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Ice Dragon

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  1. I have no strong feelings for any of the options other than Ophelia, who I have a million copies of due to a certain AHR banner, so I'll be starting on Ophelia's team, and we'll see where things go from there.
  2. The next set of refines has been announced: Say'ri: Amatsu Current effect is: Slaying effect If HP is 50% or higher at start of combat: Distant Counter Say'ri is a pretty typical Dodge tank, but with Distant Counter already on her weapon and a higher Res stat than her Def stat. Personally, I'd like to see them give her skill effects to better enable Godlike Reflexes, namely 2 stacks of Pulse before combat and flat damage reduction, but since she already has Iceberg in her base kit, it's almost certainly just wishful thinking. Or at least, the Pulse effect would be. Flat damage reduction isn't as farfetched. Her default Kestrel Stance 3 has now been made obsolete by Firestorm Boost 3, and it would be nice to get passive healing to lean into that instead of having her run Finish 4 like everyone else. Otherwise, I just expect the typical Dodge tank effects. Null Follow-Up or Tempo would be nice, though, since she can't run those at the same time as her default Dodge skill. Legendary Sigurd: Hallowed Tyrfing Current effect is: Slaying effect If opponent's HP is 75% or higher at start of combat: +5 to all stats in combat Guaranteed follow-up With a Blow condition or if opponent is a ranged weapon type: 40% damage reduction on opponent's first attack For reference, the remix to his Special grants 40% damage reduction on the opponent's first attack with a Blow condition to himself as a status effect at the start of the turn and grants +6 Def to the entire team after combat in addition to the existing +6 Atk and +1 movement. His new skill is Seal Def 4, replacing Crusader's Ward. Crusader's Ward was already outdated on his release, and it was common to replace the slot with A/D Near Trace, which pairs well with his increased movement range. Since they're now replacing the slot with Seal Def 4, it's reasonably likely that they'll give him Canto on his weapon to make up for the fact that he can't run it in his B slot at the same time as Seal Def 4. If not, then it's likely that players will simply ignore Seal Def 4 entirely since Canto is way too useful on a unit with as much movement as Sigurd has. That said, even if they do give him Canto on his weapon, if it isn't Canto (Rem. +1; Min 2), it'll still be hard to argue for Seal Def 4 over A/D Near Trace 4, as the 7 additional damage from Trace 4 is enough to match the additional Def reduction from Seal Def 4, and the only thing Seal Def 4 actually has to contest Trace 4 is the Guard effect. While players generally aren't running Crusader's Ward if they can afford to not run it, there's a decent chance they'll move its effect to the refine, and I wouldn't be surprised if they made it apply to all opponents instead of being restricted to just ranged opponents. Similarly, I think there's a decent chance they'll make the damage reduction on the opponent's first attack in his weapon's base effect also apply to all opponents. Other than that, as mentioned in the remix thread, there's also a good chance they'll add some Clash-like effect to his refine due to his high movement range. Defensively, he'd like follow-up prevention, but I don't think he'll get it. Female Kris: Spear of Shadow Current effect is: Slaying effect With a Stance condition or if opponent's HP is 100% at start of combat: Stat penalty nullification -5 Atk/Spd/Def to opponent in combat Also a Dodge tank, but unlike Say'ri, she doesn't have Distant Counter. Kris already has Moonbow in her base kit, so it's unlikely they'll give her any synergy with Godlike Reflexes. However, because she's a lance unit, she doesn't step on Mareeta's and Fir's toes as much for a Vital Astra build, and it would be nice if they gave her Time's Pulse 4 on her weapon. Petrine: Flame Lance Current effect is: Effective damage against beasts Permanent +3 Spd If HP is 50% or higher at start of combat: Targets opponent's Res -5 Spd/Res to opponent in combat It's super weird that Flame