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Unit Review: Enhanced Zargabaath (Final Fantasy XII)

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

  1. Memel0rd

    Memel0rd Back from Vacation Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    Japan ID:
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    Leads:
    GL: Tidus | JP: Randi
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    A judge master appearing in the faraway world of Ivalice. A silent man who selflessly serves that Archadian Empire, though capable of committing inhuman acts in the name of his country, he is actually a kind and compassionate person. Though expected to support those in line to become emperor such as Gramis, Vayne, and Larsa, he is dedicated to serving only the one true emperor.
    People have been waiting for his enhancements... and here they are! Sorry for the delayed review, I attempted my graduation ceremony yesterday and afterwards passed out in my bed.


    Enhanced Zargabaath Review by Memel0rd

    [​IMG]


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

    Equipment Selection: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Innate 50% dark weakness | Innate 50% holy resistance
    Trust Master Reward: Judge Helm (Helm) - DEF+35, SPR+ 20, 15% all element resistance except dark


    6* Stats at Lvl. 100:
    HP: 3580 (+450) Mag: 130 (+30)
    MP: 182 (+75) Def: 128 (+30)
    Atk: 146 (+30) Spr: 126 (+30)


    Awakened abilities are bold.
    5*: Lvl 8 Hero Crest (20 MP) - ST 4 Turn +100% ATK/DEF/MAG/SPR

    5*: Lvl 16 Righteous Sword (10 MP) - ST 120% 1 Hit Phys Damage +40% Ignore DEF & Dispel

    5*: Lvl 28 Berserk Crest (20 MP) - ST 3 Turn +150% ATK Berserk

    5*: Lvl 60 Sacred Strike (25 MP) - ST 150% 1 Hit Light Phys Damage +50% Ignore DEF & 3 Turn -50% Light Resist

    5*: Lvl 80 Word of Law (40 MP) - AoE 300% 1 Hit Light Magic Damage +50% Ignore SPR & AoE 2 Turn 20% Damage Mitigation

    6*: Lvl 20 Judgement Blade (25 MP) - ST 160% 1 Hit Phys Damage +50% Ignore DEF & ST 30% Attack w/ 50% MP Drain

    6*: Lvl 50 Rejuvenate (50 MP) - ST 100% HP Recovery & 50% MP Recovery

    6*: Lvl 72 Bastion (60 MP) - AoE 3 Turn +40% Element Resists

    6*: Lvl 100 Archadian Light (65 MP) - AoE 3 Turn +60% ATK/DEF/MAG/SPR & +100% Blind/Para/Confu/Disease Resists
    5*: Lvl 1 Judge Magister - +20% SPR w/ Helm & +20% DEF w/ Light/Heavy Armor

    5*: Lvl 40 Medicine Lore - +100% Item Recovery Effectiveness

    5*: Lvl 48 Warden - 50% chance to counter Phys/Mag Damage (200% Mod)

    5*: Lvl 56 Authority - +30% ATK w/ Sword/Large Sword & +30% MAG w/ Katana/Hammer/Spear

    6*: Lvl 1 Steadfast - +100% Blind/Para/Confu/Disease resistance

    6*: Lvl 35 Low-HP Power Up - +80% ATK/DEF when HP <35%

    6*: Lvl 42 Shield+ - 20% Phys/Mag Evade Chance

    6*: Lvl 64 Imperial Commander - +30% HP +20% DEF & 5% Recover MP/Turn

    6*: Lvl 75 Safety - 100% Chance Ignore up to 1 Fatal Attacks when HP above 10%

    6*: Lvl 88 Flames of Justice - +20% ATK/HP w/ Light Weapon & +20% MAG/MP w/ Fire Weapon


    Enhancements:
    Authority
    : 5* Lvl 56 (Passive)
    Increase ATK (30%) when equipped with a sword
    Increase ATK (30%) when equipped with a great sword
    Increase MAG (30%) when equipped with a katana
    Increase MAG (30%) when equipped with a hammer
    Increase MAG (30%) when equipped with a spear

    Authority +1:
    Increase ATK (40%) when equipped with a sword
    Increase ATK (40%) when equipped with a great sword
    Increase MAG (40%) when equipped with a katana
    Increase MAG (40%) when equipped with a hammer
    Increase MAG (40%) when equipped with a spear
    Cost: Tech (15x T1; 8x T2; 5x T3; 1x T4) 250,000 Gil

