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7* units and you

Discussion in 'Guides' started by Ranakel, Jun 16, 2018.

  1. Ranakel

    Ranakel Ascended Member

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    Hello there. This guide is intended for those that don't really keep up with news from the JP version, to help them see what's the big deal about 7* units. What's the deal about them, what makes them more than another step in the starred progression, and the likes. Throughout all this, do keep in mind that this is a summary from hearsay more than anything, since I don't play JP myself. Also keep in mind that GL may very well change some things up. If the guide still feels relevant by then, I will update it with information changes. That being said, let's get to it!

    When does 7* hits?

    At the time I write this (16th of June) no precise date has been announced yet. However, we can extrapolate some things that will allow us to get, I hope, a pretty good estimate.
    So, as of time of writing, current week is the Maritime Strategist Nichol banner week.
    The 22nd, next week, will be the start of the Just Cause 3 collab, lasting until July the 5th.
    Starting on the 28th is the start of the anniversary tickets banner.

    Then, we don't really know for certain. There are two more banners to go before 7* should we follow schedule. One is Raegen, first of the CG Sworn eight. The second is double Rain, which is a bit of a special banner.

    This means that in theory, there could be one banner during the second week of just cause, the other as it ends, and then 7*, but I doubt that for several reasons, including the way they mentionned you'll need, in order to get Rico Rodriguez to get two of them "for a later date" making it seem like it'll be longer than a day's worth of wait. A second clue is that the Rains came out in JP at the same time as the weapon enhancement event. This feels likely to occur here as well, and that event was said to come out "mid July". The 6th is too early to call it the middle of the month, but the 13th seems right on the money.

    So my proposed timeline is:
    29th June, nothing new. Old banner reruns and trials perhaps.
    6th of July: Raegen banner [Edit: Turned out to be the all CG banner, so add one more week there]
    12th of July: New app version with those QoL improvement, datamining intensifies, Rain banner, weapon enhance.
    19/20th of July: 7* first batch and FFVIII banner. [WHOOPS! There's the Star Ocean collab! Here's two more weeks!]

    Even if I'm wrong, I doubt it'll be more than a week in any direction.

    [Second of August. It's for the secondd of August.]


    What do you need to reach 7*?

    Two of the same 5* base unit, to give a short answer.

    The process is as follows:
    1) You wait for the unit you're interested in to have its 7* mode unlocked. It happens via batches, a bit like enhancements.
    2) You go in a new part of the Unit Awakening menu to transform one of the units into an awakening crystal. This more or less destroys the unit. The only thing that's left behind is a crystalized moogle. A special type of trust moogle with the unit's TMR and TMR value. You can't use it as a unit to grind the earth temple, but you can use standard trust moogles to increase its trust value. Once it's full, it gives you the TMR and vanishes. [Edit: Apparently it doesn't vanishes? It stays full and is kinda useless instead.] Aside from that though, the awakening crystal is a standardized object that won't keep in memory any experience, stat pots, LB training, etc.
    3) You use the awakening crystal as the sole item to awaken the unit. (Well, that and 3 million gils) Instead of reverting to level 1, it climbs up to level 101 directly with a new max level of 120. These last 19 levels will cost a looooot of experience though.

    And there you go.


    What does 7* brings your unit

    The juicy meat of this article. It's obvious that 7* units are better than 6* ones, because that's a bigger number and big numbers are good. But how exactly are they better. Well, let's see.

    Stats
    The 7* units stats are quite a fair bit bigger. Here is some stat maximum comparisons in every main roles to give you an idea.

    Sephiroth:
    6* HP 3674 | MP 172 | ATK 160 | DEF 130 | MAG 142 | SPR 137
    7* HP 4776 | MP 223 | ATK 204 | DEF 177 | MAG 184 | SPR 186
    Trance Terra:
    6* HP 3421 | MP 186 | ATK 125 | DEF 120 | MAG 150 | SPR 130
    7* HP 4447 | MP 241 | ATK 162 | DEF 163 | MAG 197 | SPR 177
    Basch:
    6* HP 3745 | MP 162 | ATK 132 | DEF 151 | MAG 108 | SPR 140
    7* HP 4884 | MP 210 | ATK 171 | DEF 205 | MAG 140 | SPR 200
    Ayaka:
    6* HP 3438 | MP 200 | ATK 110 | DEF 120 | MAG 132 | SPR 154
    7* HP 4469 | MP 261 | ATK 143 | DEF 169 | MAG 171 | SPR 210

    On top of that, the amount of pots you can eat is also increased. That Sephiroth with 194 ATK fully potted at the moment will at level 120 be able to have 269 ATK.

    One important thing to keep in mind, and why the increase is so important, is that all %-based increases to stats take into account your base stats. So that diference can get tripled, then nearly doubled in fights and... Yeah. That's getting juicy.

    Limit Break
    The limit break gets improved in two main ways. The first is that well, its base effect just improves. The second is that it goes up to max level 30. Sometimes the cost in LB crysts increases too, of course.

    The difference isn't quite on the same level across the board. To take two very different examples.
    Ayaka gets almost nothing new, since her LB's effects are %-based, and already reach 100% at 6*. At max level, her 7* LB's only advantage is that it costs 53 instead of 56.
    On the other end of the spectrum, let's take Lunera. While her limit doesn't get the juicy utility functions many seek in LBs, its damage modifier increases from 390% at 6* to 1800% at 7*.

