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Unit Review: Beryl (Final Fantasy Brave Exvius)

Discussion in 'Unit Reviews' started by Memel0rd, Nov 20, 2018.

  1. Memel0rd

    Memel0rd Sieghard ✓ Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    Joined:
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    Global ID:
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    Japan ID:
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    Leads:
    GL: Kurasame | JP: Akstar
    Rank:
    152
    The vision of an otherworldly tonberry with both a light and dark side manifested from someone's emotions. Legend has it that before Beryl came to be, the tonberry race had reached its breaking point in his world. Globalization coupled with rampant poaching left little hope for the once strong creatures.
    The first tonberry many people are excited for! He is definitely an interesting unit to say the least.


    Beryl Review by Memel0rd

    [​IMG]


    In-Game Sprites:
    [​IMG]5*
    [​IMG]6*
    [​IMG]7*

    Equipment Selection: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    No innate resistances | No innate weaknesses
    Trust Master Reward: Light's Vengeance (Materia) - +20% HP, + 30% MAG/SPR
    STMR: Fallen Angle (Dagger) - +10 ATK, +140 MAG/SPR, 40% Light/Dark resistance, 50% MDH (Beryl only)


    7* Stats at Lvl. 120:
    HP: 4962 (+600) Mag: 193 (+50)
    MP: 218 (+100) Def: 169 (+50)
    Atk: 156 (+50) Spr: 213 (+50)


    7* Limit Burst:
    Final Doink (Base / 30 LB-Crysts): 1-Hit Magic* damage (9.5x) to one enemy
    Decrease ATK/DEF/MAG/SPR (45%) for 3 turns to one enemy

    Final Doink
    (Max / 30 LB-Crysts): 1-Hit Magic* damage (15.3x) to one enemy
    Decrease ATK/DEF/MAG/SPR (74%) for 3 turns to one enemy


    5*: Lvl 12 Alone in the Dark (24 MP) - Increase chance of being targeted (100%) for 3 turns to caster
    Mitigate damage taken (30%) for 3 turns to caster

    5*: Lvl 24 Exposed Guilt (20 MP / 1-Hit) - Magic* damage (2.5x) to one enemy
    Decrease ATK/MAG (50%) for 3 turns to one enemy

    5*: Lvl 36 Exposed Sins (20 MP / 1-Hit) - Magic* damage (2.5x) to one enemy
    Decrease DEF/SPR (50%) for 3 turns to one enemy

    5*: Lvl 48 Paint It Black (40 MP) - Increase dark resistance (70%) for 5 turns to all allies
    Add dark element to physical attacks for 5 turns to caster

    5*: Lvl 64 Bathed in Light (40 MP) - Increase light resistance (70%) for 5 turns to all allies
    Add light element to physical attacks for 5 turns to caster

    6*:
    Lvl 1 Heaven Mode (20 MP) - Remove all buffs from caster
    Increase MAG (130%) for 3 turns to caster
    Increase LB gauge fill rate (100%) for 3 turns to caster
    Refresh (100 MP, 0.5x) split over 3 turns to caster
    Enable skill to caster: Seraphic Call

    6*: Lvl 1 Everyone's Grudge (50 MP / 24 LB Crysts) - Increase chance of being targeted (100%) for 3 turns to caster
    Grant HP barrier (3000) for 2 turns to caster
    Chance to counter physical attacks (100%) with physical damage (6x) with SPR scaling for 2 turns to caster

    6*: Lvl 42 Heaven - Penance Poke (32 MP / 8-Hit) - Magic* damage (2.5x) with ignore SPR (50%) to one enemy
    [​IMG]Octaslash

    6*: Lvl 74 Heaven - Judgement (32 MP / 1-Hit) - Magic* damage (2.4x) with consecutive increase (5 times, 1.2x each, 8.4x max) to all enemies

    6*: Lvl 82 Heaven - Force of Light (32 MP / 7-Hit) - Magic* damage (4.8x) to one enemy
    Decrease light resistance (60%) for 3 turns to one enemy
    [​IMG]Divine Ruination