    Authority +2:
    Increase ATK (50%) and DEF/HP (20%) when equipped with a sword
    Increase ATK (50%) and DEF/HP (20%) when equipped with a great sword
    Increase MAG (50%) and SPR/MP (20%) when equipped with a katana
    Increase MAG (50%) and SPR/MP (20%) when equipped with a hammer
    Increase MAG (50%) and SPR/MP (20%) when equipped with a spear
    Cost: Tech (23x T1; 12x T2; 8x T3; 2x T4; 2x T5) 250,000 Gil
    ________________________________________________________

    Word of Law: 5* Lvl 80 (40 MP / 1-Hit)
    Light magic damage (3x) with ignore SPR (50%) to all enemies
    Mitigate damage taken (20%) for 2 turns to all allies

    Word of Law +1:
    Light magic damage (3x) with ignore SPR (50%) to all enemies
    Mitigate damage taken (20%) for 3 turns to all allies
    Cost: Guard (15x T1; 10x T2; 8x T3; 2x T4; 1x T5) 500,000 Gil

    Word of Law +2:
    Light magic damage (3x) with ignore SPR (50%) to all enemies
    Mitigate damage taken (30%) for 4 turns to all allies
    Cost: Guard (23x T1; 15x T2; 12x T3; 4x T4; 2x T5) 500,000 Gil
    ________________________________________________________

    Rejuvenate: 6* Lvl 5 (50 MP)
    Recover HP (100%) and MP (50%) to one ally

    Rejuvenate +1:
    Recover HP (100%) and MP (50%) to one ally
    Heal (6000 HP, 6x) split over 3 turns to one ally
    Refresh (60 MP, 0.6x) split over 3 turns to one ally
    Cost
    : Healing (15x T1; 8x T2; 5x T3; 1x T4) 250,000 Gil

    Rejuvenate +2: (75 MP)
    Recover HP (100%) and MP (50%) to one ally
    Heal (15000 HP, 10x) split over 5 turns to one ally
    Refresh (150 MP, 1x) split over 5 turns to one ally
    Auto-revive (80% HP) for 5 turns to one ally
    Cost
    : Healing (23x T1; 12x T2; 8x T3; 2x T4; 1x T5) 250,000 Gil
    ________________________________________________________

    Archadian Light: 6* Lvl 100 (65 MP)
    Increase ATK/DEF/MAG/SPR (60%) for 3 turns to all allies
    Increase resistance to blind, paralyze, confuse, and disease (100%) for 3 turns to all allies

    Archadian Light +1: (70 MP)
    Increase ATK/DEF/MAG/SPR (80%) for 3 turns to all allies
    Increase resistance to blind, paralyze, confuse, and disease (100%) for 3 turns to all allies
    Cost: Support (20x T1; 15x T2; 10x T3; 4x T4; 2x T5) 1,000,000 Gil

    Archadian Light +2:
    Increase ATK/DEF/MAG/SPR (100%) for 4 turns to all allies
    Increase resistance to blind, paralyze, confuse, and disease (100%) for 4 turns to all allies
    Increase resistance to stop (100%) for 4 turns to all allies
    Cost
    : Support (30x T1; 23x T2; 15x T3; 8x T4; 2x T5) 1,000,000 Gil


    Pre-Enhancements:
    A look in the history of Zargabaath: https://brave-exvius.com/threads/unit-review-zargabaath-final-fantasy-xii.18853/

    Way back in the day when Zargabaath got released, he was actually not only an interesting unit but also a great support.

    Zargabaath had this "Jack-of-all-Trades" aspect to him. But luckily there weren't too many other good buffers outside of a LB built Noctis.
    His base stats were amazing. High HP and MP as well as decent ATK/DEF/MAG/SPR which basically allowed him to be build the way you wanted him to be built. And his passives are still sweet even today. With the right build he has 50% HP/DEF, 20% phys/mag evasion, 30% SPR and 80% ATK while also having 50% chance when getting any hit to counter with a 200% physical modifier. His passives are really solid even by today's standards.

    His moves on the other hand went from amazing to really mediocre and pretty much outclassed by anyone.

