As long as you're okay with it Reks, then I will give fattyzilla your spot as soon as he submits me his team
Thank you for your comments, silentkaster. I think you're right to worry about Monks losing bags if Earth-strengthening clothes disappear.
I need to correct my spellbook proposal. I got confused over the Master's guide. Spellguns have tier 3 animations, right? Yet they are written as casting tier 2 spells. Anyway!
Omnilex: 14 WP, 3 Range, Cast Fire 2 [Dmg_F(WP*10)]
Heptameron: 13 WP, 3 Range, Cast Ice 2 [Dmg_F(WP*11)]
Picatrix: 12 WP, 3 Range, Cast Bolt 2 [Dmg_F(WP*12)]
Necronomicon: 11 WP, 3 Range, Cast Bio 3 [Dmg_F(WP*11)]
Damage with MAtk UP and (without→with) elemental strengthening .
Faith is not factored in.
Necronomicon: 154→187, 20% add Undead
Elemental strengthening costs up to 65 max HP (i.e., Brigandine→elemental robe) or the accessory slot (i.e., anything→108 Gems). The damage is roughly the same as current spellguns, but the books have shorter range, can miss, and can be equipped by only slow, squishy Priests and Summoners. All in all, spellbooks should be much less potent than spellguns.
I played it a year ago.. but my god.. sadly my laptop crashed Dx.. but they only complaint.. witch i cannot blame you for, is the AI thinking to long as cannoneers.. but the vampire magic use I love it. But loving the new classes as well Keep ot up!
Yea when I tested out the matchup, I stood no chance whatsoever. GG Mudvayne, good luck from here on forward
I did make this team with little thought because I couldn't really come up with a fresh idea despite the fact that there were new things to try so I went with what worked in the past. What frustrates the hell out of me is that no matter how much I adapt to new patches or good I strive to be, I can never make a championship quality team. I know it may sound petty to some but ever since I got close to winning back in Season 1, (I almost made it to the Grand Finals), I was inspired to keep trying. And while I may have been a consistent performer I can never get that close again. Let alone win the whole tourney. My luck really turned rotten this season due to horrible matchups, bad map selection that puts my team in a heavy disadvantage, and most importantly, how dumb my AI acted in the end. I don't know if I'll enter next tourney or not. I probably just need a break from competitive team building for the time being. When I clear me head, I'll be back for sure
Aside from the historical differences, this is pretty much spot on to how I've felt.
It's supposed to be all about the fun, but not doing well really puts a wrench in the gears, and I've caught myself not really wanting to keep participating.
Now don't get me wrong: I will always love Arena. But when you stare at the memcard Gen for an hour without the slightest fresh idea or even motivation to put together what normally works, you know you need a break.
So I'll make vocal my hiatus - since I just kinda vanished without a word - and while I'll participate in any form of tournament that pops up, Arena's gotta get shelved until I can come back with a fresh, ready to brawl mind.
Edit: small fixes. Phone autocucumber decided it wanted to be "helpful".
I don't like that someone (can't remember who) said that the skills in Basic Skill should be
Basic, just BECAUSE they're a part of the skillset. This is a balance patch for PvP. It is extremely important that the skills here have SOMETHING desirable going for them, otherwise we're just suppressing a few skills that could be refurbished into something viable.
Squires are pretty solid, statwise and equipment wise. I can't see any real reason to change anything, but... I do feel that Female's PA/MA is a bit out of balance, at least compared to the Male's and their Geomancer cousins. And they don't really benefit from having 8/8, as most female Squires are casters. So maybe a tiny adjustment to... I'unno, 7/9? 6/10 feels like it'd be copying Geo too much, though it'd put Males and females into perfect balance there. I mean, there are a lot of jobs for Male that share the 10 PA mark, or come extremely close to doing so, and I can see that having a very versatile job with the same MA as other jobs might give them less priority?
I dunno, they just feel unbalanced to me... Despite that they're in perfect balance at 8/8.
Accumulate and Acla- no, calling it Focus: These two are pretty much the same skill, and nothing to really change. They're balanced, if a bit quirky with the AI's usage, and make for an okay option to grab when you wanna add a few more points of power.
Bullrush: I can't be nice here. This skill... Well, it sucks. There is literally 0 reason for anyone to grab it, or Counter Tackle, for that matter. And guess what? Tsumazuku now does the exact same thing and, while it has a tiny MP cost, it doesn't hurt you. So my suggestion is this - as Tsuma is now the (unused) answer to Masamune, make Bullrush the counter to Chivalry's Iron Will and Nurse, by forcefully removing Protect/Shell/Defending, and for that matter, remove it's P-EV penalty. The self-damage already makes it undesirable as it is, and despite that it's a free skill, the fact that it can miss just makes me overlook it every single time. This, at the very least, shouldn't make that much more desirable, but would guarantee it sees SOME use, especially since Chivalry is very popular now.
Throw Stone: Awesome as it is, nothing to say here.
Heal: Ahh, Heal. I have nothing to recommend for this except maybe adding Death Sentence or Undead removal to it. Undead is more preferred.