    6*: Lvl 100 Total Eclipse (38 MP) - Chance to protect all allies from magic damage (80%) with damage mitigation (50-70%) for 3 turns to caster

    7*: Lvl 105 Heaven - Ye Not Guilty (45 MP / 5-Hit) - Magic* damage (3x) with consecutive increase (5 times, 1.5x each, 10.5x max) to all enemies
    [​IMG]Chaos Wave

    7*: Lvl 105 Born to Die - Hell Mode (84 MP) - [6 turns cooldown, available on turn 6]
    Steal ATK/DEF/MAG/SPR and elemental imperils from all allies, except caster
    Mitigate damage taken (40%) for 2 turns to all allies, except caster
    Auto-revive (100% HP) for 1 turn to caster
    Sacrifice caster to recover HP (30%) and MP (20%) to all allies, except caster

    7*: Lvl 105 Born to Die (60 MP / 1-Hit) - [6 turns cooldown, available on turn 6]
    Light magic* damage (12x) to all enemies
    Decrease light resistance (100%) for 4 turns to all enemies
    Decrease DEF/SPR (70%) for 4 turns to all enemies
    Auto-revive (100% HP) for 1 turn to caster
    Sacrifice caster to recover HP (30%) and MP (20%) to all allies, except caster

    7*: Lvl 110 Seraphic Install - Hell Mode (88 MP) - Mitigate magic damage taken (90%) for 1 turn to caster

    7*: Lvl 110 Seraphic Install - Heaven Mode (76 MP) - [5 turns cooldown, available on turn 1]
    Remove all buffs from caster
    Increase MAG (200%) for 3 turns to caster
    Increase LB gauge fill rate (100%) for 3 turns to caster
    Enable skill for 3 turns to caster: Seraphic Redemption
    Enable skill to caster: Seraphic Call
    5*: Lvl 1 Shadow Counter - Chance to counter physical / magic attacks (30%) with Magic damage (4x) with SPR scaling to one enemy (max 1/turn)

    5*: Lvl 56 Cast in the Name of God - Recover MP (10%) per turn
    Increase physical and magic damage against humans (50%)

    5*: Lvl 72 Everyone's Hope - Chance to counter physical / magic attacks (30%) with Heal (1000 HP, 3.4x) to all allies (max 1/turn)

    5*: Lvl 80 Heart of a Tonberry - Increase HP (30%) and DEF/SPR (20%)
    Increase counter chance (100%)

    6*: Lvl 15 Soul of a Saint - Increase MAG/SPR (30%)
    Increase resistance to blind, paralyze, confuse, and petrify (100%)

    6*: Lvl 28 Kitchen Knife Mastery - Increase MAG/SPR (30%) when equipped with a dagger
    Increase equipment MAG (100%) and SPR (25%) when single wielding any weapon

    6*: Lvl 68 Karmic Rhythm - Auto-cast Increase LB gauge fill rate (100%) for 3 turns to caster ; Mitigate damage taken (20%) for 3 turns to caster ; Increase SPR (150%) for 3 turns to caster at the start of a battle

    7*: Lvl 101 Unstoppable Martyr - [Requirement: TMR equipped]
    Increase HP and MP (30%)
    Increase physical evasion (30%)
    Increase light and dark resistance (30%)
    Auto-cast Beryl - Null Stop at the start of a battle

    7*: Lvl 115 - MP + 20%

    7*: Lvl 120 Judge the Guilty - Increase MAG/SPR (40%) when equipped with a robe
    Increase modifier (2x) to Heaven - Force of Light
    Increase modifier (1x) to Heaven - Penance Poke


    Pros:
    Beryl for what they offer has great base stats with a high HP, MAG and SPR stat
    . Their innate passives aren't bad either, 120% SPR, 100% MAG, 30% HP, 20% DEF/MP and 10% MP refresh. It'll get a lot better once we come to their TMR ability though. 40% MAG/SPR are locked behind a robe though and 30% MAG/SPR behind a dagger. Beryl on top of that has 100% mag TDH and 25% SPR TDH, though in most scenarios you'd prefer to dualwield them.
    Beryl is resistant against blind, paralyze, confusion and petrify, which are all great. Blind immuntiy is needed due to their magic damaging abilities being all coded as physical moves, thus proc DW / phys resistance and of course accuracy.