Lance targets Res with an HP condition, and it would really be nice to see the effect made unconditional. Targeting the lower defensive stat would also be better, but probably isn't really necessary. Both having effective damage against beasts and targeting Res are already rare enough that she can simply get common skill effects on her weapon and still feel sufficiently novel. Just a bunch of stats, damage reduction on the opponent's first attack, and Tempo would probably be good enough. Maybe also percentage damage reduction nullification since Ruptured Sky doesn't have it. Divine Vein (Flame) would also be thematically appropriate, though completely unnecessary since Petrine can already equip Flared Sparrow and doesn't have any real reason not to. Fallen Lyon: Blood Tome Current effect is: Permanent +3 Atk If opponent is a ranged weapon type: 80% damage reduction on opponent's AoE Special, excluding Rokkr Specials 50% damage reduction If opponent is colorless: Grants weapon triangle advantage to unit Inflicts weapon triangle disadvantage to opponent Lyon really, really wants the effect that Harmonized Tana has on her weapon, though it would obviously be better as additional damage and flat damage reduction instead of a buff and debuff to Atk. He also really, really wants a guaranteed follow-up. And follow-up prevention. I'm also absolutely expecting him to get some Sleep bullshit. I'm honestly not opposed to just turning him into a tome version of Fomortiis. I'm a bit torn on whether I want him to have Special acceleration or not, though. He's a decent candidate for Laguz Friend 4, and not giving him Special acceleration would let him run it with Flare. And because of this, I'd also like to see him get Tempo and have Null C-Disrupt moved from his B slot to his weapon. Legendary Male Byleth: Professorial Text Current effect is: Slaying effect With a Blow-or-Unity condition: +5 to all stats in combat If Spd is higher than opponent's Spd: Null Follow-Up effect Grants the following effects to allies within 2 spaces in combat: If Spd is higher than opponent's Spd: Null Follow-Up effect For reference, the remix to his Special adds Time's Pulse 3 as a passive effect. His new skill is Atk/Spd Oath 4, replacing Time's Pulse 3. There aren't really any hints about his refine from his remix because they simply moved the replaced skill to his remixed skill and did nothing else. As it is, he already functionally has parity with Legendary Female Byleth since Time's Pulse means he doesn't need the Tempo effect, so there also aren't any hints that can be gleaned from there, either. Vantage is an effect on the Brave and Fallen versions of Female Byleth, so I can see it being added here, especially since with Time's Pulse, he'll have his Special fully charged for the first round of combat on each turn. However, since he didn't get the secondary effect of Time's Pulse 4 in his remix, if he were to get Vantage, he'd really like to get it on his refine. Scowl was an effect given to his Duo version, but I'm not convinced that he'll get it here since this version isn't meant to be a tank. I could see another effect added as a Drive effect, though. Harmonized Mia: Summer Strikers Current effect is: If HP is 25% or higher at start of combat and with a Blow condition: +5 Atk/Spd in combat 75% damage reduction on opponent's first attack Slaying effect Dagger common effect As a premium unit type, I'm expecting the damage reduction to be extended to non-follow-up attacks like with Kvasir. Now that we have Lethality, it would be nice to get effects to enable it, though it would be more or less the same to just give her percentage damage reduction nullification and let her use Ruptured Sky. Tempo would be nice in either case, though a pre-combat Pulse would also get the job done. Also Null Follow-Up since she can't get that normally. Healing on Special activation would also be a nice addition to reference the fact that Masked Marth is the backpack.
  3. Yes, CYL is where we get the next stat bump. New units after the stat bump only get a boost to stats for the purposes of Arena scoring. The 5 Dragonflower level cap they get is matched by the fact that all older units also get their Dragonflower level cap increased by 5.