    New Skills
    Of course, as you gain levels beyond 100, new skills join your character's existing one, for added firepower or utility. A surpisingly large amount of time, this make unremarkable units suddenly gain for instance new chains that tremendously boost their utility.

    Aside from new actives, passives and spells, new specific types of skills specific to 7* units join the fray.

    TMR passive: For every 7* unit, right at level 101, you get a shiny new passive with a fair amount of effects. But, this passive has a specific condition: you must equip that unit's TMR. For example, sure, Lightning normally doesn't get a lot of mileage equipping her scarf that lets her hit double normal attacks. Nor anyone else does, really.
    7* Lightning though? Well, she gets from that accessory +80% ATK, +30% True Dualwield, and her Crushing Blow goes from a 3.5x modifier to a 5.5x modifier. Which brings me to...

    Skill improvements: Sometimes, passives affect specific skills, a bit like enhancements, except they're free of course. You liked 5.2x Divine Ruination +2? You'll love it at 6.8x modifier then.

    Also of note is that sometimes, LBs get that treatment. I think it's exclusive to TMR passives, but they can get some substancial enhancements even compared to their normal 7* form. The underwhelming Ayaka LB I mentionned earlier? When you equip her own TMR, it also gives full MP heal.

    Cooldown skills: Sometimes, you just need something real bursty to make your day, whether it comes in the form of support, or raw damage. But it'd be unreasonable to use it all the time. That's when cooldown skills come up.

    These brand new active skills have two parameters. One is the duration of the cooldown, and the other is the first turn at which they become available.
    For example, Prishe has two cooldown skills.
    One of them is a 3 turn 60% ATK/DEF break that also gives your whole party 120% ATK/DEF buff. You can use it right at the start of the fight, and again after 4 turns of cooldown.
    The other is a 20x light elemental chaining move. It has the same 4 turns cooldown, but it needs a full cooldown reset before being usable basically, meaning you can only use it starting on the fifth turn of a fight.
    Finally, all Cooldown skills are abilities. No spell or anything like that.


    There are two more skill additions that aren't -directly- tied to 7*, but are close enough that I'll cover them here too.

    Barriers: They are a new tool in the support/healer's arsenal. Basically temporary HPs that get hit before anything else, essentially allowing you to "overheal" your units. For example, Ayaka gets not one, not two, but three shiny cooldown skills. And each of them, on top of an already good effect (better Esunaga, full party full life, and Curaja-tier heal) also applies on your party a 3000 HP barrier, meaning your 7k life Sephiroth you just revived can now take 10k damage before dying. The barrier HPs are always the first to go.

    MC short story abilities: These were part of JP's second anniversary event. At least that's when they appeared, but then they were made available forever. To do them, you do need to have beaten the full season 1.
    So it's a short story, one for each of the main characters, minus Rain. And at the end of it, each character gets a new passive.

    Lasswell gets more attack, fire/ice resists, and a chance to ignore fatal attacks.
    Jake gets more attack, machine killer, stone killer and increased LB fill rate.
    Lid gets camouflage, auto-limit and a Curaga counter to physical attacks.
    Nichol gets more HP, MP and water resist.
    Sakura gets auto-regen and immunity to sleep and petrify
    Fina gets a 5% MP refresh, and increased Earth/Dark resist.

    As you might already have guessed, these passive are interesting because they apply not only to the story version of the unit, but also to the CG version. If you clear the story before you summon the CG version, you still have it as soon as you get it.


    Super Trust Master Rewards

    7* units have a shiny new reward for you now, on top of their TMR. It's the Super Trust Master! These rewards are on a whole other power level compared to anything that currently exists. Weapons gotten from these STMRs are generally over 170 atk, to give you an idea. Things like a Buster Style that also gives 30% ATK with spears, a materia that increases by more than half any character's LB damage and gives them 3 auto-limit, or a 110 DEF/SPR heavy armor that also increases your HP by 20% are yours for the taking.
    Oh, but it's not ALL amazing beyond our current wildest dreams. For instance, Trance Terra's TMR gives 33% MP up and halves all your MP costs, on an accessory, so that's pretty niche.

    Now I got a good news and a bad news.
    The good news is that you won't have to grind these by running Earth Temple entrance for half an eternity.
    The bad news is that you'll have to feed even more 5* units to get those.

    STMRs are on a different tracker than TMR (and it's possible to have someone's STMR but not their TMR yet.) And when you feed (as you normally would) a 7* unit another one of the same unit, you get 50% towards your STMR tracker, meaning you need four of the same units to get a unit's STMR.

    For the record, initially, each unit fed increased the STMR tracker by 25%. Complaints were made.

    Also of note is that you get trust moogles out of the deal as well. To be more precise, you get a 50% ALL Trust moogle whenever you feed your first unit into another to get progress towards STMR. Only the first unit, not each time. Also of note, when you feed a 7* unit to a similar 7* unit, you get the unit's STMR right away.

    There's two reasons to proceed like that. One we'll cover in the next section. The other pertains to these 50% ALL trust moogles. If you got five of the same unit, and are only interested in the items it gives, you can awaken two seven stars units. Then feed the 5/6* one to one of them, thus giving you the 50% trust moogle. And feed that unit to the other unit, thus giving you another 50% trust moogle and their STMR. Of course that's not a case that will happen all that often, and sometimes you might want to hold on your quintuplicate in hopes to get a sixth, seventh and eight of the same unit. But hey, just listing possibilities.

