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Unit Review: Circe (Final Fantasy Brave Exvius)

Discussion in 'Unit Reviews' started by Memel0rd, Sep 30, 2018.

  1. Memel0rd

    Memel0rd Unil0rd Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    Japan ID:
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    Leads:
    GL: Nyx | JP: Hyou
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    An oracle from Mysidia. Circe's magic ability came to manifest itself in the form of premonitions that would always come true. Despite her best efforts, she was ostracized and considered a walking omen of bad luck. This led her to leave her homeland and travel the world, doing her best to assist people in need using her skills.
    Will the designer of this unit read the review this time? Thinking, thinking...

    Also, my apologies for this review being significantly shorter than other ones. Circe's kit even though it is really interesting is also really easy to summarise as she basically has 4 really important things to talk about and that's pretty much it.


    Circe Review by Memel0rd

    [​IMG]


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

    Equipment Selection: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    No innate resistances | No innate weaknesses
    Trust Master Reward: Facade of Balance (Accessory) - 45 MAG, 20% MP, 50% LB fillrate
    STMR: Sibyl Crescent (Rod) - 24 ATK, 164 MAG, 20% MP, 2 auto LB


    7* Stats at Lvl. 120:
    HP: 4444 (+540) Mag: 204 (+65)
    MP: 284 (+90) Def: 158 (+40)
    Atk: 148 (+40) Spr: 184 (+40)


    7* Limit Burst:
    Premonition (Base / 40 LB-Crysts): 4-Hit Magic damage (18.2x) to all enemies
    Decrease resistance to all elements (60%) for 3 turns to all enemies
    Enables access for 3 turns: Predict - Downpour, Predict - Flash-freeze, Predict - Heat Wave, Predict - Sandstorm

    Premonition (Max / 40 LB-Crysts): 4-Hit Magic damage (24x) to all enemies
    Decrease resistance to all elements (60%) for 3 turns to all enemies
    Enables access for 3 turns: Predict - Downpour, Predict - Flash-freeze, Predict - Heat Wave, Predict - Sandstorm


    5*: Lvl 24 Predict - Blazing Omen (36 MP / 1-Hit) - Fire magic damage (2.6x) to one enemy
    Increase LB gauge (5) to caster

    5*: Lvl 42 Predict - Freezing Omen (36 MP / 1-Hit) - Ice magic damage (2.6x) to one enemy
    Increase LB gauge (5) to caster

    5*: Lvl 48 Predict - Cyclonic Omen (36 MP / 8-Hit) - Wind and earth magic damage (2.6x) to one enemy
    Increase LB gauge (5) to caster
    [​IMG]Quake

    5*: Lvl 80 Predict - Torrential Omen (36 MP / 12-Hit) - Water magic damage (2.6x) to one enemy
    Increase LB gauge (5) to caster
    [​IMG]Flood

    6*: Lvl 76 Condemn (36 MP) - Randomly use:
    (15%) Downpour - Water magic damage (9x) to all enemies
    (25%) Sandstorm - Wind and earth magic damage (6x) to all enemies
    (25%) Flash-freeze - Ice magic damage (6.8x) to one enemy
    Inflict stop (50%) for 3 turns on one enemy
    (35%) Heat Wave - Fire damage (4.3x) to all enemies

    6*: Lvl 92 Predict - Rapture (54 MP) - Magic damage (4.25x) with ignore SPR (50%) to all enemies
    Increase LB gauge (5) to caster

    6*: Lvl 100 Clairvoyance (0 MP) - Use Predict skills twice in one turn

    7*: Lvl 105 Death Omen (99 MP) - [6 turns cooldown, available on turn 1]
    Increase LB gauge (20) to caster
    Increase MAG (150%) for 3 turns to caster

    7*: Lvl 110 Ouroboros (120 MP / 1-Hit) - [5 turns cooldown, available on turn 5]
    Magic damage (4x) to all enemies
    Magic damage (4x) per turn for 3 turns to all enemies
    Decrease SPR (60%) for 3 turns to all enemies
    Decrease resistance to all elements (50%) for 3 turns to all enemies
    Enables access for 1 turn: All-seeing Eye, Predict - Downpour, Predict - Flash-freeze, Predict - Heat Wave, Predict - Sandstorm

    All - seeing Eye (0 MP) - Use Predict skills 4 times in one turn

    Predict - Downpour (60 MP / 12-Hit) - Water magic damage (9x) to all enemies
    [​IMG]Flood

