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Xenogears Batch #1 Banner Review by Memel0rd

Discussion in 'Unit Reviews' started by Memel0rd, Apr 3, 2019.

  1. Memel0rd

    Memel0rd "Memel0rd ruined Esther reee" Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    Greetings!
    Today we're looking at a long hyped banner with a ton of units. Despite their long delay they are still good units to this day and partially even better in the future once they receive some great enhancements.


    Xenogears Banner Review by Memel0rd


    [​IMG]

    [​IMG][​IMG][​IMG]



    Elly:
    [​IMG][​IMG][​IMG]

    TMR: Psycho Rod (Rod) - 32 ATK, 120 MAG, 20% MAG
    STMR: Mother's Return (Materia) - 60% MAG with a Rod, 60% Fire / Water / Wind / Earth resistance

    Overview:
    Elly has a lot of strength coming from her unit, but not flawless despite all the hype around her in the past.

    She comes with a very high base MAG as well as a ton of MAG passives with her own TMR. Her own TMR is a 120 MAG rod with 20% MAG that enables permanent Triple Cast on most of her abilities, thus already 100% worth equipping. Skipping her TMR is not recommended.
    With only her rod Elly already has 190% MAG with 40% MTDH / MTDW. Due to the latest additions in MTDH TMRs it's better in terms of MAG to go for single wielding, though if you need extra survivability I can only recommend MTDW.
    Elly also has 20% HP, 60% MP and 50% SPR alongside 10% MP refresh and fire, water, wind and earth resistance (30%), though overall quite frail.
    She's also resistant against sleep, silence and confusion while having a 50% machine killer, which can occasionally come in handy.

    Keep in mind that she can Triple-Cast all of her abilities except for Paradigm Shift.

    Elemental versatility is a great trait and Elly has a lot of it. She has a set of four abilities for imperils: Wind, Earth, Fire and Water. All of them have a 250% modifier with a respective 60% imperil. Overall they aren't too useful as she has more powerful abilities, but for the rotation they will be included once in a while.

    Stacking magic abilities are nothing new to most players. Continuing the theme of elemental versatility, Elly has the same set of elemental abilities as prior, though this time with a lot more oomph behind it. Three finishers and one Chaos Wave Chain.
    Her finishers start off as a 450% modifier and go up to a whopping 1450% modifier with a 200% increase each cast. These finishers are fire, water and earth, whereas the latter can be self capped off of her previously described 250% Earth ability due to having 16 hits. Elly can't self-cap her Fire / Water finisher efficiently, but using her as a finisher that way can still make up for it and even during a fight if the boss swaps elemental resistances or has multiple parts with different weaknesses can be beneficial. Hence, even solo DPS can be viable.

    The one element that stands out in her set of stacking abilities is Anemo Wave, aka her Wind ability. It's a 5-Hitter with Chaos Wave frames and the same modifiers. Which means we have a unit with permanent access to Triple Cast as well as a 1450% wind chain after a couple of turns.

    Well... it becomes even more crazy after she uses one of her CD abilities Paradigm Shift. Despite not being capable of multicasting it, it enables Elly to dish out a ton of damage. It's available at Turn 1 with a 5 turn Cooldown, refreshes 80 MP each turn over the next 3 turns, imperils all of her four elements for the next 3 turns by 100% and enables Penta-cast for the next turn.
    As a finisher she will mostly be able to finish 3 out of 5 of her finishers, which is still arguably a lot of damage.
    But as a chainer we have a massive source of burst and compared to our previous options this is by far the highest amount of magic damage we have available within a turn. It also stacks up any of her elemental moves to the max within a single turn and the 100% imperils obviously aren't bad either.

    Her Limit Burst as well as her second CD ability are both not the best. Her second CD is available at Turn 3 and is a 1600% non-elemental finisher (thus not worth using) and her LB is a 2000% non-elemental finisher.


    How does she fare in the meta?
    A 7* mage with only 20% HP and 50% SPR is considerably frail. Her low HP and DEF base without any DEF passives make it hard for her to withstand physical hits / uncoverable hits and her SPR isn't high enough in most occasions, thus gearing for survivability is definitely a must for Elly in some trials.

    Elly is a somewhat high demand unit due to lacking survivability, thus either needs high buffs to survive or a different build. Though swapping to TDW with some survivability doesn't decrease her damage output by a lot.
    The other issue that might occur: MP consumptions. The build I provided does have a whopping 765 MP, though her Pentacast can eat up to 390 MP in a single turn! On the other hand we have a lot of MP regens and recovers on current Meta units.

