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Unit Review: Enhanced Mercenary Ramza (Final Fantasy Tactics)

Discussion in 'Unit Reviews' started by Memel0rd, Jun 1, 2018.

  1. Memel0rd

    Memel0rd Passedl0rd Staff Member Administrator Forum Manager Arena Runner-Up VIP Supporter

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    A young man who appears in the tales of holy stones known as auracite in the distant world of Ivalice. The youngest son of the prestigious House Beoulve, Ramza left his family and their military ties behind upon learning of the nobility's unfair treatment of the common people. After relinquishing the Beoulve name, he adopts his mother's maiden name and joins a group of mercenaries led by the Fell Knight Gaffgarion. However, this only results in another clash between him and House Beoulve following Gaffgarion's attempt to kidnap Princess Ovelia.
    The new FFBE underdog. Everybody expected him to be trash but he got a fresh set of enhancements with a lot of GL upgrades. Not interested yet? Well, stick around!


    Enhanced Mercenary Ramza Review by Memel0rd

    [​IMG] [​IMG][​IMG]


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

    Equipment Selection: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    No innate weaknesses | No innate resistances
    Trust Master Reward: Japa Mala (Accessory) - DEF +3, HP/MP/ATK/MAG + 20%

    6* Stats at Lvl. 100:
    HP: 3624 (+450) Mag: 120 (+30)
    MP: 158 (+75) Def: 134 (+30)
    Atk: 147 (+30) Spr: 117 (+30)


    Awakened abilities are bold.
    5*: Lvl 1 Stone Throw (0 MP / 1-Hit) - Fixed damage (400) to one enemy

    5*: Lvl 1 Second Wind (12 MP) - Increase ATK/MAG (50%) for 3 turns to one ally

    5*: Lvl 51 Weapon Break (12 MP / 1-Hit) - Physical damage (1.8x) to one enemy
    Decrease ATK (40%) for 5 turns to one enemy

    6*:
    Lvl 61 Mind Break (12 MP / 1-Hit) - Physical damage (1.8x) to one enemy
    Decrease MAG (40%) for 5 turns to one enemy

    6*: Lvl 91 Blade of Justice (45 MP / 8-Hit) - Physical damage (2.5x) with ignore DEF (25%) to one enemy
    5*: Lvl 11 Counter Tackle - Chance to counter physical attacks (30%) with normal attack

    5*: Lvl 21 - DEF + 20%

    5*: Lvl 21 - SPR + 20%

    5*: Lvl 23 Global Exclusive Branded Heretic - Increase MAG (50%) when equipped with a robe

    5*: Lvl 41 - MAG + 20%

    5*: Lvl 41 - MP + 20%

    5*: Lvl 80 Auto-Refresh - Recover MP (5%) per turn

    6*: Lvl 1 Noble Lineage - Chance to protect one ally from physical damage (75%) with damage mitigation (50% physical, 50% magic)

    6*: Lvl 31 - HP + 20%

    6*: Lvl 71 Last of the Beoulve - Increase DEF (50%) when equipped with a helm

    6*: Lvl 71 Warrior's Pride - Increase ATK (50%) when equipped with a hat

    6*: Lvl 81 - ATK + 20%

    6*: Lvl 85 Global Exclusive True Justice - Increase DEF/SPR (15%) when equipped with a light shield

    6*: Lvl 100 True Hero - Increase resistance to all status ailments (100%)
    5*: Lvl 1 Cura (7 MP) - Heal (400 HP, 3x) to all allies

    5*: Lvl 1 Esunaga (21 MP) - Cure poison, blind, sleep, silence, paralyze and confuse to all allies

    5*: Lvl 80 Ultima (60 MP / 1-Hit) - Magic damage (2.8x) with ignore SPR (25%) to all enemies

    5*: Lvl 80 Raise (12 MP) - Revive target (30% HP)


    Enhancements:
    Stone Throw
    : 5* Lvl 1 (1-Hit / 0 MP)
    Fixed damage (400) to one enemy

