost with 10/40/10/35 (Firebrand Archers) compared to Egbert's 35/10/10/35 (Hellfire Archers).
    I also think his spell list more versatile between raw damage (2 ST spells, Meteor), debuffs (Thunder Storm, Forget) and utility (Cleanse for buff removal, Teleport). Pretty sure that Bernhardt's faction buff affects Hein's magic as well which means he will outright delete Infantry or Cavarly en masse.

    Egbert on the other hand has the big advantage of being with the Strategic Masters faction which Hein lacks. If I need to deploy Altemuller Hein is basically not an option. His talent offsets some of his lack of damage against normal enemies but bosses usually sport immunity against it, making him kinda useless.
    He has an interesting option in running a "magic tank" set with Dark Scythe and Healing which would still allow him to carry one of his AoE spells but his lack of damage makes it a bit sketch in my eyes.

    I absolutely need another mage because Imelda alone doesn't do enough against those physically tanky enemies (Cyclops, Titans, the Ice Dragon etc.) but the choice is so hard. I don't plan on raising Bozel because raising 3 SSRs is a chore and he is not that great by himself; his greatest strength for Empire is to be deployed as a duo with Lana who I don't have.

     

  9. I'm finished with my equipment & enchantment guide. Take a look if you want.

    1 hour ago, Shrimperor said:

    Btw, how's Matthew as Strike Master? Good enough to replace Royal Knight Dieharte? Dieharte not being in my faction is ugh, bleh

    Both have Strike and Move Again which allows for Hit&Run tactics vital to this class but Dieharte has Thousand Hooves which is one of the most powerful skills in the game. Matthew in comparision has nothing to match that except Air Slash which is much weaker.

  10. On 21.2.2019 at 1:47 PM, Glaceon Mage said:

    Most fights with break bars don’t have nearly this much health.  The thing that makes difficult fights with break bars difficult is often the unremovable buffs bosses get rather than break bars themselves.

    the main thing break bars do in and of themselves is stop oneshot comps.  

    Spoiler

    To be fair other CQ might have less health but the break bar effects are far more insidious in return (like that King Hassan fight in Nero Fest 2017). Saber Alter's was pretty tame in comparision, I was expecting her to get full charge after each break and tbh having bars in this fight feels a bit unnecessary since it's unlikely that one can deplete that 3M HP in one-go. It probably wouldn't have made much a difference.

    Yeah, the buffs are a bigger factor but it makes the fights far more interesting considering "normal" fights tend to have very simple solutions.

    @MrSmokestack I meant it more in the line of Black Grail can't salvage bad NPs. e.g. Black Grail will not make Phantom's NP "good".
    Speaking of which, did you spent a bit for NP2 Saber Alter? Or are you waiting for Shinjuku Part 2?

    @JSND Alter Dragon Boner Saberlot scrub. How did you lose with the Orleans fight with Smokey's JAlter? What kind of team did you have to let that happen?

  11. Just now, redlight said:

    I'm confused. I can't find Salter's memorial quest. Is it the last one that needs all of them cleared?

    Yes.

    7 hours ago, Sire said:

    Trying a stall team for the Challenge Quest as I have no Merlin. (Tamamo [NP2], Mash, Support Jeanne // Kuro, MHX, Herc)

    I'm at Turn 30 and just got Salter to halfway HP on her first phase...

    Send help pls. This is a terrible idea...

    If you want to abandon that boat, try Chloe - Tamamo - Waver - Mash - Robin Hood - Herc. That was my setup for this but it required CS usage for the last 500k HP.
    Honestly if your Waver is high enough you can use a Support Merlin to make your party immortal.

    --------

    The challenge quest were ok, it was a good reminder how fights were back then.

    Spoiler

    For these quests I banned the usage of:
    - Gilgamesh
    - Saberlot
    - Merlin
    Because they would erase the "challenge" part of the challenge quests.

    Orleans
    Team: Shiki - Tamamo - Support Waver - Mash - Vlad - Saber Alter (Bond farming)
    This fight reminded how much I hate Wyverns. Probably the most challenging fight among the first 5 since both Ruler JAlter and the Wyverns are pretty tanky with the latter killing your Casters very fast if they are not dealt with. But it's pretty basic overall.

    Septem
    Team: Robin Hood - Waver - Support Waver - Tamamo - Mash - Saber Alter (Bond farming)
    This fight is a joke. Robin Hood with Black Grail almost 1-shots Altera and even without that just counterclassing with Archers makes this super easy.

    Okeanos
    Team: Iskandar - Ozymandias - Support Waver - Mash - Kintoki (Rider) - Saber Alter (Bond farming)
    Could have been challenging if not for the fact that both are weak to Riders. Honestly I shouldn't even have bothered to deploy Dio, a 2nd use of Ionian Hetairoi would have finished this fight much quicker.

