#you have your one (1) regen which has a cooldown
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impossible-rat-babies · 1 year ago
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man. i sure do feel a way about sage
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jack-in-the-dark · 4 months ago
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Jack Builds Spaceboats: The Hyperion, Part 2: Stayin' Alive
Disclaimer: I am not an expert on this game, and some information I present may be erroneous.
So you may recall that I described the Hyperion as a "BFAW Psuedotank." Now that we've addressed the "BFAW" part, let's talk about what the flying fuck I meant by "psuedotank."
First, an explanation: the traditional MMO trinity of Tank/Healer/DPS does not exist in STO, as such. "But Jack!" I hear a convenient strawman cry, "Surely Engineering/Science/Tactical" equates to that!"
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The truth is much more complicated. Namely that, in space, whether your captain is Tactical, Science, or Engineering matters relatively little; the ship you're on matters a lot more. And while it's true that Science has a lot of debuff cleanses, shield heals, heals, and debuffs, and that Science-focused ships can slot more of these abilities, where Science ships really shine is what is affectionately called "space magic." Creating artificial gravity wells to gather all one's enemies into a single place, draining all their power, crushing them to death, and then blasting the remains with a massive volley of AOE torpedoes out of spite, for example.
Most STO players, in my experience, will tell you that outside of specific coordinated high-tier play, the traditional role of "tanking" does not exist. In STO, the idea of tanking generally means "mitigating damage by blowing everything up before it has a chance to shoot you."
That said, there's something to be said for being able to take one on the chin without ending up like the USS Grissom.
Engineering captains have this relatively easy, since they get access to the Captain ability "Miraculous Repairs" which gives you a significant hull heal, good shield heal, and some temporary secondary shielding to boot. Trouble is, it has an appropriately long cooldown (barring a trait that refreshes it if you take a huge chunk of damage in a short amount of time, before that trait itself goes on cooldown).
The Hyperion, in addition to having an Engineering captain, is constantly using the lowest-rank ability of Auxiliary Power to Structural Integrity, which is a tiny heal (2k out of the Hyperion's 91k hull points), but has a quick cooldown. This is not actually for healing purposes, but to proc some offensive bonuses I get through the Miracle Worker and Strategist specializations that give me buffs when I use or receive healing. The ability Engineering Team is likewise at its lowest rank, offering a mere 4k of healing - it's primarily there for its ability to cleanse Engineering debuffs (such as Viral Impulse Burst; fuck you, House Mo'Kai). The Hyperion's primary source of healing is Hazard Emitters at its highest rank, which offers 10k hitpoints over 15 seconds combined with a Duty Officer that restores 0.2% of the ship's total hull every time a weapon fires so long as the ability Attack Pattern: Beta is up, which, naturally, is on constant rotation.
Between the above and the ability Tactical Team (which automatically reinforces shield facings when they take damage during its duration), the Hyperion can typically handle deliberately drawing the aggro it both wants to (to use Redirecting Arrays to maximize Beams: Fire At Will's uptime) and inevitably will regardless.
Should she get a little overwhelmed, well, there's still Miraculous Repairs.
Another bit keeping my beloved Hyperion in one piece is the starship trait History Will Remember. I keep this trait on literally all of my builds, because it's just so useful. For each individual enemy that damages the ship, she gains +1% damage, +1% hull regen, and +1% maximum hull points. This bonus can stack up to 30 times, and you keep all stacks until you map move. It also generates additional aggro if you have Threatening Stance active, but that's not helpful to the topic of keeping the ship in one piece.
Fuck a duck, I damn near forgot a key part of the Hyperion's defenses: the Shield Absorptive Frequency Generator. This beautiful bit of gear does something truly special: If a shield face is below 90% strength, every shot (not every volley, every shot) of an energy weapon has a 2.5% chance to restore shields for 200% of the outgoing damage. Remember how BFAW doubles the amount of shots you make per volley? Under BFAW, her beam arrays deal about 3.5k damage, and she has about 20k shields per facing. That one piece of gear does a LOT of legwork, and requires very little explanation/justification to boot.
So, this all makes her sound pretty tanky, you might think. To that, I would caution you that in terms of durability, a high-tier dedicated tank build makes the Hyperion look like she's made out of tissue paper, and the majority of her build is focused towards maximizing damage. Thus, I call her a "psuedotank."
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lyra-ame · 2 years ago
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1) is f oli a good investment?
She reduces speed on s1 (very nice), ag boosts 40%!! (Holy Shit that's a Lot) and generates shield but it's based on her attack so she has a bit of survivability issue (survive def+hp vs strong shield atk), s3 3 sap stacks (not much point in raids) and enemy -ag boost (50%, not bad actually)
Personally I'd go get someone else like d luci where she lets you bypass elemental restrictions but f oli's a decent unit for non-infinite raid bosses like oblivion boss where your main idea is to kill the oblivion boss asap (aka dps galore). For infinite raid bosses like calamity catfish and silent straits where you need a certain extent of survivability however, she's going to be lacking a bit.
Now it comes to a question of, do you want dps or do you want support?
If dps, i say ditch her. Any paid dps that doesn't have x5 is not worth it (looking at you d krom)
If support, f oli's in a bit of a weird spot. If shields, l syphride and d mei ling outperforms her 100% as the two best shielders in the game as their shield requirements go in line with survivability (hp+cleric heals). If you want her for sap, then w luci outperforms her with a max 5 stacks of sap. Buying f oli for the -enemy ag boost is also pretty useless because w astrid -enemy ag boost completely, same for the speed reduction cause many, many other free units has it.
But. Her ag boost is pretty up there. For comparison: l alev (20%), w rashad (30%), f aslan (35%), w joshua (40%), w krom (45%)
Now here's a few things that comparison doesn't tell you, 1) w joshua, who has the same amount of ag boost as f oli, Also removes 2 recent debuffs from everyone like petrification provoke stun silence, all action restricting debuffs and this is Very Good to let your dps focus on other stats than resistance, 2) while w krom has the highest ag boost, he only gives a hp regen buff which doesn't heal you by much and also isn't a sniper so that means your burst guage gain is severely restricted.
Is she a good investment? I say no.
Her niche is a bit too widespread so she's a little of everything but there are other units that can replace her, so honestly you can get other units more worthwhile at the same price like l fram (x5 dps), l laph (shock + crit rate dmg buff), e johan (x5 dps), d luci (elemental weakness debuff), f mikhail (x5 dps), f rashad (team immunity)
Or you could save a little and splurge on the Really good units like W joshua and w lyn (both of which are currently in the shop!) W joshua removes enemy buffs on s1, removes team debuff and ag boosts a ton (and as sniper he literally maxes out your burst gauge in one s2 move, really damn good), and he basically gets a second turn on s3, really worthwhile, i have him and he's never left my team in anything. W lyn's gig is that she's the only one who can decrease everyone's cooldown while also having def break And immediately gains an extra turn, as a warrior she also has access to revenge set which increases her s1 use and lo and behold, her s1 reduces her own cooldown, so she's basically a team s2 booster. Very insane, very good, i seriously wanna get her.
2) l olivia or l solphi?
L olivia (5 mil)
- dps striker
- striker = pierce set = more dmg
- pretty decent dps even though she doesn't have x5 multiplier
- she's light unit so she bypasses a lot of elemental restrictions compared to f luci, who despite having a x5 on ult she can't be used for water bosses
L solphi (3 mil)
- dps warrior
- warrior = revenge set = more s1
- in other words she has a pretty good chance of healing herself compared to l oli who doesn't use s1 as much
- her best use is as a debuffer for def break and shock (in other words your dps gets sTONKS in dealing extra dmg)
So who to get?
L oli if you don't have a stable dps, meaning you have a dps you can use in any situation/you have a few dps to cover all your bases (you can bypass her for now if you wanna buy dps heroes like f mikhail or e johan or l fram, but l fram 100% outdoes l oli as a dps and even has def break so if you're planning to get l fram you can ditch l oli and save yourself the renown)
L solphi if you have a stable dps, once you have a main dps you wanna invest in getting some supports that can debuff bosses/buff the dps
The three great debuffs of raid is: def break, shock, and speed reduction (of which l solphi checks two out so she's pretty worth it!)
Personally, I think go for l olivia first just cause she's expensive but other than that, l solphi ftw.
Tl;dr f oli not the best investment, l oli first then l solphi
Is F!Olivia a good investment? I am about to get F!Alev too. I also have F!Krom
And for the light heroes should I get L!Olivia or L!Solphi?
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yascaret · 3 years ago
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Lofn of Yascaret has joined the party!
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Selection: "We shall make quick work of them."
Job: White Mage (Healer), Machinist (DPS)
Weapons
(Healer) [Spring's Splinter] Golmorran spear; its dark wood has grown over the spearhead, rendering it useless in that regard. Leaves and bunches of hanging purple flowers sprout from the wood. It uses a modified model of Ingrimm.
(DPS) [White Hare] A long rifle with a fearsome silver bayonet. A shark breaching a sea of sand is engraved on the blade. It uses a modified model of Fomalhaut.
AI Behaviour
(Healer) As a healer, Lofn prioritizes dealing damage. She will spam glare on single targets, but any pull with 2 or more mobs she will relentlessly spam holy. 
Aside from maintaining medica ii, Lofn will largely ignore healing. If a party member dips below 50% health, she will put a regen on them and continue DPSing. If a party member dips below 30% health, she will cast a single afflatus solace on them and sigh with frustration. 
There is an exception: if Pjel or Aja are tanking, she will not allow them to fall below 75% health. If they use Living Dead or Superbolide, she will shriek with anger and cast Benediction on them immediately. 
Lofn uses Rescue religiously. Every time there is an avoidable attack, she will always use it on the party member furthest from safety--even if they are imminently close. 
(DPS) Lofn is a greedy DPS who almost always waits until the last second to get out of AOEs. The only exception to this is stack markers, in which case she will move immediately. Unless the stack marker is on her, in which case she will not move.
Her rotation and cooldown execution are unnervingly precise and perfect. However, she will always hog LB3, regardless of melee DPS in the party. She will use it the second the meter fills, even if it means she will take avoidable damage or die.
Lofn has no turrets or robot queen, but has two unique abilities that make up for the lost DPS.
Unique Actions
(Healer) Glare: There is no longer a magic component to this ability. Same potency and cast time.
(Healer) Box Your Ears: Replaces Regen. Rushes to a friendly unit and slaps them upside the head, dealing one point of damage, but also applying regen of high potency and short duration on the target. 30 sec cooldown. OGCD
(DPS) Take the Shot: An execute style ability. Deals massive damage to enemies at or below 10% health. Can and should be combined with (guaranteed crit ability). Long cooldown. 5 second cast time.
(DPS) Crow's Nest: Lofn leaps high into the air before crashing down onto a single enemy with her rifle's spear, and then jumps back to her original spot. OGCD single target ability that functions similarly to a dragoon's jump. 30 sec cooldown. Replaces Ricochet.
Battle Lines
HEALER
"*frustrated sigh*"- Entering combat
"You are testing my patience.” - Box Your Ears
"Why do you do this?!" - Box Your Ears (rare)
“Now is not the time!" - Resurrecting 
"Never again." - Resurrecting Aja or Pjel
"*furious shrieking*" - Casting benediction on Aja or Pjel after they use Superbolide or Living Dead
"(softly) It is not yet your twelfth hour." - Resurrecting Tide Wraith (rare)
"*huff of frustration*." - Low health
Rarely, when hard casting resurrection, Lofn will sing a somber hymn to the Wood.