    With their TMR ability it gets even spicier. Beryl's TMR is a 20% HP , 30% MAG/SPR materia. Once you equip that you get an additional 30% HP/MP, 30% physical evasion, some light / dark resistance and stop immunity, which frankly is a great deal. One materia slot and you got yourself a total of 80% HP, 50% MP, 130% MAG and 150% SPR as well as high physical evasion, stop resistance etc.

    As we move on Beryl will start to have more tank aspects so in case you didn't know already, Beryl is partially a magic tank, thus having counters on them can be a big deal. While their counters aren't amazing, they certainly aren't bad. You got a 30% chance when being hit of proccing a 400% SPR 1-hitter or an AoE Curaga, both limited to once per turn though. The chance will be doubled with their innate passives, but the chance of doubling counter chances can be applied to other external counter as well. With the upcoming NieR rerun a mechanical heart will suddenly proc a lot more often than it normally would. If you already have one, it might be worth considering to equip it onto Beryl.

    As a tank, Beryl can be used in multiple ways. Beryl offers both a provoke as well as an AoE magic cover move. The provoke has an added 30% mitigation and lasts 3 turns. If you have the gear, you can make them into an evasion provoker as well as magic tank at the same time, though I'd recommend combining their evasion provoke aspects with one of the upcoming roles.
    The AoE cover lasts 3 turns and has an average 60% mitigation with a high chance to proc. There will be a few things about it though in the cons section later on.

    For both their tank role as well as their breaker role, their auto passive can be incredibly handy. Karmic Rhythm grants Beryl a 100% LB fillrate buff, 20% mitigation and 150% SPR buff for 3 turns at the start of the fight including being revival. Sometimes, especially if your gear isn't the best, your magic tank dies and needs to be reraised. Afterwards they are still in the AoE cover mode without any buffs and can potentially die again. Beryl will come back with a 150% SPR buff and 20% mitigation, which can help out a lot. The added LB fillrate buff is great due to their strong LB.

    Throwing in the second role, we have Beryl as a breaker. And they aren't even bad at it. Exposed Sins / Guilt are both ST 3 turns breaks with either 50% ATK/MAG or DEF/SPR. Fine enough, but their LB turn it up by quite a bit. 30 LB crysts in return of a 1530% magic finisher that uses weapon elements and physical killers as well as a ST 3 turn 74% fullbreak? That's pretty good. Karmic Rhythm makes it a lot easier to use in the early phases as a tank as well as a dedicated breaker.

    Then we are looking at Beryl as chainer. It is quite confusing trying to explain Beryl without writing 50 paragraphs, so bear with me.
    Beryl is capable of chaining with Chaos Wave, Octaslash and Divine Ruination whereas the latter has a 60% light imperil attached onto it. They all have pretty good modifiers and even get a boost at 7*. Their Octaslash move goes up to a 700% modifier and the Divine Ruination move goes up to a 680% modifier. Beryl's Chaos Wave move is a stacking move that stacks up to a total of 1050%.

    These magic chaining moves utilising Beryl's MAG stat will also factor Dualwield, Elements and Physical killers into account. Unless you make them a dedicated magic damage dealer, this is a great deal, because of how Beryl unlocks W / T-cast. They can also self imbue themselves with either light or dark for 5 turns if your elemental weapon choices are bad.

    The only way to gain access to W-Cast or T-Cast on Beryl is through Heaven Mode or the CD move. They both remove all buffs from Beryl, including your covers and provokes as well as any other defensive buffs but in return grant you a MAG buff, LB fillrate buff and your wanted W / T-cast.
    Heaven Mode grants permanent W-Cast, Seraphic Install - Heavem Mode grants T-Cast for the following 2 turns and permanent W-Cast. Once you die you will lose these buffs.

    We covered Beryl's aspects, but there are still 3 cooldown abilities we haven't discussed yet.

