New topic: Top 5 worst classes in the game, and how to fix them.
Rules: This is about the class-gimmicks, not the individual units, so even if the class has one or two really good units, if they are good despite their class, it still counts. With that said:
#5: Samurai:
#4: Sailors:
#3: Enchanters:
#2: Avengers:
#1: Curse Users:
New topic: Top 5 worst classes in the game, and how to fix them.
Rules: This is about the class-gimmicks, not the individual units, so even if the class has one or two really good units, if they are good despite their class, it still counts. With that said:
#5: Samurai:
-Pros: Decent attack and health, hit all blocked enemies, Hibari is cool and she tokenizes them.
-Cons: Thin defense, high cost keeps them from being effective anti-rush units, vanguard strategists do the same job but for cheaper and with added benefits, their skills are strong but make them do different things than what the class is really good for
-Fix: Just give them some extra defense, for god's sake! Or barring that, lower their cost so that they would be cost-effective sweepers
#4: Sailors:
-Pros: Cheap melee support, 0 block during skill can work well on certain maps, extra damage against the fish-guys
-Cons: Average stats and weak skills (aside of Rinbells SAW) leads to a lack of DPS and overall presence on the map, other free(ish) melee support units like Emperor-kun blow them out of the water (no pun intended)
-Fix: More stats, more multipliers, more everything so that they have a fighting chance
#3: Enchanters:
-Pros: Useful if you have physical burst DPS units to boost, their token is powerful
-Cons: Low stats, short range, little-to-no map presence outside skill use, the token costs an arm and a leg, they are only worth taking along if you already have good DPS units in your party, their skills don't work well on maps with scattered ranged spots
-Fix: Either make it so that they can summon a lesser golem pre-AW, so that people would have a reason to bring them along from the get go, or give them a big multiplier against golems so that they could actually do some damage to something while their skill isn't up
#2: Avengers:
-Pros: High health, skills synergise well with class gimmick, very high attack multiplier on low health
-Cons: Not particularly useful against any enemy type, hard to use, other classes can do the same without the risk-factor
-Fix: Either tokenize them, or make it so that the multipliers are not from current health, but cumulative damage received (e.g.: 1.5x at 2000 cumulative damage, 2x at 3000, 3x at 4000, 4x at 5000)
#1: Curse Users:
-Pros: They can maybe tip the balance on maps the player is just barely unable to clear otherwise.
-Cons: Abysmal stats, hog a ranged placement slot, their gimmick rarely ever comes to play unless you base your entire strategy around it (e.g.: golem-assassination on certain Magic City maps)
-Fix: Just raise their stats, or alternatively, make it so that their gimmick works especially well on certain targets (anti-orc, anti-goblin, anti-whatever), so that they would have a niche use at the very least
I think that samurais are quite ok. Candidates for #5 are more likely alchemists or monks. I never used those, but used samurais other then Hibari from time to time, as the can kill multiple enemies fast.
Alchemists seem bad because we have only a few of them, and they all require a lot of effort put into them before they turn dividends, but every one of them are at least decent on their own.
Thelma is a decent (and very cheap) AOE unit with Gold Get!, great for gold farming with Totono or even alone.
Corrine is bad until SAW, after which she can be used to both heavily damage and weaken bosses with high MR at the same time.
Charles is the single cheapest AOE unit (aside of a Rino with a maid) post-AW, and she has a global skill that halves enemy defense and increases ally defense at the same time, which is pretty good and makes it so that she can affect the battle even without putting her on the front lines.
Makina is a high-mid-tier black with great utility, both as an AOE nuke (he SAW covers about half the map for pretty good damage) and as a support unit through her token.
Their only real weakness is their pitiful range, but aside of that all alchemists are very solid, and their gimmick works wonders on physical DPS teams and against enemies with MR (such as demons).