    London
    Team: Mordred - Bedivere - Support Waver - Mash - Saber Alter (Bond farming)
    See Septem fight except now you use Sabers.

    E Pluribus Unum
    Team: Scathach - Waver - Support Waver - Mash - Kojiro - Saber Alter (Bond farming)
    You can probably guess what Scathach's CE was. Cu Alter was very dead after the first turn.

    Camelot
    Team: Chloe - Tamamo - Support Waver - Mash - Robin Hood - Heracles
    I'm a bit disappointed that Gawain doesn't have his stronger grail buff but this fight is still somewhat challenging. Chloe just rips him apart so quickly and while I lost Waver from constant Galantine spam, it was easier than I thought.

    Babylonia
    Team: Vlad - Tamamo - Support Waver - Mash - Shiki - Saber Alter (Bond farming)
    Maybe I read it wrong but I remember there is a challenge quest where you face her without the underworld buffs. Would have made this fight far more interesting but as it is just hitting her till she dies.
    But man, that music is so good.

    Fuyuki
    Team: Chloe - Tamamo - Support Waver - Mash - Robin Hood - Heracles
    First fight with break bars and I now fully understand why people dread this mechanic. Uff, Saber Alter has a lot of HP and that added Def debuff doesn't do any favors keeping your team alive. I had to use CS after taking away around half of her last bar which is a bit unfortunate but Chloe's skill are just at 4/4/4 and I messed up by forgetting Tamamo's Morph. Meh, I will probably attempt this again with a different team.

     

  12. 12 hours ago, Sylphid said:

    One correction though, Ledin can use the Oath Sword as Paladin as well. He and Chris have access to some equipment that normally aren't available to their unit types: Swords and heavy armor (and helmets) for Ledin, even when he's Paladin, and Chris gets leather...? light...? the armor (and helmets) normally only available to fliers, archers and water units even though she's a holy unit.

    ... I always forget that both Ledin and Chris have that weird trait of being able to use 2 types of armor. I corrected that, thanks.

    10 hours ago, Ayra said:

    I'm curious about this one actually. You do get those red stones thingies from level 35+ dragons and from timeless trials. Since you can buy SSR spirits from those, a small handful of SSR equipment is viable, no? You don't have enough hammers to get equipment very high anyhow.

    You should have your entire gear for your main roster capped at 30 now and that's where your hammer should go. Time Rift 6 (aka Langrisser I Prelude) gives you the gold gems for the next star upgrade (which increases it to 40).
    Considering that SSR ore is kinda hard to obtain and tedious (the one from the daily bonus is really small, TT is only once per week) you are very much limited to 1-2 SSRs at most and that's assuming you actually get something you're willing to invest to. Last Knight is ok, Aeneas' gear is not worth the cost compared to its SR alternatives. The Spirits costs 300 ore each and each are only a single star upgrade.
    Comparatively upgrading SR gear is much faster and less costly since you can get a lot of mediocre copies that you can melt down for Spirits or SR enhancement.

  13. Oh, you guys might be in a rough awakening if you reach the Emerald Gate.

    For your leisure I'm currently working on an equipment & enchantment guide (inspired by cortana's guide on reddit). Considering how important proper equipment is I find this to be a topic where players should be well informed. Still a WIP though.

    Spoiler

    Equipment is a very important factor in Langrisser. They make up a majority of your Hero's stats and if you do not pay attention at maintaining them you will find a lot of fights way more difficult.

    I. Introduction

    The rule of thumb for F2P players is to not fuss about SSR equipment. If you look up some of them you will see some amazing effects on them but until you reach the final level cap you won't be able to upgrade them due to the scarcity of Epic Martial Spirits and duplicates. Your daily income of SSR ore is pitiful as well.
    That's why you, my friends, should take good care of your SR equipment.
    If you look at pure numbers a 3* SSR equipment (which is their first level cap) only offers the same benefits as a mere 4* SR equipment (with 1 or 2 extra effects). Once you're able to upgrade your SR equipment to 5* they will actually start to eclipse their SSR brethrens, making them more than a viable choice for long-term use and are equally accessible.
    But you might wonder if you're not wasting hammers and gold for this. After all it's a chore to farm these resources outside of dailies. You're in luck since Alchemy will refund both the EXP and the amount of gold used to upgrade your equipment so once you obtain SSR equipment and the materials to upgrade them you can just dismantle your old gear and transfer the progress to your new shiny toy. You will lose your enhancements and Spirits but the former is irrelevant (as I will go into later).