    Oh, and keep in mind that a unit's STMR doesn't activate ehtir TMR passive. Only the unit's normal TMR does that. So feel free to pass those around wherever they'll be the most useful.


    Unit of Choice tickets

    Given the need for multiples of a specific unit to get to 7*, there's a fair amount of work needed to get the ball rolling, not the least of which being the many duplicates of a unit necessary to get them to 7*, and get their STMR.

    Thankfully, we do get a few tools to help with that. One of them we already glimpsed at, is the Step-up summon banners. They give, after burning enough lapis, a guaranteed banner unit, which helps narrow down the possibilities. JP has an alternative type of step-up summon too, which has three steps and costs 11000 Lapis to do completely. It doesn't give you a guaranteed unit, but increases your chances quite significantly.

    The other tool you have at your disposal however, is unit of choice tickets. A wonderful prize indeed that doesn't do anything on their own. BUT, get ten of them, and you can get the specific unit of your dreams, RNG be damned! There are a couple caveats however.
    First, you can only get 5* base units. Sorry, Bedile lovers. Gotta hope for that fateful blue crystal.
    Second. You can only pick in the permanent pool of units. No limited units are available, even during their banner's availability. For those sweet 7* collabs, you gotta get them the hard way, no exceptions. They do accomodate a bit these banners in consequence, by layering banners to get only a single 5* base on each banner. So there's that.

    Other than that, yeah. Just fire up these ten tickets, and get your guaranteed CG Nichol, or your Sephiroth, or your second CG Lasswell to bring it to 7*, or your fourth Rem for her STMR. Or your seventh enraged Shantotto because you really love Shantotto (that's me)

    Now, how do you get these tickets? Well, Gumi will rain them down upon us wanting masses at their whims and desires, I'm sure. But as a manner of rule, there are two main ways to get them.
    a) from the moogle king events, where the table of rewards includes two of those, a cheap one and a costly one.
    b) from missions. We'll get a fair amount more of those, with different, high end requirements, such as reaching absurd stats, or having a certain amount of 7* units. It counts any 7* unit you'll make at some point. This is why it's interesting to get a unit's STMR by fusing two 7* together rather than by fusing two 5/6* units in. Even if the 7* awakening does cost three million gils.


    Future fights, and metagame considerations

    Don't panic.

    The fights coming out at 7*'s update won't immediatly expect you to have a fully optimized 7* 10 characters team or you might not even try. The increase in difficulty will be gradual, and while fights will eventually reach that point, that's still a handful of months off. And just as you can do most fights with enough efforts and preparations, 4* base units, and a fair amount of time, you can do most coming fights with 6* units. Buuuut going 7* certainly won't hurt at all.

    That being said, here's a couple general considerations to keep in mind, as to where the future will go.

    First, a fair amount of STMRs will give really good percent-based stat increases. A fair amount of units will get new passives, also increasing their stats. As a result, it will be easier and easier as time goes by to reach the 300% cap to a stat increase. Items and materias that will improve both offense and survivability or utility (such as CG Lasswell's TMR) will be even more valuable. At least up to the point where said 300% cap will be raised to 400%.

    To be more thorough on that topic, an update rolled in eventually, in JP, that raised that cap. Don't expect it right at launch, it came out at the same time as Yuraisha's release, that is, a month and a half after the last batch of update of 5* base to 7* (more on that in the next section). From that point on, the caps will be:
    400% on standard HP/MP/ATK/DEF/MAG/SPR passives
    300% on DH/TDH
    100% on TDW
    12 on LB crysts/turn
    300% on species killers
    800% on jump damage increases
    200% on Esper stat increases
    300% on Esper damage
    300% on EVO MAG.
    Source

    Of course however, I can't speak of metagame without speaking of TDH's long reign. With our inability to stack Buster Style in particular, more diverse TDH sources, passives leaning towards that and the likes will make it an even more viable strategy. More units able to W-cast abilities also helps.

    Oh, and if you wonder who's the best at it, well Tidus's throne will be challenged, about a month and a half after the beggining of the 7* era, by none other than Hyoh. Big counters and LB, and chaining moves that cap themselves off, which he can doublecast and conditionally triplecast even. If you plan on making a long term investment on a meta damage dealer, he's probably the one.

    Who gets their 7* version, and when?

    As stated, units get their 7* version in batches similar to enhancements. This means not every unit will get there right away. Let's look at what this entails in the close future, and further off.

    The first batch of enhancements in JP includes the following units: [NOTE: The ones in green are the ones that have been confirmed to be in the first batch, in GL]
    Lightning gains an LB that hits really hard, a 11x attack usable every other turn, a quick hit+2 that also self-buffs all stats by 150%, more offense and defense passives, including in particular 80% ATK and 30% True Dualwield with her TMR, and increased modifiers for her existing attacks. She'll fall out of fashion again, as the first batch of a new feature often does, but short term. she's alright. Her STMR is a 174 atk sword. Nice to complement another elemental weapon for dual wielders.

    Ramza now has his LB effects in AoE, and sure only ATK/MAG up for three turns remains a bit limited, but it's cheap. His TMR gives him a 15% increase in all defensive stats and MP. He gets 60% DEF and SPR breaks to supplement his ATK and MAG ones. A bad chaining move. More atk/hp/mp with a sword, an AoE 2 turns 2000 HP barrier on a 2 turn CD (available right away) and the ability to W-cast his break skills. Overall, if you planned on having him sing along all throughout you really won't get all that much besides a little bit of survivability from stats. But he can get somewhat decent as a side breaker. Ah, and his STMR is a 60 Def/Spr light shield with HP+15% and 20% resist all elements. Only STMR light shield we'll have planned (given the only other one in JP belongs to Santa Roselia who's only a 5* base over there) and it's a nice upgrade over Asfales.