    Predict - (48 MP / 1-Hit) - Ice magic damage (6.8x) to one enemy
    Inflict stop (50%) for 3 turns on one enemy

    Predict - Heat Wave (24 MP / 1-Hit) - Fire magic damage (4.3x) to all enemies

    Predict - Sandstorm (48 MP / 8-Hit) - Wind and earth magic damage (6x) to all enemies
    [​IMG]Quake
    5*: Lvl 1 - MAG + 30%

    6*: Lvl 1 Rod Mastery - Increase MAG (50%) when equipped with a rod

    6*: Lvl 36 Oracle's Aura - Recover MP (10%) per turn
    Increase resistance to silence, confuse, and petrify (100%)

    6*: Lvl 54 Oracle's Path - Increase HP/SPR (20%)

    7*: Lvl 101 Spiritual Oblivion - [Requirement: TMR equipped]
    Increase LB gauge fill rate (50%)
    Increase LB damage (20%)
    Increase equipment MAG (50%) when single wielding any weapon
    Increase equipment MAG (50%) when dual wielding

    7*: Lvl 115 - SPR + 20%

    7*: Lvl 120 Oracle's Wisdom - Increase MP/MAG (40%)
    Increase MAG/HP (30%) when equipped with a robe


    Pros:
    Circe's
    base stats are pretty good with a high MP/MAG/SPR stat, which already should show you that she is a mage. Her really high MP/MAG stats gain a significant boost through passives with a total 150% innate MAG, 50% HP, 40% MP, 20% SPR and 10% innate MP refresh, which honestly are amazing passives. The trust ability will add even more though.
    Circe is resistant against silence, confuse and petrification though the silence resistance doesn't really affect her as she doesn't have any innate spells. More of a funfact though.

    When Circe is equipped with her own TMR, which is a 45 MAG accessory with 20% MP and 50% LB fillrate, you will gain ANOTHER 50% LB fillrate, 20% more damage on your Limit Burst and either 50% MAG TDH or MAG TDW, which is great as her own TMR is an upgraded version of Mystic Sash which you used in most builds already anyway. Since it's an accessory you can run two of these for a total 150% hightide, which will help Circe out a lot!

    Naturally Circe has 5 different moves that she can all dualcast. These aren't particularly great but still important when it comes down to her later moveset.
    Blazing / Freezing Omen are both 260% finishers with either a fire or ice element that also increase her LB gauge by 5.
    Clyclonic / Torrential Omen are her chaining moves, while the first one has quake frames and runs a double element with Earth and Wind, the second one is a 12-hit water chaining move that shares the same frames with Flood. Both of them also have a 260% modifier and increase her LB gauge by 5.
    Her last ability is Rapture, an AoE 850% finisher that increases your LB gauge by 5. What makes this interesting is that it has the fastest frames for an AoE attack in the game currently, so for story events you might use her just because of this as it saves a lot of time.

    At her 6* this isn't as prominent, but it's still a huge part of her kit: Circe's Limit Burst.
    An AoE 4-hitter with a max 2400% modifier at 7 star that AoE imperils every element by 60% and enables 4 new abilities for 3 turns that are improved versions of the previously described moves. I'll run them down quickly.
    Blazing Omen -> Heat Wave (AoE 430%)
    Freezing Omen -> Flash-freeze (ST 680% + 50% stop infliction)
    Clyclonic Omen -> Sandstorm (600% modifier)
    Torrential Omen -> Downpour (900% modifier)
    This makes Downpour her strongest chaining move with a 900% AoE 12-hitter and really strong at the same time.
    Circe's LB takes a whopping 40 LB cryst but her own moves counteract this pretty well as Torrential Omen has a lot of AoE hits, increases 5 LB gauge (10 per turn) and she has 100% ~ 150% hightide at 7 star easily.
    Her 6 star version of this LB has less imperils and one turn less duration.

    Her 7 star with cooldown abilities adds a lot of power though.
    Death Omen won't be used for the highest average damage but is great to set up a burst. It has a 6 turn cooldown and is available at turn 1, buffs your own MAG by 150% and fills her LB by 20, thus half. It's a nice way to prepare for a burst.
    Talking about burst damage... her second cooldown ability Ouroboros is just perfect. An AoE 400% magic finisher that will also dish out an additional 400% finisher at the start of every turn for the next 3 turns. It also breaks the enemy's SPR by 60% and imperils all elements by 50% for 3 turns.
    HOWEVER! There is one more effect. Circe gains all of her unlockable abilities for one turn AND Quad Cast for one turn. So if you use e.g. Death Omen and then Ouroboros you will have some serious burst damage.