    II. Recommended SR equipment

    With the totally uninteresting introduction speak out of the way let's talk about some of the recommended SR equipment. Despite not being nearly as numerous as the SSR selection some gears are better and more versatile than others. I will group together generally good equipment at the beginning and mention some of the more special cases at the end of each section. You will find some comments here and there.
    Note: All weapon/armor types share the same stats. A Mithril Sword will have the same baseline as an Oath Sword but compared to a Mithril Hammer it will offer different stat increases. These differences will get bigger the more you upgrade your gear. Keep this in mind if you're choosing your weapon as every class has access to multiple weapon types and might want 1 stat more over the other.

    II a. Weapons

    General base stats:
    - Sword: 7 ATK, 17 HP
    - Lance: 6 ATK, 20 HP
    - Axe: 8 ATK, 17 HP
    - Hammer: 6 ATK, 22 HP
    - Dagger: 5 ATK, 4 Skill
    - Bow: 7 ATK, 3 Skill
    - Staff: 7 INT, 17 HP

    Mithril Sword/Hammer/Axe
    Effect: +2% ATK
    Recommended: Any Attacker

    Machine Crossbow
    Effect: When HP is at 100%, +3% ATK
    Recommended: Archers, Assassins

    Comments: You might wonder why I'm not mentioning any daggers. It's simple really; they are all inferior to their competition. Bows and Swords offer a higher ATK base at the small expense of skill which is not an important stat as you can't rely on Crits in this game. Archer and Assassins are gimmicky classes due to their lack of damage which gets even worse if you choose a Dagger for them. Unless you have no other choice avoid upgrading daggers and instead focus on alternatives at hand.

    Sage Staff
    Effect: +2% INT
    Recommended: Any Mage (except Bozel)

    Blood Lance
    Effect: +2% DEF
    Recommended: Any physical Tank

    Oath sword
    Effect: +2% DEF
    Recommended: Ledin
    Comments: Only Ledin makes optimal use of this weapon due to having access to it across his entire class tree and it boosts his Divine Guard performance, a vital part of his gameplay. In general you will not find use for this on other Heroes as their optimal class tend to be Lancer-based.

    Blessing Staff
    Effect: +3% Healing
    Recommended: Any Healer

    Angel Staff
    Effect: When HP is above 80%, +4% Healing
    Recommended: Any Healer
    Comments: Whether you go for Blessing or Angel depends on your ability to keep your healer out of harm. That small increase in scaling can make a difference in earlier fights but being a conditional buff means that even a single attack will rob you of the benefit as healers tend to be very fragile.

    Flame Lance/Scorching Staff
    Effect: When initiating combat, 30% chance to deal fixed damage (0.5x of Hero's ATK) to the enemy.
    Recommended: (Anyone*)
    Comments: These are great to have for Timeless Trials or other gimmick fights where you may have no other choice but to whittle down your opponents with fixed damage (e.g. enemies have 100% damage reduction against physical damage). If you get a copy of these hold on to them for these occasions.

    Secret Arts Staff
    Effect: +3% Skill damage when casting ST skills
    Recommended: Chris
    Comments: Pretty much every mage prefers the added INT from the Sage Staff due to using different kinds of spells or their Talent scales with INT. Even Chris might want to use an Angel staff for increased healing on her spells. But if you want her to hunt down demons then this staff is perfect for her since both Discipline and Redemption are ST spells boosted this weapon.

    Galaxy Staff
    Effect: +3% Skill damage when casting AoE skills
    Recommended: Bozel
    Comments: Like its cousin this staff is only good for a single hero; Bozel. His talent replaces his INT his MDEF, meaning this is the only staff that gives him a damage increase from a weapon.

    Emerald Lance
    Effect: +2% MDEF
    Recommended: Luna
    Comments: Luna, similarly to Bozel, depends on stacking her MDEF instead of ATK due to her Wind Spiral skill. If she takes her Flier path this is her best choice among SR equipment. As an Archer though she is out of luck and you will have to look for a certain SSR bow.

    II b. Armor

    General base stats:
    - Heavy Armor: 5 DEF, 17 HP
    - Light Armor: 4 DEF, 20 HP
    - Robes: 3 DEF, 22 HP

    Dragon Scale Armor
    Effect: +2% HP
    Recommended: Anyone

    Adventurer Jacket
    Effect: +2% HP
    Recommended: Anyone

    Green Leaf Coat
    Effect: +2% HP
    Recommended: Anyone
    Comments: Unless the Hero in question is a Tank or is somehow dependent on other stats +HP is the effect to look for. Besides being applicable against both type of attacks later enemies have skills or impose rules that can ignore one of your defensive stats, which leaves only your Hero's HP to survive such attacks (e.g. the Anikis' Macho Blast).

    Mithril Armor
    Effect: +2% HP
    Recommended: Any physical Tank

    Holy Steel Armor
    Effect: When attacked, +3% DEF
    Recommended: Any physical  Tank
    Comments: Choosing between Mithril and Holy Steel boils down whether you use your Tank to attack. Most Tanks convert their DEF to ATK and some skills also use DEF for scaling, meaning the constant DEF increase benefits them both defensively and offensively. On the other hand if you refrain from attacking then the higher DEF increase is useful to keep them alive for longer and will allow them to counterattack a bit stronger.