DPS
"Take the fore." - Entering combat
"*Xena warcry*" - Crow's Nest (rare)
"(cocky) Hmm." - Landing a critical hit
"For you, Baghak." - Take the Shot crit (rare)
"DO NOT PRESUME TO KNOW ME!" - Being Rescued 
“I will see it done myself.” - Limit 1 and 2
“ENOUGH!” - Limit 3
“‘Tis but a scratch.” - Low health
BOTH
"(condescending) If you had eaten, this would not have happened." - When a party member without a food buff KOs
KO’d
“This cannot be...how it ends…"
“Aja...Pjel...where...” (rare)
(Healer) (If Aja or Pjel are tanking) "Forgive me, my love…"
Revived
“It matters not.”
“...I was only resting my eyes.”
Bonus
Lofn lays out a feast at the beginning of every dungeon. Party members can click on it for a minor improvement to all stats. If a party member does not click on it, she will admonish them and insist they need to eat throughout the rest of the dungeon. 
If the party is idle, she will inspect and remark upon nearby plants.
If magitek is present in a dungeon, she will talk excitedly about it. If Aja is in the party, she will prompt her to come see.
Royal City of Rabanastre: "At long last."
The Ridorana Lighthouse (if Aja is in the party): "Aja! Look at this!"
The Burn: When idle, Lofn will loot nearby wreckages for scrap.
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magiamemoriareview · 3 years ago
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Up to 300 Yen Per Person
MLB Effect: Guardian [100%] & Regenerate HP [10%] (Self / 1 Turn)
Effect Definitions:
Guardian causes the equipped character to take an attack in place of an Ally, meaning that the character will physically move to block said attack. The equipped character and the protected Ally will both gain MP from being attacked. Has no effect if both the user and the ally are hit by the same Blast disc.
Regenerate HP will cause the equipped character to regenerate a percentage of their HP for the number of listed turns. The Regen will occur at the end of the turn (note: the end of the enemy’s turn). Regenerate HP can stack.
TLDR: “Up to 300 Yen Per Person” is going to be decent tanking memoria, especially if you don’t have active Guardian or Provoke memoria on hand. However, it also will be good for high-end Kimochi battles when you want characters to gain MP without needing to spend discs.
This memoria is exclusive to the "Kagura San Wants to be Honest” event.
Review: “Up to 300 Yen Per Person” is going to mostly serve as tanking memoria for most players; however it notably might seem some usage in higher tier Kimochi content as well.
It’s no surprise that “Up to 300 Yen Per Person” will be good for tanking-- Guardian will help protect your teammates after all. For most content, this will be best used on a character who you want to take the heavy hits, protecting your other, squishier characters. Note that Guardian is not like Provoke, which redirects attacks-- instead, Guardian will cause the character to move herself to protect a different unit. This means you won’t need to care (as much) as to where which character goes where on the board.
When it comes to active Guardian memoria, there are surprisingly very few options to choose from. 
(4*) “Recovery and Resolve” Defense Up [67.5%] & Guardian [100%] (Self / 1 Turn)
(3*) “Nice Feeling Only Between Us” Guardian [100%] (Self / 1 turn)
“Nice Feeling Only Between Us” should only be used if you are at a complete loss of what memoria to use, so the real comparison here is between “Up to 300 Yen Per Person” and “Recovery and Resolve.” Preventing damage is always going to be better than healing damage after the fact, so right away “Recovery and Resolve” is going to be a better go-to memoria. Additionally, when max awakened, it has a shorter cooldown (seven turns versus eight). It’s still on the longer side, but it’s still worth noting.
The Regenerate HP on “Up to 300 Yen Per Person” could have some uses... For example, on an easy Battle Museum fight, one could use this memoria to give a quick heal to a character (but only if you are confident that the character won’t get their shit wrecked for that turn). Additionally, if the character already has a lot of Damage Cut and Defense Up on them, then this memoria could serve as a little heal.
One important thing to note here is that Regenerate HP will go into effect after the enemy’s turn. So, when using this memoria, your character will activate Guardian, but they won’t heal right away during their turn; instead healing after the enemy attacks. This means you can try to predict what the enemy will do and recover HP after the fact, but don’t use this active if you need that healing before the enemy attacks.
I would be remiss if I didn’t mention the stats here. “Up to 300 Yen Per Person”  has enough passive DEF to qualify as a Stat Stick. Stat Sticks are Active memoria that beef up a character’s passive DEF its stats, not its effects. These kind of memoria are helpful in Mirrors, where some Actives serve little more than, well, “stat sticks.” This blog considers anything about 2200 DEF a Stat Stick.
Lastly, I mentioned that this memoria has usage outside of tanking, particularly in Kimochi battles. Why is that? Well, note the the description for Guardian, particularly for its MP:
“The equipped character and the protected Ally will both gain MP from being attacked.”
Upper-end Kimochi battles utilize a ton of otherwise ignored memoria in favor of squeezing out as much damage and MP as possible. A character equipped with a memoria with the effect “MP Up When Attacked By Weak Element,” and facing an enemy with the weak element (aka a Dark type versus a Light type, or an Aqua type versus a Forest type) will earn extra MP without needing to attack the enemy themself.
This last portion is incredibly important. It means you don’t need to worry about getting discs, or wasting discs on a character whose damage is low but you want the buffs/debuffs from their Magia/Doppel. Technically this role can also be filled by Provoke memoria, however one can utilize Guardian and Provoke for different reasons, possibly even on the same team. Let’s go into how that positioning works.
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Let’s say you want Madoka and Tsukasa here to get MP without needing to use their own discs. Madoka has a Provoke active memoria (and is red), and Tsukasa has a Guardian active memoria (and is yellow).
Note their positions. If a Kimochi attacks with three blasts and not with single target attacks, then everytime that Madoka taunts with her provoke memoria, she will allow for the entire team to get hit. This means that she’ll get hit by every attack of course, getting all that extra MP, but also that she increases the MP gain for everyone else. Her being in the middle of the group is what is very important here for the Provoke.
Meanwhile, take note of Tsukasa’s positioning. An important aspect of this tactic is the following from Guardian’s description:
“Has no effect if both the user and the ally are hit by the same Blast disc.”
Because of this, you don’t want to use Tsukasa at the same time you use Madoka’s provoke, because for at least one of those turns (and possibly more, depending on what kind of blast discs the enemy uses), the Guardian won’t activate since Tsukasa and Madoka would be on the same horizontal blast. Again, to re-emphasize: you wouldn’t use Provoke and Guardian in the same turn.
However, even without considering using a Provoke, you still want to place your Guardian character down carefully, to try and maximize the amount of hits she takes in a turn. So take care to check what kind of discs the enemy Kimochi uses, and what kind of blasts it does. Does it do two horizontal, one vertical? The opposite? Use that to inform where your Guardian-equipped character goes.
The last thing to consider here is Provoke will typically be better than Guardian for this sort of purpose. This is because of how the effect “MP Up When Attacked By Weak Element” works. While it’s true that the protected Ally from Guardian will still earn MP, they won’t earn extra MP from the “MP Up When Attacked By Weak Element” effect. This is because they weren’t actually hit. So the protected Ally will earn MP, but “MP Up When Attacked By Weak Element” won’t work there. Conversely, the Guarding equipped unit will gain the extra MP from that interaction. So with this in mind, Provoke is probably better in most circumstances.
Now, let’s bring the conversation back full circle. So, the other reason to use “Up to 300 Yen Per Person” besides for tanking purposes is to gain MP without needing to use discs. In high-end Kimochi battles, you don’t need to worry about a character’s health. Whales at this level will have their characters with full slots, and with all the Magia/Doppels going around, you’ll probably have some protective ones or healing ones in there too. Because of this, the difference between “Up to 300 Yen Per Person” and “Recovery and Resolve” is less important, even when you consider the cooldowns (since seven and eight both are too long for the Kimochi fight anyways). 
“Recovery and Resolve” still has an edge over “Up to 300 Yen Per Person,” because preventing damage is almost always better than healing it after the fact... but it doesn’t matter too much for high-end Kimochi. So if you’re an extremely unlucky whale who doesn’t have a max-awakened copy of “Recovery and Resolve” yet, then “Up to 300 Yen Per Person” will be just as fine to use.
Overall, “Up to 300 Yen Per Person” has a lot of tricks up its sleeve, to the point that even Whales will want to consider keeping it around.
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prettycottonmouthlamia · 4 years ago
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Fairy Gawain Servant Analysis (on launch date??? what blasphemy...)
Ma'am your bajonkadonks...
Fairy Knight Gawain
Saber
Max HP: 13,521
Max ATK: 8,721
Earth
Chaotic Good
Star Absorb: 99
Star Gen: 10.2%
NP Charge ATK: 0.74%
NP Charge DEF: 3%
Trait's: Brynhildr's Beloved, Demonic Beast Servant, Fae, Female, Humanoid, Round Table Knight (Stage 1 only), Saber Class Servant, Servant, Weak to Enuma Elish
QABBB
Quick = 5 hits, Arts = 3 hits, Buster = 2 hits, Extra = 5 hits
Quick NP Gain: 3.70%, Arts NP Gain: 2.22%, Extra NP Gain: 3.70%
Numeral of the Saint B
Increases own attack by 18% for 3 turns.
Increases own Buster performance on Sunlight Battlefield for 3 turns. (18% -> 28%).
7 -> 5 turn cooldown
Wild Rule A
Increases own Buster performance for 3 turns. (20% -> 30%)
Grants self Survival of the Fittest buff for 3 turns:
-Recovers own HP by 1000 when normal attacking.
-Removes one latest buff from enemy when normal attacking.
-If buff has been removed, 500% chance to reduce their defense by 10% for 3 turns.
8 -> 6 turn cooldown
Foul Weather A
Reduces party's damage taken for 3 hits, 3 turns. (500 -> 1000)
Grants self Regeneration buff for 3 turns:
-Charges party's NP guage. (10% -> 15%)
9 -> 7 turn cooldown
Magic Resistance C
Increases own debuff resistance by 15%.
Mad Enhancement A+
Increases own Buster performance by 11%.
Blackdog Galatine
Buster
AoE
5 hits
Increases own Buster performance for 1 turn. (20% -> 40%, OC)
Deals damage to all enemies. (300% -> 500%)
Increases own Max HP by 3000 for 5 turns.
Reduces own skill cooldown by 1.
Stomach Destroyer
When equipped on Fairy Knight Gawain,
Increases her own NP damage by 30%, and has a 30% chance to increase her Max HP by 500 for 3 turns when attacking.
Primary Role: Farmer, Solo
Secondary Role: DPS
Situational Role:
Fairy Gawain my beloved...Anyways the newest Buster Saber Gorilla has burst onto the scene, taking the name of Gawain from a pretty good Servant in his own right, so it'll be interesting to see how Fairy Gawain compares. For the sake of not spoiling everything, I won't be refering to her by her true name, just as Fairy Gawain for the rest of the analysis.
Starting off with her bases, Fairy Gawain has a very high base HP build with a pretty low base ATK to balance it off. This is generally a problem, as having a low attack tends to put a pretty unfortunate cap on your damage potential, but Fairy Gawain doesn't suffer from this as much as other Servants like Summer Medb does. Her card bases are pretty good though. A triple Buster kit will help her overcome her lower ATK thanks to the 20% of her ATK that gets added to every card's damage in a Buster chain. Her NP generation is pretty good too for her kit, with a good Arts and a pretty strong Quick and Extra. I can't give you the hard numbers, but it's better than it might initially seem and she doesn't struggle with NP generation.
Her first skill is Numeral of the Saint B, which is a weaker version of Gawain's first skill. Unfortunately for Fairy Gawain, she cannot set the Sunlight Battlefield effect herself, so she might require support in that regard if you want to make the most use of her in any battlefield. Like Gawain though, it acts as a really powerful steroid in its own right, boosting the damage of Fairy Gawain's Buster cards by about 51% just through this skill alone.
