Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Nice suggestion!
This is the one class whose purpose I can't grasp. Spell it out for me?
AKA: The good stuff ;)
Centurions aren't meant to automatically attack twice, you're thinking of Champions
Knights have 25 percent resist to archery
"Utter baloney" regarding dragons is just their stat mods
Yeah, the Skirmisher-Ranger line was easily my least favorite. In the right terrain, they're good dodge-tanks, but that's entirely dependent on getting the appropriate terrain, the enemy's skill values, and just plain old RNG.
I had some success with Stefan leading a squad with him in the front flanked by 2 rangers. (Filled out with Swordmasters, a templar, a gunner and a fire wizard). As long as this group attacked first, they obliterated the enemy.
Wow, that's a lot of heavy melee for one unit. I had one unit with all heavy melee, and it had a serious problem. They would devastate the opposing front line, far and away over-killing everyone (as long as they weren't the dodgy type), but then the second and third lines of the enemy got to do some damage and poke some holes. I still kept that unit together, though, and gave them a Dragonslayer. It's a bit harder for dragons to hide!
Though I do love the end of that Chapter when - at least implied - that Diana beats Casamir to death with her bare hands.
Yes, Criticals can hurt but it still only accounts for about 10-15% of the damage my units were recieving that caused death. and even then usually the only units dying were the squishy ones like the mages. So maybe put it on squishy units? I did list unscathed as a good trait, I just think generally speaking there are better traits out there (Arcane barrier is just ridiculously good for those with decent magic stat) that can keep the units that matter in the back alive and for tanks like the Sentinel and the Paladin they kinda just shrug the occasional crit off anyway. The most common thing my frontliners died to before finding a good setup were guns with the 75% armor pen that they have. Even in chapter 12 the guns were hitting for 130 to 140 damage a shot to units with-out a way to reduce it and even the sentinel was taking around 90-100 and can't take but about 3-4 shots before going down (if he doesn't get healed)
Affinity does effect growth of a unit with level ups and even units of the same affinity will have slightly varied stats. If it was completely modular or templated if you prefer, then 2 units with the same class/affinity would likely have the same stats. However, it actually does change the stats when you change someone to a different affinity. It seems to reflect the approximate growth that they would have gotten from going that affinity. This type of changing from one to another may be modular or set to a template based upon class/level at the time of the change. This happening is actually a good thing though as if it didn't then light and earth affinities would be getting gimped pretty heavily for not being able to get to tier 3 unit status. It is so bad on these two affinities some class setups might not ever reach tier 3 with them, without excessive grinding. I do not know what the level cap is at the moment. Most melee units require a descent str or skill score for tier 3. It also matters which path you take to get to a class as well, as the starting class of a unit is a huge factor in stats. If you tried to take a earth or light based medic to become a templar for example you would be waiting until level 33-36 roughly for that tier 3 upgrade and its simply not worth it, when I could get a Dark militia and get there by level 6-8 and actually be able to play some of the game other than just arena's and the final act with them.
I would say that for straight up tanking physical type damage and against firearms yes the Sentinel is better than the paladin, however, once you add traits like arcane barrier which isn't good on a sentinel to a paladin they become on equal footing in this regard and against magic/breath weapons the comparison isn't even remotely close anymore. Paladin is just overall better IMO. It should be noted that arcane barrier triggers every combat whether offense or defense and gives what is technically temporary health for that fight. Endgame this somewhere around 40-50 extra health every fight (for paladins and even more for mages) that must be depleted before a enemy can damage your unit's actual health. I think that both the Paladin and the Sentinel have a role to fill though and I use both types, I just find the Paladin to be all around better. Honestly a high magic with good skill as well, like Beatrix and most sorceress, if they have arcane barrier, is capable of tanking pretty good as well (doesn't mean they should but they could).
Ranger played just like the Cat guy, I forget how his name went, Suskuja (uses a gun instead of the crossbow). Seemed to want to be an assassin mixed with crossbowman.\
As for the Centurion and some of the others I mentioned in that area, I didn't actually think they should get the extra attack. In game under tutorials and info it lists
Centurion under Battle actions- 2 piercing polearm attacks at range 1.
Some of the others also have info listed that is wrong. Samurai and Hussar come to mind. Maybe others.
And yes I did forget about the Knights extra defense vs archery which is practically a worthless defense for them in the first place with the armor that they have and the fact that the archers usually volley past the front line anyway. Maybe we could get some extra defense vs cannons or is that counted as firearms for the sentinel?
My Diana teams weakness is its mobility and utter lack of ranged attacks but with the setup they are hitting Sentinels for over 300 a shot endgame, generally just two hits is enough to take out a frontline sentinel, with 9 hits well they just go splat. On the second action of combat they are usually already hitting the squishy units that were behind them, most of which don't have that much health to begin with. And they can tank pretty much anything on top of that. I use alot of mobile units, like I am guessing most people do, but sometimes you want something strong to hold a choke point and put out the hurt also.