    Stone Throw +1: (20 MP)
    Fixed damage (1000) to all enemies
    Increase chance of being targeted (100%) for 2 turns to caster
    Cost
    : Guard (15x T1; 10x T2; 8x T3; 2x T4; 1x T5) 250,000 Gil

    Stone Throw +2:
    Fixed damage (2500) to all enemies
    Increase chance of being targeted (100%) for 3 turns to caster
    Mitigate damage taken (40%) for 3 turns to caster
    Cost
    : Guard (23x T1; 15x T2; 12x T3; 4x T4; 1x T5) 250,000 Gil
    ________________________________________________________

    True Hero: 6* Lvl 100 (Passive)
    Increase resistance to all status ailments (100%)

    True Hero +1:
    Increase resistance to all status ailments (100%)
    Increase resistance to charm (100%)
    Cost
    : Green (20x T1; 15x T2; 10x T3; 4x T4; 2x T5) 500,000 Gil

    True Hero +2:
    Increase resistance to all status ailments (100%)
    Increase resistance to charm (100%)
    Increase resistance to all elements (15%)
    Cost
    : Green (30x T1; 23x T2; 15x T3; 8x T4; 2x T5) 500,000 Gil
    ________________________________________________________

    Blade of Justice: 6* Lvl 91 (45 MP / 8-Hit)
    Physical damage (2.5x) with ignore DEF (25%) to one enemy

    Blade of Justice +1:
    Physical damage (3x) with ignore DEF (25%) to one enemy
    Cost: Black (20x T1; 15x T2; 10x T3; 4x T4; 2x T5) 500,000 Gil

    Blade of Justice +2:
    Physical damage (3x) with ignore DEF (25%) to one enemy
    Decrease ATK/MAG (45%) for 3 turns to one enemy
    If used last turn: Weapon Break and Mind Break decrease their respective stat (60%) for 6 turns to one enemy
    Cost
    : Black (30x T1; 23x T2; 15x T3; 8x T4; 2x T5) 500,000 Gil
    ________________________________________________________

    Branded Heretic: 5* Lvl 23 (Passive)
    Increase MAG (50%) when equipped with a robe

    Branded Heretic +1:
    Increase MAG/SPR (50%) when equipped with a robe
    Cost: Tech (15x T1; 8x T2; 5x T3; 1x T4) 250,000 Gil

    Branded Heretic +2:
    Increase MAG/SPR (50%) when equipped with a robe
    Increase ATK/DEF (50%) when equipped with light armor
    Increase ATK/DEF (50%) when equipped with heavy armor
    Cost
    : Tech (23x T1; 12x T2; 8x T3; 2x T4; 1x T5) 250,000 Gil
    ________________________________________________________

    True Justice: 6* Lvl 85 (Passive)
    Increase DEF/SPR (15%) when equipped with a light shield

    True Justice +1:
    Increase DEF/SPR (15%) when equipped with a light shield
    Increase DEF and SPR (15%) when equipped with a heavy shield
    Cost
    : Guard (15x T1; 8x T2; 5x T3; 1x T4) 250,000 Gil

    True Justice +2:
    Increase HP (20%)
    Increase DEF/SPR (30%) when equipped with a light shield
    Increase DEF and SPR (30%) when equipped with a heavy shield
    Cost: Guard (23x T1; 12x T2; 8x T3; 2x T4; 1x T5) 250,000 Gil


    Pre-Enhancements:
    His review from 50 billion years ago: https://brave-exvius.com/threads/unit-review-mercenary-ramza-final-fantasy-tactics.20368/

    Mercenary Ramza in the past was a unit with a lot of wasted potential.

    He was build around being a versatile unit depending on the situation. Either becoming a tank, a support or possibly even a chainer. His base stats for that matter were pretty good. Mercenary Ramza had potential to become pretty tanky, he had the potential to get up to a decent ATK stat. But overall his kit didn't do it at all. Why though? I mean, his traits are very good.

    His only chaining move, Blade of Justice, had a low modifier with no imperil or no chaining partners. An effective ~332% modifier just didn't cut it back in the day and obviously doesn't cut it today. There were already units such as Orlandeau. Even Knight Delita, who wasn't one of the best chainers were better than him.
    There goes M.Ramza's potential as a damage dealer.