    Delita gets three times more damage on his LB, doublehand that's increased for his own weapon, a bad chaining move (that only chains with Ramza's) the ability to W-cast breaks, and a 10x finisher that imperils dark 120% for three turns he can use every other turn. A pretty nice finisher, for those few bosses that aren't immune to dark. Oh, and in Dark Knight style, his STMR is an unconditional 80% ATK up, that self-inflicts 2000 damage every turn.

    Dark Knight Cecil speaking of Dark Knights gets triple the modifier on his LB, dark resist and doublehand on his weapon, an MP/HP 50% heal and 1 turn 50% mitigation on a single target as an LB alternative (it eats his whole LB bar) an 11x finisher that also applies a 100% human killer buff on self on a 4 turns cooldown, and increased stats... Yeah, that's not very exciting... His STMR is a 100% doublehand that also gives 30% atk. Yep.

    Ace gets double the modifier on his LB. It gets further increased if he equips his own TMR, along with an SPR break. LB aside, his TMR also gives him increased MAG and +6.5x modifier on his tri-ace laser. Speaking of random-based skills, he gets a random three turns mitigation + def/spr full party buff, a random three turn cooldown that does the same effect plus stop, %-based heal and MP heal, increased eqMAG when doublehanding, the ability to suicide on a 3 turn cooldown to fill the summon gauge and finally passive immunities to blind/paralyse/petrify, auto-regen, and a 40%Mag/20% HP projectile mastery. But wait you say, there are no good MAG-based projectiles! Nue's the best and it's terrible. Enter Ace's STMR: a 62 atk/169 mag projectile. You're welcome.

    Luneth gets quadruple modifier on his LB. If he equips his own TMR, on top of a passive 20% increase in ATK/DEF/HP, it also upgrades his LB further to give it 74% water/fire/earth/wind break and full MP heal. Aside from that, he gets a bit more SPR, a 3 hit attack that starts at 4x and gets up to 10x after two uses, if you dual wield, four if you don't. But you should, because he also gets 30% TDW and 2 auto-LB. Finally, he gets a cooldown that's barrage, but eight times, doing 1.8x hits each time. It's on a two turn cooldown, and not available at the start. Not all that exciting. His STMR finally is a 1 DEF/1 SPR clothes armor! Oh, and I suppose it also gets 30% earth/wind/water/fire resist and 45 ATK.

    Queen gets five time the damage on her LB. With her own TMR, she gets more DEF/SPR increase when under 6% health, high tide, and 100% doublehand. Aside from that, she gets almost-Quick Hit+1 (it chains just fine, it's just a bit less powerful and more MP costly), a 7.5x finisher, and the ability to W-cast them. She also gains a 2 turn cooldown (not at start) 15x thunder attack that doesn't chain with anything perfectly, but also puts her at 5% HP for that enrage stat increase. Her other cooldown, on three turns available at the start is the same as Ace: sacrifice to fill the summon gauge. Finally, she gets 60% sword mastery, and more HP/DEF/MP. Her STMR is a 55 ATK accessory with the ability to resist to one deadly attack when over 1% HP. It is the highest flat attack accessory, so that's nice actually

    Onion Knight gets a somewhat small increase to his LB's damage and buff, though its cost stays exactly the same. Equipping his TMR (which you want anyway) gives him 20% HP/MP and 30% TDW. He gets an 11x AoE chaining move that doesn't really chain perfectly with anything else on a 2 turn cooldown not available at the start, a self three turn buff that grants him undead killer, stone killer and beast killer. Passively, he gets 20% more ATK, Undead killer, and an increased modifier to Onion Slice, Onion Cutter and full speed bladeblitz. He simply gets better at what he already does. His STMR is an 80% sword mastery + undead killer materia. So that's cool too.

    Dark Fina gets a small increase to LB damage but it's still bad. Her TMR, which is already nice, gives her 50% MAG, 30% HP, 50% Dark resist, and a 30% MAG/SPR whip mastery. She gains access to Tornado and quake. Every other turn stating on turn two, she can also use improved versions with 60% imperils and more than triple modifiers. Keep in mind that all cooldowns are abilities, and that these can't be dualcasted though. You also get a 20% charm skill, a 50% physical counter chance to inflict SPR 50% break/100% dark imperil. An AoE 100% MAG/SPR buff that also gives 70% Fire/Wind/Earth/Dark resist, and on an 8 turn cooldown starting on turn one, a 120% dark imperil, self-reraise, self 150% mag buff, and small MP refresh. Finally, she passively gets a bit more magic, defense, spirit, as well as 50% magic TDH -and- magic TDW. She becomes some sort of weird mix between an LB dark mage and a kinda tornado chainer without aeroja... Kinda clunky. As for her STMR, 30 DEF, 72 SPR, 72 MAG, 30% MP, 5% refresh, sleep immunity, paralyse immunity robe. But it's female only.

    Orlandeau gets a more than double-power LB that still is as cheap, and still is kinda bad. Equip his -also bad- TMR though, and you get even more damage, a stop chance, a DEF break, and a full self heal which makes it somewhat usable. Oh, it also gives him +50%ATK and 30%TDW. Aside from that, he weirdly gets two finishers. One that gives him some LB, and the other that's on a 3 turn cooldown starting on turn 4. Other than that, he gets some more survivability, a bit more MP, and a bigger modifier on Divine Ruination. Straightforward enough. As for his STMR, you liked Excalibur? You liked Excalibur II? Well I don't think that's technically named Excalibur, but it sure is a 174 ATK light elemental greatsword.