Her second skill is Wild Rule A, and I'll be honest, I really like this skill. It's not only another solid Buster buff, further increasing Fairy Gawain's damage, but it comes with some very nice effects on the side as well. In a solo setting, Fairy Gawain can use this skill to recover 4000 (4500-5000 with Command Code buffs) HP a turn, while removing multiple buffs from the opponent and inflicting guaranteed Def drops that further ramp her damage for the next 3 turns. In a team setting it can be a bit more unrealiable, but the ability to purge Buffs is really strong and shouldn't be underestimated, especially since it's very good over multiple turns in comparison to other forms of buff removal. The problem with this skill is easily apparent though: it's maximum value comes from enemies who use buffs, which doesn't even include every single Servant in the game and will have no effect against Permanent buffs either. But the upsides are still worth noting, and a 1000 HP heal on every attack each turn is generally good.
Her final skill is Foul Weather A, and this is probably her single best skill in her kit, which is surprising because its pretty simple. The first buff gives a 1000 damage cut for 3 hits, 3 turns, which is a pretty solid defensive buff that helps the entire party. The real meat of this skill is in the "Regeneration" buff it gives, which is a party NP charge for every turn, for 3 turns. The ceiling on this skill is 15%, which makes this skill really powerful not only as a way to patch up her own NP generation, but also to boost the NP generation of the supports in her crew too, which has a lot of positive results.
Her NP, Blackdog Galatine, makes Excalibur Galatine look like a bit of a joke. It not only gives her a 3000 Max HP buff for 5 rounds, which is essentially a 3000 HP heal you can't waste, it also gives her another Buster steroid AND reduces the cooldown on her skills by 1. This is a really, really good NP and makes Fairy Gawain a lot better than she initially seems. With her S2 and S1 on a non-Sunny field, this NP will do about 17,148 damage neutral on average, which isn't amazing but is fairly decent with her low ATK stat. On a Sunny Field, she'll hit for about 20,130 neutral on average, which is decidedly better, and with a couple of Def down drops she'll hit for about 23,542 neutral on average. That's really something for an AoE coming off of a low ATK stat, and it will get better with buffs and the right CE.
Grails: When you're Grailing a Servant who is at a higher rarity, you won't get as much out of the extra stats as you would for a low rarity Servant. But for a Servant with low base ATK like Fairy Gawain, it can end up making a different. At Level 100, she'll have 10,559 ATK and 16,394 HP, which gives her a lot of HP and puts her ATK at roughly the levels an ATK focused 4-star would have. This isn't an unnoticeable difference: on a Sunlight battlefield, her NP damage will go up to about 24,373 neutral damage on average and about 28,504 neutral damage on average with a couple of Def downs from her 2nd skill. If you really like Fairy Gawain but feel that her damage isn't quite as up to par as you might want, Grails are a pretty decent way to cover the difference.
Support Options:
Merlin is huge with Fairy Gawain. Yes that should be obvious as a Buster focused Servant, but Fairy Gawain's S3 provides a really powerful feedback loop. She will charge Merlin's NP a lot faster, which will result in Merlin's NP regen charging her NP faster, which will result in her using her NP more often, reducing the cooldown on her skills and letter her use her S3 more often. This also makes a good option for any Servant who can charge her NP faster through their NP, such as Tamamo, although you will often lose some damage in the process. Hans is also another good support, since he can provide extra crit support and damage + survivability through his NP. Leonidas can provide Taunt access and extra buster power, but the NP charges will also provide a lot of stars and more consistent Def up for himself. Other Buster supports are also good options, but they benefit less from what Fairy Gawain has to offer.
Of course, Gawain himself can apply Sunlight himself and provide extra buffs, while Ozymandius' first skill can be useful as well.
Command Code: Fairy Gawain really functions well with any number of Command Codes, although she tends to favor ones that improve her damage thanks to her lower ATK. She's not crit focused enough to favor command codes that benefit crit favored strategies. Additional healing command codes, like Maiden of Orleans and Good Wife Wise Fox will help with her survivability, especially if you want to use her in a solo setting. Da Vinci-chan will give her NP damage, which is a buff she doesn't typically have access to, and Magus of Flowers will help to get her NP out sooner, which is important for using her effectively.
Craft Essences: CEs for Buster Servants can be really pretty hard, but any 50% CE with a positive benefit is usually a pretty good start. With her 3rd skill active, she's guaranteed her NP on turn with a double Merlin set-up (or Merlin + Shakespeare if that's more accessible for you). The Black Grail can be used to dramatically raise the ceiling on her NP damage, but the lack of starting NP charge might make it a bit harder for her to access her NP than you'd like.
Competition: The one big thing that's not going for Fairy Gawain is that while her damage is good, it's mostly good given her low ATK stat. Other AoE Buster Servants like Artoria or Gawain are still going to give a lot more damage than she will, and then there's Arjuna Alter who is the eternal bane of pretty much any AoE Buster unit wanting to make an impact on the meta. Even her ability to charge her own NP by a large degree isn't exactly unique, thanks to Ibuki Douji.
However, there isn't an AoE Buster servant who can boast a 45% NP charge to the entire party, or one that can boast consistent buff removal access over multiple turns, or who can lower their own skill cooldowns, and because of that, she'll still perform well comparatively.
Pros:
-Her kit will give her a pretty solid bonus to her Buster cards overall damage. With her S1 and S2 active on a Sunlight field, her Buster cards will do about double damage compared to normal (1.18 * 1.69 = 1.994), and the Def drops she can inflict will further increase her damage.
-The ability to remove buffs over multiple turns can't be understated, especially in a solo situation where she can often fade entire turns of buffs.
-Her S3 is incredibly powerful for a Buster Servant. 15% party NP charge for 3 turns is no joke.
-Her base NP generation is pretty good for her kit.
-Her survivability is also pretty good, with both damage cut, HP Max buffs, and heals.
-She's fucking TALLLLLLLLLLL
Cons:
-Her low ATK will always be a limiter on her damage, and if you need someone who can hit certain benchmarks, she might not cut it.
-She has no hard survival options, so she'll need support in that regard, especially for solos.
-Her kit is overall good but has situational elements that need to be fulfilled to maximize its value, which can be difficult to fulfill.
-Your mom might question you if she sees her 2nd ascension.
Overall Conclusions
I got to test out Fairy Gawain for a little while and was really surprised by how potent she could be, and her good kit helps to make her standout from other AoE Saber Servants, which is really important because there is a lot of them. Despite her low attack, her good synergy with other popular supports, her strong steroids, and her unique advantages make her a not only serviceable, but a good AoE Saber. It does, I think, remain to be seen who makes for the best supports for Fairy Gawain, but she does allow for a lot of experimentation. I for one am very excited to continue using her.
I am not excited to farm the 180 bells needed for her skills however.
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fleetingfigures · 4 years ago
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Mitigation made Manifest - A Scholar Analysis
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Hello everyone, and welcome to the first part of my analysis series! Today we're going to be taking a look at the titular Scholar job, as well as delve into how it works, what it excels at, what it comes short on, and how well it is designed!
In an effort to keep everything organized, I'll section off this post into 4 main portions. If you're on a computer, you can use ctrl+f (or command+f if you're on a mac) to search for the following headings:
[ Basics ] [ How Scholar Works ] [ Gameplay, Tips and Design ] [ Final Evaluation ]
With that out of the way, let us begin!
[ Basics ]
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Before we dive into Scholar, I believe I must go over a few things, the first being the issue of Scholar’s origin. Scholar, and by extension, its sibling, Summoner, have a unique system wherein they originate from the same base class, Arcanist, and also share each others’ levels (i.e if you level Summoner to 71, your Scholar will also be 71). As per most jobs, many of the base class’ actions translate to its advanced jobs, but the issue comes in its respective role - Arcanist is a magical dps. For Summoner, this is a fine transition as they share this role, but for Scholar, it is a tad awkward. At no point in your time as an arcanist are you ever really taught how healing in FFXIV functions, nor is it ever your ‘job’. The only real healer you can even start the game with is Conjurer, and beyond that, if you want to pick up a healer on the side without a level skip, only Astrologian and Conjurer are healers right out of the gate. As such, It’s hard to recommend Scholar as someone’s first healer as its levelling experience does not translate to how healers are played effectively.
Though, on this topic of effective healer play, I also feel the need to describe XIV’s healing design. At its core, a healer’s job is to obviously keep the party, and most importantly their tank, from dying. But, this is where some issues arise. In higher-end content, a healer is expected to also carry their weight in terms of DPS, and should have comparable RDPS (Damage taking into account buffs/debuffs applied) to that of a party’s tanks. This brings me to the focus of XIV’s healer philosophy: One is to balance the healing they must do with the damage they output. Spending all of your MP on healing is forsaking your duty to at least deal some damage, and only doing damage will obviously cause your party to die. Healing is essentially a game of ‘how low can I go?’, and as you gain more experience and comfort in the role, you can push that threshold lower and lower.
As for more general terms to be aware of, I shall make a small list!
DPS/ADPS/RDPS: Damage per second/Actual damage per second/Raid-contributing damage per second. These are terms used mostly by raiders to quantify how much damage is contributed. For classes that have buffs and debuffs, their DPS/ADPS do not accurately show their true damage, but their RDPS takes into account the bonus damage their buffs and debuffs have granted. Slidecasting: A term describing the leniency that cast times are given in this game because of server connection. For all spells, you do not have to be sitting through their entire cast bar, as they can instead be cut short so that one can still move while in the last bit of their cast. When one can slidecast a spell is dependent upon the cast time of the spell and the spell speed of the individual. HoT/DoT: Heal over time, Damage over time. GCD/OGCD: Global Cooldown/Off-Global Cooldown. Spells and weaponskills operate off of something called a ‘GCD’. A GCD is essentially a lockout until you can cast your next spell/weaponskill. For spells, as they have a cast time equivalent to their GCD, you can cast another right after you finish the first. By default, this GCD is 2.5 seconds for every class, and is reduced by abilities and skill/spell speed. But for weaponskills/spells that are classified as instant, that GCD lockout can instead be used to move or to use OGCD’s, namely abilities, that aren’t constricted by the GCD. The use of OGCD’s during a GCD lockout is called... Weaving: Using OGCD’s during a GCD lockout. Using just one in this timeframe is referred to as a single weave, and using two is referred to as a double weave. For SCH, you want most weaves to be double weaves. Ghosting: The bane of all arcanist-based classes. Unfortunately due to the AI of pets in this game, there is a delay between when you input an action and when your pet performs it, and a general delay in all pet actions if you are moving and they have to catch up. Sometimes when inputting abilities too quickly or using a demi-summon as actions are queued (like Summon Bahamut, Phoenix Trance and Summon Seraph), the queued action will either be delayed or never go off, but will still go on cooldown. Hence the term ‘ghosting’.