    First up, they have a 90% magic mitigation for 1 turn with a 4 turn cooldown. Same as Awakened Rain and can always be handy if you are facing a very strong threshhold or just regular attack you couldn't handle normally. It basically ensures that Beryl will not die from magic damage on that turn.

    Beryl has two cooldown abilities that have an interesting design with some weaknesses. Both abilities are available on Turn 6.
    Born to Die - Hell Mode basically cures all stat breaks and imperils from your team, grants them a 2 turn 40% mitigation, applies a 100% reraise onto themselves and then self-sacrifices while recovering 30% HP + 20% MP to your party. This means that Beryl will lose all of their buffs in return for what I described, which will lead us to some problems in the con section. With him as a breaker + chainer role this can be lifesaving.
    Born to Die - Heaven Mode has the same sacrifice mechanic as well as the same recover, but adds a lot more offence to your team. It starts off with an AoE 1200% light finisher AND an AoE 4 turn 100% light imperil.... AND an AOE 70% DEF/SPR break. If this was available on Turn 1 we'd basically have a second Olive right here. It's still a great deal if you want to burst the enemy.


    Cons:
    Beryl's
    interesting design choices that are made to balance their kit does lead to some issues when trying to combine all that versatility.

    But first, let's talk about Beryl's stats. In particular, their DEF stat. If you use Beryl as a magic tank you will quickly notice that their DEF is very low. 20% DEF passives on a decent DEF base just won't cut it. It gets even worse due to one of Beryl's worst cons as a tank: no access to shields. This can lead Beryl to not only losing out DEF, which ultimatively makes their provoking without evasion very dangerous, but also potential elemental resistances. They will become more and more important and shields are one of the best ways to provide elemnetal resistances.
    If the enemy has accuracy on some moves their low DEF even with an evasion build can put him in killing range.

    Beryl's self sacrifice moves are not compatible with any other role but breaker without losing a lot. If you use Beryl as a tank, you just threw away your provoke / AoE cover which can mean a potential wipe out. If you use Beryl as a dedicated magic damage dealer you just threw away your W-Cast, which in respond you'd have to unlock again through the self dispel all buffs, taking up yet another turn where you lose all your defensive buffs. So realistically you can utilise it pretty much only with their breaker + chainer role without risking death or losing a lot of time.

    The same goes for their W-Cast and T-Cast. If you want to use Beryl as a magic damage dealer and tank at the same time to support your e.g. Grim Lord Sakura at chaining, you will need dualwield. If not, you would be reliant on his W-Cast unlocks which will dispel all buffs, including covers and provoke, thus again the risk of dying.

    From a character design PoV this is clever as Beryl is limited in their very own kit so they can't be overloaded. They pretty much provide two roles at a time while not being broken and not having affordable access to the rest of their kit. From a meta PoV this can be a big deal as what Beryl offers is often provided by other units already in a better way.


    Side-Notes:
    Beryl doesn't exist in JP.

    In GL I doubt that they will fall of entirely because they are so versatile. Even if Beryl becomes too weak to be your magic tank, they can still serve as a support chainer with high breaks. Or as a provoke chainer, which can always be useful (see Machina), though their numbers will fall off. Their LB isn't as easy to maintain while their early breaks are low compared to the others that can apply a 70%+ break at Turn 1. Their damage output is nice due to physical killers applying, but at the same time can be a problem because magic damage dealer that hits physical resistance... can be hindering.
    Generally Beryl has multiple roles that he can combine to some extend but isn't the best in one category. If you build him as a magic provoke tank you need evasion due to very low DEF which means lowering your magic tanks stats. Especially problematic when elemental resistance is needed, too. Just as an example.
    In comparison to each role you gear him there will likely be a better fitting unit. As a magic tank Awakened Rain will be the better choice, as a magic provoke tank Awakened Rain will be the better choice, as a evade provoker + chainer there are multiple units who can do that but as a breaker + chainer Machina and Loren also do a better job. As a magic chainer Grim Lord Sakura, Barbariccia and Trance Terra are all more reliable as well as stronger, too.