    Then what about his tank potential?
    Stat wise M.Ramza wasn't bad. 20% HP with a total of 85% DEF with light shields is something one could work with, maybe even today. However, taking a closer look into him one can see that he has no provokes and no AoE covers. Back in the day this wasn't a huge issue, AoE covering wasn't a real thing back then but provokers were. M.Ramza was able to somewhat work with Golem, but it wasn't great by any means.
    Outside of that he only has a 75% chance for a ST cover on a random ally. In a meta where AoE tanking is almost essential and provoking plays a big role in many trials, this is horrible.

    Lastly his support aspects.
    Mercenary Ramza DOES have something going for him: innate Ribbon. This is a great trait, however this doesn't make him a viable support.
    His two breaks were 5 turn ST 40% ATK or MAG breaks. There were many units who had a lot better breaks. M.Ramza would have to use up two turns to get the ATK/MAG break done, while chainers like Orlandeau can just use up a single turn to apply an 40% ATK/MAG break. Knight Delita also had access to that. Veritas of the Dark with his AoE 45% fullbreak also performed a lot better.

    M.Ramza tried to be everything and ended up being nothing. There's a lot to fix to make him great, so... are the enhancements good enough to get him up there?


    Post-Enhancements:
    His enhancements definitely did their job right!

    First, let's get his passives out of the way. M.Ramza's base stats fell off over the time, but they are still decent to a point where the enhancements definitely made up for that.

    With True Hero +2 M.Ramza not only has an innate ribbon, but also a charm resistance and 15% all ele resistance. The charm resistance is.... very niche. However, the 15% all ele resistance is a nice tool to work with. Currently it won't see much usage, but in the future (which I'll talk about later on) this can be handy. For now though, this enhancement isn't much of an upgrade overall.

    Focusing on his tank stats, True Justice +2 really does him... justice.... I'll stop.
    Previously M.Ramza got a 15% DEF/SPR boost with light shields. Now he gains an additional 20% HP, an additional 15% DEF/SPR (total 30%) AND also procs this effect with heavy shields. Do note that the 20% HP boost is not related to equipping a shield, even though you are likely to do just that. This is a nice upgrade. Heavy shields generally are better than light shields for tanks due to higher stats / effectiveness, losing out on 30% DEF/SPR would be a pity.

    Branded Heretic +2 increases basically everything. Now you will be able to get 50% SPR on top of his stats if you equip robes. Again, this is very useful in the future, but for now mostly unused. However, a new passive that M.Ramza gained out of this is a 50% ATK/DEF increase upon equipping light or heavy armor, which is basically what you will use as a tank. The ATK boost isn't too exciting, however 50% DEF is A LOT.

    Looking at his HP / DEF passives M.Ramza with full enhancements now has 40% HP and a whopping 150% DEF! This is really high. Stat wise M.Ramza is covered!

    There is more than that, M.Ramza would still be bad if his active abilities didn't change. Let me tell you, they changed a lot.

    Blade of Justice +2 is now the first chaining move that also has breaks attached to it. With a total of ~400% modifier (which is still quite low), he also has a 45% ATK/MAG break ON HIS CHAINING MOVE. Personally I really like that idea. Either for chain bridging or support chaining it's handy.
    After you used Blade of Justice +2 , his Weapon / Mind Breaks also gain a massive boost, but only if used after BoD. Their breaks go up to 60%, similar to regular Ramza, and last 6 turns!
    But why would you need 6 turns now?

    Because M.Ramza got by far the funniest enhancement so far. And the 6 turn count is very important.
    That's right, Stone Throw got enhanced. Not many expected this to actually happen, but here it is! The AoE fix damage is pretty much irrelevant. 2500 AoE fix damage isn't helpful.
    Stone Throw +2 is a 100% provoke that lasts three turns AND mitigates damage by 40%. Basically the same effect as Wilhelm's Impregnable +2. 40% mitigation combined with 150% DEF and a 100% provoke makes M.Ramza a massive provoke tank and a really useful one at that.