    Feathered Light Armor
    Effect: +2% MDEF
    Recommended: Luna

    Oak Jacket
    Effect: When HP is above 80%, +3% MDEF
    Recommended: Luna
    Comments: Both are valuable in the sense of increasing her MDEF but the choice depends on her class. As a Bow Master she will hardly face counterattacks meaning she can profit far more from the Oak Jacket's higher increase. As a Pegasus Master you're better off with the alternative.

    Emerald Robe
    Effect: +2% MDEF
    Recommended: Bozel
    Comments: Due to his talent it is imperative to stack as much of Bozel's MDEF as possible.

    Chameleon Robe
    Effect: When attacked at melee range, +3% DEF & MDEF.
    Recommended: Ledin
    Comments: The single best piece of Armor you can give to Ledin. Because Divine Guard uses both defensive stats this gives him the highest increase among all other Armor options.

    Alchemy Robe
    Effect: When attacked, 25% chance to apply 20% damage reduction. Lasts 2 turns.
    Recommended: Anyone
    Comments: Compared to simple stat increases the Alchemy Robe's effect is chance-based but it will almost guarantee survival against most attacks. This is very obnoxious to deal with in PvP where missing that one important kill will cause a lot of headache for your opponents.

    II c. Helmet

    General Base Stats:
    - Helmets: 3 MDEF, 20 HP
    - Hats: 4 MDEF, 17 HP
    - Crowns: 5 MDEF, 14 HP

    Dragon Scale Helmet
    Effect: +2% HP
    Recommended: Anyone

    Adventurer Hat
    Effect: +2% HP
    Recommended: Anyone

    Green Leaf Crown
    Effect: +2% HP
    Recommended: Anyone

    Mithril Helmet
    Effect: +2% DEF
    Recommended: Any physical Tank

    Feathered Hat
    Effect: +2% MDEF
    Recommended: Luna

    Oak Crown
    Effect: When HP is above 80%, +3% MDEF
    Recommended: Luna
    Comments: Like the choice for her Armor the Oak Crown is the better choice if you make her an Archer otherwise it's better to take the permanent increase.

    Ghost Mask
    Effect: +2% MDEF
    Recommended: Bozel
    Comments: Can I just point out how misleading this is? The Emerald Robe gives MDEF but for some reason the Emerald Crown doesn't. Instead this carries the effect. Why?

    Horror Helmet
    Effect: After taking an action, 25% chance to apply -20% DEF to 1 enemy within 2 tiles. Lasts 1 turn.
    Recommended: Sonya, Leon, Laird
    Comments: That DEF debuff can make the difference of achieving a clean kill which is especially important for Sonya who relies on her talent to perform Hit & Run tactics.

    Performer Mask
    Effect: Ater taking an action, 25% chance to aplly -20% ATK to 1 enemy within 2 tiles. Lasts 1 turn.
    Recommended: Any Flier, Narm
    Comments: Many Fliers have the problem of surviving due to not being able to move out of enemy range after attacking. This item gives them a small chance to survive an attack and then retreat back on the next turn. Cherie can profit from this as well since she has 2 chances to apply this debuff. Narm on the other hand can apply this debuff to an enemy from a safe range, allowing your sweeper to engage with minimal losses.

    Warlock's Hood
    Effect: After taking an action, 25% chance to apply -30% MDEF to 1 enemy within 2 tiles. Lasts 1 turn
    Recommended: Any Mage
    Comments: Like the Horror Helmet this can allow you to score a kill which might be out of reach otherwise.

    Sage Hat
    Effect: After taking an action, +10% MDEF for 1 adjacent ally. Lasts 1 turn. (After update): Applies Immunity against "stun" and "lower movement".
    Recommended: Anyone who can wear this masterpiece, preferably Healers
    Comments: The added immunities makes this a must-have item because a lot of enemies tend to apply these debuffs to disable your Tank. Since Healers are the most likely to be protected by them they are the ideal wearer of the Sage Hat.

    II d. Accessories

    Unlike Weapons and Armor these tend to have wildly varying stats but you're equipping Accessories to their unique benefits or to stack a certain stat.

    Speed Boots
    Base Stats: 3 MDEF, 20 HP
    Effect: +1% HP, +1 Movement
    Recommended: Anyone who can wear it
    Comments: You're on Serenes Forest and if you do not understand how good +1 movement you have a lot to reflect to. This is one of the best SR items and it's useable by anyone but Cavalry/Fliers. You only get 1 single copy of this from a hidden chest, one other can be found if you complete Lester's Gate of Fate so make sure you grab these.