[ How Scholar Works ]
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Now with the basics made clear, we can get to the actual meat of this analysis! In FFXIV, there are two denominations of healers: Shielding and Pure. Scholar falls into the prior classification as most of its kit is themed around the prevention of damage. Adloquium and Succor, for example, heal less than White Mage’s Cure II and Medica II, but apply a shield equivalent to 125% of the health restored. As such, Scholar is less of a reactive healer, but more of a proactive one; they set up their resources in advance so that the fight flows with less chaos. Scholar’s base kit is as follows:
Ruin/Broil I, II, and III: Your standard damage spell for a healer. Cast this when you’re not healing. Bio/Bio II/Biolysis: Your standard DoT spell for a healer, ticks 10 times over 30 seconds. Make sure to always have this on the enemy, that is unless the enemy is about to go away, or will die in 15 seconds or less. if this spell sticks to a target for more than 15 seconds, then it technically has outdamaged 1 broil, thus making it a theoretical gain! Physick: The basic heal for a healer; heals for about 400 potency. Once you get to a higher level, you should realistically never touch this heal again. Adloquium (Lvl 30): Scholar’s ‘big single target heal’; heals for 300 potency while erecting a shield equivalent to 125% of the healing done (technically 675 potency in total). Shields generated by this are denoted by the ‘Galvanize’ buff. If this crits, bonus shields will be added as another buff called ‘Catalyze’. This shield does not stack with itself, Succor, Seraphic Veil, or Nocturnal AST’s shields. Succor (Lvl 35): Scholar’s AoE heal; heals for 180 potency and erects a shield equivalent to 125% of the healing done (technically 405 potency in total). Shields generated by this are denoted by the ‘Galvanize’ buff. Like Adlo, it does not stack with what was listed above. Ruin II (Lvl 38): An instant cast version of ruin. It’s potency upgrades as you level, capping at 200 at level 72. This spell is mostly used to weave OGCD’s, or to just generally move while not missing too many casts. Art of War (Lvl 46): Your standard AoE spell for a healer. Deals 160 potency to all enemies in 5 yalms and is instant. Unlike Holy, this spell is a DPS gain on 2 targets or more. Deployment Tactics (Lvl 56): As an OGCD, spreads the target’s Galvanize buff to all nearby allies within 10 yalms. Does not spread Catalyze. Emergency Tactics (Lvl 58): Transforms the shields from Adlo and Succor into a flat heal. Useful in a pinch, hence its name, and gives Scholar a chance at outputting fat heals. Chain Stratagem (Lvl 66): Where Scholar’s RDPS comes from. Applies a debuff to a target that increases the chance they receive critical hits from all allies hitting it by 10% for 15 seconds. Multiple of these cannot be applied to the same boss, and will overlap. Keep in mind its 120 second cooldown as it is crucial to getting better at Scholar! Recitation (Lvl 74): Your next Succor, Adloquium, Excogitation, or Indomitability will always crit. In the case of Succor and Adlo, they will also not cast mana. In the case of Excog and Indom, they will not require an aetherflow stack. Mostly used to cast excog/indom through a double weave, and is immensely useful to make healing easier. 90 second cooldown.
To build off of my last point of resources, it’s high time to introduce two of Scholar’s best friends: Eos and Selene! Eos and Selene, as per SCH’s Arcanist base, are the pets for this job. Unlike carbuncles and egis, they do not deal damage, but instead use their actions to heal, and are crucial to Scholar’s gameplay. Also like the other pets, their action potencies scale differently as opposed to the player’s. For example, Eos/Selene’s Whispering Dawn skill has a listed regen potency of 120, meanwhile WHM’s Medica II regen has a listed potency of 100. One would think that Whispering Dawn would tick for more than Medica II, but through my testing, it is only about 86.8% as effective (due to number variation in FFXIV, this percentage is subject to change). The factor in which pet scaling affects your fairy’s heal is about 64%. With that little disclaimer out of the way, the Faeries’ kits are as follows:
Embrace (Lvl 1): A 150 (96 with pet scaling) potency single-target heal. This is what your fairy will do with its free time. Whispering Dawn (Lvl 20): A 120 potency regen over 21 seconds (537 potency heal in total with pet-scaling). Due to FFXIV’s server ticks, HoT’s and DoT’s hit every 3 seconds, and as such, WD translates to about 840 potency (in terms of your pet’s scaling that is). This ability is activated by the player as an OGCD. Fey Illumination (Lvl 40): A buff that reduces magic damage taken by all allies in range by 5% and increases their healing received by 10%. Lasts 20 seconds. Dissipation (Lvl 60): Munch on your Fairy to gain 3 aetherflow charges and +20% healing magic. This does NOT AFFECT THE POTENCY OF YOUR OGCD HEALING. Your fairy will automatically respawn after the 30 second duration. Aetherpact & Fey Union (Lvl 70): Designate an ally as an OGCD to form a tether between them and your fairy. Your Fairy gauge will then deplete by 10 every 3 seconds to apply a 400 potency (256 potency with pet scaling) heal. This tether will break after the target is 15 yalms away, if you cancel it by using aetherpact again, or if you use another fairy skill. Fey Blessing (Lvl 76): As an OGCD, spend 10 Fairy Gauge to have your Fairy perform an aoe heal of 350 potency (224 potency with pet scaling). Summon Seraph (Lvl 80): As an OGCD, replace your fairy with Seraph. Embrace now becomes Seraphic Veil, a 200 potency (128 potency heal with pet scaling) heal + shield. Consolation (Lvl 80): Essentially Fey Blessing, but only available during Seraph. Heals for 300 potency (192 potency with pet scaling), and shields for the same amount. Has 2 charges per every Seraph summon, and the shield stacks with your own shields as well as a nocturnal Astro’s shields.
Now that those are out of the way, you must be thinking, “The fuck is fairy gauge and aetherflow?” Well, I’m glad you asked, as they’re both intrinsically tied to each other! Starting at level 70, every time you spend an aetherflow stack, you gain 10 fairy gauge, pretty simple, yea? As for aetherflow itself, every 60 seconds you can cast the skill named, well, Aetherflow, to gain 3 stacks of it and recover 1000 MP. These Aetherflow stacks can be used on the following OGCD abilities:
Lustrate (Lvl 45): A 600 potency heal. Very straightforward, and often not used because of the value of the other options. Energy Drain (Lvl 45): A 100 potency damaging OGCD. If you don’t need to heal, and you don’t think you need to heal for a bit, this is your go-to aetherflow dump. Also, if you’re attempting parses on Scholar, have fun using all your aetherflow on this. Sacred Soil (Lvl 50): Create a bubble that reduces damage taken by all allies inside by 10% for 15 seconds. At level 78 this upgrades to offer a 100 potency heal (500 potency heal in total). Only costing 1 aetherflow gauge, having a 30 second cooldown, and lasting 15 seconds, this skill is INCREDIBLY GOOD, especially after the level 78 upgrade. Indomitability (Lvl 52): A 400 potency AoE heal. Straightforward, but very effective because of its numbers. Excogitation (Lvl 62): An 800 potency heal that triggers when the target falls under 50% HP, or if its 45 second duration ends. While it feels awkward to use for beginners, its usefulness is immeasurable. It is technically a higher potency version of Lustrate, with a slight cooldown and delay, but fills a more ‘fire-forget’ niche. Very useful inside of all settings but remember, it will not proc if the target will outright die to the damage before it triggers (i.e if a tank takes a tankbuster at 51% health, and the hit does 60%, excog will not proc.)
[ Gameplay, Tips and Design ]
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Scholar, as I have stated, fills the role of a preemptive healer, especially with all of the mitigation present in its kit, as well as the existence of Excog. As such, this job sees a greater increase in effectiveness as you yourself learn a fight compared to a pure healer such as WHM/Diurnal AST. If you know when the party/raid-wide damage is coming, and you prepare accordingly with... Say, A sacred soil and a succor, that is a good chunk of damage you or your co-healer won’t have to heal, thus affording both of you more time to deal damage. Inside of higher end content, like savage raids, having said mitigation is both invaluable for progressing through fights, as well as streamlining and perfecting them. For a while, because of that fact, SCH was the unofficial ‘king’ of healers for a very long time, especially considering there used to be a lot more damage inside of SCH’s kit (rest in peace almost everything that made it unique lol). The start of Shadowbringers was when SCH was finally taken off of its throne, not by AST like many would think (also because it took quite the hit), but by WHM of all things. Thankfully through a series of buffs since 5.0, SCH would begin to see themselves slowly climb back and situate in a comfortable position, but while Scholar is in a good spot now, that does not mean it’s perfect.
Scholar’s ability to heal pure HP is a bit lacking, especially so when dealing with attacks that place the party or specific players at 1 hp. SCH’s find themselves having to use multiple resources in trying to recover that lost HP, often losing much more damage uptime in comparison to WHM or AST (Which is why the ideal healing composition involves 1 pure healer and 1 shield healer). This usage of multiple resources also makes SCH a fair bit more punishing to inexperienced healers than AST or WHM. With the HP recovery of fairies being nerfed in Shadowbringers, much more of the agency is placed back upon the player, who in turn must pay attention to everything that the class has to offer. Obviously not all content is going to necessitate OPTIMAL PLAY, but with all the moving parts present within its kit, Scholar demands a bit more attention to be paid towards it and its skills.
Outside of a learning curve and lack of pure healing, Scholars are punished heavily for dying. Not only must they spend a GCD in resummoning their fairy, all fairy gauge and aetherflow stacks are also lost on death, and if aetherflow was on cooldown at the time, A SCH is going to not have a majority of their kit for awhile on top of having reduced healing due to weakness/brink of death. This once again lends itself to Scholar being less beginner-friendly as opposed to the other healers, even with the existence of freebie heals from your fairy.
Hell, speaking about fairies, therein lies an issue itself - Scholar being a pet class. Conceptually it’s awesome, but with how FFXIV handles pets/demi-summons and their AI, it’s also quite the hassle. Like I mentioned above, ghosting is a problem when it comes to pet classes, and if you don’t properly adjust around it, some of your cooldowns can simply just go poof. Weaving both Whispering Dawn and Fey Illumination in the same double weave will cause the one that’s cast later to cast quite a bit later. On top of that, if you’re moving while you’re weaving them, there’s a chance you’ll have to wait for the fairy to catch up to you to finally cast them (which is why placing your fairy pre-battle is very useful). And as a general rule of thumb, never use summon seraph right after you use Whispering Dawn or Fey Illumination. Wait until after you see the buff apply on everyone as using Seraph will cancel the queued action.
With all that being said, however Scholar is still highly effective in what it does, it just requires a bit of experience. While I can’t offer tutorials on every fight, there are a few general tips I can give for aspiring scholars out there!
[ Tips ]
(General Advice + Combos)
Double weaving on Scholar is rather straightforward, but if you're using Ruin II to do so after your Broil, it will be a technical DPS loss if you do not use an energy drain within the weave window! Broil III has a potency of 290, Ruin II has a potency of 200, and Energy Drain has a potency of 100. In weaving without the use of energy drain, you will lose 90 potency in comparison to if you were to cast another Broil III. Using Energy Drain will add another 100 potency, thus gaining you 10 potency overall. Of course you shouldn't always dump an aetherflow on energy drain when you're weaving, but it is something to keep in mind when you are aiming to do more damage!
- Healing Combos -
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[Single Target] If you are AoE'ing, replace ruin II/Biolysis with Art of War!
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[AoE Mitigation] (Shield + 5% magic damage mitigation + 10% all damage mitigation)
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[Panic AoE Healing] (1029 potency AoE Healing) As a bonus little tip in regards to this, remember Scholar's AoE healing spell/ability priority! The above combo is when you cannot afford time for a regen, but if you can, follow this list. 1. Whispering Dawn (if you can afford time for the regen) 2. Fey Blessing 3. Sacred Soil (if you can afford time for the regen) 4. Indomitability 5. Succor + Emergency Tactics 6. Succor
Scholars luckily have a wonderful mobility tool in Ruin II which allows them to position easily, though at the cost of DPS. However, this loss is minimal compared to its cohorts, wherein WHM either has to clip their Dia or use a lily, and AST either has to use Lightspeed, or slowly shuffle over with Malefics. This makes Scholar a bit easier to navigate when learning fights! Don't be afraid to use Ruin II if you're looking to push for a clear or learn a mechanic better, as a dead scholar is worse than one that is losing dps.
A crucial part of Scholar's kit is actually Chain Stratagem. While it loses much of its usefulness in public groups, or those who do not exactly care for proper rotations, when you can coordinate buffs and opening combos, it provides a large boost in DPS for the whole party. Typically, the ideal time to use Chain Stratagem is upon your 4th GCD, and everytime it comes off cooldown after, but this can change depending on your group. Here is an example 4th GCD Chain opener.
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(Dungeons)
While AoE’ing mob packs, you can keep your focus target on the tank. It will make it much easier to heal them in a pinch.