    Compared to Sophia, which was our prior #1 chainer, she has higher damage output as most of us expected but the obvious difference is innate bulk. Sophia is very bulky with her vanilla build making it considerably easy to keep her alive. Often enough that extra survivability as of right now won't make a big difference but can in the future. STMRs such as MS Nichol's can trivialise that issue through providing 15% HP and 51 SPR as well as a high MAG stat. I also don't include IW enhancements. Swapping Elly to TDW and enhancing your rods for HP/DEF/SPR is a nice option.

    What many do forget is that Elly isn't entirely locked to Wind. She can self-cap her Earth finisher. Not as strong as focusing on Wind, but it's definitely a strong alternative. Ideally you'd use Elly with a dupe anyhow due to her Pentacast capabilities and no other current Wind Chaos Wave chainer.

    In the future Elly will fall off due to stronger chainers merely judging the damage output, while even post enhancements her survivability is questionably low. Whereas magic chainers like Sol are running around with up to 15k HP, 1000 SPR and 2000+ MAG. Elly can be used for a long time and won't get dethroned for many months unless GLEX units come through once again.

    Her STMR is definitely worth grabbing, especially due to the elemental attacks coming from many future trial bosses. Increasing your MAG by 60% isn't too exciting, but also increasing your fire, earth, water and wind resistance by 60% at the same time is incredible.


    Build + Maths:
    Psycho Rod (120 MAG, 20% MAG) + Triple Cast
    Royal Crown (16 DEF, 50 MAG, 32 SPR)
    Dark Robe (35 DEF, 55 MAG, 20 SPR)
    Cursed Doll (50 MAG)
    Facade of Balance (45 MAG, 20% MP)
    Magic Charger (100% MTDH)
    Magical Potential (50% MTDH, 10% SPR)
    Rod Mastery (50% MAG)
    Dark Bond (50% MAG)

    Stats with Fenrir 3*:
    5979 HP
    765 MP
    2138 MAG
    263 DEF
    457 SPR

    MAG after 100% buff: 2422
    Assuming Spark Chains


    Turn 1: CD
    Turn 2: [ 2422^2 x 4.5 x 2.89 + 2422^2 x (6.5 + 8.5 + 10.5 + 12.5) x 4 ] x 2 = 1935866380
    Turn 3: [ 2422^2 x 14.5 x 2.89 + 2422^2 x 14.5 x 4 x 2 ] x 2 = 1852567988
    Turn 4: [ 2422^2 x 14.5 x 2.89 + 2422^2 x 14.5 x 4 x 2 ] x 2 = 1852567988
    Turn 5: [ 2422^2 x 2.5 x 2.209 + 2422^2 x 14.5 x 4 x 2 ] x 1.6 = 1140577908

    Turn 6: CD
    Turn 7: [ 2422^2 x 14.5 x 2.89 + 2422^2 x 14.5 x 4 x 4 ] x 2 = 3213499476
    Turn 8: [ 2422^2 x 14.5 x 2.89 + 2422^2 x 14.5 x 4 x 2 ] x 2 = 1852567988
    Turn 9: [ 2422^2 x 14.5 x 2.89 + 2422^2 x 14.5 x 4 x 2 ] x 2 = 1852567988
    Turn 10: [ 2422^2 x 2.5 x 2.209 + 2422^2 x 14.5 x 4 x 2 ] x 1.6 = 1140577908

    Turn 1-5 Average: 1356316052
    Turn 1-10 Average: 1484079362

    -> 307% higher than Circe ( 364,552,017)
    -> 236% higher than Trance Terra ( 441,416,855 )
    -> 83% higher than Christine ( 811,867,179 )
    -> 59% higher than Tiana ( 931,645,292 )
    -> 14% higher than Sophia ( 1,297,673,868 )


    Character Design: 7/10
    Sprite: 8.5/10
    Chainer: 9.5/10
    Finisher: 9.5/10
    Trust Master Reward: 8.5/10
    STMR: 9.5/10
    Arena: 8.5/10
    Limit Burst: 6/10
    Future Proof: 7.5~8/10
    Free 2 Play: 8.5/10
    Pay 2 Play: 9.5/10
    Personal Rating: 9/10
    Optimal Rating: 9.5/10