    Cons:
    Circe
    doesn't have any flaws really outside of one.

    Circe is a slow-ish unit.

    It's not as "terrible" as some of the stacking finishers who need about 5 turns to really get there, but Circe needs a good amount of time before she can really dish out decent damage. And that hurts her.

    Ouroboros, her Quad Cast cooldown ability is firstly available during Turn 5 and has a 5 turn cooldown, which means you don't have access to her incredible burst for the first 5 turns. She can still dish out a good amount of damage until then, but if you are looking out for her highest burst you will have to wait.

    Her Limit Burst also needs a few turns to get going. After 2 turns of chaining Torrential Omen you will have it most likely due to her innate 100% ~ 150% hightide as well as 10 LB crysts per turn through using her abilities, but on the first 3 turns her damage output is still particularly low. Torrential Omen has a low modifier of 260% and her Limit Burst isn't really a chaining move. Unless you use any external setup you will deal low damage during the first 3 turns at least. Maybe even 4 if you are unlucky with cryst drops.

    I haven't mentioned one of her abilities, which is Condemn, and I highly suggest to not use it. This ability does have A CHANCE to use any of her unlockable abilities. She will not use them twice nor do you have any control over them. You have a 40% chance to proc one of her chains and even then you don't know which one. For chains you either need to hit a 15% chance on both Circes or a 25% chance on both Circes, whereas everything else will just lose you a lot of damage.
    Don't use it. Please.


    Side-Notes:
    Circe's future enhancements are unknown
    .
    A look in the future isn't actually too bad for Circe, but there will be a powercreep spike with Elly. If we get Elly Circe will drop off. Trance Terra would still have a niche for very fast fights, however Elly has permanent access to Triple Casting her abilities and through her CD ability 100% imperils and a pentacast. Her abilities also stack similarly to Trance Terra which means Elly will be stronger at any point in the fight than Circe. Before Elly the magic chainer competition won't be too powercreep heavy though it is uncertain where Barbariccia will be after her 7*.
    I'd like to talk more about her comparison with Trance Terra, but we'll save that up for later.


    Best In Slot:
    No limited TMRs, a TMR and an STMR build.
    Laevateinn x2 (160 MAG)
    Royal Crown (16 DEF, 50 MAG, 32 SPR, 25% LB fillrate)
    Dark Robe (35 DEF, 55 MAG, 20 SPR)
    Face of Balance x2 (90 MAG, 40% MP, 100% LB fillrate)
    Quintessence (30% MAG, DW)
    Rod Mastery (50% MAG)
    Dark Bond (50% MAG)
    SSP-Light (20% HP, 40% MAG)

    8566 HP
    778 MP
    1859 MAG
    310 DEF
    463 SPR

    150% Hightide
    77 MP / turn
    Sibyl Crescent x2 (328 MAG, 40% MP)
    Royal Crown (16 DEF, 50 MAG, 32 SPR, 25% LB fillrate)
    Amiculum Nigra (30 DEF, 72 MAG/SPR, 30% MP, 5% MP refresh)
    Face of Balance x2 (90 MAG, 40% MP, 100% LB fillrate)
    Quintessence (30% MAG, DW)
    Dream of the Fayth (150% LB fillrate, 50% esper stats)
    Witch's Cackle (80% MAG, 5% MP refresh)
    Corrupt Emperor (10% HP, 60% MAG)

    Stats with Shiva 3*:
    8101 HP
    1077 MP
    2022 MAG
    327 DEF
    550 SPR

    4 Auto LB
    300% Hightide
    215 MP / turn


    How good is the unit as a 6*?
    Circe is pretty bad as a single 6 star
    .
    Circe has less hightide, less turns to use her unlocked abilities on and no CD abilities, which means she does not have access to her amazing burst and will only have Downpour for 2 turns instead of 3, while her imperils are also 15% lower (45%). She can still chain with Quake and Flood if you need her to but other than that I wouldn't recommend using her as a single 6*.