Sacred Soil is essentially a free 15 second long cooldown for the tank, that ALSO heals at level 78 and above. It’s very, very useful.
Using Excog and adlo between pulls will allow you to spend more time AoE’ing mobs
Don’t forget about your fairy skills, especially fey union. Lazy mode is using fey union after whispering dawn, fey illumination and sacred soil and then proceeding to press art of war until the cows come home.
(Trials/Raid)
Recitation + Excog on your main tank pre-pull. Many use recitation+Adlo and then spread the shield with deployment tactics, but you don’t need to use recitation for that! Catalyze is the bonus shielding a crit adlo creates, and cannot be spread. Therefore save your recitation for a free excog and use a normal adlo+deployment tactics afterwards.
Please, please, PLEASE, if you are in a static or raid environment, make sure you allies stand in Sacred Soil when they can. It makes all of your lives easier.
Pre-placing your fairy in the center of the arena is a good habit to get in, but if you need your fairy AoE’s while you’re away from the center, make sure to press heel on your fairy hotbar to make it follow you again.
[Design]
Outside of all that, there is a collection of miscellaneous things that I do want to prattle off in relation to this category, mostly being some design choices and ideas I had for the class going forward. So, let’s begin!
Why does Fey Blessing not become Consolation when you have Seraph out? They are essentially the same thing, and you CAN’T EVEN USE FEY BLESSING WHEN YOU HAVE SERAPH OUT. WHY IS FEY BLESSING AND CONSOLATION SEPARATE BUTTONS. ANSWER ME SQUARE ENIX, TELL ME WHY.
There should be another way to dump Fairy gauge. It would make the system a bit more interactive (A lot like how lilies got an AoE version as well as Afflatus misery with SHB).
We should be able to cancel fey union in the middle of a cast. Breaking the tether does not have an animation nor any animation lockout, and in my eyes is technically not an OGCD. With this change, cancelling fey union can be done on the fly and not require a weave so as to not lose uptime.
The delay upon shield application is a tad annoying, especially so in the use of deployment tactics. Sometimes, if you cast too late, the boss’ Aoe will eat the heal, but not the shield. And in the case of the latter, if you use deployment tactics too quickly, you’ll spread nothing.
Bring back fairy uniqueness ;-;
[ Final Evaluation ]
Now comes time for my final grading.
Going forward with these Class Analyses, I will grade the class upon a set of categories unique to their role (DPS, Tank, Healer). As such, in my grading of Scholar, I will judge it based on the following categories, on a scale of F-S:
Damage (Personal) - The damage they bring to the table by themselves. Damage (Raid setting) - The damage they bring based upon their RDPS potential Accessibility - How easy is it to pick up and play? Mitigation - How well can they prevent damage? Healing - How well can they heal damage? Fun - Well, is it fun? Fantasy fulfillment - Does it fit the class aesthetics/lore?
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Damage (Personal) [7] - While not as powerful alone as White Mage, Scholar is not entirely dependent upon team mates for damage like Astrologian.
Damage (Raid Setting) [8] - The addition of chain stratagem to Scholar’s already decent damage takes that one extra step beyond.
Accessibility [4] - Starts as a DPS in Arcanist, has many unique functions and is punished heavily if they die in the middle of a battle.
Mitigation [10] - They’re the originator of shield healers, and definitely keep the crown. Sacred soil is always going to be ridiculous.
Healing [6.5] - Scholar’s pure healing is a bit lacking, but with Square’s fight design, any healer should be able to make it through a fight. Therefore, I cannot rate Scholar all too low in this category.
Fun [7.5, almost 8] - Keeps you engaged, but lacks the pizzazz of Astro and the oomph of White Mage. Still a fun class at the end of the day, though!
Fantasy Fulfillment [9] - As tactical geniuses in the lore, the feel of Scholar gameplay fits that ideal! Through your mitigation, pre-planned abilities, and setting up of fairy abilities, you definitely feel like a tactician controlling the flow of battle, though it does falter a bit with a lot of their old options being removed in SHB.
[ End ]
And with that, we are done with this analysis! As for my personal conjecture with Scholar, it’s one of my mains, and used to be my go to raid healer, that is until my static needed a bit more upfront healing for e12s prog awhile back. If you were to look at my FFlogs, you’d probably see an absolute deluge of WHM parses since it’s uhh... Kinda technically my new healer main, but I still love SCH I swear! Another thing that made me switch from SCH to WHM was the inclusion of a DRK in our static. The ability to instantly remove Walking Dead with one button is so much easier than blowing cooldowns on both healers. Though, technically, from a savage perspective, the highest damage team setup is SCH + AST (Mostly because boosting teammate damage will always do more than just being good yourself, especially this late in the tier).
Anywho... This is the REAL end of the analysis. Hope you enjoyed and if you have any suggestions, questions or things to address, just comment and let me know!
Yabi, out~
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cyus-on-the-internet · 3 years ago
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Terraria longpost incoming!!! As stated before, tmodloader 1.4 is in it’s alpha and I have a new mod idea that I’m gonna try and make when the full release is out What I want to do this time is add and edit some summoner armors to be more whip-oriented because I find it weird how pre-hardmode armor makes whips go faster than post-ML armor. Lets start with new armors, going by progression
Pre-Boss
The first armor set I’d like to create would be an alternative to the Flinx Fur Coat. Made with flinx fur and leather at a loom, the leather armor set would consist of the Leather Hat (looks like a cowboy hat), the Fuzzy Leather Jacket, and Leather Boots. Here are the stat spreads: Leather Hat - 1 defense, 5% increased melee and whip speed and whip size Fuzzy Leather Jacket - 2 defense, 1 extra minion slot, 5% increased melee and whip speed Leather Boots - 1 defense, 2% increased movement speed, 5% increased melee and whip speed Set Bonus: 10% increased melee and whip speed, reduced damage from ‘cold’ enemies to compensate on the flinx fur coat not having a set bonus, it is altered to give 2 extra minion slots as opposed to 1, but with no whip effects.
Pre-Hardmode
Pre-Hardmode already has 2 summoner armor sets to choose from that provides minion and whip based attributes, being bee armor for minions and Obsidian armor for whips.
Pre-Mechanical Bosses
This is the stage in Terraria’s summoner progression I have one of the largest problems with, as it becomes heavily apparent that your whip speed goes down when the minions you have accessible to you are mediocre at best. Spider armor already benefits minions, so we don’t have to worry about that. The armor set I have in mind is Crystalline Leader armor, made from crystal shards, souls of light, and pixie dust at a hardmode anvil. Here is the stat spread of the armor pieces. Crystalline Helm - 6 defense, 10% increased melee and whip speed Crystalline Chestpiece - 8 defense, 10% increased melee and whip speed Crystalline Greaves - 5 defense, 10% increased whip size, 10% increased melee and whip speed. Set Bonus: 10% increased melee and whip speed, +1 extra minion slot This is where the whip speed starts to get crazy, with a 40% increase to whip speed. (which actually isn’t as much as obsidian armor but lets be real, obsidian armor should probably be nerfed.) As you’ve probably noticed, due to whip speed buffs, these armors will tend to have less minions than their counterparts. this can be made up for with smart accessory use.
Pre-Plantera
Pre-Plantera is a weird stage in Terraria, as not many classes really get anything new, including summoners. Hallowed armor is a multi-class armor set, with the summoner set focusing entirely on minions. There are a few things I could do here, but I think I’m going to edit a pre existing armor set. here’s the new stat spread. Squire’s Great Helm - 13 defense, Increased life regen, +1 minion and sentry slot, 15% increased melee and whip speed Squire’s Plating - 27 defense, 15% increased melee and whip speed, +1 minion and sentry slot Squire’s Greaves - 18 defense, 15% increased melee and whip speed, 15% increased movement speed Set Bonus: 15% increased melee and whip speed, Striking an enemy temporarily increases movement speed, +1 minion and sentry slot this could potentially shred the mech bosses if you have the defender medals by the time you beat 1, but considering most summoners don’t touch OOA Tier 2 until after the mechs, I think it’ll be fine.
Pre-Golem
This is the stage where a lot of summoner weapons are opened up, especially whips, with 3 new ones at your disposal. despite this, however, there are still no whip speed improvements to be found. I think I have an idea as to what this armor set would be, and I think it would be the armor set of choice until post moon lord. This armor is dropped by the empress of light, who is guaranteed to drop one piece of armor upon death, so you’d have to defeat her at least 3 times to get it. Prismatic Crown - 19 defense, 25% increased melee and whip speed, + 2 minion slots Prismatic Cloak - 32 defense, 25% increased melee and whip speed, increased life regen Prismatic Greaves - 23 defense, 25% increased melee and whip speed, +1 minion slot Set bonus: 15% increased whip size and minion damage, 10% increased flight time, Grants the ability to preform a light dash (somewhere between the power of SoC and Master Ninja Gear, invincible while dashing, but longer dash cooldown than the other ones) This is the whip-based summoner armor you would take to moon lord, so I will skip directly to post Moon Lord
Post Moon Lord
This is the armor you can get after conquering moon lord. Stardust Armor exists, but currently has no whip-based effects, so I think I’ll just give it whip attributes as to keep it to only one armor set, like the other classes. Stardust Helmet - 28 defense, +1 minion and sentry slot, 22% increased minion damage and whip speed Stardust Plate - 40 defense, +2 minion slots, 22% increased minion damage and whip speed Stardust Leggings - 34 defense, +2 minion slots, 22% increased minion damage and whip speed. Set Bonus: 34% increased whip speed, 50% increased whip size, A stardust guardian will protect you from nearby enemies, striking an enemy temporarily grants 20% increased whip and movement speed. That is all for this longpost. If you have opinions or constructive criticism, I would be happy to hear it! 
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saltylords · 4 years ago
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Alright! Let’s do a unit review! Just for funsies!
(These are just my opinions that I made while looking at usability with the wiki’s information. Do not kill me if it’s not what you’d like to hear.)
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Let’s start with Rena•Kaede!
Connect: Damage Up (40%), Chance to Crit (70%), Regen HP (8%/3 Turns)
Magia: Attribute Strengthened Damage to All, Attack Up (Allies/3 Turns/27.5%), MP Restore (Self/16 MP), Damage Cut (Self/1 Turn/20%)
Magia 2: Attribute Strengthened Damage to All, Attack Up (Allies/3 Turns/42.5%), MP Restore (Allies/20%*), Damage Cut (Self/1 Turn/40%)
*The wiki said 20% MP gain, so I’m not sure if it meant 20% of MP or just 20 MP total.
All in all, she’s a magia unit, so her defense and hp aren’t the best (wet paper pre SE), but they’re workable. Her attack is excellent and her disk spread, while not that of an accel gorilla, is still excellent for magia building like Vampire Kanagi.
Now let’s look at her SE spread. We’ll ignore the MP Boosts and Doppel Adepts and focus on the others. For starters, she’s got a passive anti magia seal which is important for her as a magia unit. It’s not a problem that comes up much, with the exception of some high level challenge battles.
She has two nodes that take advantage of her two charge disks, charged disk damage up (10%) and charged attack damage up (10%). Charged disk damage up gives charge disks extra damage when used while charged attack give extra damage when using up a charge count with an accel or blast dick. Pretty good. Add the passive damage up node (10%) and they’re doing some pretty good damage!
She’s also got two nodes of Magia damage up that add up to an extra 15% damage up to the doppel adept and an accel MP up (12.5%), which you’d expect from a Magia unit. That’s good.
But her active SE is really meh. Damage up (10%) and Magia damage up (12.5%) for one turn. With an 8 turn cooldown, it’s really a wimpy active, but it does synergize well with the unit.
Her magia and Doppel do looots of damage with attribute strengthened damage and to add to that, she gives the team attack up and MP restore to all with her doppel. Plus a nice defense boost with damage cut. Very good effects on a unit that will reach magia easily.