    __________________________________________________________________________________________________________________________________________________


    Fei:
    [​IMG][​IMG][​IMG]

    TMR: Power of Id (Materia) - Increase ATK/DEF (20%)
    Increase ATK (30%) when equipped with clothes
    Recover MP (5%) per turn
    STMR: Fei's Martial Wear (Clothes) - 1200 HP, 30 ATK, 25 DEF/SPR, 50% ATK with Knuckles

    Overview:
    That weird guy called Memel0rd stated in his previous post that Fei is a godly damage dealer, but he was clearly mistaken. Only my numbers matter, don't even consider his an option. I swear that guy is a pain in the butt.

    Fei has a pretty high ATK, HP and DEF base but also a decent SPR one. Luckily his passives do support his bulk through innate 50% HP, 80% DEF and 70% SPR alongside 170% ATK with his own TMR and 190% ATK with a knuckle, though we are going to ignore that due to better options. His own TMR boosts ATK by 50% with clothes and also brings his total MP up to 70%, but due to his TMR ability + innate passives also grants him a total of 150% TDH. His stats are really good and if you still lack survivability, Fei has a 50% chance above 40% to survive a fatal blow.
    Fei is resistant against blind, paralyze, confusion and disease covering many annoying status ailments, but also has a 100% machine killer as well as a permanent 100% ATK buff against pesky dispels or not running buffers with ATK buffs.

    If you don't plan to pull for Fei's 7 star he is pretty much a waste sadly. All of his 6 star abilities will not be used and his redeeming ones are all locked to his 7 star, which is unfortunate but I can't do anything about it.

    And even then many of his 7* abilities are not all that great, in fact only 3 of them are good, thus a ton of abilities are wasted.
    Even his Limit Burst can be skipped despite having a huge 2000% modifier with 23 hits. These 23 hits don't perfectly chain and with the highest damage build we also don't have any elements on Fei. It enables him T-Cast on all of his abilities for the next turn and provides an 80% imperil, which is slightly better than his other options but not by a lot and you can easily skip maxing the LB.

    So, what are his three abilities worth using?
    Fukei, Yamikei and Awakening. All of them can be multi-casted and Fei does have innate W-Ability, but Awakening increases Fei damage by a lot.

    It's available at Turn 1 with a 4 turn cooldown, buffs his own stats by 250% for 3 turns, not only increasing his survivability by a lot but also his raw power and on top of it enables T-Cast for the following 2 turns. In combination with Yamikei, an 800% AT Dark chain with a 50% dark imperil Fei is able to dish out a ton of damage.

    Fukei is mostly used if you need something other than Dark damage. It's a 14-Hit wind chain that only chains with a dupe and has a 600% modifier, but it'll still deal high damage. So if you only have Fei you aren't locked to Dark and swapping elements mid fight can be beneficial.


    How does he fare in the meta?
    Fei is a strong damage dealer even above the likes of TDH FD 2B due to his massive 250% self buffs as well as huge stats. His modifiers aren't too impressive and neither are his imperils at first, but his LB as well as his huge stats make up for it.

    Fei is currently at the #2 physical chainer spot with nice AT frames, though sadly is Dark locked. Sora is one of his best chaining partners due to high T-Cast uptime, not having innate imperils and being capable of utilising Killer Bow+.

    Overall Fei is not worth an investment due to his mediocre future. Post enhancements he doesn't stand up to the TDW powercreep units such as CG Bartz, CG Onion Knight, etc., which is unfortunate but welp. As a TDH unit he becomes pretty beastly though as his dark chain move goes up to a 1500% modifier each cast with a 100% dark imperil, but is it really worth? Not really.

    This makes Fei end up as a strong chainer currently and for quite some time, but considering what we have right now and what we'll have in the future he's not the best investment. On top of it Fei is very unlikely to receive SBB because from what we know Series Boss Battles are locked to Final Fantasies only. Fei is a collab unit thus as of right now it doesn't seem to be possible.

    His STMR is huge for Fist users, though they are quite scarce right now and not common in the future either regarding te meta. It has 30 ATK alongside some other stats and 50% ATK with fists. If you use Fei with a knuckle or anyone else really definitely grab the STMR.