    Best In Slot:
    There is no real BiS for
    Beryl. Since they have so many different builds due to their kit, you'll adjust the kit to whatever you need. There are even more than I am showing such as an evasion provoker + magic cover tank, though he loses a hefty amount of survivability that way.
    Be aware that Death Trap can be swapped against any element you need in return of MAG. Their damage that way isn't bad but it's more the role of a support chainer, thus the other required stats take a higher priority. They can also imbue dark / holy, but I'd rather swap out the weapons. Bowie Knife is used to proc the DW mechanics on their chains on builds where they don't want to unlock their W-Cast.
    Bowie Knife (DW)
    Cuisine Sword (91 SPR)
    Frozen Crown (500 HP, 16 DEF, 50 SPR)
    Robe of Forgiveness (30 DEF, 55 SPR, 10% HP)
    Arsha's Talisman (20% HP, 10% DEF/SPR)
    Bomb Engagement Ring (30% HP)
    Light's Vengeance (20% HP, 30% MAG/SPR)
    Hero's Vow - Light (60% SPR)
    Protector of Lapis (20% HP, 40% SP)R
    Thirst of Survival (30% HP/SPR)

    Stats with Carbuncle 3*:
    17242 HP
    549 MP
    613 MAG
    393 DEF
    1298 SPR
    Bowie Knife (DW)
    Death Trap (100 MAG, 10% MP)
    Raven Beret (16 DEF, 5% Evasion)
    Lotti's Robe (25 DEF/SPR, 30 MAG, 10% HP, 20% MAG)
    Ring of the Lucii x2 (50% Evasion, 6 MAG, 60% MAG)
    Light's Vengeance (20% HP, 30% MAG/SPR)
    True Spirit of Freedom (15% Evasion)
    Letters and Arms x2 (100% MAG)

    Stats with Shiva 3*:
    10661 HP
    613 MP
    1233 MAG
    365 DEF
    786 SPR
    Death Trap (100 MAG, 10% MP)
    Royal Crown (16 DEF, 50 MAG, 32 SPR)
    Lotti's Robe (25 DEF/SPR, 30 MAG, 10% HP, 20% MAG)
    Facade of Balance (45 MAG, 20% MP, 50% LB Fillrate)
    Invigorator (10 DEF, 35 MP, 2 Auto LB, 10% MP refresh)
    Sage of Mysidia x2 (80% MAG, 40% MP, 4 Auto LB)
    Protector of Lapis (20% HP, 40% SPR, 2 Auto LB)
    ADV V (40% DEF/MAG/SPR)

    Stats with Carbuncle 3*:
    9511 HP
    711 MP
    1258 MAG
    464 DEF
    858 SPR


    How good is Beryl at 6*?
    Beryl
    at 6* is fine.
    They will have access to the magic cover by then if you desperately need a magic tank. They will also have both their 50% ATK/MAG and DEF/SPR break until then to make them a serviceable tank. They can also act as a chain partner for Divine Ruination or Octaslash, which are currently very common chain families and for that reason alone might be worth even at their weaker state. Since they prefer MAG over ATK it can also ease up gearing your other chainer.
    Beryl is a fine and serviceable 6 star, nothing outstanding but also not unusable.


    Arena:
    Beryl isn't too amazing in the arena
    . Their chaos wave move has physical mechanics build into it which means it can miss even if you build him for full MAG. And since they will do that you won't have any accuracy etc.. You'd need to build them for TDH and by then you'd only have a single cast. If you wanted more than one casts you'd have to use their CD which takes too long and thus makes them pretty mediocre.