  4. I'm not a particularly big fan of Buffer 4 because it drops the flat damage reduction effect from Shield Pulse in exchange for all of the common Dodge 4 effects, which means the only thing Buffer 4 actually does that a different Dodge 4 skill doesn't do is give you 2 stacks of Pulse on turn 1, which is rather weak in comparison. It works as a budget Dodge 4 skill if all you're looking for are the Dodge 4 effects, but that's really it. Yes. If you need the merges for Arena scoring, Kent is the best 4-star sword cavalry in the standard summoning pool for Arcane Devourer. However, if you don't need Arena score, a +1 Bride Flavia is going to be stronger than a +10 Kent. From the 4-star standard summoning pool, Saul is currently the best staff unit due to having the highest combination of Atk and Res stats. If you don't mind dropping their exclusive weapons, Young Lucius is the strongest option from the Grail shop with Cornelia slightly behind him. If you want a purely offensive unit, Summer Larchel is basically identical to Hortensia, but with Atk and Spd flipped, but is a 4-star Special Hero. If you're handing out Godlike Reflexes with Arcane Downfall, then Valentine Effie and Fallen Linus are basically equivalent to each other, having the exact same offenses (both have a superboon in Spd), with the only difference being that Effie has slightly more balanced defenses and Linus is more lopsided towards Def. Linus will be passing up on an exclusive weapon, though. If you don't mind being less efficient with your fodder in exchange for an arguably better unit, Kagetsu with Arcane Devourer is currently the fastest unit in the 4-star standard summoning pool that can run Godlike Reflexes. If you want to hand out Arcane Void with Flared Sparrow, the best option right now is Spring Ashe, who is better than any of the other options even if you can only get him to +1. Infantry units are going to be stuck getting Remote Sparrow at best, but they'll actually have stats that can beat Ashe if you can get them to higher merges. While Pirn does have the best stats among budget infantry daggers, he has a really good exclusive weapon that you might not want to give up, which leaves Patty, Cath, Colm, and Lara as the best options (or really, only options) for their respective colors.
  5. Lif is in the annoying situation where all of the skills he wants to duplicate either don't exist or are stupidly hard to get. Flared Sturdy, A/D Near Trace 4, and Incite Atk/Def don't exist yet, and Alarm Atk/Def is only available from Summer Ephraim. Even Sturdy Surge has poor distribution. If you're still looking to make use of him sooner instead of later, he can be used for Atk/Def Catch 4 or Atk/Def Clash 4, Atk/Def Menace, and your choice of B skill. For everyone else, you're basically looking at the tier-4 Blow skills (namely Remote and Flared) in the A slot since the tier-3 skills are easy to get and they're useful on most units. Chrom and Peony have the option of duplicating Clash 4, though Atk/Spd Clash 3 requires Grails, and Distant A/S Solo if you have spare copies of Distant Counter or are willing to give up one inheritance slot for it. In the C slot, Oath 4, Pledge, Alarm, and Incite are pretty much always worth duplicating, though you'll need Grails for some stat combinations until they're added to the standard 4-star pool. Deadly Miasma is also a decent pick to duplicate on Peony. While none of the Rein skills have budget sources, they have enough distribution that it isn't terribly hard to get spare copies of them from time to time, so Peony can also be used to duplicate Rein Snap or Crux skills if you have spare copies of Rein. The B slot is pretty open because most of the top-end premium skills (Trace, Dodge, etc.) don't have distribution on budget options for their tier-3 skills. The tier-4 Null Follow-Up and Poison Strike skills are the exceptions, though Assassin's Strike itself is still hard to get.
  6. Nope. Arcane weapons and Echo skills can only be inherited from their original owner. Also, a few more options for the A slot that I forgot to add (will edit into my previous post, too): Life and Death 4 (Life and Death 3 from Sothe and Guy) Flash Sparrow (Swift Sparrow 2 from Luthier and Kiragi) Atk/Spd Hexblade (Sorcery Blade 3 from Lapis) Still Water 4 is an option if you don't mind spending Grails, as there are 2 units in the Grail shop with it.