    Arena:
    Circe works pretty well in the Arena
    .
    Circe can chain with Flood and with Quake and can dualcast these abilities. This means she can still chain on weeks where water damage is banned, though be aware that her quake move will get banned on weeks with either earth or wind bans.
    Other than that she can also be used as a finisher with her Rapture as it is a really fast finisher that fits into pretty much any chain, even TDH pod chains, ignores cover and she has a decent HP pool with okay-ish innate status ailment protection.




    Circe [​IMG]VS [​IMG]Trance Terra
    • Circe has higher base MAG and higher MAG passives
    • Circe has 50% MAG TDH / TDW
    • Circe has higher HP/MP
    • Circe's LB and CD ability unlock a 900% chaining move
    • Circe through her CD ability has access to Quad Cast
    • Circe can all imperil by 50% / 60% with CD or LB
    • Circe can break SPR by 60% with CD
    • Circe has higher MP refresh
    • Circe has to unlock her good stuff first
    • Both have gimmicks
    • Trance Terra has 30% innate phys evasion
    • Trance Terra has Quad Cast on Turn 1
    • Trance Terra can unlock Quad Cast through her CD ability
    • Trance Terra has a stacking fire / dark chain that goes up to 1400%
    This is a debated comparison and before I jump into the actual discussion, let's take a look at both of their damage outputs.
    For Trance Terra I listed several imperils such as Crazy Day or Ace's imperil as Ace is an incredible partner for Trance Terra with his easy to get LB as a finisher + 74% SPR break, 75% fire imperil and even his gambling buffs due to Trance Terra's own MAG buffs.
    Assuming 100% MAG buff
    MAG post buff: 2114
    Assuming spark chains

    Turn 1: 2114^2 x 2.6 x 3.53 + 2114^2 x 2.6 x 4 = 87,494,003
    Turn 2: 2114^2 x 2.6 x 3.53 + 2114^2 x 2.6 x 4 = 87,494,003
    Turn 3: 2114^2 x 28.8 x 1.3 = 167,319,210
    Turn 4: [ 2114^2 x 9 x 3.53 + 2114^2 x 9 x 4 ] x 1.6 = 484,582,174
    Turn 5: [ 2114^2 x 9 x 3.53 + 2114^2 x 9 x 4 ] x 1.6 = 484,582174
    Turn 6: [ 2114^2 x 9 x 3.53 + 2114^2 x 9 x 4 ] x 1.6 = 484,582,174
    Turn 7: 2114^2 x 4 x 1.15 = 20,557,381
    Turn 8: [ 2114^2 x 9 x 3.53 + 2114^2 x 9 x 4 x 3 ] x 1.5 = 936,947,356


    Average Turn 1-8: 344,194,809

    Turn 9: 2114^2 x 28.8 x 1.3 = 167,319,210
    Turn 10: [ 2114^2 x 9 x 3.53 + 2114^2 x 9 x 4 ] x 1.6 = 484582,174
    Turn 11: [ 2114^2 x 9 x 3.53 + 2114^2 x 9 x 4 ] x 1.6 = 484,582,174
    Turn 12: [ 2114^2 x 9 x 3.53 + 2114^2 x 9 x 4 ] x 1.6 = 484,582,174


    Average Turn 1-12: 364,552,017
    Assuming 100% / 120% MAG buff
    MAG post 100% buff: 1943
    MAG post 120% buff: 1996
    Assuming spark chains

    Turn 1: [ 1943^2 x 4 x 2.845 + 1943^2 x 6 x 4 + 1943^2 x 8 x 4 + 1943^2 x 10 x 4 ] x Y = 405,386,237 ( 547,271,419 | 608,079,355 | 709,425,914 )
    Turn 2: Cooldown Ability
    Turn 3: [ 1996^2 x 12 x 2.845 + 1996^2 x 14 x 4 x 3 ] x Y = 805,328,994 ( 1,087,194,141 | 1,207,993,491 | 1,409,325,739 )


    Average Turn 1-3
    0% = 403,571,743
    35% = 544,821,853
    50% = 605,357,615
    75% = 706,250,551