    Greaves
    Base Stats: 3 DEF, 3 MDEF
    Effect: +1.5% MDEF
    Recommended: Any Tank

    Valor Crest
    Base Stats: 5 ATK, 20 HP
    Effect: +1.5% HP
    Recommended: Anyone
    Comments: Both of these accesories are given to you during the story. They offer simple stat increases which isn't bad but once you get better and more unique accessories you will likely replace them. Unless you plan on melting them through Alchemy avoid investing in them too much.

    Assault Ring
    Base Stats: 5 ATK, 3 DEF
    Effect: +1% ATK, +1% MDEF
    Recommended: Any Attacker

    Truth Pendant
    Base Stats: 5 INT, 20 HP
    Effect: +1% INT, +1% HP
    Recommended: Any Mage

    Mediation Ring
    Base Stats: 5 INT, 3 MDEF
    Effect: +1% INT, Immunity against Fixed Damage
    Recommended: Any Mage
    Comments: The immunity from this can come in handy in Timeless Trials.

    Amulet
    Base Stats: 3 DEF, 20 HP
    Effect: -2% melee damage
    Recommended: Any physical Tank

    Scryer
    Base Stats: 3 DEF, 20 HP
    Effect: -2% ranged damage
    Recommended: Any physical Tank

    Icon
    Base Stats: 3 DEF, 20 HP
    Effect: +1% DEF, +2% Received Healing
    Recommended: Any physical Tank
    Comments: One of the best accessories for Tanks.

    Cross
    Base Stats: 5 INT, 20 HP
    Effect: +1.5% Healing, +1% HP
    Recommended: Any Healer

    Crystal Ball
    Base Stats: 5 INT, 20 HP
    Effect: +1.5% Healing, Immunity against "deactive active skills"
    Recommended: Any Healer
    Comments: I'm probably stating the obvious but the Crystal Ball is far superior to other alternatives due to its immunity. Even the SSR healers with their ridicilous talents rely on their skills for healing and most of these are active skills protected by this item.

    Scarab
    Base Stats:

    III. Enchantments

    *laughs maniacally*
    You thought rolling on the gacha is hell. Poor fools, your suffering has just begun.
    Enchantments are the true RNG hell in this game. Every time you apply one you receive stat bonuses on that piece of equipment, be it static or percentage values. But here is the problem; you cannot predict what you're getting and the amount of stat increases is completely random as well. That means one enchantment might give you +5% INT on an equipment for a physical Attacker (which is obviously useless for them) while the next one just adds 1 ATK point. On a different roll you might get a massive +10% ATK bonus on your go-to weapon.
    Do you understand true pain now? The developers were insidious enough to name the daily enchantment quest "Daily Prayer to RNG".

    In general percentage-based increases are more valuable as they scale with your Hero's progress. Static increases tend to be laughable after a couple of levels and even 1% increases will turn out to be a more stable benefit.
    Higher rarity scrolls are more likely to give you stronger and multiple stat increases so it's very likely you're going to spent a lot of silver ore to get as many SR enchantment scrolls possible. Fortunately once this becomes relevant you will be able to melt down a lot of unnecessary SR equipment.
    Never try to roll for 2 stats you will waste a lot of gold and scrolls through that and you cannot afford that if you're F2P. You do not get that much resources.

    The 2nd aspect of enchantments are their resonance. There exists 13 different types and whether your Hero profits from them depends on how many equipment pieces have the same resonance type. 2 will offer a stat increase based on their color, all 4 equipment slots add a special effect unique to that specific resonance. Some of these effects are very useful to have while others tend to be gimmicks that aren't really worth the investment.
    Red: +5% ATK & INT
    Orange: +5% Crit
    Green: +10% HP
    Blue: +5% DEF & MDEF
    One thing that most people do not consider is combining 2 types of resonance on a single character. You will lose the specific effect of a single resonance but it's possible to stack the stat increases of 2 different ones. e.g. you can get a total of +10% DEF & MDEF by putting 2 Crystal and 2 Hard Rock on your equipment. This is something you should consider on Heroes that use specific stats for their talent.
    I'm going to say this beforehand; the orange resonances are useless. Crits are about as reliable as in Fire Emblem aka they are about as unreliable as it can get. None of their resonance effects are amazing either so you're better of choosing among the other 3 colors instead.

    Clock
    Effect: When dealing damage with a skill, 30% to decrease skill CD by 5
    Recommended: Any Mage with AoE spells, Chris
    This is another one of those impactful effects locked behind by pure chance. When it goes off you can immediately use that character's skill again which is extremly useful to spam AoE spells that tend to have high CD.

    Magic
    Effect: +10% skill damage, +15% for AoE skills
    Recommended: Egbert, any Hero with AoE skills
    Despite its name it will benefit regular skills like Sword Dance or Lightning. This is fairly useful for Egbert since he relies a lot on his AoE spells and it has its uses for Goblin hunting. Otherwise there are more versatile resonances available.