    Build + Maths:
    Stoss Spear (140 ATK, 2h, 1.3x AVG variance)
    Prishe's Hairpin (45 ATK, 10% HP/MP)
    Hyoh's Clothes (28 ATK, 42 DEF)
    2x Marshal Gloves (80 ATK, 100% TDH)
    Dark Knight's Knowledge (50% TDH, 30% ATK)
    Power of Id (50% ATK, 20% MP) + 40% ATK, 50% TDH
    Past Regrets (60% ATK, -10% SPR)
    Sworn Six's Pride - Wind (50% ATK)

    Stats with Odin 3*:
    8657 HP
    541 MP
    2418 ATK
    576 DEF
    408 SPR

    ATK post 250% buff: 3093
    ATK post 100% buff: 2688

    Turn 1: CD + 3093^2 x 1.3 x 8 x 3.445 x 1.25 = 428442375
    Turn 2: [ 3093^2 x 8 x 3.445 + 3093^2 x 8 x 4 x 2 ] x 1.3 x 1.5 = 1708048645
    Turn 3: [ 3093^2 x 8 x 3.445 + 3093^2 x 8 x 4 x 2 ] x 1.3 x 1.5 = 1708048645
    Turn 4: 2688^2 x 23 x 2.17 x 1.3 = 468801994

    Turn 5: CD + [ 3093^2 x 8 x 3.445 + 3093^2 x 8 x 4 ] x 1.3 x 1.8 = 1333307697
    Turn 6: [ 3093^2 x 8 x 3.445 + 3093^2 x 8 x 4 x 2 ] x 1.3 x 1.8 = 2049658374
    Turn 7: [ 3093^2 x 8 x 3.445 + 3093^2 x 8 x 4 x 2 ] x 1.3 x 1.8 = 2049658374
    Turn 8: 2688^2 x 23 x 2.17 x 1.3 = 468801994

    Average Turn 1-8: 1276846012
    -> 78% higher than Sephiroth ( 715,348,407 )
    -> 46% higher than Cloud KH ( 876,839,099 )
    -> 12% higher than Sora ( 1,143,081,268 )
    -> 3% higher than 2B TDH FD ( 1,238,969,188 )
    -> 3% lower than Jecht ( 1,315,657,191 )


    Character Design: 6.5/10
    Sprite: 9.5/10
    Chainer: 9/10
    Trust Master Reward: 9/10
    STMR: 8.5/10
    Arena: 1/10
    Limit Burst: 8/10
    Future Proof: 6.5~7/10
    Free 2 Play: 9.5/10
    Pay 2 Play: 9/10
    Personal Rating: 8.5/10
    Optimal Rating: 9/10


    __________________________________________________________________________________________________________________________________________________


    Bart:
    [​IMG][​IMG][​IMG]

    TMR: Death Adder (Whip) - 135 ATK, 50% Machine Killer
    STMR: Margie's Wish (Materia) - Increase ATK (60%)
    Increase LB gauge fill rate (100%)
    Increase physical and magic damage against mechanical monsters (50%)

    Overview:
    Bart is another very interesting support unit that becomes even better in the far future once he receives enhancements.

    His base stats are all-round decent, he doesn't have any outstanding stats though Bart's passives are good. 60% HP, 30% MP, 50% DEF, 20% SPR as well as 140% ATK with a Whip and 60% TDW, though we won't use Bart for dealing damage as that's definitely not what he's best at.
    Something that definitely stands out about Bart and will be useful later on is his innate 30% physical evasion.

    Bart has many things to play around with, one of them would be chaining. Bart has access to Fire Kingsglaive frames with an 800% modifier, Tornado frames with a 540% modifier and Flood frames with a 700% modifier on-demand.
    Flood frames are useful due to Leviathan's ability with Flood Frames, making him able to chain with any other unit as long as the enemy is not resistant against Water.
    Tornado is a common spell and featured on many other units and Kingsglaive while being quite rare can occasionally come in handy, especially with a tank like Lilith for example. Though only his Flood move imperils, so better bring some sort of imperils.

    That's not his last chain family though. Every other turn he is capable of chaining with the AT family with a 1200% modifier with Justice, obviously a CD ability. For support chaining this is more than you need and due to the lack of W-Cast and having a ton of other abilities you won't use it every other turn most likely anyway.

    Why? BEcause Bart has a large arsenal of great abilities.

    With his 30% phys dodge he can function as a great provoker due to his 100% 3 turn provoke + 200% LB Fillrate, which is only for him but his LB is quite good.
    In the next 2 turns you can do many different things.