  7. Worldbreaker and Guard Echo are not compatible with each other. Echo skills cannot be equipped with a non-weapon exclusive skill. I'll be including tier-4 skills that aren't from the standard summoning pool as long as their tier-3 skill is available from the 4-star standard pool on the chance that you have/get a spare copy or the skill is added to the standard summoning pool in the near future. Special Ruptured Sky No Quarter Flare Lethality Passive A: Life and Death 4 (Life and Death 3 from Sothe and Guy) Flared Sparrow / Remote Sparrow / Surge Sparrow / Flash Sparrow (Swift Sparrow 2 from Luthier and Kiragi) Remote Sturdy / Sturdy Surge (Sturdy Blow 2 from Athena) Atk/Def Catch 4 (Atk/Def Catch 3 from Sylvain) Atk/Res Catch 4 (Atk/Res Catch 3 from Vanessa) Atk/Spd Hexblade (Sorcery Blade 3 from Lapis) Firestorm Boost 3 / Earthfire Boost 3 / Fireflood Boost 3 (Fire Boost 3 from Ross) Earthfire Boost 3 (Earth Boost 3 from Boey and Atlas) Finish and Clash skills can be added to this list once their tier-3 versions become more easily accessible. Atk/Def Clash 3 will be available from Young Frederick from the Grail shop once he's added if you don't mind using Grails. Atk/Spd Catch 4 can also be used if you don't mind using Grails on Zephia for Atk/Spd Catch 3. Similarly, Still Water 4 also has Still Water 3 on 2 units in the Grail shop. Flared Sturdy doesn't exist yet, but would be one of the best options for Rearmed Lif once released. Distant Counter is currently available from 4 units in the 4-star SR pool, so Distant Counter upgrades are viable here if you have extra copies of Distant Counter sitting around. Passive B Sabotage */R 3 (Sabotage Res from Bastian) Escape Route 4 (Escape Route 3 from Cecilia) Desperation 4 (Desperation 3 from Shanna) Brash Assault 4 (Brash Assault 3 from Bartre) Assassin's Strike / Occultist's Strike (Poison Strike 3 from Saizo) Guard 4 (Guard 3 from Luthier) Phys. Null Follow / Mag. Null Follow (Null Follow-Up 3 from Kagetsu) Seal 4 skills are also viable here, though the skills themselves are rather niche. Passive C Deadly Miasma (Savage Blow 3 from Camilla) Atk/* Ploy 3 (Atk Ploy 3 from Bastian) */Res Ploy 3 (Res Ploy 3 from Hestia) Atk Smoke 4 (Atk Smoke 3 from Kaze and Lara) Spd Smoke 4 (Spd Smoke 3 from Chad) Def/Res Smoke 3 (Def Smoke 3 from Rath) Atk/Def Oath 4 (Atk/Def Oath 3 from Kamui) Atk/Res Oath 4 (Atk/Res Oath 3 from Dorothy) Incite Atk/Res (Rouse Atk/Res 3 from Laurent) If you don't mind using Grails for the tier-3 skills, you also have access to Infantry Pulse 4 and almost all of the other tier-4 Oath and Rouse skills.
  8. It'll be nice to finally get the last copy of Guinevere I need to get her to +10. Ginnungagap is also an actually good consolation prize. Now watch as I get no copies of them because I said that. Same translation notes as when she was announced on the Feh Channel: Loki's epithet, "Trickster God", is "戯神" (gishin), "God of Jest". Supreme Thökk is "神杖セック" (shinjō sekku), "Divine Staff Thökk". Dazzling Discord is "幻惑・不和の烙印" (genwaku: fuwa no rakuin), "Dazzlement: Brand of Discord". As usual, "幻惑" (genwaku), "dazzlement", is an abbreviation of "幻惑の杖" (genwaku no tsue), "Dazzling Staff", which is the name of the Dazzling Staff skill. Divine Deceit is "神杖天空を偽る" (shinjō tenkū o itsuwaru), "The Divine Staff Deceives the Heavens". I find it even more hilarious that they continue to bother to make a build of the game with the censored artwork for the sole purpose of recording the trailer.