Her connect is fine, I guess. Damage up is good because not many girls have this with their connect and it helps if you max out the attack cap. Critical hit chance (70%) is meh. Good, but has its chance to fail. And finally HP regen (8%) for three turns. Which if you’re stacking on top of other HP regens is alright, but underwhelming. This connect is a bit all over the place, but in a good way.
All in all, a unit that does as advertised of her type with some nice bonuses with her magia and doppel.
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Armored Swimsuit Mami
Connect: Attack Up (40%), Guaranteed Fog, Guaranteed Skill Seal, Chance to Bind (60%)
Magia: Attribute Strengthened Damage to All, Burn (All/3 Turns), Magia Damage Up (20%/5 Turns)
Doppel: Attribute Strengthened Damage to All, Burn (All/3 Turns), Magia Damage Up (35%/5 Turns)
Look at all that metal... I would not want to clean off the rust after a day at the beach, that’s for sure!
Anyway, swimsuit Mami suffers, not from rust (that too probably), but from lack of MP building effects like MP gain up or accel MP up. Her SE mitigates that a little by having a passive MP regen (9 MP), but aside from that, she could use some memoria to help out!
She’s also an attack type, so she suffers from wet paper defense and subpar HP. Her SE helps a little, but not all that much.
Having an AABBC spread makes her very flexible on either helping magia teams or blast teams, especially since she has two blast up nodes (33% total) that help her do good damage on blast. And of course a small single magia node (7.5%) that helps boost her attribute strengthened damage magia and doppel!
So her magia... it’s not the worst! Attribute strengthened damage for both magia and doppel is excellent and burn is a good second level status ailment! And a five turn magia damage up is pretty good (20% at magia and 35% at doppel)! But that’s pretty much all. No healing, no team buffs, just burn and magia damage up to self. It’s a bit underwhelming.
Let’s move on to her connect! It’s actually pretty nice! Attack up, guaranteed fog, guaranteed skill seal, and a chance bind (60%)! So if the bind chance fails, the guaranteed fog helps to keep enemies from hitting you! Well, mostly! And skill seal helps with challenge enemies like AI who buff themselves with things like critical hit and defense pierce to knock your girls every three turns. It’s very helpful, if a little situational.
Since she’s an attack type, she has attack type SE nodes like chance to critical hit (15%), anti evade (35%), and evade (15%) which are meh, since all attack types have these nodes at these values and are nothing special. She also has a bind chance (15%) which is good occasionally, but not very high. So it also ends up being kinda meh.
Her SE active is actually pretty good! Attack up (20%) and guaranteed burn for one turn! And the cooldown isn’t all that terrible at seven turns! Just to remind people, burn is a second level status ailment that does 10% HP damage up to 10,000 HP per turn and afflicts the target with 80% more damage taken from the element it’s weak against. So she can hit extra hard on water enemies!
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Aquagirl Sakurako
Connect: Damage Up (40%), Remove Status Ailments
Magia: Damage to All, Damage Up (Allies/3 Turns/32.5%), Charged Damage Up (Allies/3 Turns/25%), Remove Status Ailments (Allies)
Magia 2: Damage to All, Damage Up (Allies/3 Turns/47.5%), Charged Damage Up (Allies/3 Turns/40%), Remove Status Ailments (Allies)
Aquagirl Sakurako, while having the drawbacks of support type stats, still manages be a somewhat good unit. Not because of her SE, no that’s pretty bad. Mostly because of her magia and doppel.
Her magia and doppel give her allies damage up and charged damage up for three turns. She would actually pair up nicely with Swimsuit Rena/Kaede, since they both have a good amount of charge and accel disks and Rena/Kaede give team attack up with their magia. Not to mention other charge girls like Jun that add extra charge disks with charge combos. With her magia, she makes a pretty good charge support!
Her connect is not good. Damage up is nice, in case you hit the attack cap, but the only other thing she does is clear status ailments, which is very situational. Clearing status ailments seems to be this unit’s strong point, but without something like HP restore added to it, this connect comes up weak.
So like I said, her SE is nothing special. Regular things support types get, like Damage Cut (10%) and skill quicken (15%). But she does have anti magia seal and anti skill seal which are good things to have since she can reach magia easily. Not to mention her chance to fog (15%/3 turns) which, while not as good as darkness or dazzle, makes some attacks miss while lasting multiple turns! Good for avoiding damage!
Some extra things she has are a magia damage up (7.5%), accel MP up (12.5%), and charged disk damage up (10%). Much like Rena/Kaede, but not as good.
And then we have her active. It’s not particularly good, but it’s something. Defense down (15%) and light defense down (18%) for three turns. It’s basically the light version of Mikage’s SE active. Which isn’t terrible, but unremarkable. Especially with its 10 turn cooldown.
All in all, Sakurako’s strength lies in her magia, since her SE and connect have let her down. But that’s ok because she’s meant to be a team player, not a solo combatant!
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muffinrecord · 4 years ago
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New Memoria Rundown
These opinions aren’t properly researched, take this at your own risk!
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Title: Heart of Sincerity
Effect: Chance to Chase [V / 30%] (Self / 1 turn)
Thoughts: Ehhh. 30% for one turn is kind of low. I think you can do better for an active memoria.
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Title: Tonight We Shall Have a Banquet
Effect: Damage Increase [IV / 20%] & MP Gain Up [IV / 12.5%]
Thoughts: Pretty good. Damage Increase is the same as Damage Up, but is treated as a separate effect, so you can use both and not worry about hitting the cap. The MP Up is the same as The Iroha of Midsummer Beach and fairly decent. Overall a solid memoria.
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Title: Prayer Connecting the Dead and the Live
Effect: Damage Cut [VII / 35%] (Self / 1 Turn) & Provoke [100%] (Self / 1 Turn)
Thoughts: You get this memoria for completing all of the challenges, ect. This is a good defense memoria, though sadly it’s not as good as Never-Ending Practice. Never-Ending Practice is great due to the high Defense Up it gives (67.5%) and it’s amazing stats, which makes it good to have in Mirrors. This memoria, however, has more middling stats and it gives Damage Cut at 37.5%. 
Don’t get me wrong-- this isn’t a bad memoria by any means. In fact, I’d say it’s pretty good! It’ll be helpful for tough fights and it should keep your tanks alive. But it’s not as critical to MLB this one as it was, say, Kyubey Knight for Riko’s event.
Either way, this is a good freebie memoria and a boon for new players/f2p alike.
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Title: Mourn For I Know the Pain
Effect: Attack Up [III / 15%] & Regenerate HP [III / 4%]
Thoughts: This is honestly a really good shop memoria. The HP Regen is sort of eh (it’s less than Walking an Entwined Path and the same as Everlasting Light) but it also gives Attack Up at 15%. For new players or f2p players, this is a great memoria to have on hand. Additionally, it has awesome stats, giving 2215 passive attack! This is definitely a memoria you’ll want to buy. It won’t replace I Made Friends, but it’ll be a solid tool as your account grows.
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Title: Mischievous Duo
Effect: Defense Up [IV / 30%] (Self / 3 Turns) & HP Restore [I / 30%] (Lowest HP Ally)
Thoughts: This is good for a tank/defensive character to have. Defense Up is a good effect and you can heal someone too-- if your tank is doing good work, then maybe even themself. Notably, the heal at 30% is kind of low, and the cooldown is too high to be spammed more than once in a regular fight. But for a free memoria this isn’t too bad. The Defense Up is also a little low at 30%, but it’s still good to have if you don’t have access to better.
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Title: An Exceptional Stage
Effect: Chance to Chase [IX / 50%] & Endure (Self / 1 Turn)
Thoughts: The Chase Chance here is better than Heart of Sincerity listed above, at 50% as opposed to 20%. Additionally the endure can be useful. However, it has very poor stats being capped at 1k for both Health and Defense and using this memoria for its endure means sacrificing said HP and DEF. Still, for a freebie memoria, this isn’t too bad.
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whitherliliesbloom · 5 years ago
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Illya has joined the party!
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Selection: “If you insist..”
Taking the Warrior of Light in her strongest form boosts your party in several ways. A flexible healer who can juggle between healing and doing damage, it wouldn’t be a stretch to say it’s as good as taking another DPS into the party.
Weapons: Tsukuyomi’s Cane / Sharpened Cane of the White Tsar
Passives: Illya as a White Mage always has four passive buffs turned on. “The Elemental’s favor” gives herself a passive defense buff and increased resistance against debuffs. “Soothing presence” gives all allies within a certain radius of her a buff that increases HP gained by any healing magic. “Echo’s whisper” gives her a passive attack buff. “Territory manipulation” allows her to alter the elements / type of the arena around her, allowing her to cast “Reflections of the forest” and “Endless Garden”, both of which have effects explained below.
AI Behavior: 
If there is one thing Illya is confident in, it’s her healing potency. She avoids over healing at all costs, while focusing as much of her cast times on doing as much damage as possible. She usually stands at mid-range, where she can reach as many of her party members as possible, but will run towards any party member who are out of her range if they are low on HP. She will never run ahead of the tank, but will occasionally accidentally attract aggro, which she deals with by casting Holy before running. She usually prefers to apply Regen and Medica II instead of burst healing, but will cast Cure II, Tetragrammaton, Benediction or use Lilies if necessary. 
She will use Presence of Mind, Divine Benison, Assize and Asylum whenever they are off cooldown, while leaving Plenary Indulgence and Temperance for emergencies where more healing is required.
As she never runs out of MP, she does not have Thin Air. Instead, it’s replaced by a spell “Crown of Thorns” that places a bleed debuff on one target and gives them a vulnerability debuff for 10 seconds. 
Lucid Dreaming is also replaced by a skill called “Reflections of the forest”, which ‘alters’ the area around her to be forest type, giving herself a damage up boost for 15 seconds. This skill also boosts any ‘earth’ type damage her allies may be doing, and reducing the damage taken from earth type mobs. 
Using lilies functions the same for Illya as it does in game, except that after using three lilies, she has a choice of three flower spells to cast. Afflatus Misery, which functions the same as it does in game. Takes the form of a lily. Afflatus Reverse, a flower that gives the entire party invulnerability for 5 seconds, takes the form of a Lavender. This is rarely used unless in dire emergencies. Afflatus Judgement, similar to Afflatus Misery, but it’s a single target damage spell with a higher potency, takes the form of a Carnation. 
She never uses LB unless she is the only one left alive, in which she will either attempt to stall and use her version of LB3 called Endless Garden, or use an LB at 1 bar to stay alive and rez her party manually.
Endless Garden works almost identically to Pulse of Life, and the aesthetic that is slightly different. Illya will perform the same action as she does in Pulse of Life, however, pink, purple and white flowers will immediately bloom in a radius around her and spread outwards, until the entire arena is covered with an endless expanse of flowers. Flower petals will drift through the air around her, rezzing and healing all dead allies and also applying a 20 second defense up to the entire party. Massive inspiration taken from Merlin’s Noble Phantasm from FGO here! 
Battle lines: “Be careful.” - when healing an ally variant 1 “I have your back, don’t worry!” - when healing an ally variant 2 “Focus... focus..” - randomly while attacking  ”I have your weak spot!” - randomly while attacking, rare “Cover your eyes, everyone!” - casting holy “You won’t stand in our way anymore.” - casting afflatus misery or judgement “With all my strength, I’ll keep everyone safe.” - casting afflatus reverse “Are you okay?? No nausea? No dizziness?” - after rezzing an ally variant 1 “I’m sorry!” - after rezzing an ally variant 2 (yes, even if their death was their own fault)
LB lines:  “Stay calm.. stay calm..” - while using LB 1 “Tis a blessing from the Matron we were all given a second chance!” - while using Endless Garden variant 1 “It’s been a while since I’ve done this..” - while using Endless Garden variant 2 “Oh Mother, bless us with your gift of life and abundance once more!” - while using Endless Garden variant 3, rare
Death: “No.. I was careless..” “I-I’m sorry. I’m sorry.” “I-Is this finally...?”