    Marie gets pretty much the same LB, except it lasts one turn longer. Equipping her rainbow robe gives her +40% def/spr and 100% camouflage. Which is pretty nice. Speaking of survivability, she also gets 20% HP/MP and 20% all elements resist. She also gains her two missing elements, dark and light, rolled up in one as a 70% full party buff. A three turn single-target 2000 HP barrier that also gives 45 MP back which is great to fill the turns inbetween her Bar- casts. And a cooldown, available on turn 1, but that takes 7 turns to recharge. It does give 100% resist all elements, 200% DEF/SPR buff and 50% damage mitigation, though just for one turn. Great for those turns where skills that happen only on certain turns intersect. Her STMR, finally, is a 50% SPR Staff mastery + 30% all elements resist materia.

    Aileen gets a 2.5x increase of LB damage. Equipping Artisan gives her 100% doublehand, increased modifier on Piledriver, and 50% high tide. She does get dualwield options however, with 30% TDW, and innate dual wield. She also gets a bit more ATK and SPR. Aside from that, however, her new skills oddly relate to LBs. On a three turn cooldown available right from the start, she gives the whole party 12 LB crysts. And then she also has an Entrust that buffs ATK or MAG by 120%. As for her STMR, it used to be still in JP the best offense hat (52 atk) but a unit that came out last week since then got a higher number. Aileen's hat does get Plant/Stone/Bug/Machine killer however, so it'll be best a lot of time.

    Emperor gains 3.5 times the LB damage, and the elements imperil rise to 60%. Equipping Mateus's Malice lets you W-cast Flames from Below which is already amazing. His 50% mag passive also helps too. The rest is... More strange. He gets a good 4x counter that also breaks ATK 50%, but reasonably he shouldn't be hit physically. He gets a counter for when his ALLIES get hit physically, which is way better, except the counters are based on his ATK... So... I guess it makes LB crysts. Oh, but you gotta activate it, it's a cast, not a passive. So yeah... And his cooldown... Well. It's available right away, and with a 2 turns CD... And it's... A fixed self-heal. And self MP heal. The amount of MP healed is smaller than the cooldown's MP cost. I don't even. His STMR's good though. 60% unconditional MAG up, with a 50% fire resist and 10% HP on top of that's good to have.

    Wilhelm doesn't seem to get a bigger mustache in his 7* sprite, which is a shame. But well, life goes on. LB only increases the self DEF buff. Doubles it, nearly. Equipping his TMR gives +30% HP/DEF and one fatal attack survive. He gains a, AoE physical cover with good modifiers. A 60% ATK or 60% MAG break that uses DEF instead of ATK. A one tun 90% damage reduction on a three turns cooldown available right from the start. 20% HP/DEF/SPR. And he counters with an AoE 100% High Tide. So yeah, this is all absolutely amazing. Speaking of absolutely amazing, how about a 110 DEF/110 SPR/20% HP heavy armor? Because that's his STMR.

    Tidus also follows the style of the already-good units that get even better. His LB triples in damage though the imperil stays the same. At least there's barely an increase in cost. If you reject your lord and savior the fixed dice and give him Brotherhood, he gets increased LB damage, a low bird/demon/beast killer, and 100% TDH. He gets a small finisher that breaks water by 65% which is kinda bad. He gets a small attack that grants him W-cast on most of his attacks, including the last new one. On a three turns cooldown unavailable on turn one, he gets a somewhat bigger attack and most importantly, T-cast on the very same attacks. A bit of a big setup, but unparallelled OTK potential. Passively, he also gets 20% HP/DEF and 40% ATK/20% MP sword mastery. As for his STMR, it's a materia that increases by half Esper stats, and gives 150% high tide.

    Rem gets a pretty regular LB increase that won't get her very far. Equipping her TMR grants her even +30% MAG/SPR, and a physical counter curaga/Esunaga. Actively, she gets Tornado, Quake and Curaja. The offensive spells may seem innocuous, but I can very much see situations where she casts tornado to let a single Barbariccia cap, and still heal the party to full. Aside from that, she gets a Chain-ish magic damage ability that doesn't chain with anyone else, but breaks SPR by 60%. She also gains an alternative use for her LB gauge, emptying half of it for an AoE 180 MP refresh. She also gets a 5 turn cooldown that's AoE revive, 20% mitigation and 100% DEF/SPR for three turns. Her other cooldown is the standard "sacrifice for full summon gauge" type zero units CD. Aside from that, 20% DEF, HP and MP, and a 30% MAG/SPR dagger mastery. No there aren't any good SPR daggers. Her STMR is an accessory that gives a tiny regen, 40 MAG/SPR, and 40% MAG/SPR. So it's pretty amazing.

    Trance Terra gets an LB damage increase that is decent, but not like double or something. Speaking about double, astute minds already realized, no doubt, that she's got innate dualcast, which is also what her TMR grants her. So how do they make up for that? Well, first, she gets +30% HP +20% MP. She also gets 20% fire/ice/thunder resist. More relevantly though, she gains on the first turn of a battle or a revive Quadra-cast of either Chaos Wave, or her two new skills: a 4x dark 5 hit AoE magic attack that increases 2x each cast, up to a 14x maximum, and the same but fire-elemental. She can get the same quadra-cast effect on a 5 turn cooldown, available from turn one, along with a 120% MAG buff. Finally, she gets 20% MAG increase massively, increased modifier on Chaos Wave, and a 30% Magical TDH/TDW. Finally, her STMR is a 3 DEF/3 SPR accessory that grants +33% MP and halves all MP costs. Even though quadra-casts can be very costly, probably not a priority.