  9. Worldbreaker granting +1 Special charge rate as a Joint Drive effect is strong and relatively rare, and I don't recommend getting rid of it unless you're already running a different source of the effect, like Legendary Hinoka. If you do decide to not run Worldbreaker, I wouldn't suggest Guidance 4, though, since it's a purely supportive effect that doesn't benefit its user. If you really want the Guidance effect, it would be better to run Soaring Echo instead since it has a smaller opportunity cost. The current strongest skill for the slot is Spd/Res Crux, but it's new and hard to get if you didn't already get yourself a copy of it. Optimized builds for her look like this: Duo Thorr [+Atk] Divine Whimsy [Assist] Blazing Wind / Ruptured Sky Still Water 4 / Flared Mirror / Remote Mirror A/R Far Trace 4 / Sabotage A/R 3 Worldbreaker / Spd/Res Crux / */Res Ploy 3 / Atk/* Oath 4 Still Water 3 / [any Sacred Seal that boosts Atk/Res] [empty] / Death Blow Echo / Atk Oath Echo / Soaring Echo / Fleeting Echo Still Water should be used in both the A and Sacred Seal slots for any build running at least one of Blazing Wind, Sabotage, or Ploy. If you're not running Sabotage or Ploy, you can substitute Life and Death or one of the Atk/Res Squad Ace Sacred Seals in the Sacred Seal slot if a different unit is running the Still Water Sacred Seal. She can also run Magic Gambit with one of Aether, Astra, Glacies, or Dragon Fang, but you'd need a source of a guaranteed follow-up from either Crux or a teammate's support effect.
  10. Young Rebecca [+Spd / +Atk] Gusty War Bow [Assist] Astra / Dragon Fang Atk/Spd Finish 4 Special Spiral 4 / Spd/Def Tempo 4 Pulse Up: Blades / Infantry Pulse 4 / Time's Pulse 4 [any Sacred Seal that boosts Atk/Spd] / Null Follow-Up 3 / Quickened Pulse Young Rebecca [+Spd / +Atk] Gusty War Bow [Assist] Deadeye / Luna Atk/Spd Finish 4 Spd/Def Tempo 4 / Phys. Null Follow / Desperation 4 Incite Atk/Spd / Atk/Spd Pledge / Atk/Spd Oath 4 [any Sacred Seal that boosts Atk/Spd] / Null Follow-Up 3 / Quickened Pulse Tier-3 versions of Special Spiral, Tempo, and Null Follow-Up are weaker, but still viable.
  11. There is no Legendary Male Grima. This one is the Fallen version in the standard pool.
  12. The next Resplendent Hero is Muspell Male Grima: As amazing as the art is, I really wish it weren't a second Muspell outfit in a row, especially since we already have more Muspell outfits than any other theme. I think he would've looked great in a Nidavellir outfit. His stats with the Resplendent boost come out to 55/47/31/42/34 with maximum Dragonflowers, which is pretty respectable. Like Black Knight, Distant Counter isn't in style anymore for armors due to the existence of Save allowing units to specialize, but unlike Black Knight, the Arcane weapon he has access to, Arcane Grima, doesn't step on the toes of passive skills that are commonly used by armors. Additionally, this version of Grima doesn't have an exclusive skill, so he can run an Arcane weapon with no drawback. Alternatively, he also has access to New-Sun Stone for an even bulkier build. This year's lineup now looks like this: Nifl Ilyana Askr Brave Veronica Hel Soren Embla Brave Celica Embla Selena Nifl Brave Hector Jotunheimr Hana Muspell Black Knight Muspell Male Grima As mentioned above, Muspell already had the most outfits, which means they're now above the theme with the second most outfits, Embla, by 2 units, at 17 total. Meanwhile, Nidavellir is still sitting at 5, and they still haven't given us a Vanaheimr theme. We also haven't gotten a single fairy outfit yet this calendar year.