    For example youcan imbue an ally with either Fire, Water, Wind or Earth for 5 turns while increasing their LB gauge by 5 and recovering 40 MP on each ally for 5 turns. ST Imbues are great and especially on finishers like Cid highly appreciated. Since Bart does DW and has several different elemental chains already it's easy for him to swap between elements and also adjust his finisher if the team comp supports that playstyle.

    If you don't want to imbue you can also apply an AoE 1x Mirage, which can be huge to avoid strong AoE physical hits for threshholds or even turn based ones. Some trials can be heavily trivialised through an AoE Mirage and being able to spam it over and over again is great, though what's even better is that it has the famous Eccentrick effect, too. An AoE 200% LB Fillrate for 3 turns is always really good.

    He still has other options though as in being a decent breaker right now. He has an on-demand AoE 5 turn 60% ATK/MAG break and his LB EVEN AT BASE has an AoE 5 turn 74% DEF/SPR break. While not being the best / fastest breaker, he can be serviceable for that.


    How does he fare in the meta?
    Bart isn't a metabreaking unit but definitely a very fun and versatile unit to use. At first he seemed quite underrated but after some time players in JP valued him pretty highly despite not being seen too often.

    He definitely has some great uses but before his enhancements can be tricky to use due to a 3 turn provoke. Some trials in the future will be pretty harsh on him as they have a pretty decent uptime on dispels, but with the right strategy that can be somewhat dealt with, though other provokers would definitely fare better.

    Even then you can still use him as a support chainer for units such as Cid or Regina in the future. His AoE Mirage will always be useful somehow and the same goes for LB fillrate.

    With his enhancements he gets signficantly better to a point where he can be a gamechanger.
    He gains more survivability, his Provoke now lasts 5 turns to enable him to go for more different playstyles, but what's most important is that his 60% ATK/MAG break turns into an 74% ATK/MAG break. This means you have a unit that has an on-demand 74% ATK/MAG break at all times. His AoE Mirage now also applies an AoE ATK/MAG break resistance! His Kingsglaive chain gained a 100% fire imperil.
    Bart post enhancements is a lot lot better at what he did prior and a unit worth investing into. He isn't the best breaker as that spot definitely goes to Elephim with enhancements as of right now, but he provides a ton of support while serving as a provoker and breaker at the same time as long as there is no mass spam of Dispel.

    He isn't mandatory for anything and you should check your team comp right now and your pull plans in the future if Bart will be useful for you.

    His STMR nor his TMR are too exciting.


    Build:
    Death Adder (135 ATK) + Trust Ability
    Ragnarok (FFBE) (145 ATK, 20% Magic Dodge)
    Hairpin of Purity (10 DEF, 51 SPR)
    Assassin's Vest (40 DEF, 20 SPR, 10% Phys Dodge)
    Ring of the Lucii x2 (60% ATK/MAG, 6 MAG/SPR, 50% Phys Dodge)
    Transcendent Soul (25% SPR, 10% Phys Dodge)
    Hero's Vow - Earth (30% HP, 20% DEF/SPR)
    Thirst of Survival (30% HP/SPR)
    Protector of Lapis (20% HP, 40% SPR)

    Stats with Carbuncle 3*:
    13088 HP
    459 MP
    1229 ATK
    512 DEF
    678 SPR

    100% Phys Dodge
    20% Mag Dodge
    3 Auto LB



    Character Design: 9.5/10
    Sprite: 9.5/10
    Support Tank: 9/10
    Trust Master Reward: 6.5/10
    STMR: 8.5/10
    Arena: 4/10
    Limit Burst: 9/10
    Future Proof: 8.5/10
    Free 2 Play: 8/10
    Pay 2 Play: 9/10
    Personal Rating: 8.5/10
    Optimal Rating: 9/10



    Conclusion:
    This is a pretty good banner overall, though the delay on Fei and Elly definitely hurt their future proofness due to their competition being closer than originally planned.
    At the time in JP Elly was the only mage after Trance Terra and as you can see that's a ridiculous step up from what they used to have.
    Over in GL we got some GL mages to lessen the powercreep but in terms of damage Elly definitely dethrones Sophia by quite a lot. If you sacrifice a few MAG stats in return for survivability, Elly will still be ahead.
    Fei is a strong damage dealer very close to Jecht but not quite, though his future is also pretty much the same as Jecht's as of right now. Good but not necessarily worth investing into.
    This actually leaves me with the conclusion that Bart is the winner of this banner despite being not mandatory for anything and only "nice to have". He has a very versatile kit that fulfills many niches as well as having massive enhancements in the future that fulfill even more niches. He's fun and good at the same time.
    Overall I'm glad they kept the step up mechanic from JP, though this banner can be quite easily skipped if you have a good mage like Sophia.