    Zargabaath has several tools to work with, which made him amazing back then but fell off hard. Hero Crest and Archadian Light were his main buffing moves. Either a 4 turn ST 100% all stat buff or an AoE 60% all stat buff with some added status ailment protection were really good as they were the highest on demand buffs available.

    With his Limit Burst or even Word of Law he could also buff damage mitigation to make your team even tankier, which was especially important because we didn't have AoE tanks back then, only provoke tanks. Keeping your team alive could be a lot harder than it is now. Having access to 20% aoe mitigation on demand or 30% with his Limit Burst might have been the key to surviving.

    Rejuvenate was another move that people liked about Zargabaath a lot. It's very basic: a ST 100% HP / 50% MP recover. Again, there weren't too many units that covered the MP battery role effectively making any MP recovery moves very much appreciated. Tilith was also able to utilise Zargabaath's Rejuvenate very well with her own AoE 2500 HP / 50 MP heal. It had a 99 MP cost which made it hard to keep up the MP with and Zargabaath could always just bump her up to full MP quite easily.

    He really didn't lack the versatility. A few minor additions were Bastion to buff your party's element resistance by 40% and Sacred Strike as a mini finisher with a 50% light imperil, which occasionally saw some usage.

    The meta wasn't kind to him and Zargabaath quickly became outclassed as units such as Lunera, Soleil, Ramza and Noctis got enhanced while Roy also got released. Even 2 weeks ago we got MS Nichol who put the nail in the coffin and pretty much outclasses Zargabaath's entire kit.

    Will his enhancements fix that?


    Post-Enhancements:
    His enhancements kind of fix his problems
    but still have difficulties keeping up depending on what kind of gear you have.

    Firstly Zargabaath's passives now make him either way tankier while offering more offensive stats or allow him to have a larger MP pool for the most part. Authority +2 offers different build paths that are now more important than before. If you choose to equip a large sword and a sword onto him you will have a total of 90% DEF/HP and 120% ATK, which make his possible counters still quite damaging while also making Zargabaath very tanky. You can use him as an evasion tank combined with i.Nichol, which will work nicely.
    Or you will go for 20% HP/DEF/SPR/MP to make him more sustainable. Maybe just 40% SPR/MP on top of it? It's up to you and how you are going to use him.

    Zargabaath's damage mitigation outside of his LB wasn't too great in an actual combat because Word of Law only lasted 2 turns. Word of Law +2 however lasts 4 turns AND mitigates 30% damage instead, making it superior than his own LB (unless you really care about some slight chip damage). This enhancements makes Zargabaath more consistent and also will enable more rotations as you will see later on.

    I already explained slightly why Rejuvenate was a popular skill back then. TL;DR there weren't any real bards. Currently we have a large roster of buffers and also many different ways to gain back MP. Even someone like Tidus with his AoE MP recover move can take care of most of the MP issues as long as you have some MP regen gear on your MP consumption heavy units. Ayaka and LM Fina can also take care of possible MP problems, especially LM Fina with her AoE 50 MP recover and a strong regen attached to it.
    Back to Rejuvenate +2. Its initial effect didn't get enhanced, but outside of having a 75 MP cost now, which is quite high, it has a 15000 HP, 10x regen over 5 turns to one unit while also having a 150 MP, 1x regen over 5 turns, too. Basically 3000 HP + 2x regen for HP and 30 MP + 0.2x regen for MP, which is... fine. Being ST hurts a lot.
    Which is why they also gave it a ST 80% Reraise. Rejuvenate +2 isn't THAT amazing because Zargabaath lacks Double Ability, thus he can only use it once per turn and applying all the regens to your allies takes time. It's fine, but slow.

    Last but not least his most important enhancement: Archadian Light +2.
    Everybody asked for this to happen, 100% all stat buffs on Archadian Light! It finally happened! Its turn duration also goes up to 4 turns, granting you two turns in each rotation if you use Archadian Light +2 into Word of Law +2.
    Giving Zargabaath a niche over other buffers through an AoE 100% stop resistance buff surely helps him. There aren't too many trials where it really matters sadly.
    I have to adress this though, Archadian Light +2 now costs 100 MP. You can just use Rejuvenate +2 on himself and be set, but that costs a turn as well.

    Currently Zargabaath's biggest issue is not having a W-Ability skill. I'll elaborate more on that in the comparisons.


