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  1. Quote Originally Posted by JSmith12 View Post
    I'll add her with Rowanna and Eva as "Sexy but rather useless" units. I don't know what they were thinking with this one, she's like a human variant of the Dragon Soldier class; they have no clue what they want.

    Considering this, would her 7% attack boost be worth it? Unlike Belinda and Spica who retain their class traits and take advantage of their buffs, Yuno would end up forgoing class trait and waste the buff on offense rather than support. In a tight situation that could spell doom for the player and a great deal of frustration.
    That attack boost applies to healing power as well, so could help if your tight on healers.


  2. #412
    Quote Originally Posted by wolfdragon76 View Post
    That attack boost applies to healing power as well, so could help if your tight on healers.
    That is true, though I personally wouldn't sacrifice a healing spot for Yuno's boost since Yuno herself wastes it with her skill and skill is where a healing unit can make or break your run.

  3. #413
    Unregistered Guest
    I do wonder (since I don't have sufficient experience for this):

    Is the concept of healer by default->attacker with skill (which also applies some buff or another) just fundamentally flawed relative to the other way around (attacker by default->healer with skill & buff, like bishop or shaman)?

    Or is Yuno specifically a bad implementation of this concept?

    Or a mix of both?

  4. #414

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    Quote Originally Posted by Unregistered View Post
    I do wonder (since I don't have sufficient experience for this):

    Is the concept of healer by default->attacker with skill (which also applies some buff or another) just fundamentally flawed relative to the other way around (attacker by default->healer with skill & buff, like bishop or shaman)?

    Or is Yuno specifically a bad implementation of this concept?

    Or a mix of both?
    Let me try to explain:

    The first example you mentioned was Attacker that heals while the skill is up, for this example i'll use Noel (a gold bishop that we got on a star trial event). Whenever you place a damaging unit you want that unit to do damage, but since every now and then you would want some healing over damage you would use the skill so she can heal in that moment and then she can return to damage

    The other way (Healer that attacks while skill is up) is... imo harder to plan for. You see, whenever you plant a healer you want that healer to HEAL all the time, so even if you need the attack you would be sacrificing healing which may lead into a dead unit because you wanted to make your healer attack instead of fielding a temporary witch or some other damage dealer

    The way i see it is: You put your healer because you know you want X unit healed if needed, so the option of converting to attack is not often taken, thus making Yuno a rather niche unit

    Then again it's my opinion, you can go and read or watch videos and judge by yourself
    Remember at the end of the day only can convince yourself

  5. #415

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    Quote Originally Posted by Unregistered View Post
    I do wonder (since I don't have sufficient experience for this):

    Is the concept of healer by default->attacker with skill (which also applies some buff or another) just fundamentally flawed relative to the other way around (attacker by default->healer with skill & buff, like bishop or shaman)?

    Or is Yuno specifically a bad implementation of this concept?

    Or a mix of both?
    Both are pretty flawed and fairly niche roles. They add an annoying element of micromanagement, while not really being that much more useful than a vanilla unit would have been in that slot. It is true that disabling a healer tends to lead to disaster more often than disabling an attacker, since you'll have less healers on the map compared to attackers, so disabling one might be critical.

    Honestly - think of a situation where you'll want to switch a healer to an attacker. How often does that come up? Almost never, right? Now, how about switching an attacker to a healer? Pretty easy - maps tend to swarm you early game then drop huge bosses which need to be tanked later.

    Generally, the best multi-role units are ones who toggle with a low CD skill like Shiho, or ones who simply do both at the same time like Eterna.
    Last edited by hchan1; 09-24-2017 at 10:26 AM.

  6. #416
    Blaxer put into words this issue beautifully, a job very well done

    hchan1 also highlighted a factor that makes dual units both a blessing and a curse with their need of micromanaging.

    To me the better hybrid units are those that have a passive change in attack such as Priest Warriors and Dark Priests and both also have a heal priority skill. All in all an attacker to healer is always a good thing, the other way around not so much. Actually the only class I know of that does that are Dragon Shamans, though I think most people field them for their attack oriented skill rather than their non-skill healing.

  7. #417

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    Quote Originally Posted by hchan1 View Post
    Honestly - think of a situation where you'll want to switch a healer to an attacker. How often does that come up? Almost never, right? Now, how about switching an attacker to a healer? Pretty easy - maps tend to swarm you early game then drop huge bosses which need to be tanked later.

    Generally, the best multi-role units are ones who toggle with a low CD skill like Shiho, or ones who simply do both at the same time like Eterna.
    Word up.

    Last recent example was my (admittedly shitty) 3* Soldier in the Tower run, which would've failed if I didn't switch Shiho off of attacking to avoid aggro'ing the mythril golem.

  8. #418
    The Dark Guild's Servant (star trial) is up next with Irene up for a light patting on the head.

    Hmm interesting, our first Maid it seems. Maids, as is their role in life and society, strengthen their masters and give them various boosts. They also tokennize (spelling please) their masters as well making those three stars just a little bit easier. Not sure if I should mention 2AW since that's very far away.

    All Maids specialize in a particular theme with Irene focusing on "outlaw" units. Base ability gives Bandits 7% extra max health and Rogues 20% extra skill duration. AW'ed ability adds Pirates and Thieves in the mix giving them 5% extra attack and -1 cost respectively; though honestly who fields Thieves anyway?
    Irene also gets a good skill as well, with max skill doubling her attack and defense for 30 secounds. SAW decreases the boost to 90% for the same duration and makes her attacks ranged (200).

    All in all Maids are probably the most solid support units in the game I think. They are both able to boost their fellows and hold their own in a pinch; definitely worth the effort of perfecting.

  9. #419

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    well , rogues can be good if you have a berna , but generally speaking , there are better duelists out there

  10. #420
    Don't sleep on the Pirate boost though. As new units come out Pirates will eventually find themselves in the enviable position of getting attack boosts from a couple different types of unit, a setup which makes it pretty easy to squeeze in a Pirate boost or two into most deployments without running into as severe of a redundancy issue you as you typically see with other classes. You only need one platinum or higher gacha pirate to start make such tribal setups pretty compelling, since Helena (Pirate boosting vanguard tactian), Irene and Sabrina (Solid event pirate with w/ global pirate cost reduction Ability) all support the strategy well and are event units. Honestly, the biggest thing I dislike about Irene is that she herself isn't really that compelling until AW2, which is both expensive and a long way off.

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