  13. I realized I needed a copy of Lissa in order to transfer both Def/Res Finish 4 and Laguz Friend 4 off of Emblem Ike, so I decided to clean a bit of my barracks and do my pulls on the kids banner now instead of waiting until it's about to expire. 370 pulls, pulling red and colorless until I got 2 each of Robin and Emmeryn and blue and green until I got 12 copies of Lissa: 10 Grima (+1 spark) 3 Robin 3 Emmeryn 3 5-star Lissa 9 4-star Lissa 13 pity breakers Fallen Ninian Ascended Elincia Severa Ascended Elincia Brave Chrom Nimue Monica Monica Ascended Merric Arthur Isadora Ascended Sety Chloe 5.1% focus rate is insanely good, about 7 pulls above average. 8.6% total 5-star rate is also insanely good, about 1 pity breaker above average on top of the focus pulls. I somehow ended up having 10 copies of Grima (including the spark) by the time I finally got my last copy of Lissa, so I decided I might as well grab one last copy of Grima to get her to +10. Despite stopping pulling red and colorless at 2 copies of their respective focus unit, I ended up getting 1 more copy of each, too, somehow. And as usual, Ascended Heroes really seem to like me. This was also my first copy of both Ascended Merric and Severa, which is neat, though neither of them have useful Assets.
  14. Yeah. With Godlike Reflexes, you're required to run one of (1) +1 Special charge rate, (2) Emblem Marth, or (3) Laguz Friend 4, and Pledge is a slot-efficient way to fulfill option 1. Even when running Emblem Marth, Pledge still has value for nullifying an opponent's Guard effect as an alternative to running Tempo. Player-phase builds with No Quarter (or Ruptured Sky) will prefer Incite. Dual-phase builds with No Quarter (or Ruptured Sky) can go either way, with the main reason to pick Pledge over Incite in this case being as a counter to Guard.
  15. As someone who has friends who cosplay and who occasionally helps them put on their costumes, I can assure you this one is on the easier side. I fail to see how this is hating Ike in any way. Merged Ordeals don't make the unit any stronger and is only an incentive to spend more orbs on the unit. Emblem Ike hasn't lost out on anything other than marketing, which is something he obviously doesn't need. Ike is popular with or without incentives to pull for him.
  16. The recommendation is mostly based on your resources. Between Incite and Pledge, which one is better is ultimately determined by what build and role you're running on her.
  17. If that's your situation, then I suggest grabbing some skills on Celine to help clear floor 25 and then going back to fishing for Incite. That way, if someone convinces you to grab Celine, you'll have already started grabbing skills for her, and in the meantime, she can help deal with blue tanks.
  18. It depends mostly on what you have as resources. Godlike Reflexes is easier to get than No Quarter, and Atk/Spd Finish 4 is easier to get than Atk/Spd Prime 4, but this doesn't matter if you have the resources or are using a duplicator for the harder-to-get skills. Between Atk/Spd Pledge and Incite Atk/Spd, it's also worth considering your availability for their prerequisites in case you're planning to get the other through skill inheritance. If you're aiming to grab a second Forma, then it's probably a good place to stop and work on the second unit since all of the skills themselves are good as is. If all you're going for is Alear, then you should still have enough leeway to grab some skills on the other units just to help clear floor 25 more consistently.
  19. Since I mentioned it, I added Holy-Knight II to the translation notes since the remixed skill name was changed in Japanese due to length limits.