    Side-Notes:
    No information about his future 7* yet.


    Best In Slot:
    Since Zargabaath has MP issues if you do not want to use Rejuvenate +2 on himself and magic tanks are generally more common, I decided to use this build.
    Flaming Blade Agni (125 ATK, Fire)
    Light Blade (54 ATK, Light)
    Grand Helm (45 DEF, 20% DEF)
    Grand Armor (72 DEF, 28 SPR, 15% HP)
    Genji Glove (ATK/MAG + 10%, DW)
    Arsha's Talisman (20% HP, 10% DEF/SPR)
    Pure White Blessing (1800 HP, 1.2x HP per turn, 10% MP per turn)
    ADV V (40% ATK/DEF/MAG/SPR)
    H Armor Arts (30% HP/DEF)
    Patriotic Recall (30% HP, 20% DEF)

    Stats with Bahamut:
    10743 HP
    422 MP
    634 ATK
    416 MAG
    643 DEF
    404 SPR

    63 MP / turn


    Arena:
    Nope. No AoE moves besides Word of Law, which isn't exactly useful due to being limited to light damage.




    Enhanced Zargabaath [​IMG]VS [​IMG]Roy
    • Zargabaath has way higher survivability passives
    • Zargabaath has better innate status ailment protection
    • Zargabaath has 20% Phys/Mag evasion
    • Zargabaath has mediocre offensive stats while having high counter chances
    • Zargabaath isn't locked into a song
    • Zargabaath can buff damage mitigation
    • Zargabaath can apply status ailment resistance to allies
    • Zargabaath has an AoE element resistance buff
    • Zargabaath has 100% all stat buffs
    • Both are supports
    • Roy isn't a spoony bard
    • Roy takes some time if you don't use a LB build
    • Roy's regular songs go up to 110%
    • Roy can break up to 45% fullbreak with his final song
    • Roy's LB is an AoE 124% all stat buff with high regens
    This depends more on the fight and on your team composition.
    If you don't have issues managing MP without a bard on your party and think 100% all stat buffs are enough, Zargabaath is very likely to be better due to his 30% damage mitigation, occasionally needed reraise and even elemental resistance buffs.
    However, Roy generally can be a lot better if you don't mind being locked into songs. Especially his LB build has 24% higher stat buffs while also having strong HP and MP regens which make it a lot easier managing both HP and MP, freeing up possible MP recovery materias on your units for even higher potential or can help you out massively in a long fight with his breaks.
    His breaks aren't top notch with 45%, but generally often enough if your tanks are decent, they are enough and can free up turns for e.g. your Basch to use Guard instead of his breaks.
    I'd say if you have access to Roy's LB often enough he is better, but as long as you can manage MP quite well, Zargabaath definitely isn't bad either and performs better than the other bards. I'd put him slightly below Roy because of that, but depending on your team he might be better. Though 24% extra buffs are a lot.




    Enhanced Zargabaath [​IMG]VS [​IMG]Maritime Strategist Nichol
    • Zargabaath has way higher survivability
    • Zargabaath has better innate status ailment protection
    • Zargabaath has mediocre offensive stats while having high counter chances
    • Zargabaath can apply status ailment resistance to allies
    • Zargabaath buffs for 100% all stat
    • Both aren't bards
    • Maritime Strategist Nichol has W Ability on almost all of his abilities
    • Maritime Strategist Nichol can 100% all stat buff + 30% mitigation on Turn 1
    • Maritime Strategist Nichol can swap to 110% buffs during the fight
    • Maritime Strategist Nichol can buff LB Fillrate and flat LB crysts
    • Maritime Strategist Nichol's LB has an AoE 134% all stat buff + cure breaks + 20% HP/MP
    • Maritime Strategist Nichol can recover flat MP or apply a regen
    • Maritime Strategist Nichol has ST 130% buffs
    • Maritime Strategist Nichol is way faster
    Zargabaath's only real niche over MS Nichol is either his reraise (which can be applied by other meta healers) or his stop resistance.
    Everything else MS Nichol is better at. His buffs have higher numbers, his MP recover is higher, he can cure breaks while also having a massive 134% all stat buff with his LB, he can help others fill up their LB very easily while increasing your buffs to 110% over the fight if you don't use his LB.
    And most importantly: MS Nichol can use his abilities twice per turn, making him immediately a better choice than Zargabaath. Zargabaath has to use every ability one by one, making him very sluggish compared to MS Nichol who has an insane Turn 1, insane rotations, an insane LB etc.
    Unless you need the stop resistance...
    Maritime Strategist Nichol wins easily.