    Full Moon
    Effect: When HP is above 80%, +10% ATK & DEF
    Recommended: Elwin, any ranged Attacker
    Easily the best resonance for anyone who attacks from range. They usually do not take any damage from attacking, meaning it's a free stat increase and can help them to soak a hit at full HP if it comes to that.
    Elwin on the other hand can keep his HP above the requirement fairly consistently, making it a good resonance to apply to him.

    Rough Sea
    Effect: When initiating combat, +10% damage increase and 15% damage reduction
    Recommended Any Attacker
    Number 1 resonance, especially for sweepers. You will see this on most of your Heroes.

    Breeze
    Effect: +10% damage increase, 30% chance to apply +2 movement
    Recommended: Anyone with the skill "Gale"
    Compared to any of the other Red enchantments this one is the least useful one as it's another chance-based effect with a rather questionable buff. There are some cheese tactics you can utilize with someone who has Gale, another chance-based skill, allowing for 1-turn clears on seize maps. If you're feeling lucky you can try this out but I advise against it.

    Steel
    Effect: 10% damage reduction
    Recommended: Any Tank
    Despite having green resonance it's a good choice for Tanks who otherwise would prefer the DEF increase from a blue resonance. If you prefer consistency this is what you want to apply on your Tank's equipment.

    Thorns
    Effect: When attacked, 30% chance to reflect 50% of the received damage.
    Recommended: Freya
    The effect triggers against ranged attacks, too, potentially causing mages to suicide themselves on their own attacks. Still it's hardly reliable and only useful to troll opponents in Arena. Freya is about the only one who would dare to try this in a serious build but she would prefer to compensate her lack of damage reduction.

    Tree of Life
    Effect: +5% DEF & MDEF for all allies within 2 tiles.
    Recommended: Any Tank or Healer*
    By itself the increase isn't anything special and you get the same bonus if you choose a blue resonance while receiving another effect. If you're building your team around stacking though this it can be very effective to keep your Tank alive. Healers are the most likely candidate to stay beside them, making them the prime choice for this resonance.

    Hard Rock
    Effect: When HP is under 50%, 50% chance to heal 15% of Hero's HP after battle.
    Recommended: Any Tank
    Compared to Steel this is less reliable but can also be much more effective between its color effect and constant healing. It has a pretty good chance to trigger as well so it's a good alternative.

    Ice
    Effect: When attacked, 20% chance to freeze (stun) enemy. Lasts 1 turn.
    Recommened: None
    Honestly this is awful. The effect triggering is very unlikely in the first place and a 1-turn stun is hardly worth it compared to any other effect that you might want to have on your Tank. Hard Rock and Steel are much better choices.

    Crystal
    Effect: +20% Healing
    Recommended: Any Healer
    You might wonder why your friend's healer can heal so much more than your own. This is probably the reason for it. It's a massive increase and it's especially useful on someone who has Mass Healing. That being said if your Healer has enough INT then this can become a bit redundant. Nonetheless, especially early on you absolutely want this.

     

  14. 8 hours ago, JSND Alter Dragon Boner said:

    AOE Np drain kinda isnt that busted as a whole - its situational(read: if the CQ isn't AOE its a ST drain so the big distinct value is gone)and many CQ runs on different charge timing.

    The only situation where AoE drain isn't busted are fights with only a single opponent and losing its distinct value is a moot point since it still provides the same utility, just on a smaller scale. Considering how almost every bigger battle now has at least 2 bigger enemies it cannot even be considered situational anymore and different charge timing is most definetly not an argument against its viability.

    8 hours ago, JSND Alter Dragon Boner said:

    Same with AOE Stun honestly, but unlike AOE drain, AOE stun lets you free from card damage for a turn so its stronger. I honestly think AOE drain is QSH's worst skill and its not even close. Honetsly unlike Summer BB(where people around the world have fucking amnesia and forgot Self Mod is one of the most bullshit thing in the world), this one is a no brainer. AT least i can say Summer BB's 2nd looks strong on paper, when its actually such her worst skill it can be removed for little harm done

    ... how can you consider the AoE stun superior?
    It's a 70% chance to stick. Considering how most Servants run around with MR or the like it's closer to 50-60%. Sure, compared to other stun skills it's busted because it's on a 6-turn cooldown while affecting all enemies but it's still not reliable enough without a debuff success rate buff. You can break it down to being glorified Valor and without the Atk boost I would consider it mediocre at best. Do you like relying on coin flips?
    Summer BB's 2nd skill only looks strong because it has a lot of buffs on it but once you look at her NP and that awful CD it's immediately pales in comparison to her other busted skills. In comparision QSH has a relatively even skill level across his set.