    Beryl [​IMG]VS [​IMG]Awakened Rain
    • Beryl has 10% higher HP passives
    • Beryl has 2x the counter chance
    • Beryl can counter with AoE Curaga
    • Beryl can DW chain with other DR / OS frame units
    • Beryl can buff dark and light resistance by 70%
    • Beryl has 50% ATK/MAG or DEF/SPR breaks on demand
    • Beryl has a 74% fullbreak on their LB
    • Beryl starts out with a 150% SPR buff + 20% mitigation
    • Both have stop resistance
    • Both have a 100% provoke + 30% mitigation
    • Awakened Rain has way higher DEF passives and higher SPR passives
    • Awakened Rain can use shields
    • Awakened Rain has innate 80% fire / earth resistance
    • Awakened Rain can recover HP / MP through LB crysts
    • Awakened Rain can AoE increase stop resistance + ribbon
    • Awakened Rain has a 60% MAG break on demand
    Overall Awakened Rain is the way better magic tank. Even if Beryl provides these extra aspects such as chaining, Awakened Rain isn't a sitting duck either. He can chain partially with Hyoh's Limit Burst if you really want him to, he can apply his 60% MAG break which might not be as strong as Beryl's LB break but to be fair you shouldn't rely on your tank to break with his LB either. On demand breaks are the way to go on tanks.
    Awakened Rain can recover your party's HP and MP by a fair bit potentially saving your healers turn, he has higher stats that are both useful in tanking AoE physical hits as well as being a provoke + magic tank. At the same time, an evasion provoke build + magic tanking has really similar stats to the same build with Beryl even with their innate 30% evasion, while Beryl will take a lot more damage from hits with accuracy. Awakened Rain has an easier time raising elemental resistances, too, with the availability of shields. Heavy Armor against Fire, Ice or Thunder provides a ton of resistances, too. And if you really need it, Awakened Rain can also increase stop resistance on your entire team, though to be fair Beryl can just equip Lakshmi.
    As a tank the real advantage Beryl has over Awakened Rain is the reraise SPR buff + mitigation, though in many cases the outcome will be the same.
    Awakened Rain wins.




    Beryl [​IMG]VS [​IMG]Loren
    • Beryl has way higher HP and SPR
    • Beryl can counter with an AoE Curaga
    • Beryl can DW chain with DR and Octaslash frame units
    • Beryl can T-Cast chain with Chaos Wave frames occasionally
    • Beryl can cure stat breaks and imperils through CD
    • Beryl can imperil light through CD
    • Beryl can be used as emergency tank
    • Beryl is mostly locked to ST breaks
    • Loren can chain with AR and Onion Slice frame units
    • Loren has access to a Turn 1 AoE 70% Fullbreak with a 200% LB fillrate buff
    • Loren's LB is an AoE 74% fullbreak with a triple 79% imperil
    • Loren has 100% hightide
    • Loren can re-apply a 50% fullbreak on demand
    We are looking at a comparison where Beryl is used as a breaker + chainer. In terms of available chain families he is better off. Divine Ruination and Octaslash are a lot more common on meta damage dealers than Aureole Ray and Onion Slicer. However there is a huge difference in their early phases where Beryl starts of with a ST 50% ATK/MAG break and Loren has an AoE 70% fullbreak right away as well as an AoE 200% LB fillrate buff, which has the potential to make your team a lot lot stronger.
    Once Beryl hits their LB, Loren will still be ahead by having the LB available earlier, more often (in case of self-dispel or having to dispel the boss) and by then Loren also has her 79% triple imperil.
    As long as you don't necessarily need someone who chains with your DR units, Loren is a far better breaker. If you currently use Loren, your magic tank shouldn't be in risk of dying to make Beryl's emergency tanking necessary whereas Beryl with their CD moves will often lose defensive buffs that might be crucial for him surviving.
    Loren wins.


    Trust Master Reward:
    Beryl's
    TMR is pretty solid if you want your mages to have more bulk, which can be helpful in a few trials and even more important in upcoming trials.
    This materia CAN stack, which means you'd lose ~10-20% MAG on a mage for instance in return of 20% HP and 30% SPR, which overall is the easiest way to make your mage gain higher defensive stats. For that this TMR will definitely come in handy in the future. It's also almost essential on Beryl himself as it grants him a lot of different tools. Overall a good TMR.