    Recommendation:
    Authority: This enhancement compared to the other ones can be skipped simply because it only increases his stats and he wasn't lacking stats to begin with. The ATK/MAG increase might be completely irrelevant depending on your tank core. Same goes for the HP/DEF/SPR. Only the MP increase might be really worth it if you have a great tank core. It's also decently expensive in Tech crysts. I'd only enhance it if I had enough mats anyway or need the MP / survivability.

    Word of Law: If you are going to use Zargabaath, this is a "Must Enhance" even if it's expensive in Guard Crysts. Having a simple AoE 4 turn 30% mitigation makes his rotation a lot more viable, enables the usage of Rejuvenate +2 or other abilities while still fitting into the rotation.

    Rejuvenate: Rejuvenate as it is already does the job it's supposed to do: recover MP. However, since you have two turns between each rotation, having the ability to apply strong HP regens on someone else or even the Reraise might be gamechanging depending on your gear. If you use LM Fina, the MP recovery portion of it is rather irrelevant. It makes other units more consistent and it also doesn't cost a lot of crysts while also using up Healing Crysts.

    Archadian Light: Same as Word of Law: expensive (in support crysts) but mandatory for himself as a support. Going up to a 4 turn 100% all stat buff with status ailment protection and stop resistance can be even better than some units as Roy if you can sustain HP / MP easily without bards. However, be aware of its 100 MP cost, which is why using Rejuvenate on himself during his rotation or giving him MP regen gear is very important.


    Conclusion:
    Zargabaath becomes a pretty good support with his enhancements
    .
    Not being locked into songs while still having good buffs was a great thing going for Soleil, but this also goes for Zargabaath. He even has time to use other moves than just dances, making him not only a versatile unit in his builds but also in his usage.
    Zargabaath can apply damage mitigation as well as element resistance or Reraise, which might enable you to win certain fights you previously weren't able to clear.
    On the other hand Zargabaath as a way harder time managing your team's MP and even HP without the AoE regens, which currently can even get rid off a turn from your Healer or the Healer entirely.
    More so, we are very close before the 7* meta happens and his current enhancements will be outclassed very easily. Some units will have access to 130% / 135% all stat buffs without being a main buffer (e.g. Lunera / Mediena), Roy will get higher buffs, Ignis will appear and Nichol even in his 6* form completely outclassses Zargabaath.
    Is it worth it to enhance him? I doubt it. Other supports easily do the job and having the added regens on someone like Ramza or the ability to use Craddle of Horns with his breaks is insanely powerful. Roy with a LB build or the added breaks can also outperform him while Nichol, a unit most went for, is 95% better than him while we are close to entering a new meta.
    Currently I'd not recommend to enhance him because of these different factors.


    [​IMG]


    Character Design: 9/10
    Sprite: 8.5/10
    Support: 9/10
    Trust Master Reward: 7/10
    Arena: 2/10
    Limit Burst: unnecessary/10
    Future Proof: ?/10
    Free 2 Play: 8~8.5/10 (due to MP recovery options)
    Pay 2 Play: 9/10
    Personal Rating: 8.5/10
    Optimal Rating: 9/10


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    Boop, I'm not sure what to say here, so...
    I was attended my graduation ceremony yesterday and it was a lot of fun.
    Even though it was hot and I was wearing fancy clothes AND had to stand up straight for a few hours, I still had fun and especially drinking with your previous teachers was an experience that firstly was a weird one but turned out to be quite amusing.
    I wish everybody a great weekend.

    Memel0rd out
     
    Last edited: Jun 30, 2018
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  2. Rynal

    Rynal CG Charlotte plzzz VIP

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  3. kearley83

    kearley83 Active Member

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    Thanks and congrats on graduating! What was your major?
     
  4. Fencat

    Fencat Well-Known Member Supporter

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    Attempted or attended? :D
    Congrats on your graduation! ::up::

    And thank you for the review!
    I got lucky and did pull CG Nichol but will most likely enhance Zarg too, having more options is never a bad thing and I like his tankyness ::toad::
     
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  5. Klaus

    Klaus Polll0rd VIP Supporter

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    He is good. But the 7* era is better.