    8 hours ago, JSND Alter Dragon Boner said:

    Theres also how for the most part if you didn't run NP based drain, Tama drain is enough for some mid range NP cycle areas. Basically the bar of usefulness between 2 Skill NP drain and 1 NP based NP drain + 1 Skill based NP drain is huge. The former can be shaky, the later can arguably do their stuff even against bullshit like Miyu

    Except once we put Tamamo into the equation it becomes moot since your CD cycle is much faster to begin with.
    Skill-based Drain + NP drain is about as same in terms of reliability. Any fight with NP drain or (even worse) NP seal neuters that setup.

    8 hours ago, JSND Alter Dragon Boner said:

    Which one is more valuable, Waver NP, or his entire 50 Battery. Even if you ban every other unit NP

    The answer, is clearly the 50 battery. Its tied to how powerful your NP gets, but on average "doing double damage because use Black Grail" is more valuable than "eh they Np 1 turn later"

    On average "preventing my opponent from dealing any significant damage" is better than "hitting my opponent with my wet noodle NP". It's easy to warp such an argument.
    Sure, QSH's strength like most other Servants is tied to his NP but NP prop by itself is only as good as your NP (and no, Black Grail isn't capable of saving every NP).

    EDIT:
    I'll concede though that NP props are far more versatile than a NP drain.

  15. 2 hours ago, JSND Alter Dragon Boner said:

    Also no, QSH best skill is by far and wide his NP charge

    Well, considering his NP, yes. But in a vacuum I would say AoE NP drain with essentially a Charisma buff is busted, especially on a 6-turn CD.

  16. 2 hours ago, JSND Alter Dragon Boner said:

    Hans is totally the Fionn of this round

    Except this change happened on a Servant that was already Top Tier material.
    ... which is just insane.

    This strengthening round is ... let's say it's impactful to say the least.

    Spoiler

    Semiramis
    Biggest loser of this round. Didn't get a huge buff to her NP damage buff scaling which makes her own damage just disappointing. Buff removal resistance has its uses for CQ and Semiramis is support-ish but eh, it doesn't fix her problems.

    Passionlip
    Just your basic NP upgrade. Still, 3000 heal is pretty solid and especially Passionlip can always find use for more sustain.

    Edison
    He continues to be ... himself. He covers some weird niches but nonetheless that skill upgrade is really good. He wasn't a good user of Morph to begin with, now he can make someone else really durable. I honestly want to try out a stall team with him (if I had the guy).

    Beowulf
    He went from unremarkable to "ima crit ya now". Self Mod-like buffs are really stupid and Beowulf as a Berserker profits a lot from this. He is still probably not good for CQ as he has no sustain and burst damage isn't exactly in high demand for CQ. Still, excellent buff.

    Li Shuwen
    People complain this buff doesn't fix his "problems". What problems? His forte is dealing burst damage and sure he has a slightly longer downtime compared to other damage dealers but to change that means to overhaul his entire skillset which is not going to happen (if anything Geronimo deserves that much more). Heck, even his SSR Assassin self is not better in that regard and 30% Def debuff is stupid on an Arts Servant that can spam semi-reliably spam his NP.

    Kiara
    I have no words. She completely eclipsed Ivan's and Qin Shi Huang's best skill.
    That's really stupid.

    Hans
    As JSND said this is a huge buff and makes his entire usage less dependent on his survival. But Honako will still cry about his change-based buffs.

    This might be one of the best Strengthening rounds we got so far.

  17. For anyone slacking off Timeless Trials because it's a chore:

    You can actually sweep stages if you press the "Begin Trial" button besides "Start Trial" the game. Of course you can only sweep to a certain point, based on your progress.
    e.g. if you have reached Level C you are allowed to sweep the entirety of D and start at D+1. Very useful because the first 3 ultimate rewards are pretty good for the stamina cost (as you are basically doing them for free because of that free Burger).

    ------

    On a different note I updated my roster plans.

    Spoiler

    Still Empire/Strategic Masters. I don't think I'll ever move away from this faction (it's not like I lack all the key players for a different faction). Though I noticed that this faction is vulnerable against magic users. Lana is always the bane of my arena runs because of her extended range and if I can't the jump on her with Leon she will annihilate my party. Other factions use Ledin as their main tank who has Divine Guard to intercept them (though not against AoE spells).

    Main:

    Bernhardt
    Still my 1st choice for the leader. Somehow I got him to 5 stars due to pulling 2 extra copies (1 more during his and Leon's banner, 1 from Liana's) which gives him the highest stats total in my roster.
    I still struggle to unlock the Dark Guards for him because I'm gated by overall Soldier level (got the rainbow tome to unlock them). Once I do that and get Sever, the fun will really start.

    Altemuller
    While he is inferior to Bernhardt in terms of stats Altemuller comes up a lot because of difficult terrain popping up once in a while. Seeing Leon just run through across deserts, forrests and water is hilarious and equally devastating, especially when he can attack from a mountain or caste wall. I'll have to start to work on his star rating though since he is lagging behind with his stats. Fortunately I can probably take a break from Bernhardt's GoF now and commit to him.