    Super Trust Master Reward:
    Beryl's
    STMR is a versatile one and can go on to several units. It can be used on a healer, can be used on a mage (if they can equip it) or even on a tank. Rem is a great example as she can use both SPR and MAG really well. It even grants Beryl himself 50% MAG DH, though I'd still go DW on him for the innate element weapon. Future mages can also use this to gain survivability at the same time. Tanks can appreciate its 40% dark / light resistance alongside its high 142 SPR.


    Conclusion:
    As you see, Beryl is really hard to rate or even explain.
    Their kit just offers so many different things that can lead to many potential role compressions, builds and other usages that might be beyond me. If you break it down to a few combined roles as you will likely see Beryl being used they start to be less of a mess though and are easier to evaluate. And after the evaluation there are pretty much always better unit and team choices that likely perform more efficiently. The only role where I wouldn't say Beryl isn't outclassed in is as a evasion provoker + support chainer as they do a great job doing so. If the enemy doesn't have any accuracy moves they are safe to use while also being capable of dealing decent damage and chaining with your Octaslash or Divine Ruination unit. The chaos wave chains are only limited to 2x whereas GLS and Trance Terra have more casts than only two. Beryl as a magic damage dealer isn't high up there but he's good.
    Generally Beryl is a really fun and really interesting unit with a lot of versatility but I don't feel like he is worth investing into unless you really lack that one breaker or you lack that one magic tank. The banner he is on paired up with Ellesperis isn't exactly the dream banner you'd want to pull on and Beryl himself isn't meta changing.
    A great unit that can serve as many other different roles. Especially handy if you lack a wide variety of strong units, but for players who have everything covered he doesn't improve your team by a ton.


    [​IMG]


    Character Design: 9.5/10
    Sprite: 8/10
    Chainer: 8/10
    Breaker: 7.5/10
    Tank: 8.5/10
    Trust Master Reward: 9/10
    STMR: 8.5/10
    Arena: 5/10
    Limit Burst: 9/10
    Future Proof: 7/10
    Free 2 Play: 8.5/10
    Pay 2 Play: 7.5/10
    Personal Rating: 8/10
    Optimal Rating: 8.5/10


    [On-Banner Reviews]
    [​IMG]Ellesperis (5*)


    NieR is coming..... whyyyyyyyyyyyyyyyyyyyyyyyyyyyyy


    Memel0rd out
     
    Last edited: Nov 20, 2018
    Redtide, Masvroh, AIMGuts and 40 others like this.
  2. LAFORGUS

    LAFORGUS "Hall of Fame" Member Supporter

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    Good on many things... Best in none?

    Thanks Memes for the Hard work!

    [​IMG]

    Beryls Delayed Tifa... now we know why...
     
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  3. Sexwulf

    Sexwulf "Hall of Fame" Member

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    Thank you meme!
     
  4. Takumi Kuzuryu

    Takumi Kuzuryu Ascended Member Santa Supporter Supporter

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    Thanks @Memel0rd !

    I caught something while reading this - under the 7* limit burst, there is a slight typo in the max limit.
     
  5. GreenXia

    GreenXia Well-Known Member

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    Thanks for the review.

    Think there are a couple of typos in the max LB below (%age break & damage mod) - just fyi

    Edit: as @Takumi Kuzuryu said above!
     
  6. Caliber

    Caliber SkipL0rd and GLEX warrior VIP

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    More than that, I’m confused as to why beryl is referred to as they and their so many times. Isn’t he just one single unit?
     
  7. Memel0rd

    Memel0rd Sieghard ✓ Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    Them / They / Their is being used as a form of neutral gender as I do not know if they are male or female.
     
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  8. Memel0rd

    Memel0rd Sieghard ✓ Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    Oh, my bad!
     
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  9. Caliber

    Caliber SkipL0rd and GLEX warrior VIP

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    Wouldn’t it or the tonberry have sounded better? Maybe it’s just my personal preference
     
  10. Memel0rd

    Memel0rd Sieghard ✓ Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    Just for reference:
    "“They” is the most commonly used gender-neutral pronoun—in fact, you probably already use “they” in your everyday language without thinking about it.

    I talked to the customer service rep, and they helped me fix the problem.

    It looks like someone left their jacket on this chair.

    I don’t know who’s in charge, but we should find them.

