But in all honesty, a lot of my teams are abstract in some way. I HAD tested this team myself personally, but I prefer the commentary of others.
In that I HAD already tested it, though. I knew what I wanted to do with the team.
I wanted to have a team that could function decently against all types of teams. Yes, it's obvious weaknesses are status and disrupt teams, and in tests they STILL came out on top half of the time.
They're meant to, and capable of, punishing ANY team that has either 40 Fury or Faith, and even with more they still hit hard.
I LOVE Caster Squires of some form, and -tons have always been fun to play with. Since Kaiser Plate's changes, it made it perfect for tonning without using a Prismatic Rod. He used to have Concentrate for 100%, but his damage suffered, so I changed that.
Draw Out devotee units are very simple. A dime a dozen, but that's because they work, and it's a constant AoE threat to any team.
The Wizard was meant to punish mages with 40 Fury BEFORE they could get their spells off, as well as either cleaning up with AoE or deplenishing enough HP for the first two to do their thing. As all of her spells are elemental, she's very quadratic for it.
The final unit went through a lot of changes before I decided to keep her as she was. She's capable of being annoying with Geomancy(minor cleanup, mostly meant for unevadable tapping and procs), and can support (rather well) with her White Magic.
All in all I KNEW they'd lose to, say, Reinoe's 12 Gauge. They aren't designed to counter speed/disrupt teams. As a matter of fact, while those types are proven to work I find them extremely boring.
MY SQUIRES YOU CAN'T HAVE THEM
Kidding. I'm actually happy that you like them so much.
But I did make most of the changes you suggested, though I'm still iffy on changing Cure 2 to just Cure, even if it's instant.
This was entirely unintentional, but in it's current state, in personal tests it hasn't lost ONCE to Truelight's team.
Shintroy, if I don't get to your video tonight, I'll get there by Monday. I have both tomorrow and Monday completely off too, but may be doing something tonight so it depends on if my plans hold up or not. But expect one by Monday if not sooner.
I'll watch and comment when I'm off of work and have time to do so
But a pre-emptive thank you~
And wow, long matches, judging by the 1 hour video
I would say teams with a lot of AOE typically are difficult on me since I hardly ever run evasion. The reason I don't is because evasion is not reliable.
Have you considered an item bot monk? It is something my sister has done. You get decent HP, immunity to a bunch of status and you can equip Chantage for immunity to sleep or Sprint Shoes for Speed (wouldn't recommend being below 10 speed). All that and you get access to Secret Fist so your Monk isn't useless. Since you are running a mime who will likely run up and punch enemies (depending on his/her secondary) it might be worth a try.
I should be able to run some matches this weekend with commentary (I say should...can't guarantee anything.) So if you want to see your tournament teams in action or want some commentary or thoughts on other teams, let me know everyone...
Technically anything with a % chance is unreliable if you wanna go that direction
But a bit of a chance stacked in your favor is better than a guaranteed hit on your units.
So while being purely evasive isn't a reliable strategy (and it never CAN be), evasion itself is great.
Though I think I prefer magic evasion over physical.
Balanced vs Death Theme R1 - Got wrecked at the start due to faith rod. RNG made this last waay longer than it should've. Units spread out made this hard to recover from. Maru dying R2 - Lots of death misses. Steady damage added up quickly thanks to the misses/wasted turns. R3 - Comebacks all around.. Round 1 had me worried
GG. Was afraid of not being able to tank past faith rod. If Maru didn't get revived in R3 I probably would've lost. ----------------------- After looking at the equipment I think I'll have the advantage throughout the match since there's less of a chance Death will proc. Gold Staff is rarely worth it. Surprised I lost R1 so badly
Ultima vs Death Theme I think Holy has the advantage here since he'll have turn advantage most of the time. Till Death is too reliant on low RNG chances without faith rod/pilgramage imo
R1 - One sided round. Units got too split up which is when Till Death thrives most. R2 - Those 225+ Ultimas were beautiful. CT5Holy outranged Reks here and the AOE combined with don't act made this a quick round. R3 - Lots of disruption this round. CT5Holy got more out of his opportunities with Ultima and damage though.