    Leon
    Self-explainatory but what makes mine even more insane is the gear. I managed to get the Blue Star Lance (+4% Atk for each tile moved) and Lone Star armlet accessory (Atk+Def Up if no ally is within 2 tiles) which boosts his damage output to a whole new level. I can't imagine how hard he will hit once I unlock Chivalry on him.

    Vargas
    Similarly to Bernhardt Vargas is still in need of better troops and skills (Lava Titan, Last Stand). He is still a dependable tank but enemies start to crack him down rather quickly and some Rift missions have some absurd enemy density.

    Imelda
    I learned to appreciate her in Arena where pretty much everyone hides behind a tank. She just turns them off with Blizzard and then Leon can start to murder them.
    It hurts that she doesn't have a GoF. I pulled 2 extra copies of her among my 290 total summons but she is still capped at 3 stars (where as Vargas is going to be 4 stars by tomorrow) and I see her more often than not falling to score kills.

    Liana
    Main healer. Pretty much always occupies my 5th spot except for special circumstances like map quests or the like where healing isn't required.

    Future Build plans:

    Chris
    I still use her for the Dark Contract event but because of EXP and gear running thin I decided to set her aside in favor of my main roster. Demons are still managable at my level but I suspect the main story will start to introduce some pretty nasty fellows.

    Varna
    I'm benching Narm in favor of her. While the former has a lot more ST damage (as in she is the only Archer that deals damage on par with top DPS) Varna does not only profit from the faction buff (why not from Altemuller, wtf) but also provides a more supportive role in AoE buff removal and additional damage reduction. Unfortunately like Imelda she lacks a GoF meaning she is stuck at 2 star without pulling more copies from the gacha.

    Hein/Egbert
    In some missions I noticed that a 2nd mage becomes a boon, especially if both have AoE (4-3 Elite is an excellent example where enemy is clumped together). That means at some point having 2 mages will probably become mandatory.
    Both have several AoEs and belong to the Empire faction (Hein will get an update somewhere in the future). I'm honestly leaning towards Hein since he should synergize with Bernhardt's faction buff and has some other utilities besides throwing magic (buff removal and Teleport). Egbert is also great but he seems very reliant on having a high star rating.

     

  18. Over on reddit they are holding a survey about which series should have a collab with Langrisser. Among them we have Disgaea and more Falcom titles like Trails of Cold Steel and Ys.
    I voted for CS and Ys since we already have ToS and therefore it shouldn't be that hard for them to get another agreement with Falcom. Plus Disgaea could be a bit funky without their trademark artstyle.

    https://docs.google.com/forms/d/e/1FAIpQLScseF-FjYvxJt7Z4X1ijj-F5nguvm8pO_Uomxygk3Gm9gfCKw/viewform

    Btw. we're getting another big update at the 21st with the Twin Princess banner and Secret Realm changes. After clearing a stage for the first time, every subsequent run gives you pretty big buffs to help you clear it faster.

  19. 5th pull was the last bronze. *facepalms*

    I have a hard time to collect Crystals for this since I have to spent a lot of stamina for Tier 3 troop unlocks instead of Story battles or Time Rifts (still have to do Chapter 23). Heck I even tanked my progress on the Bozel event (23480 atm) and with only 16 burgers it's going to be tough to micro-manage this.

  20. Btw. the Macho Lotto is now available. There are 10 prizes to pull but each pull requires more crystals.
    The big prizes here are the Runestone, SSR accessory and Cherie's skin. To clear the entire lotto you will need 3950 crystals.

    My first 4 pulls only gave me 1 Silver and 3 Bronze prizes. Meh.

  21. You can reduce this to Meg, Fiona, and Lyre. Anyone else is objectively wrong.

    From these three I would argue that Fiona has the least amount of problems. She is a Cavalier meaning she still enjoys the advantages of canto (despite movement penalty being a thing in this game) and rescue dropping. That's more than Meg and Lyre can do at base.
    Still terrible since not even an early promotion can salvage her stats to useable levels. Like she is only a single level away from promotion through a Master seal but with promotion bonuses and her own stats being incredibly lacklustre her combat will stay bad. That's the same problem for all 3 though.

    Meg is Wendy 2.0 who can't even shove properly despite being an Armor, let alone be shoved. Fantastic!

    Lyre on the other hand is the pinnacle of unnecessary. Non-Royal Laguz without wings are pretty terrible units between being limited by Laguz gauges, lack of 2 range and other weapon utilities. Somehow this kitten thinks having even less stats than her terrible sister is acceptable. If I'm not mistaken you even get both Lethe and Ranulf when she joins so what's the point of her?

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