    Fohlen 's LB is 3.5 times more potent. Equipping his TMR gives him 40% ATK, 20% DEF, and beast/bird/aquan killer. His cooldown, available turn one, and with a three turns CD, gives for three turns in an AoE 75% wind imperil for enemies, 100% wind resist 30% damage mitigation for allies. All around good utility. He has a skill that grants him a 150% ATK buff and on average 10 LB cryst charge. It also changes his next Chocobo dive into a skill that actually does real damage. With both a single target and AoE component, too. Also important is that it's his next chocobo dive, whether it happens next turn or ten turns later. Finally, he passively gets +20% SPR, a 25% aquan/beast/bird killer, increased jump damage, and further-increased LB damage. Overall, his 7* seems to solve problems he never really had. His STMR is a light armor with 40 ATK, 80% Wind resist, and some low DEF and SPR to pretend it's still armor.

    Seabreeze Dark Fina gets still the same LB as Dark Fina, but water-elemental. That hasn't changed. Getting her in her bikini gives her 50% water resist, 50% MAG, 30% HP, 30% MAG/SPR whip mastery, and makes her LB hurt a bit more, and get an Osmose effect. Spellwise, she also gets Tornado, but instead of Quake, she gets Flood. She also gets the enhanced versions on cooldown, and interestingly, enhanced Flood imperils water instead of thunder, making it quite a bit better than its normal counterpart. She gets a physical counter that's SPR break and water imperil. A cooldown self buff/MP regen/big water imperil, an AoE MAG/SPR buff that increases thunder/water/wind/earth resist, more MAG, and 50% MAG TDH/TDW. Basically same as Dark Fina, but water-elemental, unsurprisingly. As for her STMR, it's a 93 ATK/163 MAG whip. It also has 80% chance to inflict every status ailments on hit, and grants an hybrid AoE attack that uses all elements. Nice whip stat stick, and great fun for arena and the "use those elements" missions.

    Veritas of the Dark finally gets double LB damage. Equipping his TMR makes his LB also break ATK, and enhances the breaks and damage some more. It also gives him sleep and confuse immunity, and 20% HP/DEF/SPR/MP. He gets a new attack that chains with Sephiroth's Heaven't Light, and inflicts a 65% Dark imperil. On a four turns cooldown available from turn 1, he can pump himself up real hard for three turns. 30% mitigation, 220% all stats buff, full self heal, MP refresh, and 6 LB crysts on top. The rest is passives. Increased attack. 20% GS/Sword/Dagger/Katana mastery, increased magic, increased modifier on Dark Punishment and bigger LB damage. As for his STMR, it's an 80% dark resist, 34 DEF/ATK 24SPR heavy armor which is offensively lovely (though not THE best)

    Olive: We don't have complete info on that one.


    Phew. That's the first batch. Its a handful, but hopefully will help you situate you a little better when it launches. Keep in mind, again, that GL may change things up. In particular, I wouldn't be surprised if one or two of our GL exclusive units are amongst the first to join the seven star club. Of course, given these infos come from JP, what these units will be is a complete mystery, so who knows what the future might hold, all of you folks with seventeen Olives or a dozen of Fryevias.

    Also keep in mind that the video confirmed that there'll be enhancements to some of these 7*, both the units that'll start there, like Squall and Rinoa, and the 7* upgrade of existing units, so there's always a little part of mystery until things come out!

    As for the future a bit more long term? Well, here's the order of the following 7* awakenings, so you can search for that one unit you love and have several times. Obviously I won't cover them in any more detail, or I'll be there all day.

    One month after the first batch:
    Lunera, Merc. Ramza, Knight Delita, Veritas of the Light, Veritas of the Flame, Noctis, Cloud, Eiko, Prishe, Loren, Beatrix.

    Two months after the first batch:
    Balthier, Gilgamesh, Ayaka, Elfreeda, Roy, Gladio, Duke, Lassworm, Yuna, Lulu, BS Sakura, LM Fina, Aranea, Prompto, Kunshira.

