![]() In fact, it's on par with Layla, based on the average stats. I tried it on hard mode with one of those setups and even Josie couldn't safely take care of thief and make it back.Ĭlare getting light magic is fair point, but she doesn't really have the greatest magic stat. Originally I wanted them to go somewhere else, but it made it pretty darn difficult to get them without throwing one of your units in almost certain death. Until recently, Ash and Alicia were also magic screwed, lol.Īnd yeah, I did do some testing to figure out where the thieves should escape. 10! She has that much defence! The game mocks me so! 18/2 Andrei has 13 Strength, 18/1 Jace has 12. Maaaaybe bump its damage up to 6 but in return bump its weight up to 8 so there is an AS loss of 1 in return without a Body Ring/Promotion.ģ) My 18/1 Layla has 10 magic. Seems like a reasonable personal tome, and would certainly be very usable. Compared to the Fire tome it trades 10 hit for 10 crit + bonus damage to Fliers. Ice is pretty deadly to flying things (see: ice on airplane wings), pegasus knights can be a threat earlier on due to higher res + high speed vs squishy sword users like Nala, and wyvern riders are always "must kill ASAP". Have you considered lowering its damage, its weight, and then making it effective against fliers? It makes sense for multiple reasons. It can also serve as an emergency "I really need to double in order to kill" tome. Mages of course have high resistance and thus the bonus damage against them is extremely helpful and Ash has a chance to double them. Ash's Sink tome is worthwhile because even if it has lower damage than Flux, it nukes mages while having very low weight. Same damage, -5 Hit, +5 Crit, +4 Weight (and against 7 con that means -3 AS). It also really doesn't stack up well against the Thunder tome. It most situations, using a Fire or Thunder tome is superior. Later on, she still sometimes can't double the cavaliers and its overkill on the knights. Early on it can be nice, but then the tome's weight kicks in and Alicia can't double the cavaliers and can't quite 1SK them. The problem is that cavaliers and knights already have crap res, so the bonus damage to them doesn't mean much. In all of my playthroughs I've never ran out of the first one or really come close. Instead of a 2/2/4 split we have a 2/3/3 split.Ģ) Alicia's Ice Cage tome needs some help. Don't really need a fourth, and moving her over to light magic makes a nice balance. We already have Alicia, Rayden, and Layla for that magic class. Other random thoughts that others may or may not have said at one point or another:ġ) Clare should get light magic instead of anima magic upon promotion. Felt pretty well balanced enemy wise, liked that the thieves take the long route out so your other group has a chance to cut them off.Ģ) Liked the touch of the stealable items. Thoughts:ġ) A bit frantic if you only have one healer, but certainly flows more quickly than the last version. Double post, but got to the second new map.
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