    Turn 4: 1996^2 x 14 x 2.845 x Y = 158683357 ( 214,222,532 | 238,025,035 | 277,695,875 )
    Turn 5: 1943^2 x 14 x 2.845 x Y = 150368167 ( 202,997,025 | 225,552,250 | 263,144,292 )
    Turn 6: 1943^2 x 14 x 2.845 x Y = 150368167 ( 202,997,025 | 225,552,250 | 263,144,292 )
    Turn 7: 1943^2 x 14 x 2.845 x Y = 150368167 ( 202,997,025 | 225,552,250 | 263,144,292 )
    Turn 8: Cooldown Ability
    Turn 9: [ 1996^2 x 14 x 2.845 + 1996^2 x 14 x 4 x 3 ] x Y = 827,998,045 ( 1,117,797,360 | 1,241,997,067 | 1,448,996,578 )

    Average Turn 1-9
    0% = 294,277,903
    35% = 381,510,149
    50% = 441,416,855
    75% = 514,986,331
    Their rotations don't really match up so when you crunch it down to their turns for example, Trance Terra (unless 75% imperil) will be worse on Turn 7 and 8 on average, but performs better again on Turn 9 due to the high burst as long as you have a 35% imperil. So looking at the average damage isn't exactly the right approach for Circe VS Trance Terra.
    Trance Terra suffers from the average damage format. Her burst damage is incredibly high to a level where most content either dies within the first 3 turns or likely afterwards. The new malboro trial is one of the few bosses who will survive the onslaught, but they have a fire weakness as well as counters to fire, so it depends if you can withstand them or not in this case. But on that trial Circe does not even work. Both of her chains will get absorbed, so you will constantly heal Malboro. Earth and water damage also does not work against Antenolla Reborn, though to be fair that trial was designed around Trance Terra's kit for the most part.
    On the other hand though, Circe comes with her own imperils and her own SPR break, whereas Trance Terra needs to other units to provide them, though many current meta units have access to fire imperils as well as SPR breaks.
    For now though, I put Trance Terra above Circe because of these reasons.


    Trust Master Reward:
    Circe's
    TMR is great. While it doesn't improve your MAG stat compared to Mystic Sash, it does grant an extra 20% MP and an additional 50% LB fillrate, which is nice though most mages don't need their LBs. The 20% extra MP is great though especially on units with huge MP consumption. If we get Elly in the future she will also like it simply due to the MP addition.
    If you already have Mystic Sashes and don't really use Circe, you don't have to farm this. Otherwise I'd definitely recommend you grab one or two copies of this TMR.


    Super Trust Master Reward:
    Circe's
    STMR is also great!
    A 164 MAG rod with 20% MP and 2 auto LB is great, currently the highest MAG rod and in the "near" future, only Mediena's STMR rod will have 6 higher MAG, so this rod either way is a strong upgrade from what we currently have. The auto LB portion is mostly useful on Circe since our current roster of mages doesn't use LBs too often.
    Would I use 2 Circes over getting her STMR? Probably, mainly because I haven't seen many Circe friends and she is a strong mage that you want to chain with a dupe due to quad cast etc.


    Conclusion:
    Circe is a perfectly strong mage with an interesting design
    .
    Personally I like that Circe has drawbacks as well as strong powerspikes as it makes her more unique and shows certain strengths and weaknesses a unit should have.
    Her damage output after a few turns is incredible and easily higher than our current roster of mages other than Trance Terra, which is still impressive. Her damage will also be good for a good amount of time and the ability to chain with other Flood / Quake users, even if not the strongest, is still a nice addition for 10 man trials or content that doesn't require super powerful chains. Besides, her AoE move for story events is so good, like it's really fast... Try it out once we get the next one.
    Circe starts out slowly, but that can be prevented by either external help such as an entruster, higher LB fillrate buffs or maybe even a Nyx. The sooner you can get Circe to start the more worthwhile she becomes. If you want to dish out her burst damage as fast as possible you can also use her 150% MAG self buff on turn 4 and then use her quad cast unlock on Turn 5 so that you have your massively quad casted 4x Downpour with a 150% MAG buff on turn 6, which will likely kill most of the content.
    Overall Circe, similar to Malphasie, is a strong unit with an interesting design choice. If you want to go for them, feel free to do so. If you already have Trance Terra though it's probably not the wisest investment unless you just want her because you can. Or her TMR / STMR.


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


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


    I summon thee! Designer of Circe, come forth!


    Wanna support me?
    I put a lot of effort into it!
    Everything helps

    My Patreon

    Memel0rd out
     
    Last edited: Sep 30, 2018
  2. Jimmy Do

    Jimmy Do Ascended Member

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    Was patiently waiting for this. Thanks!
     