Revived: “I can’t even do my job right..” “Thank you! I’ll do better next time.” “I can patch myself up from here, thank you.”
Victory: “Is it over?” “Is everyone alright? I have some potions if anybody needs them.” “Thank you, everyone. I couldn’t have gotten through that without you.”
Others: While idle, Illya will stand still with her arms in front of her, waiting patiently for the group to move. If idle for a long enough period, she will begin to either pull out her fanny pack and check inventory, or she will sit down and begin to read a book. She is usually rather quiet, only responding when being spoken to by NPCs. However, whenever she comes across a location with flowers, she will always make comments about how pretty it is, or mention the breed of flowers she sees. If in a party with Alphinaud (he’s a healer too but pshhh rules), she will always prioritize healing him over herself. She will also be more talkative if Alisaie is in the party together with Alphinaud.
There is a rare chance for flowers to begin blooming upon her head while she’s idle, upon which she will take the flowers in a fluster and hide them away. 
Trust template by @locke-rinannis​! Was inspired to finish this after seeing @firstblesssed​‘s trust info!
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leafbladie · 5 years ago
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Some advice from me to you about the Mitama Grab Bags
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Tomorrow, the Mitama Grab Bags will be available in the EN server. They will require Paid Gems (i.e. Gems you bought with actual money). If you can afford it, I highly recommend getting all 3. Based on my experience in the JP version (though you should confirm before doing so yourself), the Platinum Bag will have a ticket for any 4* non-limited girl of your choosing, and a ticket for any 4* Memoria of your choosing. The Gold Bag should have a Guaranteed 4* Ticket, which will spit out one 4* girl at random for you. Now, you might think it's worth skipping over the Silver Bag since it doesn't have either of those, but it does have 1 of these:
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The Over Limiter. This allows you to Limit Break any 4* Memoria without requiring an extra copy of it. My recommendation, if you completed the Kazumi event is to use it on this Memoria:
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When fully MLB'd, this sick Memoria gives 30% damage increase + regens 5% of the wielder's HP each turn, but unfortunately you can only obtain 1 copy through the gameplay proper, as the event hasn't been re run in JP. That is, unless you use your 4* Memoria ticket to get a second copy of it, and the 3 Over Limiters (1 from each bag), which will bring it to MLB status.
However, if you don't have this Memoria, then here are the other suggestions I have for you:
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I Made Friends! is of course, always a staple suggestion. Having the highest ATK stat of any Memoria that gives ATK up, there's little reason not to use it. And that's not even mentioning the 25% crit chance it gives you.
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A Sword Between Light and Dark. If you were able to snag a single copy from the Suzune gacha, instead of MLB'ing Entwined Paths, you could do so for this one. At full health, you get 25% ATK up, in addition to the base 20% ATK up, for a total of 45% ATK up. It is ludicrous, and will have your Puella Magi cut through the opposing team like butter. Especially since you always get the first move.
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After the Rain - Mito. Arguably the strongest active in the game. With high DEF plus an amazing effect on low cooldown, if you have it MLB'd it goes on your team, no question.
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My Bible. Not as flashy as the other choices, but anti-curse can be important. Curse takes 15% of your health, and negates all healing. Having this Memoria can be great to deal with the pesky status, so always something to keep in mind.
Hope this guide has been helpful. I wish you luck with your rolls, and a happy new year!
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miasmamissed · 5 years ago
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NPC TRUST: Jellal Ophiuchus
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OUTSIDE THE DUNGEON:
Jellal is staring into space. “Hmm? Yes, how can I be of assistance to you?”
Jellal seems a little lost in thought. “Oh--my apologies. I didn’t see you there.”
Jellal Ophiuchus, as either the Bookman or the Blue Spirit, is an incredibly potent magic user. Flexible between healing and causing massive amounts of damage, he’ll have your back and support you no matter what! Jellal is only available as a DPS/healer when he is in his Blue Spirit form, and will never show his face during that time.
Jellal Ophiuchus has joined the party!
SELECTION:
“As long as there’s food and a good fight, consider my magic yours!”
“Pitter patter, we haven’t got all day.”
“Where would you like to go?”
JOBS:
The Bookman (Healer)
The Blue Spirit (Healer/DPS)
WEAPONS:
The King’s Codex
The King’s Star Globe
Dead Hive Rapier
PASSIVES:
MP Overflow: A double edged sword. Increased MP regen, but whenever Jellal’s MP is at full, his HP will slowly tick down.
Always Hungry: Jellal’s stats are cut in half when the buff “Well Fed” is down
Speed Reading: Cards come off cool down sooner than the average AST (does not affect the cooldown timer for “The Wild Unknown”)
The Favour of the Fae: Jellal’s defense and healing magic potency is increased while a fairy is out on the field
AI Behavior:
Jellal is an aggressive healer and DPS, and allows his fairy to do much of his work for him (much to Eos’s dismay). He focuses mostly on dealing damage or providing support buffs to burn MP, and will shield large incoming attacks on the party or the tank and provide burst healing to assist Eos. When the party is on the brink of death, he will automatically change his tactics to focus on providing intensive healing instead at the cost of his damage output. Jellal shields the party prior to pulls, and will use Sacred Soil on cool down to provide further protection. Jellal will usually resurrect fallen comrades immediately, and gives them a shield upon their return to the battlefield.
Due to his endless well of aether, Jellal does not have Lucid Dreaming; it is replaced instead by “The Wild Unknown” which allows for him to utilise Astrologian Cards regardless of his current class.
He will only use LB3 when instructed, and it is called “The Blind Spirit.” He summons a massive aetherical wolf spirit, who does damage and heals the party to full health.
SPEAKING LINES:
When healing:
“What ho! You’re not so frail, yet.” (Variant 1)
“These violent delights have violent ends.” (Variant 2)
“Have you strength yet to stand?” (Raising)
“Perhaps you should take it easy.” (when healing more than 50% of a player’s health)
“May Luck, ever present, turn her back on my foe!” (when using Limit Break)
Summoning Eos:
“If it’s not too much of a bother, darling, might you lend us a hand?”
“Eos, lend me your strength!” (using Dissipation)
Attacking:
“Oh, darling, I love a good fight.” (Variant 1)
“I’m bursting with aether--it’s time to burn some off.” (Variant 2)
“Lady Luck is ever present--and it looks like she is on my side today!” (when using Verholy/Verflare)
“The Futures is never guaranteed--and by my cards, it doesn’t look like you have one!” (using Limit Break)
Using Astrologian Cards:
“May the Twelve bless these cards with fortune, that Lady Luck be in every draw!” (Using Sleeve Draw)
“It’s dangerous to go alone! Take this with you!” (Giving an ally a card)
Death & Revival:
“I’m sorry, my comrades...it looks like I’ll be going no further...”
“Let me rest a while...I will have strength yet...”
“Fuck!”
Revived:
“Bloody hells, that was painful--I’d like to never do that again.”
“Thank you for the assistance! I’ll take it from here.”
Victory:
“Tis a long road to follow, but we’ve made it.”
“I’d kill for a nice hot meal and some wine...”
“[scats the victory them] What? No one else? Come on, everyone knows that song!”
OTHERS:
While idle, Jellal will often be looking at other things in his surroundings, and might wander to and fro. If idle long enough, he will sit on the ground to write in his journal or shuffle a deck of cards and flip through them. Throughout the dungeon, he will also make comments to party members (depending on who is in the group). Typically he will:
say something flirty (if Thancred is in the party) i.e. “What ho! Have you been spending time with the training dummies? You’re looking...mmm...”
comment on the aether in the area (Yshtola will respond if she is in the party) i.e. “Ugh...the aether here is so muggy...it makes it difficult to see.”
recite a poem (he likes the goblin ones for some reason)
talk about a book he read (if Urianger is in the party)
tease Alphinaud or Alisae i.e. “Al, did your spirit naturally make itself so short or was that a conscious decision upon arriving in the First?”
There is a rare chance for Jellal to notice some flowers or for flowers to bloom at his feet. There is also an incredibly rare chance for Jellal’s pet lesser panda, Pabo, to appear briefly while Jellal is idle (he will disappear once the party moves).
Trust template by @locke-rinannis​! I wanted to jump in on this for quite some time, but I haven’t had photoshop until recently TTATT
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official-alan-dabiri · 5 years ago
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The tank meta has come into perspective at last, with ETC, Johanna, and Garrosh firmly at the top. As such, a number of changes have to be made because we can’t have tank players getting complacent. There are only like 6 real tank heroes in the game, so we have to keep changing which ones you’re playing. Arthas has had his survivability ridiculously buffed, and Diablo’s previously-nerfed damage has been partially restored.
It turns out Tyrael’s Defense of the Angels was severely bugged. Nobody noticed because picking it means not picking your heroic upgrade. As such, we’re removing the CDR component and just giving it a normal fucking cooldown.
My amateur team put our Imperius player back into the offlane role, and as such the hero needed some serious buffs to his underperforming talents, just so he doesn’t know what build is meta anymore. Don’t worry, though, we only buffed the under performing talents, none of the ridiculously broken ones, and especially not one that gives permanent regen master and infinite mana with zero quest component.
Rexxar’s lane match-ups remain a problem. While his last set of changes opened the door to certain heroes winning the 1v1 in lane, and made him easier to gank, the problem remains that when a draft presents a favorable match-up, and no fast rotations, Rexxar is simply too oppressive because if you don’t have enough damage to kill Misha one-on-one, you just steadily lose resources against him. As such, we’re moving some more of his power budget out of Misha and into Rexxar. Apparently by the numbers, this makes him something of a half-orc Zul’jin in the late game, but I’m sure that’s not going to be a problem for the long-term health of the character.
Xul has been largely fine for a while now, from a gameplay perspective, but he hasn’t lived up to the D2 Fishnecro fantasy. We were reluctant to make sweeping changes to him while he was in the public eye as a niche main tank, but now that pro level play has been dead for over a full year, we can finally pick at him to try and fix it. The necromancer fantasy we want to fulfill is centered around his skeletons, and so the problem was that his skeletons were only used in lane, meaning that outside of lane his kit was skeleton-free. As such, we’ve buffed baseline skeletons and given him baseline ways to spawn them in teamfights.
Like the tank meta, the healer meta has started to calm down with clear winners and losers. That means it’s time to put a couple of healers in the buff corner and see what happens. Anduin is at the top of today’s list, and we didn’t just pick him because he’s first alphabetically. Because he isn’t, there are two healers ahead of him alphabetically. Please, keep up. Stukov is also intended to be meta now with some baseline buffs.
Rehgar and Kharazim are getting some talent diversity buffs, so if you could start playing them, too, that’d be great. With the new cadence of balance patches, we need these arbitrary meta shake-ups to last a lot longer than they are.
After an embarrassing waste of hero design resources, we remembered that we already added Kerrigan to this game. In case anyone else forgot, we’ve put her on these patch notes!
Samuro is also on these patch notes with a sizable buff to a talent that... I- I can’t do it. I was gonna rip on Blackstorm again but I started talking to the guy after the last patch and he’s honestly the nicest dude. He’s so fucking supportive and kind and I feel just so much respect for him as a person. Anyway, buffs to Dance of Death are a meme. It’s an awful talent, don’t pick it.
The Butcher- THE BUTCHER? THE BUTCHER IS ON THE PATCH NOTES?! This better not be a fucking buff, they better not- THEY BUFFED BUTCHER? HOW- Oh, not really at all. A Butcher who hits his E button no longer commits to moving significantly out of position. While this change is only by 0.25 seconds, remember that Ruthless Onslaught includes an extreme amount of acceleration. That 0.25 seconds represents a lot of ground not being covered. Unfortunately this does nothing to address the Butcher’s biggest problem: When you play Butcher, you’re stuck with The Butcher on your team.