    [​IMG]

    Very high tank stats, decent breaks at the start of the battle that slowly translate into really strong ones and a beefy provoke tank. M.Ramza's enhancements aren't only great for him in the current meta but also make his future 7* a lot better.

    Side-Notes:
    Mercenary Ramza
    has a 7* in JP and it's more of a two-edged sword.
    He gains a few new extra tools such as Entrust, which is nice because his own LB pretty much sucks.
    However, M.Ramza now has an AoE physical and magic cover. Both have an average ~55% mitigation, which is a bit lower than the other tanks' mitigation on their cover, but that's not the main issue.
    Both of his cover abilities are CD abilities. Both have a 2 turn cooldown, so you will get them back fairly quickly. However, if the enemy decides to nuke M.Ramza or dispel him, you are basically losing the fight in most cases because M.Ramza might not have his cover back up. If he dies or gets dispelled after using his cover, you are coverless for an additional turn and many enemies will strike you down.
    We might see more GL changes for him though and it's hard to tell where he will be at with his new GL additions.

    Best In Slot:
    Builds for both effective physical and magic HP, even though the latter one currently isn't really important. This doesn't include limited TMRs.
    Gigantaxe (15% HP)
    Ziedrich (70 DEF, 35 SPR, 15% HP)
    Grand Helm (45 DEF, 20% DEF)
    Grand Armor (72 DEF, 28 SPR, 15% HP)
    Arsha's Talisman x2 (40% HP, 20% DEF/SPR)
    4x Patriotic Recall (120% HP, 90% DEF)

    Stats with Bahamut:
    14119 HP
    342 MP
    853 DEF
    374 SPR

    -> 12,043,507 effective physical HP
    -> 23,931,705 effective physical HP with 100% DEF buff + 40% mitigation




    Enhanced Mercenary Ramza [​IMG] VS [​IMG] Enhanced Wilhelm
    • M.Ramza has 40% higher DEF passives
    • M.Ramza has innate ribbon
    • M.Ramza has a charm immunity
    • M.Ramza has a 15% all element resistance
    • M.Ramza has 45% ATK/MAG break on demand
    • M.Ramza can break ATK or MAG by 60% through unlocking abilities
    • M.Ramza has a large weapon selection
    • M.Ramza has a chance to guard a random ally
    • M.Ramza has Raise
    • Both are provoke tanks
    • Both have innate 40% damage mitigation
    • Wilhelm has a mustache
    • Wilhelm has higher HP and DEF base stats
    • Wilhelm has 20% higher HP passives
    • Wilhelm has a way higher chance to counter
    • Wilhelm heals when guarding
    • Wilhelm has 50% draw attacks (handy for dispels)
    • Wilhelm has an AoE 100% LB fillrate buff
    • Wilhelm has a very spammable LB with super high mitigation
    This comparison right here is one of the more interesting tank comparisons and I'm glad that we finally have another provoke tank with great support aspects that matches Wilhelm.
    Let's get the numbers out of the way first before we talk about both's performance.
    Stats with Bahamut:
    15090 HP
    281 MP
    847 DEF
    477 SPR

    -> 12,781,230 effective physical HP
    -> 25,879,350 effective physical HP with 100% DEF buff and 40% Mitigation

    ~ 8% higher eHP than Mercenary Ramza
    These numbers don't say a lot. Even while being about 8% tankier they both will still survive without any problems. But it might be interesting.
    Now, from what we can see M.Ramza and Wilhelm have different support aspects. Wilhelm is focusing more on a LB supportive playstyle while also being able to massively reduce the incoming damage with his own Limit Burst that can be spammed a lot. An AoE 54% damage mitigation is insane and his higher counter rate can definitely get many LBs up quickly. Or even your esper gauge. Wilhelm pairs up really well with Basch because of Basch having strong innate breaks while Wilhelm can provide insane 1 turn AoE mitigation. I've used this combination a lot and it works so well. Maybe even pairing Wilhelm up with regular Ramza results in great teams due to the Horn of Craddle + break combo that Ramza can do to apply his 60% breaks.
    On the other hand, M.Ramza has his breaks that start of decently strong and over the fight turn into massive 60% breaks. He can still counter, but generally his supportive aspects rely on his breaks and his innate ribbon that can help him out if you are lacking gear. He can work well with Basch if your Basch has trouble surviving the incoming hits and has to guard while M.Ramza also works really well with Mystea, Shylt and Chow due to them not having innate breaks. Or for teams where you could actually utilise his 8 hits from Blade of Justice to build up a chain.
    However, there is one thing I want to quickly adress: Mercenary Ramza CAN RNG screw your run. Even though it's less than a 1% chance, he can jump in front of your AoE cover tank (if the enemy hits with physical attacks before magic ones) and thus disables your tank to AoE cover.
    This sort of makes Wilhelm and M.Ramza on par. Personally I will still use Wilhelm a lot more often because I have access to Basch and they work so well with each other, but not everybody has Basch, not everybody has massive gear and M.Ramza definitely is a very strong tank.