    Gilgamesh gets interesting gimmicks at 7*. His LB on its own is not one of them, a 5 turns 110% self-buff to stats simply isn't worth a turn, let alone the crysts and pots spent to reach there. However, should you equip him with Genji Glove, he'll get... Well, 120% stat bonus instead which still isn't exciting. But, he also gets four attacks for four turns. A big light-elemental divine ruination, a small, high modifier hybrid dark elemental chain, an AoE finisher with chance to insta KO, and a smaller AoE finisher that imperils 60% all elements. These are basically Gilgamesh pulling secret swords from his pockets. I recognize Excalibur and Zantetsuken, but I'm not shre what the two others might be.
    Moving on to his Cooldown skill, we start with him begging. A skill that costs one mana to do nothing! But, it unlocks another skill, that gives him four times the SPR for three turns. And unlocks a skill that does the same to DEF. Those that are astute might recognize his strategy there, and indeed "fooled ya!" comes next, a jump that still costs a single MP, fully heals Gilgamesh's MP and HP, and deals a 15x jump damage next turn. Not a timed jump, and the setup is too long to be actually practical, but you gotta respect the amazing flavor. Then we have double damage on his tri-attack. Eh. Passive one LB cryst by turn. Eh. Then we have interesting skills. First, excalipoor. Sure, it does 1 damage, but it's also a 55% full break with no setup. If Impact can see use, this sure can too. Then we have a skill with decent damage, just four hits though, but it gives two guaranteed evades so there's that. Then there's an AoE 3-5 LB cryst fill, who's a fun bonus little support. Then... Weapon masteries. That's right, they're not confined to his enhanced passive anymore. Now, he's got passives for each weapon types, each providing an elemental resistance and a 75% physical/magical killer to a type of foe. His final passive, at last, gives him 15% to all stats for each piece of equipment with "Genji" in its name. That's gloves, katana, shield, future armor/armor replica (yeah, genji armor is a legendary weapon, don't ask) and helm. Where do you get the helm you ask? Why, that's Gilgamesh's STMR! A helm with 15 defense and 2 spirit. Wooo. Okay, it also has 30% dark resistance, immunity to paralyse, confuse and petrify, and 45 attack too. Highest attack helm, though some hats are better. Overall, Gilgamesh may not be top tier, but damn. That flavor.

    Three months after the first batch:
    Awakened Rain, Basch, PS Rydia, Emperor Shera, Gabranth (lol), NG Jake, HT Lid, MS Nichol, AD Kain, Jiraiya, Lila, Raegen, Sephiroth, Nyx, Mediena (which we don't have either)

    And that's all of them that aren't event-based. Barbariccia, Olive, Fryevia, Zargabaath, and Reberta will also get there eventually for certain, though in which order is a mystery. As for the event units, they'll get their enhancements to seven stars during the event's rerun. With the exception of Rico Rodriguez. who'll get there a little bit later, of course.


    Investment in the early days
    As it turns out, there's another thing that's pretty important to mention. And it's that, in the early days, things are going to be a bit progressive. Like, if you expect you to have a full 7* team on day 1, good luck with that, hope you got reserves.

    Moneywise, it's manageable. With all the raid events we've had, it's not unrealistic to have had a fair amount of money on hand, and the process to turn a unit to 7* with a crystal costs 3 million gils. Personally, without going -too- hard on money I ended up with ten times that amount, though I can imagine someone that enhanced a lot of abilities may have a bit more limitation here. No way around it however, wait things out, grind that money, don't fully disregard the gil tortoise week-ends, and it should be within your reach.

    Now, about experience. That's probably a bit of a touchy subject. See, the climb from level 1 to 100 is much shorter than the climb from level 101 to 120 as it turns out. As in, using a maxed level metal cactuar family will make you go over experience cap if you feed a level 1 unit with it. Meanwhile, you need about ten of them to get to level 120. To alleviate the amount of time spent around cactuar dunes, there's two things to keep in mind.

    First, optimize your cactuar levelling. There are better, more thorough guides out there, but the short version is as follows: You have to exploit the amazing/great success chances. To do that, get a cactuar with some XP as usual. Then, leave, take another cactuar, and fuse the cactuar with some XP in it. Then do it again, and again. Each time to get an enhanced success, you get half more, or double the XP in. If you get a 1 million XP cactuar fused, that's half a million bonus XP in. And sure, you can hope to get bonuses like that all the time and fuse your cactuars in one go. But, one, that's unlikely, and two, you'll only get a single bonus on the way to your max level cactuar, while you get compounding bonuses if you do it one by one. As annoying as the process might be.

    Second, you don't -have- to reach for the stars right away. Generally speaking, your 7* units will get stats regularly of course, but skills, the juicy bits, tend to be on levels multiple of 5. So while they might not be at full power, your units might at least benefit from a spread out levelling, rather than an ultra-focused one. You only need one and a half king cactuar to get to level 110, in particular, which is where a lot of cool cooldown abilities lurk. So it might be best to temper your expectations for now, and do things steadily.

    You can find more thorough information on that courtesy of reddit user TheFallenOne Right here

    Hell, maybe even pause your TMR farming for a while, to get the dust off your XP bonus skills and farm things out. I can't quite remember where I found that out, but, if running with an empty tank, with no storage and all the party's units needing XP, it might be more beneficial to run some missions or the chamber of growth than cactuar dunes, with enough XP-enhancing items equipped.


    And that's all for now. Let's enjoy the terrifying, yet high-powered future, and look forward to creative global enhancements here and there together!
     
    Last edited: Aug 5, 2018
    Eugene44, Legend, Gibbons and 86 others like this.
  2. Xacques

    Xacques Well-Known Member

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    N-n-n-no nier autotmata in UoC?? :'(

    Anyways, this is the stuff that I am looking for since 7* became the buzz. Thanks for the great info man :)
     
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  3. Kingguss

    Kingguss LONG LIVE THE KING! VIP Supporter

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    Wow alot of information.

    Good job,take a like.
     
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  4. Rayleigh

    Rayleigh Ascended Member Supporter

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    WOW! that is really a lot of nice and juicy info! thanks a lot.
     
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  5. liddokun

    liddokun Ascended Member

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    Thank you for the infos. ^^
    I think there will be a colab banner in July with the release of Star Ocean Anamnesis global version.
     
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  6. Troxny

    Troxny "Hall of Fame" Member Supporter

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    Great effort put into this, thank you, should be stickie'd as this will be useful for a long time.
     