As for monks, they are actually not bad, their only problem is that their skills rarely ever synergize with their class. Alice is a pretty good black all things considered, Ur is a great source of burst true damage DPS, Lin has proven to be a pretty good AOE burst hitter on subjugations, Gina is a good meat-shield that can run around with just under 9k HP and she is one of the few monks whose 50% dodge makes her even better at her role, Peach has surprisingly decent stats, and while her SAW is a back-and-forth switch between extra attack and defense, it has a very good uptime and good multipliers, Dan is a decent emergency meat-shield and Mao is... well, she is fodder for Alice.
So yeah, if I had to pinpoint the reason why they are not commonly used, I would say it's that, unlike rogues, their attack stat and skills are not great enough for us to risk putting them down and hoping that they dodge those attacks that would otherwise rip through their paper-thin defense.
Do you think, they are better then samurais? Both of them looks much more situational and if we take into account blacks, Hibari is very useful in almost all missions.
Are any of these 2 units particularly useful?
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Are any of these 2 units particularly useful?
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New topic: Top 5 worst classes in the game, and how to fix them.
Rules: This is about the class-gimmicks, not the individual units, so even if the class has one or two really good units, if they are good despite their class, it still counts. With that said:
#5: Samurai:
-Pros: Decent attack and health, hit all blocked enemies, Hibari is cool and she tokenizes them.
-Cons: Thin defense, high cost keeps them from being effective anti-rush units, vanguard strategists do the same job but for cheaper and with added benefits, their skills are strong but make them do different things than what the class is really good for
-Fix: Just give them some extra defense, for god's sake! Or barring that, lower their cost so that they would be cost-effective sweepers
#4: Sailors:
-Pros: Cheap melee support, 0 block during skill can work well on certain maps, extra damage against the fish-guys
-Cons: Average stats and weak skills (aside of Rinbells SAW) leads to a lack of DPS and overall presence on the map, other free(ish) melee support units like Emperor-kun blow them out of the water (no pun intended)
-Fix: More stats, more multipliers, more everything so that they have a fighting chance.
snip
Again, and I can't believe I have to repeat this: My list was about the "class", not the individual units. While most samurai have niche uses and can be fairly powerful under the right situation, it is not because they are samurai. When you boil it down, samurai are defined by three things:
-Fairly high cost
-High attack, medium/low defense
-Hit all blocked enemies
Hitting all blocked enemies would make them a great sweeper class against early goblin/wolf/imp rushes, but their cost makes this impractical. They have fairly low defense, so they cannot serve well as a tank, and if their skill makes them good at tanking, they are no longer sweeping (with the only exception being Hibari). In other words, there is little to no synergy between the class and the units themselves.
In retrospect I should have named "5 least well thought-out classes" instead, and that would have saved us a lot of time and arguments.
For sailors, I cannot say much, as I barely use them. I have a Rinbel for Vepar and an Amelie that I raised when I wanted to put together a pirate-team, and I haven't used either of them outside of that narrow niche because they are just not very good at their intended job when compared to my other melee support units, and they are weak and fragile when their skill is down.
As for the other classes you listed, bandits are very good early-to-midgame units with good utility against armors and they are good meat-walls against everything but the heaviest hitters. It's just that armor type enemies are fairly uncommon nowadays and, aside of the strongest ones and bosses, they are not a big enough threat anymore for bandits to shine.
Maids are weak, but they are immediately useful even if you don't place them. I don't diss them the same reason I do no complain about how thieves have trash stats and skills, because they exists for their passive bonuses. Also, they can see niche use when deployed as tokenization-enablers, thought I admit I have only seen that happen with Sarah.
I didn't want to pick dark priests because I don't have any, and I don't want to speak just from looking at their stats on paper, while necromancers are... you know what? If you are really against samurai being on the list, necromancers can pretty much replace them, as they suffer from similar issues. They are supposed to be the heavy-hitter, long-range magic damage dealers of the game with plenty of tokens, but other classes like druids, merchants and even demon summoners make them redundant. I can't even remember the last time I used Metus either for her DPS or her tokens.