    Recommendation:
    Stone Throw: Essential enhancement to make Mercenary Ramza a functional, but massive provoke tank. If you don't enhance this and do not use Illusionist Nichol, you can basically say goodbye to tank M.Ramza. However, 3 turn 100% provoke and 40% mitigation is a lot and while it does cost a lot of guard crysts and is quite expensive, this is totally worth it if you don't already use Wilhelm or WKN.

    True Hero: Currently this enhancement can be skipped. It's using Green crysts (a lot), which doesn't really matter. But it costs a good amount of Gil while providing not much regarding his performance. Most provoke tanks don't get hit by elemental attacks often enough and charm resistance currently only helps out in the Echidna trial. Enhance it if you want it, but it's more of a luxury enhancement.

    Blade of Justice: The damage portion of this enhancement is pretty much irrelevant, however having access to 45% ATK/MAG breaks on demand makes M.Ramza as a provoke tank a lot more desireable and transitioning into 60% 6 turn breaks is very valuable. It's not something you will need depending on your team and it does cost a lot of black crysts and gil, but this is worth it if you don't use Basch.

    Branded Heretic: A simple enhancement, but an effective one. The SPR gain will be useful for his 7* and the current 50% DEF buff can make a big difference in tanking. It's not too expensive but also not cheap while using up Tech crysts. You might skip this, but I'd enhance it because 50% DEF can make a big difference for a tank.

    True Justice: Same cost as Branded Heretic, but this time using up Guard Crysts. Basically a 20% HP boost and an additional 15% DEF/SPR, I'd definitely enhance this alongside Branded Heretic if you use him as a tank.


    Conclusion:
    Mercenary Ramza
    went from being a complete garbage unit to a top tier provoke tank.
    His enhancements really fixed a lot of his past issues. If you compare his enhancements to the JP version, you will quickly see that the JP enhanced M.Ramza was awful in the same way the regular M.Ramza was.
    Luckily we got his massive boosts and now he can even hold up to Wilhelm, though I still think most of the times Wilhelm will be slightly better, it's not a huge difference. I can definitely recommend you trying him out. His breaks can be a gamechanger depending on the fight. An innate ribbon makes it very easy to use him against the likes of Malboro, too. Or the new brachiosaur fight.
    The funniest part about him is his Stone Throw enhancement. This made for a legit surprise. His future looks a lot better now, too, but I'm not sure if he will get additional changes.
    Overall if you are not using WKN or Wilhelm yet, this is basically your best bet. His enhancements all in one are expensive, but his performance is soooo much better now.


    Character Design: 8.5/10
    Sprite: 9/10
    Provoke Tank: 9.5/10
    Breaker: 8/10
    Trust Master Reward: 8/10
    Arena: 4/10
    Limit Burst: 3/10
    Future Proof: ?/10
    Free 2 Play: 9.5/10
    Pay 2 Play: 9/10
    Personal Rating: 9/10
    Optimal Rating: 9/10


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

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    This has been a rough week for me. Getting banned and now getting unbanned, a rollercoaster of emotions if you want so. I'm glad that I'm finally unbanned and finally can play on my account again. This definitely made my day.