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  7. victor sant

    victor sant "Hall of Fame" Member Supporter

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    They did let slip a hint that 7★ would drop after the end of the anniversary events, so only in august. Though they didn't say it very clearly.
     
  8. Absolem

    Absolem "Hall of Fame" Member Supporter

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    Isn't the cap 400% in JP due to 7* high passives ?

    That's still an amazing job, thanks !
     
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  9. BillyPapke

    BillyPapke Member

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    Trance Terra will be on the first batch? You're sure? Well, there's my UoC ticket. Just need a 4th one to have two 7* Enhanced.

    Damn! I was hoping to draw my 267th Bedile. I was building up an army of them to take over the left side of my living room...
     
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  10. Ashlag

    Ashlag Buy the Gil bundle. Do it. Now. Staff Member Moderator VIP Supporter

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    Nice (very nice) complement to Arna's thread, as it covers the aspects that Arna's didn't cover at all. Interesting.
     
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  11. Ranakel

    Ranakel Ascended Member

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    My pleasure! And no, I fear we won't get some 2B UoC. A step-up version of the new banner sounds like a more likely alternative. If there's anything at all.

    You're welcome! Though I wouldn't bet on that collab to come out before 7* honestly. I mean it's very much possible (and I still hope against hope Valkyrie Profile will arise again, with glorious GLex Lezard Valeth) but I feel getting two collabs so close from one another won't happen. As I said in my post, I may very well be wrong however. It's still... Educated speculation, let's say.

    That also is a possibility. Though it makes me wonder what could they slot in to extend things by two weeks. Again, seems a bit tight for two collabs in a row. Though I suppose getting another banner of choice-type one wouldn't be too unrealistic. Again, it's all educated speculation.

    You're welcome! And yes, you're right, that slipped my mind and the info's kinda slippery to find, but after some more searching, I updated the post accordingly, with when the caps were raised and where they stand. Thanks for pointing that out.

    For Trance Terra, it was the case in JP at least. But as I said, Global changes can always happen. But yeah. Two 7star TTs quadra-casting a bigger chaos wave right from turn one seem like a wonderful way to say "hello" to coming trials :D

    And sorry about Bedile, I know, it's heart-wrenching but I suppose, kinda like limited units, they gotta keep the mystery for what the game's true treasure is.

    Thank you. Really it's Arna's thread that pretty much gave me the idea for something more expansive, just in case people have too much time in their hands :D
     
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  12. jonathangariepy

    jonathangariepy Ascended Member

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    When they added missions in JP, were all the 7* made since the beginning of 7* counted for them ?
     
  13. Ranakel

    Ranakel Ascended Member

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    I don't know about that part actually. In doubt, I'd say the safest route is to get any 7* units you want, but to hold on fusing into STMRs until we get confirmation of these missions being there, or counting retroactively.

    Then again, only STMR I could get is Prishe's.
     
  14. Rynal

    Rynal CG Charlotte plzzz VIP

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    Okay after reading I have decided to put all my love to non-rainbow units until the 7* meta comes.. I'll probably get stomped but I'll center my team comps to pure summon dmg in the 7* meta.. screw chainers LOL..
     
    Last edited: Jun 19, 2018
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  15. Niji

    Niji Well-Known Member

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    Ok, 3mil gil per 7*. Im fine with that since i can't enhance any of my units i use anyways. I think we will get 11k lapis step up banners for future cg units like hyoh, citra, sieghart, and folka. I think the 25k lapis step up banners are for banners with 2x 5* base units... Maybe with reagan too? Id prefer 11k step up banners anyways since its less lapis, and i saw a lot of people get 2 cg units on the 5th step.
     
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  16. Bryyce

    Bryyce Ascended Member

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    Thanks for all this, that's very informative.

    A question tho, do you know what happens to enhancements already made to 6*? Do they carry over to 7*, or is there some kind of reset when you reach lvl 101?
    I have a couple of units with dupes that I never use, hence I didn't enhance. I'm wondering if I should enhance them before their awakening to 7*.
     
  17. Ranakel

    Ranakel Ascended Member

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    You're welcome.
    And yeah, enhancements carry over, no problem there. A unit going up to 7* starts level 101, not 1, so it keeps all its skills, enhancements included. Even if it didn't I'd wager they'd just stay dormant, but that isn't the case anyway. You just get new stuff. Oh, and of course, enhancements and the improved skills stack, meaning that an unenhanced Orlandeau's Divine Ruination hits for 4x mod at level 119, 5.6x mod at level 120 and 6.8 mod at level 120 when enhanced, no matter what came first. The only possible loss here is if you enhance both of your duplicates, since the one you turn into an enhancing material to upgrade your other unit to 7* basically stops being a unit (save for the crystal moogle left behind)

    Hope that was clear enough!
     
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  18. Niji

    Niji Well-Known Member

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    So at lv 100, if my lb is 25/25, at lvl 101 - it will be 25/30? If the mag is 30/30, it will be 30/90 or whatever it is at lvl 101?
     
  19. Ranakel

    Ranakel Ascended Member

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    Exactly! So pot to your heart's content. Unless you use them on your future upgrade material of course.
     
  20. Alfonso

    Alfonso VIP VIP Supporter

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    Great post and thanks for the info, but I have a question due I don’t understand well but if I have 4 units of the same and just 1 tmr when I fuse them I’ll lose the chance to get the other tmr right? So I need to get all the tmrs before fuse them or how that works? I hope you could help me to understand that, thanks
     
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