    No april fools this time. I swear.


    Memel0rd out
     
    Last edited: Apr 3, 2019
  2. rtt

    rtt Ascended Member

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  3. Frosty Toast

    Frosty Toast The Red Pompom VIP Supporter

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  4. Manveru

    Manveru "Hall of Fame" Member

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    I liked the previous one better :<
     
  5. Hollis

    Hollis VIP VIP

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    Best way to deal with it? Skip!!
     
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  6. Hinmo

    Hinmo Ascended Member Supporter

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    the maths from Sophia were done before karlette!!! #sophiafanboyhere!

    Nice Review thanks.
     
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  7. aa25

    aa25 VIP VIP

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    Thanks for the review. Just right when I'm curious how many hits of her finishing moves can be fit in a chain (3 out of 5). Talk about perfect timing, lol.
     
  8. Nina

    Nina Eyes on Me Staff Member Moderator VIP Supporter Account Trade Moderator

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    The delay is the main reason i'm skippig Xeno. They announced Xeno at Fan Festa early December. 3,5 Months later its not worth the resources anymore. Meta units are coming up soon.

    Too bad honestly. I really wanted to use Elly on gl. Barbariccia it is for Dark Espers!
     
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  9. Seven

    Seven Basically Active Number Cruncher Member VIP Supporter

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  10. Regalia

    Regalia Well-Known Member Supporter

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    Great work, as always.

    I'll admit, I kind of dismissed Bart when I first saw him. Looks like I'll have to wait for his prism in the mixer.
     
  11. SummonerBWM

    SummonerBWM VIP VIP Supporter

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    Still glad I pulled and I love this unbiased review! Now... the problem for me: Use my 10 Xeno tickets for 2 Ellys or 2 Barts?
     
  12. Carnefix

    Carnefix Newsl0rd Staff Member Moderator VIP Supporter German Moderator Arena Runner Up S2 Arena Runner-Up S1

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    I would say Elly because of her OP STMR.
     
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  13. Kaisinel

    Kaisinel Ascended Member

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    How do you get 10?
     
  14. The Flash

    The Flash Member

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    Your Sophia maths are the same as in her banner review

    If you update Sophia’s build with karlettes tmr, then it drops the damage different to around 20% according to muspel

    At that amount, if you change anything out on elly at all for survivability, it makes the difference negligible
     
    Last edited: Apr 3, 2019
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  15. SummonerBWM

    SummonerBWM VIP VIP Supporter

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    Global ID:
    527,121,103
    Leads:
    Sophia
    Rank:
    151
    I did some pulling on the Featured 10 + 1.
     
  16. Memel0rd

    Memel0rd "Memel0rd ruined Esther reee" Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

    Messages:
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    Joined:
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    Leads:
    GL: Cid | JP: Akstar
    Rank:
    160
    Sophia's numbers are updated btw
     
    Luckenzio, Arekusu, aa25 and 2 others like this.
  17. Scoustar

    Scoustar VIP VIP Supporter

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    Nice review @Memel0rd ::up::

    That Elly damage calc vs Circe seems... pointless it's so massive
     
  18. SonicANIME

    SonicANIME Ascended Member

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    I lack the resources to pull this banner.. so imma skipping... i got lots of hybrid chainers and finishers..
    also Rate up is a lie
     
  19. Magoya

    Magoya The Leading Mustache VIP Supporter Spanish Moderator

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    I was going to pull for Elly to replace Mustache as my tank, but if her survivability is low, I guess I'm keeping Wilhelm.
     
    lceman, Captain Peanut and Bartleby like this.
  20. Ffber

    Ffber Well-Known Member

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    Same thought that Bart is the actual gem here. In this game, niche supporters/tanks/healers have a longer life span compared to DPS.

    Though for game fans, as long as they enjoy their favorite characters that's what matter.
     
    Cylian, Council, Regalia and 2 others like this.

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