Yell: Well, we all know the AI loves to spam this because Haste, Haste, Haste! I really don't know what to suggest for this, as both Quickening and Mune do it's job better. Hell, Haste and Haste 2 do the job better. So if it'd be changed, rather than axed, it should add buffs that make sense.
Few of which do, so I support the newer Critical-heal skill in favor. (though that'd be used over AccumuFocus, since the AI weirdly uses those when they go into Critical.)
Wish: Oh, how I Wish you were better, but that'd probably just miss it's target. Seriously, I KNOW that Wish is supposed to be a poor man's Phoenix Down, but given the current meta of antisandbag (Via Geo, usually), it hurts any unit to carry this. The same can be said of Revive, and Fairy, but at least they're on more meta skillsets. I purposefully never touch Wish and actually recommend people AWAY from it because it runs the huge risk of getting you stuck in a easy sandbag loop. What's worse? It misses. A lot. I'm sorry, but when Raise 2's accuracy is on-par with you, AND that's almost always influenced by faith to be even higher...
Look, everything does it's job, but better, and keeping it as it is for the sake of "having the option of revival on a simple skillset" does not sell it. Phoenix Down doesn't miss. Revive heals for more. Fairy is multi-targeting.
If it CAN be done, and if nobody wants to risk making it's accuracy higher it in fear it'd make Item a less used skillset, have it work on fallen Undead units. That'd give it MASSIVE use and potential, especially if Heal gains the capability to remove Undead as well. Just
SOMETHING better than what it is currently. Please.
Ultima!: Well, my old suggestion of max(PA, MA)*9 still stands, because my latest team's demise has proven that it still is, in every way, inferior to Chiri.
Yeah, I know I've made a tangent about this before, but it's not because I think it's weak. Contrary wise, it hits as HARD as Chiri, and that's fantastic... Except that in order to do so, you have to sacrifice casting speed.
Yeah, a lot of units carry M-EV and Aegis Shields and it makes Ultima on par in the on-paper effectiveness, but when it comes down to it, Chiri being instant and easier to boost just makes Ultima go back to it's old, unused corner.
So what do I suggest, aside from the new above formula? Nothing, really. That small change will take it from it's current MA reliant state and let PA focused units use it, where it'd still largely be balanced because it has such a long casting time and would require sacrificing power at the cost of casting faster, which normally is useless on a PA Powerhouse.
[joke]Or make it's AoE 2 instead.[/joke]
Changes required in lieu of abovementioned suggestions:
Well, only one currently.
Ultima Weapon: if Ultima gains that new formula, it will need it's 2H capacity dropped, otherwise it'll become an effective 20 WP monster with an unevadable proc that hits for close to 200 each pop. And even so, it just steps on Shieldrender's toes even if it loses it's 2Hands.
I'd rather not see it lose both 2H and go back to being a 33% proc, but if that's what people require for a boost to Ultima, I suppose I can be happy with that.
Reks - Today at 8:25 AM
Certainly owned me, though I've got a few things about that match that I noticed:
Hard to do anything against a dedicated Draw Out user and no proper M-EV
Oracle used Regen all the time, Scholar didn't use it once. Possibly because of Mad Science?
AI derped on me yet again. Climb the damn buildings, Archer.
Ultima is fun... But Chiri is just all around 100% more efficient. Sure, it can be evaded, but Ultima is slow as fuck for a 1 AoE spell.
Flare damage was pretty good. No qualms there.
Kinda wish I had a better weapon choice for the Paladin, but alas.
GG Anima. Good team, and I'm only a little salty.
Space for new Guns suggestion
To Spellguns. We have "found" six untapped weapon slots. The Balls and Shirikens from Vanilla. WKW has tested them, and they can be used for Arena. We can turn them into Spellguns or other weapons. My suggestion is that they either be 4 range with one less weapon power and function as one handed books, or stay as 5 range guns and lose 2 WP
By making Ultima only hitting enemies, we took away it's biggest flaw, and yet it's still underwhelming? It does great damage that's Faith-independent. That's huge. Now the only worry is that it could get midcharged, but 1. that's something a lot of other spells have to deal with, and 2. no more redirects! I know I made that point already, but in 139 many Ultimas were redirected. Now it's just super solid damage. I fail to see how Ultima being on Basic Skill makes it underpowered. It's not! And on Basic Skill, you have access to Heal, which is one of the few ways to cure Stop, Berserk, and Oil.
Then why not i reintroduce the FFT Arena rivalry series bewteen two birthday boys? It'll be magic
In that case let my birthday present for you be a Reks triple feature! Question: do you want me to sing happy birthday or no?
Yeah the thing you have to watch out for is that Berserked units don't care if a teammate or obstacle is in the way of his/her intended target, they'll attack anyhow. You can mitigate that though by designing the team so the gunner/xbower usually stays in the front lines or giving him/her like teleport and/or allies projectile guard. Longbows will shoot around obstacles/allies. Meatbone slash also has the same issue when it comes to wanting to the use it on ranged weapons.
That Thief is MVP... Until he gets dropped and can't revive.
When I couldn't separate you or put you down quickly enough you just slaughtered me. The main unit that needs a change is probably the Oracle...
Nevertheless, GG Barren!