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  3. Scoustar

    Scoustar Ascended Member Supporter

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    I was waiting impatiently for this. ::ink::

    Thanks Meme! I was hoping my TT would keep new units at bay for a bit longer ::up::
     
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  4. Fenix808

    Fenix808 Mr. Aloha (^o^)/ VIP Supporter

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    Nice, thank you!

    Looks like they didn’t end up implementing her turn-delayed attack concept that was originally proposed by the designer. I thought that was the whole sense behind her being an oracle having premonitions. It would’ve been cool and definitely a unique feature, but I guess it’d be too op.
     
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  5. asynchronmk2

    asynchronmk2 Ascended Member

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    I still have my UoC-ticket and I want to use it for TT. I also have a good amount of regular tickets. Is there any game changing unit ahead that will come soon or can I use my tickets for her without regrets?
    Nice review. Honestly I like this short version better.
     
  6. Greenito

    Greenito Ascended Member

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    Thanks for the review.

    Gladly i pulled 4 of her, not sure if i will go for her stmr or 2x 7*.

    guess for now 2x 7*
     
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  7. Mr.Starguy

    Mr.Starguy New Member

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    Nice review as always Meme! I tried to pull for her, but instead I got Emperor, lmao ::salt::
     
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  8. Krota

    Krota Ascended Member Supporter

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    Awww Meme... Your review makes me not feel so bad about not getting Malphadie and 2 Cercie instead
     
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  9. TheKillingJoke

    TheKillingJoke Slothing around VIP

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    Nice Review!
    I already felt something like the outcome. Great Damage, situationally one of the best magic beasts you can bring, if she is on 7*. @KingSlayer , the lucky guy already got one of her :)

    I like her more than Malphasie, because Circe has the cooler and more unusal skillset. Bad luck, i only pulled one Malphasie :-( I don't like Hybrids.

    Circe > Malphasie ! HA!
     
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  10. Etzel009

    Etzel009 Well-Known Member Supporter

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    I think my only Circe will be perma-benched, unless I pull another one.

    Still, her TMR is something I will farm with this current raid, mostly because I don't have any flat mag items on my acces. And my only 2 Mag units are Lexa and Mediena.
     
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  11. Klou

    Klou Active Member

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    Seems like most people are excited for Malphasie, but Circe is amazing. I pulled two of her and am so glad i did!
     
  12. xTeKt0n1c

    xTeKt0n1c Chips ‘n’ Gravy VIP Supporter

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    This game goes round and around in Circes ::kefka::
     
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  13. Road Ants

    Road Ants Well-Known Member

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    Seems like she would work well with Seabreeze Fina. I’m working on leveling both to find out.

    Would be interesting to compare Ace/TTerra vs Seabreeze Fina/Circe
     
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  14. maestro_lee

    maestro_lee Ascended Member Supporter

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    somewhat similar to my situation. And i have decided to UoC TT because after asking around the forum and doing some research.

    but just to give some info on some crazy magic dps in the future,
    1) Elly from xenogears.. she is a magic dps and would be very very OP
    ()


    2) Mediena


    Edit: and great review from Memelord
     
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  15. Memel0rd

    Memel0rd Unil0rd Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    Not really a short version when there's not much more to talk about :). I'll keep writing in-depth.
     
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  16. Memel0rd

    Memel0rd Unil0rd Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    How so? Circe is a great unit.
     
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  17. Memel0rd

    Memel0rd Unil0rd Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    Even though her STMR is amazing as long as you can't find multiple Circe friends stick to 2x 7*
     
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  18. Vamie

    Vamie New Member

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    *^*)/ Makes me feel a little better but still salty for not getting 2 Malphasies!

    Now I have to consider what type of party do I want. I have more 7* mages than I have physical right now. I could run Seabreeze Fina 2x Circe LM Fina and HT lid maybe?
     
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  19. Seven

    Seven Inactive Member VIP Supporter

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    Hey Meme, do you think that since we probably won't get 5* Golbez, Barbariccia is going to be somewhere up there in terms of power to replace the hole? Y'know, since Dark Mage Golbez is one of the best JP magic damagers in terms of utility and actual damage?
     
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  20. aa25

    aa25 VIP VIP

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    Thanks for the review. It may be a good time for me to find a new chain partner for my Barb. At the same time, I want to save my resources for tank/healer/support. Dilemma...again...LoL.
     
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