Mephisto is being buffed. That’s it. That’s the joke.
It turns out when you take the far and away meta level 1 talent for Raynor, and bake into it the critical synergy talent from level 7, and then buff it, then people stop picking the other options. Who knew? Certainly not us. A 33% nerf should help in this regard.
It turns out when we buffed Fenix’s Emergency Protocol talent, there was a way that the passive 10% movement speed buff could be always active. The way to replicate this bug was to pick Fenix. That’s it. You didn’t have to pick Emergency Protocol. Fenix just had 10% bonus move speed for an entire patch there.
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magiamemoriareview · 3 years ago
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Heirs to Their Memories
MLB Effect: Regenerate HP [16%] & Skill Quicken (Self / 1 turn)
Effect Definitions:
Regenerate HP will cause the equipped character to regenerate a percentage of their HP for the number of listed turns. The regen will occur at the end of the turn (note: the end of the enemy’s turn). Regenerate HP can stack.
Skill Quicken will reduce the cooldown of both Active Memoria and the character’s unique Active Spirit Enhancement Ability by 1 for each turn that Skill Quicken is active.
TLDR: “Heirs to Their Memories” belongs in the Memo Vault Jail. It’s a very supportive memoria that will work well with Magia Stall Teams. This memoria is exclusive to completing the “The Inheritors of Our Souls” event.
Review: “Heirs to Their Memories” is the same as another event reward memoria called “Little Vacation.” They have the exact same effects at the same percentages and operate with the same cooldown. The only notable difference between the two is that “Heirs to Their Memories” has more DEF stats. Because the memoria are so similar, this review will be largely the same between the two memoria, though a few changes have been made.
The effects of Skill Quicken and Regenerate HP combine to make an active memoria with a supportive purpose. You’ll want a character that has three (or preferably four) memoria slots along with their Spirit Enhancement Active for this to be useful. With “Heirs to Their Memories” equipped, you’ll shave off one turn from the active cooldowns, which could result in making a short cooldown even shorter-- such as “Magical Halloween Theater” being used every three turns instead of every four.
You can use this memoria as a way to quickly get health or as a way to get Skill Quicken. Try to prioritize the Skill Quicken portion of it so that it isn’t lost, but you also shouldn’t feel afraid to use it for a quick HP boost-- it has a slightly low cooldown at 6 after all, and Skill Quicken will help in making the cooldown even lower. Keep in mind though that Regenerate HP will heal your character when the enemy’s turn ends and isn’t instant.
At the end of the day, this memoria is mostly for support and shouldn’t be viewed as a way to heal up or defend your unit. It will be good to use for Magia Stall Teams, but largely won’t be seen outside of that. This isn’t Enhancement Fodder, but it will probably sit inside the Memoria Vault Jail until you need it.
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prettycottonmouthlamia · 4 years ago
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Mata Hari Analysis: Because I LOVE HER
By god if there’s any of my analyses that get numbers please let it be this one, I’m very passionate about my appeals that Mata Hari is actually a very usable Servant, especially comparatively to other 1-stars.
Mata Hari Assassin Max HP: 6,565 Max ATK: 5,377 (Effective ATK: 4,839) Attribute: Man Star Absorption: 98 Star Generation: 24.6% NP Charge ATK: 2.1% NP Charge DEF: 4% Death Rate: 55% Traits: Female, Humanoid, Servant, Weak to Enuma Elish
QQQAB Quick = 2 hits, Arts = 1 hit, Buster = 1 hit, Extra = 3 hits Quick: 4.2%, Arts: 2.1%, Extra: 6.3%
Espionage A++: Increases own critical star generation rate for 3 turns. (10 -> 30%) Cooldown: 7 -> 5 turns
Pheromone B: Chance to Charm all Male enemies for 1 turn. (30 -> 60%) Reduces all enemies' defense for 3 turns. (10 -> 20%) Cooldown: 8 -> 6 turns
Double Cross B: Seals one enemy's skills for 1 turn. Reduces their defense for 3 turns. (10 -> 20%) Cooldown: 8 -> 6 turns
Mata Hari Arts Chance to Charm All enemies (40 -> 60%, NP Level) Reduces their attack for 1 turn. (20 -> 40%, OC) Reduces their defense for 1 turn. (20 -> 40%, OC)
Primary Role: DPS Support, Debuffer Secondary Role: Disabler
Mata Hari is one of my favorite Servants in the entire game, and not just because she's beautiful and I love her, but because she's a pretty competent Servant when used correctly. The key word there is correctly, and a lot of new players will end up overlooking Mata Hari because she doesn't play as simply as other Assassins do. She's not going to be as effortless to use as your Sasaki Kojirou and your Cursed Arm Hassans, but to a certain extent, it is understandable because DW has given her very little love. But that's okay, that's what we're here for.
Starting with her fundamentals, the first thing that will probably standout is her stats, which are pretty atrocious. Her HP is OK for a 1-star Servant, but she's not going to function as a tank any time soon, and her ATK is so low, especially with the Assassin ATK modifier, that she will struggle to deal any damage. Fortunately, Mata Hari is not really suited to tanking or attacking, and so largely her stats are mostly irrelevant. Her NP generation is actually quite standout, however, because of her very high base NP gain per hit. Her AQQ chain will generate on average about 44% of her NP gauge, which is quite standout, especially for a launch Servant. Even her QQQ chain has rather decent NP gain at 25%, especially since there are no Arts cards involved. However, when it comes to star generation, Mata Hari has a ton of problems. Her Quicks only have 2 hits which drastically limits her star generation potential. Her QQQ chain will generate 15 stars on average, and 25 with the Quick bonus, and with her 1st skill, she'll generate...18 stars on average. Without any star bombs like Sasaki Kojirou or Cursed Arm Hassan, she has no way to patch up her star generation. Even with maximum star generation though, she only has a potential maximum of 27 crit stars (6 + 6 + 6 + 9), or 37 with the Quick bonus. Low hit counts really suck kids.
Moving onto her skills, we first have Espionage, which is a borderline garbage skill. Star Generation buffs are nice, but 30% hardly moves the needle. All it does is give an extra 30% chance for a crit star. This is why the actually good star generation bonuses are much more often 50% or 100%. For Mata Hari's best chain this results in just a measly 3 extra crit stars, so this skill is only worth leveling if having a Servant at 1/10/10 gives you anxiety. Pheromones however is actually a pretty decent skill, having a moderate chance to Charm any Male enemies as well as reducing the defense of all enemies by 20%. The Charm chance is more of an added bonus, but the Defense down is what you're looking for the most here. This can be combined with Double Cross, which inflicts Skill Seal for 1 turn and reduces their defense by an additional 20%, and the gameplay strategy of Mata Hari might start to become clear. She's a Defense debuff stacker, and really more of a support Servant over anything else.
Mata Hari's NP is largely an optional bonus. It presents another moderate chance to charm, but this time its not gender locked, and she'll inflict an Attack and Defense down debuff to all enemies. This can be as strong as 40% with maximum OC, but it is extremely rare to get to that point or make it worthwhile, since the debuffs only last for 1 turn. Mata Hari doesn't need to use her NP to make an impact, but incorporating it into your strategies can be pretty helpful.
Mata Hari's role is to boost the damage of the team, and do largely little else. Due to this, her low stats don't really impact her, and in some cases, can be even beneficial. Since she's not going to do any DPS or real damage and she's not really meant to stick around for a long time, low HP and ATK will end up being okay. Of course, this also means that Mata Hari is a fairly inflexible Servant since she only does one thing really well.
Grails: Grails for a 1 star can be really important to cementing them amongnst competition. For Mata Hari however, this is largely just for love. It'll put her Max HP to 10,120 if you grail her all the way to Level 100, and her Max ATK to 8,355, or 7,520 effective ATK. Essentially, it allows her to stick along longer and have passable ATK.
Support Options: Supporting Mata Hari is...a choice, to be certain, but I salute you brave person for wishing to make a Mata Hari team actually work. You might want to grail Mata Hari just to make her a bit safer to use though. Since her NP generation is already pretty good, and her Defense debuffs will help sustain her damage enough, all she would really need is extra stars and added consistency to her Charms. Caster Gilgamesh can provide both of those, along with additional defense down and a source of DPS. Phantom of the Opera can also be used here, providing a massive, long lasting Debuff resistance down, Crit star regen for more crit consistency, and his own Charm with buff removal.
In reality, just use Mata Hari to boost the damage of your DPS.
Command Code: Since Mata Hari is mostly meant to be used asd a support, you can use some of the more supportive Command Codes like Bridge of White Rose or Jeweled Birds Coat of Arms. Command Codes that can generate critical stars ca be used to help out her star gen, and Command Codes that increase star absorption can be used to give her some extra help with NP. Command Codes that remove buffs from the opponent can also be useful, especially since they can be difficult to field on DPS with the large number of good DPS Command Codes.
Craft Essences: The biggest one out of the gate is GUDAGUDA Poster Girl, which will give Mata Hari 3 turns of taunt. This allows her to use her skills, tank a couple of hits and then make room for another Servant to continue the job. If you don't want her to just be a sacrifical pawn, you can use CEs such as Kaleidoscope or Demonic Bodhisvatta to abuse her NP. Even her Bond CE is pretty okay, since it'll boost the NP generation of allies as well. Fragments of 2030 can be used to provide an extra 8-10 crit stars, helping to even out her crit star generation for the team.
Competition: While Mata Hari is definitely not a DPS support on the likes of Waver, Merlin, Tamamo, or Skadi, the Servant she most faces competition with is Shuten Douji. Not only is Shuten of the same class, but her kit is extremely similar, just largely better. Howver, Mata Hari has a couple of things going for her. She fits much better into the support role than Shuten does, since Shuten not only has much better stats but also a hard defensive option, which means that playing Shuten as dedicated support means you're missing out. Shuten has the highest ATK of any Assassin currently in the game, and that shouldn't be neglected. But the biggest benefit of Mata Hari is cost, since she only costs 3 in comparison to Shuten's 16. Support Servants are overwhelmingly benefited by being in lower rarities if they aren't meant to also be defensive some way, and Mata Hari fits that bill extremely. Her low Cost means you can run more expensive Servants around her comapred to Shuten.
Pros: -While having a somewhat flawed kit, it is surprisingly synergistic and will allow her to pull her weight -NP generation is quite good, meaning that her NP is never too hard to access if desired -Low HP makes her a fantastic Poster Girl option -Low cost on a support Servant is amazing
Cons: -Very inflexible. She's only really useful as a support Servant without extensive help -Low stats mean she will struggle doing anything else, even if it makes her very good in her support role -Crit star generation is really bad for a triple Q deck -Charm chances are pretty bad, maxing out at only 60% -DW didn't give her an animation update for either Salem or Ooku or Ooku re-run so she still has magic orbs
I'm biased a bit towards low-rarity support Servants since they are the least hampered by their stats. Using Kojirou as DPS, Bartholomew to farm, or Spartacus to tank will always run into problems with their low stats: low ATK reduces their ceiling on their damage and low HP means they simply cannot take many hits. But for a Servant who can be considered "fire and forget" neither stat matters and its much more about kit and cost, which Mata Hari delivers.
This all being said, Mata Hari getting a buff would really not be a bad thing in the long run. Espionage is a terrible skill, Pheromones is not only outclassed by Shuten's 1st skill, it's also outclassed by Europa's version which also outclasses Shuten. Her NP could also use an upgrade, at the very minimum to extend the duration of her debuffs although it could also boost her Charm chance, similar to D'Eon.
You will love Mata Hari though, this is non-negotiable.
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