    Memel0rd out
     
    Last edited: Jun 2, 2018
    Rito, BurningKarma, BarryWay and 68 others like this.
  2. MikePro

    MikePro Well-Known Member

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  3. Memel0rd

    Memel0rd Passedl0rd Staff Member Administrator Forum Manager Arena Runner-Up VIP Supporter

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    There's a "#2" right next to your like button. NO FIRST FOR YOU.
     
  4. Memnarchon

    Memnarchon Well-Known Member Supporter

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  5. MikePro

    MikePro Well-Known Member

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    Ok mr meme whatever you say,just give me a pink color already !::rudecat5::
     
  6. Memel0rd

    Memel0rd Passedl0rd Staff Member Administrator Forum Manager Arena Runner-Up VIP Supporter

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    5000 robux
     
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  7. Shinobi_SAC

    Shinobi_SAC "Hall of Fame" Member Supporter

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    I'm thinking I have no need to enhance him on my alt account (has eWilhelm and Basch), but I'm unsure for my main (eWKN and Chow) - any advice?
     
  8. Solitas

    Solitas Well-Known Member

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    (Looks at his 4 M. Ramza's) ... maybe. Ty for the review and glad you're back from the dead.
     
  9. Memel0rd

    Memel0rd Passedl0rd Staff Member Administrator Forum Manager Arena Runner-Up VIP Supporter

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    It might help you out due to his breaks, but e.WKN is already a moooonster
     
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  10. 32_Footsteps

    32_Footsteps Ascended Member

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    Hmm... I just pulled him a week ago as an off-banner rainbow. But I already have a fully enhanced Wilhelm. Seems like I should save my gil for 7*.
     
  11. TheKillingJoke

    TheKillingJoke Unforseen Circumstance VIP

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    I waited for his e.review and now i can enhance him without the doubt if i do the right thing or not. Finally i have a versatile and viable 5* provoke tank! Even if he has no mustache, which is a drawback. Thanks for doing the reviews after that hard week!
     
  12. Azhut

    Azhut Well-Known Member Supporter

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    Hey Meme, great review as always! Really interesting.

    So my doubt here is... I'm using Noctis as my provoke 100% evasion tank (and sometimes buffer, to get a 2 turn boost to damage) paired with Bastch as an AOE cover tank. I don't have any other provoke tank apart from M.Ramza, is it worth it for me to enhance him?

    Thanks!
     
  13. Raelf

    Raelf Well-Known Member

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    Should I enhance him now or wait til after Tank banner? Might get either Basch/Wilhelm
     
  14. PrezObama

    PrezObama Ascended Member Supporter

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    Does something change in the future that make 5* Provoke Tanks useful? I have a 100% Evade WoL and/or Noctis and they can't die because they can't be hit. 10,000 DEF is irrelevant if you can't be hit.
     
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  15. Jman1115

    Jman1115 The bewbsologist VIP Supporter

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    #15th
    15 is bigger than 1.
    Bigger is better.
     
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  16. PhaseShifter

    PhaseShifter Well-Known Member

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    Nice review, tho I really wish I'd get a good provoke tank like Mustache Master and Ramhem.
     
  17. Nohbdy

    Nohbdy Ascended Member Supporter

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    First off glad to hear that got sorted.

    Second you mentioned a 6 turn rotation, but didn't go into specifics. Care to elaborate? I think I got it but just wanted to confirm.
     
  18. Lumina

    Lumina Ascended Member Supporter

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    Apr 3, 2017
    It is nice to hear you are unbanned! :D

    I cant believe M.Ramza is now on par with Wilhelm, I guess Im gonna stick with Wilhelm 'cause I already fully maxed him...and he is my first and only husbando
     
    Memel0rd likes this.
  19. Kevz

    Kevz Member

    Messages:
    51
    Likes Received:
    17
    Joined:
    May 10, 2018
    I used to think having 3 merc ramza is a curse. Now would you look at his/her enhancement ::blackmage::reallyyyy nice work gumi
     
    Memel0rd and Gladio like this.
  20. Nemeko

    Nemeko Ascended Member

    Messages:
    449
    Likes Received:
    281
    Joined:
    Apr 4, 2017
    Leads:
    6 star Nine
    Rank:
    113
    atleast one ramza will be good at 7 star! BOOM!
     

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