GG. Feels like you nerfed the team a bit Reks. It has waaay less CC potential now
The spreadsheet shows Mime being unable to equip abilities and equipement, but it will still make the mime correctly in game. Also some abillities (stall as far as I know) have the wrong JP shown.
You're doing great Mudvayne. Your opinions are a lot better than mine my first .... year playing Arena (I didn't use master guide.).
There's a couple of teams like Reks's that don't rely on damage for kills. My team "Bad Breath" uses Status to kill. Otabo's team "Total Disrespect" uses your own units for damage. Malroth also has a team that doesn't do damage to get wins "Slightly Derpier"
Thanks for the match m8. (First sub woo)
They have two versions. This one is technically more disruptive with Status, but the other has the Time Mage from before. i'll switch them out as it looks like the Status is more hit-or-miss than the guaranteed Speed Control.
Also, taking match requests today for the next few hours. I have the apartment to my self for once and my girlfriend is at work for most of the afternoon so yeah. If anyone wants to request a match for today, just go ahead and PM me or post here and I'll likely get to it if its within the next 5-6 hours. I'll be checking back here somewhat often to see if anyone has any requests.
Even after the CT5Holy video I still think it's the one of the worst spells in the game for damage. Probably just as bad as Life Absorb.
Ultima - 5 Range - AoE 1 - CT 5 - 20 MP -Damage = MA*9 - Unevadable - No Reflect - CM/CF - 350 JP (Basic Skill)
You're better off just using two Nether Spells if you want a ranged aoe magic user with 40 Faith. Sure they're evadable, but it's not likely you'll run into a high magic evasion unit anyway. Maybe Nether Water + Nether Fire or Nether Water + Ice. I wouldn't think of bolt since defense ring is a thing. The only major downside to using these would be half elemental damage. Running into someone that absorbs water and Fire/Ice is even less likely than running into a high magic evasion unit.
Ultima's definitely bottom tier for offensive/damage spells along with Life Absorb. You have to sacrifice so much to make it decent at best. I'm still looking forward to watching it in action. Underused abilities are in action are never boring.
I came to the conclusion Ultima wasn't worthwhile back when I made the Jump and Ninja teams. Almost had an all squire team, but couldn't make Ultima worth using. Couldn't make Ultima weapon good either. It was coming after the FFIII team lost a match. The FFVII team was definitely going to have an Ultima Weapon user named Cloud. Pretty sure it would've went 0-1. Blitz teams against low threat spellcasters? noty.
Unrelated, requesting a match for Strangers of the Lake (by the Lake?), and Reks's Severe Weather Alert. Not against, I just want to see those two teams in action before everyone's busy with the AI tournament. ---------------- Never mind the severe weather alert request. Would definitely want to see Fists of the North vs another gimmick team. (pls not Truelight pls)
Aww, tis a shame. I'd meant to update my teams, but I've been busy with work.
Fire Absorb vs Unorthodoxed Disruption(?) My team cancels out a lot of status and Rouroni's team doesn't have enough damage/AOE to keep up with the tankyness.
Round 1 - Chemist gets caught in a ditch and turns into a perma 4v3. Chemist dies tho.
Round 2 - Rouroni gets a taste of Vitamin R(ouroni) when the Counter Magic pretty much closes the round. Quick 4v3 again when the Dancer gets seperated. Chemist dies multiple times somehow again.
GG. Really bad match up for Rouroni. Such is the life of the strange teams.
Also with the Wizard, she will mainly go for fire spells when there's an AOE or another unit is in range and she can heal/hurt at the same time.
Crosses vs Unfaith 12 minute video so I know TrueLight won this. The damage is unreal.
Round 1 - PERFECT
Round 2 - Not possible
GG for Truelight. This is a S Tier team. Needs to be paired with players good teams at this point. Definitely seen what it can do. It's time to put it to the test now.
Dual Absorb vs Unorthodoxed(doxxed???) Balanced team Both teams are pretty "Damnedy" (opposite of dandy). I think this will go to round 3 with a slight advantage to The Damned since he's absorb and does higher damage.
