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If you're in WH 5, you sacrifice too much to get it. You can't really expect to go after 3x level 2 Brown units while also grabbing Rubiela in late game, so you have to start building it very early. This tanks your mid-game too much.
That said, it's viable if the game gives you a free Rubiela early or you get an accessory for it.
Some other stuff re: OP vs my thoughts.
Forest - Forest is extremely viable, but you need a specific build for it (Orange x1, keep Reno + Amber or Reno + Morgan, pick up Mustelo possibly, early White 1 preferably). That said, it's easy to grab Green through this because 2 of the Forest units are also Green and most of the other symbols here are stuff that most builds want, so it's actually not that impractical. Also somewhat applies to Purple in this kind of build (but Purple is lower priority in this kind of build and you need enough stuff that it's often not going after until late game when you see if your units have a lot of magic damage or not).
The reason why Forest is noteworthy is that all the important units for this kind of build are silver, so you can be much more picky about your Gold units late game (basically, you just need the ones to finish out symbols. Stuff like Sapphir or Luna, usually).
Justice - Justice is terrible unless you have specifically Morion (or maaaaybe Sol or the frenzy Black units). It only boosts normal attacks, so you aren't getting your skill multipliers on it. Thus, it's only worth going after specifically if you have the normal-based carries.
Red - Mostly agree, BUT there are edge cases where Burn is very important in late game. Basically, you have to hard commit to many burn sources because the Burn damage triggers each time the enemy is hit by Burn (in addition to the normal damage over time). Thus, stuff like Sol or Firestorm is required. But it can be a decent offensive pivot if you find yourself with the tools.
Also, clarification, although the final boss does not have Enrage specifically, the final boss DOES have Attack scaling (Black Paradox Gem randomly occurs during 1st phase which improves attack, second phase will occasionally use Queen Bee Gem to improve her attack).
Hey, thanks for noticing. I usually beat the final boss before she ramps up to unmanageable levels but I'll include that in.
You can level up Fool to lv 2 then sell.
Regarding the default character only, as I haven't done much with the second character yet:
I'm much higher on Magician than you are, particularly at a larger party count and/or with access to Illusion gems. It tends to be the AoE attacks from bosses that you want to avoid most, so the damage prevented on characters who weren't hit by single target hits adds up fast. For non-bosses, many fights are trivialized by Illusion due to low hit counts.
I'm lower on Green and that's pre-nerf, haven't seen the nerf values yet. Green saves some portion of runs that were otherwise lost, but its niche is in handling bosses with a lot of burst damage, yet there aren't many bosses like that. A well built party, even lacking the ideal symbols, can out-tank most bosses with gem support. Green is often "win-more" in that if Green is good in your party (you've got a lot of symbols), you didn't need the help anyway.
That's....missing the point?
If you're in WH 5, committing 3x level 2 brown units for NO benefit in early game is a huge deal, considering that's a lot of money that could go into Shield or Green or any offensive value to carry you through mid-game.
You can't magically just summon 3x Fool units out of thin air and say "Fool is good, go after it." It doesn't work.