Also wanted to mention some of the special named units if you see them earlier in game and thus at a lower level, they sometimes do not have the stat requirements to actually be in the class they are in. I remember seeing the Legendary sentinel with 32 str one time, lol.
Common tier 1:
Donari Armor- Better base stats than the epic Saint teresa's bulwark (bulwark has less +health) but without the reduced damage taken great early game artifact.
Guerilla armor- not bad if alot of woods but situational, use with a team that has guerilla trait for best effect.
Guerilla bow- this is just plain good on any unit, I think that +skill, since it does more than just hit is better, but a +15% hit rate is good (especially against Beatrix in chapter 11)
Sayunari war pike-- good +15% bonus damage against cavalry early game when it matters most and ok stats to go with it. Stacks with spear using unit traits as well.
Seargent's uniform--more capacity is always good early game.
Steel plate armor -- extra Hp and armor at cost a small hit to skill early game can keep some units alive
Uncommon tier 2:
Aldor's tower shield-- very nice armor bonus here, while it does take a hit on skill, also reduces damage from archery which can keep those mages alive early game. Good stuff here.
Auraweave cloak- pretty straight forward here +7 magic with no negatives like most later items have. really good early game and even late if you have the space for it and don't want to take a huge hit to health for some mag stat.
Blademaster's armor-- ok health and str boost and damage reduction boost that is good but not the most desireable (best used against alot of sword units)
Crystal lance- stat boosts are not that great and the penalty to str is small but the +10% dark resist could prove useful against certain late game units/bosses.
Dragonscale armor--some decent stat ups for a uncommon but a -20 hit to health hurts and at the stage you are getting this you wont be seeing many dragons yet. Slighty more useful later in the game for the -10% damage taken from dragons but usually outclassed by then anyway.
Firewalker boots--useful on certain maps, outside of those its a waste of spce.
Flame saber-- a middling +4 str, but you lower your resist to water/ice by 25%. Surely you can find something better.
Hulking pavise-- take -25% damage from firearms. this is almost a must have item in certain chapters (chapter 12 comes to mind) but is great against firearms all of the time and has no drawbacks unlike a certain garbage legendary item.
Kesh's Daikatana-- -6 health for a +5 str and 5 evasion, not a terrible trade off IMO, there are better items out there though.
Officer's regalia-- take 15% less damage from all attacks while on defense. Honestly this could have easily been epic tier 4 gear and would still be amazing. Really good through-out the whole game.
Noisy cricket- I think this is an item people tend to stay away from, but I like it. it gives your higher threat squads a chance to be targeted over your lower threat (and usually squishier) squads.
Puffin feather amulet- take -4 hp to get +8 skill and 7% evasion, good stuff here.
Ribbon- useful against enemy sorcs and worthless against basically everything else.
Shinobi Gi-- Get +12 skill and +3% evade, really good for skill squads.
Steelshatter-- only a +2 str but that ignore 20% armor is absolutely amazing for any physical damage units, especially against heavily armored units like Sentinels and the Hand of Zenatos. I am just glad it it not legendary so I can have more than 1. Tier 5 worthy ability here.
Trueshot bow- +15 skill, just good throughout entire game for your skill units.
Zero point blade- take a -2 hit to str for 30 hp and 8 armor, not bad at all.
Rare Tier 3:
Belinda's field kit-- give this to a skill team along with the everlasting potion rather than giving them a healer and make the enemies go mad trying to kill them.
Boots of tyranny-- +2 move is good, the hit to moral is only at start of a battle so it can be earned back. And who doesn't want a hit n run archery squad with a move of 9, hehe
Cloak of cunning- penalty to str and mag with greatly reduced chance to be crit. use if you don't like being crit.
Dragonslayer-- a whopping +50% damage to dragons and stacks with dragonslayer trait. pull this out when you know you will be facing them for some hurt, otherwise not that useful.
Essence of Embor-- on offense only and at before the first squad action give chill effect (lowers skill stat for the remainder of battle) to all enemy units. This is something i give to all of my archery hit n run units. This thing if it worked on defense as well would have been worthy of a legendary slot IMO. Amazing item
Excalibur- the +stats are not bad here, just beware not to use this much near the endgame as the -25% dark resist may get you killed.
Grandmaster spellbook-- huge hits to str and armor but a nice bonus to mag and skill. your mages will love you for this item, but your melee and tanks will hate you.
Imperial battle armor -- nice +armor bonus with an increased capacity and no drawbacks. This thing is better than a couple of the epic tier items IMO.
Kesh's toolkit -- melee units can fight up walls useful sometimes but otherwise a waste of space, use if you want.
Obsidian arquebus-- really useful in defensive battles on your archery squads (chapter 12 included) outside of those its too situational to usually warrant a spot.
Epic Tier 4:
Ataraxia--small stat boosts and increased capacity, useful until you can get your leadership up a bit.