Round 1 - F I V E - H U N D R E D - T W E N T Y O N E. 185 Cure too? I was way off on The Damned's damage too. FFT in HD!? This match has everything. Pretty free round for Rouroni. First time I'll go back and bet on someone else. Double or nothin.
Round 2 - Would've been over a lot quicker if it weren't for all the charms landing.
GG. Looked even but N O P E. "Damn...! Damn...! DAMN!!!"
Glad the site is back. Needed these matches.
even tho mad one sided RIP
Thanks for another set of matches Barren.
I like the idea of pairing two players up more than pairing two sets of twins. The Damned and (insert name)'s PK Rocking team made me want to try out a duo team. No idea how it would work though. Maybe post two units and pair them up with another player's randomly like before?
Either way as long as the team change rule is a little clearer I'll enter.
That would be Damned and myself.
Speaking of, need to go over it again with him and see if everything's good for reposting.
The team itself is luck based. Of course it's not always going to work. But then, I'd rather kill instantly than do a bit of damage over and over that still has chances to miss. It's not perfect but my oh my has it worked so far.
Romeo: Initially, the team was meant to have all forms of a 'death state'. That's why he had an Ancient Sword.
As he changed, I realized it was still too proc-reliant and Petrify, while lethal, is mostly protected against in some form and can easily be cured.
My problem here are Bards themselves. They don't have a huge number of options available to them when it comes to equipment. Sure, they might have access to the potentially powerful Harps, but Harps are two handed weapons and it limits them even further in regards to evasion.
And Odin's proc is random. I can either boost his defenses and such so that he has to rely on that, or boost the damage so it's a threat even without the Death activating. And that leaves him open to getting midcharged and murdered.
Potential changes would probably be making him more of a support unit (after all, he spent a lot of rounds idling), but that would mean changing him from a Bard to a job more suited for it.
Juliet: Not to bite your commentary, silentkaster, but the fact that evasion doesn't work while charging is largely moot because 80% of the time, she isn't. And it's when she's not that it matters, as most of the hits she could have taken missed.
Weapon wise, she has the Main Gauche purely for evasion purposes. There's not a whole lot I CAN give to her to change her stabbing someone in the face (unless it's a Healing Staff, which might be useful for the +1 Speed), but her whole purpose is to either Death or disrupt. She does her job even if she suffers from an MP problem.
Potential changes... Aren't likely to happen. Maybe make it easier for her to restore her MP. I like her setup and will use more things like it in the future.
Marie: I like the tanky cleric style she has, as well as her weapon being deadly randomly.
Aside from potentially protecting her from Frog (as she's been Frogged quite often), I can't see much changing regarding her.
Edgar Allan Poe:Quothe the raven, evermore.
This guy follows more of the 'eventual death' theme than anything else. Whether Death-Sentencing or Poison, he's there to support and make it harder for others to survive, or at the very least force the opponent to waste a turn.
After Shintroy recommended I change him to a Chemist, I like him almost as much as Juliet, if not more.
He could use Ethers, though. Might sacrifice something to ensure he has more JP for items. Maybe Move-HP UP, as it doesn't restore as much HP as I'd like it to.
I'm going to systematically remove and readd my teams as I evaluate them and make changes that need to happen, or just scrap them.
So for the next few days the only team that will be up is Till Death.
Another match for them would be much appreciated, as I need to figure out what precisely to do with Romeo.
Nice job...that's what I get for trying to change the original! Nice win, good team. Summon Magic and the like just isn't my forte...gonna come up with a new team soon but currently testing out ideas and wanting them to be a certain way. We'll see.
Recorded these today...keep your requests coming as I may be able to do some more this weekend.
(Ugh. I'm an idiot. Like always, I knew I forgot something. In this instance it was noting that Mimes still don't use MP for some stupid reason. I'll fix that later, just like I should finally update my team entries tonight.)
Interesting. That gives me an idea, if I can actually remember to follow THROUGH with it this time.