  20. Sigurd and Male Byleth were announced in the Feh Channel: Sigurd: Holy-Knight II 2 cooldown At start of turn, grants the following status effects to unit: +1 movement With a Blow condition, 40% damage reduction on opponent's first attack (new) When Special activates: Damage equal to 30% of Atk (previously 25%) If Special activated in combat, after combat, grants the following status effect to unit and allies: +6 Atk/Def (previously only Atk) +1 movement With a Blow condition, 40% damage reduction on opponent's first attack (new) New skill is Seal Def 4, replacing Crusader's Ward. The upgrade to Holy-Knight's Aura adds 40% damage reduction on the opponent's first attack on player phase to the list of status effects granted at the start of the turn and after combat and +6 Def after combat. The Special damage is slightly increased from 25% to 30%. Seal Def 4 replaces the outdated Crusader's Ward in the B slot, which means it's likely that Crusader's Ward's effect will be move to the his weapon's refine. In particular, I think it's likely that the refine will just have Deflect All on it to combine with Holy-Knight II's first-hit damage reduction. Additionally, putting Seal Def 4 in the B slot prevents him from running the more popular Near Trace, which means I'm expecting to see Canto (Rem. +1; Min 2) added to his weapon's refine. Given that Sigurd's main gimmick is his movement range, I'm also expecting him to get a Clash-like effect on his weapon. He would also benefit from follow-up prevention to improve his bulk on enemy phase. He notably also doesn't have first-hit damage reduction on enemy phase, so there's a possibility they'll give him that, too, and it's also possible that it'll also apply to player phase so that he gets 2 stacks on player phase. Male Byleth: Sublime Heaven II 2 cooldown At start of turn, if Special cooldown is at maximum: -1 Special cooldown (new) When Special activates: If opponent's weapon type is not dragon or beast: Damage equal to 30% of Atk (previously 25%) If opponent's weapon type is dragon or beast: Damage equal to 60% of Atk (previously 50%) Percentage damage reduction nullification New skill is Atk/Spd Oath 4, replacing Time's Pulse 3. Byleth's original C skill, Time's Pulse 3, is moved to his Special slot to open it up for Atk/Spd Oath 4, which gives him parity with Legendary Female Byleth. Other than that, the only thing Sublime Heaven gets is a bit of additional damage when it activates. There're no real hints to what his weapon's refine will have. His weapon really only has Null Follow-Up on it, but he also just doesn't need much in terms of skill effects. Tempo is mostly pointless on Byleth since the Pulse effect on his Special will fully charge his Special for his first attack anyways. The only other notable skill effects on the more recent Byleths and Byleth refines are damage reduction, Vantage, and Scowl. Scowl seems like a one-off effect for the Duo version, so I'm not expecting it here. If they give him the Vantage effect, it would be nice to give him the secondary effect of Time's Pulse 4 since it's notably missing from the remix. Since his weapon weapon also grants Null Follow-Up to nearby allies, I wouldn't be surprised to see some or all of the other effects that the weapon gets with its refine to also be given to allies.
  21. I fucking died at the censors on Loki's art. Merged Ordeals seems pretty cool, though it would've been nice if they extended it to also include some earlier units. It's not like they lose anything by increasing Dragonflower income by a bit since demand for them is pretty much always going to exceed supply. Rokkr Sieges finally returning is good news. It's one of the most fun event types for me, and I really want to see how hilariously broken some of the newer units can be in the mode. The Dragonflower rewards are also pretty nice. I'll cover remix stuff in the remix and refinery threads, but Sigurd's remixed skill looks like the first time they've had to abbreviate a remixed skill name in Japanese. And the usual translation notes: Loki's epithet is "戯神" (gishin), "God of Jest". The English video doesn't appear to include her epithet. Supreme Thökk is "神杖セック" (shinjō sekku), "Divine Staff Thökk". Dazzling Discord is "幻惑・不和の烙印" (genwaku: fuwa no rakuin), "Dazzlement: Brand of Discord". As usual, "幻惑" (genwaku), "dazzlement", is an abbreviation of "幻惑の杖" (genwaku no tsue), "Dazzling Staff", which is the name of the Dazzling Staff skill. Divine Deceit is "神杖天空を偽る" (shinjō tenkū o itsuwaru), "The Divine Staff Deceives the Heavens". Holy-Knight II is "グランベルの…・承" (guranberu no...: shō), "Grandbell's...: Second". The original skill name, Holy-Knight Aura, is "グランベルの聖騎士" (guranberu no seikishi), "Grandbell's Holy Knight". "承" (shō) is an abbreviation for "承句" (shōku), "successive phrase", which refers to the second line of a Chinese four-line poem. Used here as a single-character suffix, it's equivalent to "Mark-2".