Blackbelt- +25% damage when on the defense, really useful if your holding chokepoints as there is usually that one unit that gets attacked 4-6 times in a turn (unless you have decoy units around). combine with the counterattack trait for even more bonus damage on defense.
Blood staff-- a whopping -50 to health for a +20 to magic is painful. good thing we can offset this with the next item.
Cyrene's regalia -- a nice +48 health with a +12 magic stat and +25% resist vs dark. really useful endgame gear here.
Donar's treatise of war-- double xp gain from combat. Get this early to get the most use out of it.
Eskandar's Karambit-- allows the squad to perform ambush and +4 skill, another amazing epic item.
everlasting potion-- The free heal can be useful at times (making stefan a decoy unit comes to mind), combine with belinda's field kit for more healing shennanigan's.
Heartseeker-- a -50 health and -20 magic to get +8 str and the ability to bypass the wall and woods defense bonuses. I don't consider the wall and wood defensive bonuses to be spectacular enough to warrant losing 50 health, but can be good for sieges on your hit and run units since they don't get hit as often anyway.
imperial war banner- another capacity item, this one with no extra stat boosts
Landis's fixed dice- get this early along with treasure hunter and save yourself some save scumming to buy items. useful through-out the game.
obsidian plate armor -- Nice +60 health here with a +10 armor at the cost of -15 skill. Nice for those units that don't use skill.
Sin Credo--I actually have not used this item yet. It says the leader gets an extra turn but followers get -25% damage. There is a vast difference between an extra turn and an extra action. also what does it mean by followers. Followers could mean other units in the squad or even all other units in that squad as well as other squads as well. If it only negatively effects the squad its in and if it actually gives another turn then this is a great item. if it is only giving another action to the leader and reducing damage by his other squad members then its garbage outside of wanting to make people surrender (chapter 27 comes to mind here) and if it actually counts all units in all squads for that -25% damage penalty then this might just be the worst item in the game, unless your using it for surrenders. I will get around to using it eventually to test it out. But some clarification would be helpful here.
Saint teresa's Bulwark-- slightly worse +stats than a common item but that -25% damage to your frontline is amazing. Combo with hulking pavis to make gunners cry.
Legendary tier 5:
Balamung -- -46 hp for some solid stat bumps, best used on hit n run units or high skill units.
Fang of duros-- good boost to health and str with bit -10 to armor and -500 and -100% to magic stat. combo with balamung on a skill unit or hit n run team
Genbu shell-- get a +30 to armor and immune to crits but take a -1 mobility. most people don't want to take the mobility hit but still a nice item for blocking chokepoints with already slower units. Can always give boots of tyranny to offset the mobility.
Iblis Family signet-- Since it was patched out of the market, has become the hardest item in the game to get. for good reason though +120 health and +5% hit and evasion for entire army is insane. A real top tier legendary artifact.
Jade figurine-- 33% chance for extra turn for the squad using this item. yet another Amazing legendary item.
Landis's mirage-- ugg -60 health and since the nerf -35% damage taken from archery and firearms. while the reduced damage is nice it is just too big of a penalty to health to be worthwhile IMO. Just get yourself any combination of Saint teresa's bulwark/hulking pavise and officer's regalia and save yourself the trouble. MY VOTE FOR WORST ARTIFACT IN THE GAME. Very dissapointing for a legendary slot, even before the nerf down from 50% reduced damage.
Soha's blood shard-- take 10% of your max health damage per combat round but restore a small amount of health to all units in squad for every kill. also gives a nice +15 str and magic. This thing is IMO a Dragonrider teams wet dream. Boosts both of their damage stats and though the healing on kill is small its usually enough to offset the 10% you take every round and then some.
Saint Diana's wet dream (Saint teresa's tiara)-- gives a flat +20 skill and lowers your magic stat to 0 but gives you str in an equal amount. All units except your healers will love you for this item but a team with valkryies, paladins and Diana really rock this artifact out. with the already good str of those units and the good mag stat this thing makes them put out some serious hurt. easily boosting the str of such units by 60-90. As a side note most of the arcane line of traits still work just fine as they apparently go off of your base magic stat rather than the reduced one or only have a reduced effect (depends on the trait, my diana was still getting +20 or so str from arcane might while this was equipped). Do note though that this thing will basically make healers, heal for garbage amounts. Another amazing legendary
Temporal modulator-- description says ALWAYS ATTACK FIRST WHEN DEFENDING, unless being ambushed. It does not, however ALWAYS work as it can overheat when it activates too much, which directly contradicts the description. Maybe add to description has a chance to overheat over defending so many times. Still a good item, but with the overheat thing it feels more like a malfunctioning rare or epic item.
Also wanted to note that earlier I forgot to delete the part where I said my Diana team lacked mobility, with the 5 Cavalry units they are a Cavalry unit and have good mobility. The do still lack ranged damage though, not that they need it.