    Even though “they” can be used as a plural pronoun (i.e. to refer to a group of people), people tend to automatically use “they” as a singular pronoun when they don’t know someone’s gender. “They” is also one of the more popular pronouns used by people who are agender or nonbinary.

    This means it should be relatively easy to add “they/them/theirs” to your vocabulary. Use “they” to refer to specific people who have told you it’s their pronoun, but don’t forget to use it for anyone whose gender you don’t know—which is, as I noted above, pretty much everyone you don’t know personally.
    "

    Taken from: https://lifehacker.com/how-to-use-gender-neutral-pronouns-1821239054
     
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  11. Ncooe

    Ncooe Ascended Member

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    I like beryl wish I could get another one since I need a magic tank but his 6* is doing well atm so I won't be to bummed out if I don't get another
     
  12. Caliber

    Caliber SkipL0rd and GLEX warrior VIP

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    That’s fine it can me the most common, I just said for me personally , it or the tonberry would have sounded better

    I agree though evasion provoke chainer is his best use
     
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  13. Scoustar

    Scoustar VIP VIP Supporter

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    Interesting unit but the DEF stat higher on DPS build than both tank builds is very funny ::haha::

    Seems a nice idea for a unit but it fell short of being truly effective. Hopefully for those who pulled one I can be proven wrong.
     
  14. keoten

    keoten Ascended Member Supporter

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    Thanks Meme,

    Very well-rounded examination and break down of its different aspects! It's like they wanted the light/dark tonberry split personality to shine through its abilities, and I'd say they did a pretty good job of breaking that up. Tonberry of all trades; master of none.

    I did a CTRL+F and I couldn't find a place where one downside is he is weak against physical evasion. Whereas Trance Terra and GL Sakura use magic abilities and, therefore, get around physical evasion, he uses physical attacks which misses against physical evasion. Or maybe I'm blind. So one vs one, two 100% evasion Beryls without espers in the arena would end up a draw.

    Two evasion Beryls in the Arena without espers:
    *Poke*
    *Poke*
    *Poke*
    "This sucks"
     
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  15. Ashlag

    Ashlag Bring Xon in the vault for 200k additional gils. Staff Member Moderator VIP Supporter

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    I think the last reaction pic is dead.
    Also, yeah, it's hard to define him properly, same he can be built in a lot of different ways and used in a lot of different ways. You covered quite a few combinations that would be the most... effective in a general situation ones ? Cause he can be used in other ways, even if less... efficient or needed generally, that can be fun.
    I'd be curious, for the sake of comparison, to see your version of maths about his DPS potential. Cause some people will use him as a DPS to build chains, and also support the team if needed.

    Good review, honest about the limits of what a review can ... do ? with him.
    It was included in the arena talk.
     
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  16. Tanatos

    Tanatos Ascended Member Supporter

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    Besides for "flavor" reference: it's like Beryl have two souls.
    A heart from a Tonberry and soul of a Martyr. So "they" as neutral gender pronoun or a plural pronoun is right.
    I'm so pround/happy for seeing these language+gender discussion in a ff forum.
    Good job Meme.
     
  17. keoten

    keoten Ascended Member Supporter

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    I knew I'd read it somewhere. Needed to CTRL + F "miss" instead of "evasion" and "evade" haha
     
  18. Tanatos

    Tanatos Ascended Member Supporter

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    I using a evade one in arena ::ink::
    I really like him ::love::
     
  19. Shinobi_SAC

    Shinobi_SAC "Hall of Fame" Member Supporter

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    Beryl being a Tonberry and a mage feels wierd, after all
    [​IMG]
    (ready for the festive season)
     
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  20. Ashlag

    Ashlag Bring Xon in the vault for 200k additional gils. Staff Member Moderator VIP Supporter

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    Yeah, more than a neutral gender thingy (that is a cool explanation too) but even if Beryl is defined as a he, you can get the "he" that is the tomberry race hero (heaven mode I think?) and the "he" that is the tomberry race necessary martyr (Hell mode). Hence, "they" fit well.
     
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