  22. This week's free Arena ticket gets me Catherine: 86 pulls on the Double Special Heroes banner: 1 Seidr 3 Edelgard (+1 spark) 1 Byleth 1 Fjorm 7.0% focus rate is basically average. I got enough copies of Edelgard to get her to +10 while still having a copy left over to give Armored Blaze to Rearmed Grima. Seidr is now +1. Fjorm is +2. Byleth is +3.
  23. Added Candace's weapon to the translation notes. It's identical to Whitewind Bow.
  24. Given that I don't use dancers at all in PvE, I don't think dancers, much less Wings of Mercy on dancers, is at all vital. The other nail in the coffin for Wings of Mercy is the fact that unlike in PvP, enemies in PvE don't run Distant Counter, and so you simply aren't taking counterattack damage on your ranged units consistently enough to make Wings of Mercy useful. Melee units also aren't commonly taking a large amount of damage from generic enemies due to the fact that they typically have damage reduction and high Def, and dual-phase units nowadays have passive healing. Most dual-phase units at best have 50% percentage damage reduction nullification when not activating their Special. The ones that do run Specials that activate on the first counterattack typically aren't able to run a skill that gives the Special full damage reduction nullification and so are also typically only able to have half nullification. If they aren't activating their Special and don't have a Brave effect on their counterattack, they typically aren't able to kill the attacker with their first counterattack. Units that activate a fast Special might not be able to be handled with a ranged attacker due to them typically having low Def, but offensive melee units don't have that problem. Outside of a handful of extremely bulky units (like Legendary Male Alear and Emblem Ike), dual-phase units are more effective when piloted by the player where you can pick and choose which enemy attackers to fight on enemy phase and how. Dual-phase units that are controlled by the AI can be manipulated into taking combat at a disadvantage. Even if your team's wall breaker is running Desperation for the job, you're still going to want to have it active at 100% HP (or 99% HP if the unit inflicts damage on themselves at the start of the turn). Desperation 3 is completely outdated at this point in PvP modes.
  25. Then run Wings of Mercy in the B slot instead of Mercy-Wing Echo in the X slot. Now that you don't need to run Desperation, you have a whole B slot that's open for Wings of Mercy if that's the effect that you really think you need. But, you say Wings of Mercy is not the highest priority for the B slot because it's currently the most competitive skill slot? That would indeed be a problem if we didn't have so many other sources of mobility available. Infantry and fliers have access to Oath 4 in the C slot. Fliers have Orders, Rein Snap, and several different variations of Guidance in the C and X slots. Pathfinder is now more widely available, usable by all units other than staves, and is in the C slot. Several units have skills in not-the-B-slot that grant Charge to at least one ally. We're also getting more units with Galeforce effects after performing specific actions. Wings of Mercy used to be the only source of semi-consistent additional mobility, but that is simply no longer the case anymore. Due to the amount of stat optimization we've gotten, most offensive units these days have lopsided defenses, which means you're typically able to tank a single attack on the side with the higher stat even with your damage reduction mitigated. For example, I'm running a standard Sabotage-Ploy build on my Bride Cecilia with no damage reduction skills at all, and she's able to tank Abyssal Veyle's Iceberg with just stats and debuffs alone. It's also notable that the most common source of percentage damage reduction nullification is limited to Special activations and most offensive units in PvP modes are built so that their Special activates on their follow-up on player phase. This means that on their enemy phase, they usually won't be activating their Special on their counterattack, which allows you to get around the nullification effect (and the extra Special damage). The units that are actually threatening to offensive units are the current state-of-the-art tanks that simply don't die. Desperation doesn't help against them because they're not dead after you finish attacking them.
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