    WAbility as 7* and an ability like Marie's 'almost-invincible', I can already see it.
     
  6. Fahri99

    Fahri99 Well-Known Member Supporter

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    He is pretty good he is tanky enough for a support
     
  7. Ashlag

    Ashlag Please avoid back-to-back posts, do it at once :) Staff Member Moderator VIP Supporter

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    Thing is, depending on your options (gears, units) it might still be interesting to enhance him. Just, not as much if you already are a high tier player.
     
  8. fayleen99

    fayleen99 Well-Known Member Supporter

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    I still manage to awaken that rejuvenate because of the healing cryst (which i have many) and hopefully his 7* have W-ability to cast it. pls gumi make this happen ::rudecat1::
     
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  9. Jman1115

    Jman1115 The bewbsologist VIP Supporter

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    Reraise I find doesn't need w ability very often because typical strats have the tanks absorbing all the damage.
     
  10. kestalkayden

    kestalkayden Ascended Member Supporter

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    I do like zargabaath' kit over some other buffers. I hope he'll get some w-ability as 7 star if he gets one (I have 3x zarg).

    I also have eRamza, eNoctis, and eSoleil. Lol. I didn't chase cg.nichol as I was hoping GUMI would have been a bit kinder to zargabaath.

    I'm still fine though. ::doink::
     
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  11. Absolem

    Absolem Ascended Member Supporter

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    Sure, but he will have a 7* form too, I don't see that as a valid argument to not enhance him. Or at least you could add that we'll have to see what he'll get at 7*. Mine is ready - I have 3 of him -, and even if I have eLunera, I did enhance him right away after maintenance without hesitation.

    Anyway, thanks for the review !
     
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  12. Mcleod

    Mcleod Immortal0rd VIP Supporter

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    Reserved.

    Gonna evade counter like zargabaath.
     
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  13. Scheich

    Scheich Ascended Member Supporter

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    Even though he isnt at The top, i kinda Love his Kit. Safed me alot of battles. Very awesome unit who hopefully gets an Great 7* enhancement.
     
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  14. Mattaisx

    Mattaisx Well-Known Member

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    Zarg was a life saving support unit i used in tandem with Rikku during their hay day. Nowadays obviously there are better choices but he has a special place for me always and as he is one of my STMR ready units I'm giddy at the idea of what comes next :). He was a sleeper unit, people called troll asap and the few of us that really tried him were definitely surprised.

    Thanks for the review Memsy. I was waiting for this one :)
     
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  15. victor sant

    victor sant "Hall of Fame" Member Supporter

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    There is bacause his enhancements might not carry for the 7★ form. For example he might get a new AoE buff that outclasses his enhanced buffs.

    This happens with many units that enhancements carry over poorly for 7★ due to the 7★ kit overshadowing the 6★ kit.
     
  16. Ashlag

    Ashlag Please avoid back-to-back posts, do it at once :) Staff Member Moderator VIP Supporter

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    Another possibility is that this will still be his main buff ability, boosted in mod by the TMR ability. The main issue is that we have no means to know yet :)
     
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  17. victor sant

    victor sant "Hall of Fame" Member Supporter

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    At last on JP, not even a single non-LB support skill was ever enhanced by adding mods by 7★ passives, only damage. Zargabrag can be the first one but this is even less unlikely when even units like Lunera and Ramza didn't get a boost on their buffs.
     
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  18. Ashlag

    Ashlag Please avoid back-to-back posts, do it at once :) Staff Member Moderator VIP Supporter

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    Oh. Well.
     
  19. leetskizzle

    leetskizzle Well-Known Member

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    My thoughts on e.Zarg is that he is a absolute beast that can take the roles of provoke tank/evade tank/counter tank/buffer all in one unit considering you have the TM'S for it obviously. He is definately a more veteran player unit due to his versatility with the right TM'S. 1 cool trick i just learned today is that if you put lions awakening on him he will counter with meteor along with his physical attacks.
     
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  20. Memel0rd

    Memel0rd Back from Vacation Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    I underestimated Zarga in the past as well. He definitely was quite a monster.
     
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