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  1. #1

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    Quote Originally Posted by Slashley View Post
    I made a video of the the only element I can safely handle. Not sure if it's because my Water team is damn good, or because Fire is the easiest, or because my Water grid is in really good shape. Or because of a combination of all of the above.
    So you're Thunder main with multiple optimal SSRs but your Water team is strongest? That says a lot about Thunder's current viability.

    (Also Fire really is the easiest, but that's just a matter of the trash being weak).
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  2. #2

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    Quote Originally Posted by sanahtlig View Post
    So you're Thunder main with multiple optimal SSRs but your Water team is strongest? That says a lot about Thunder's current viability.--
    I know right. Though, the only optimal SSR I have on Thunder is Raiko. Thor is a blast to play with, but certainly not optimal. But at least I can crush Reiki raids like nobody's business, sheesh!

    And in Water, I have Ryu-Oh... really, most Water SSRs are just absolutely bonkers in general. And their SRs are crazy too, Triton and Belphegor are just damn good.

    There is a good chance that I'll be swapping to Fire or Water in second Miracle ticket. Time will tell.

  3. #3

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    Quote Originally Posted by Slashley View Post
    And in Water, I have Ryu-Oh
    Running Dragon King and Sol in your Thunder team might make it actually work. Then you could run Andromeda and Sniper Shot and actually mitigate damage. Of course, at that point you almost might as well run a Water team.
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  4. #4

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    Yeah thunder has some issues and they're not really getting a major upgrade until mammon. In comparison water has tons of insane SSRs so it looks pretty bad. If you have dragon king then you can build a pretty strong water team around it without any other SSR.

  5. #5

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    Running Jack of Frost on a Fire quest is another factor that tilts the balance in Water's favor in this particular instance. Running two of them cuts damage by -20%, multiplicative with ATK down debuffs and elemental advantage. That's a lot of damage reduction, and could easily be a decisive factor.
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  6. #6
    Yep. When all the stars (abilities) aligned yesterday, I took a rage burst and it was under 3k per hit.

  7. #7

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    Quote Originally Posted by sanahtlig View Post
    Running Dragon King and Sol in your Thunder team might make it actually work. Then you could run Andromeda and Sniper Shot and actually mitigate damage. Of course, at that point you almost might as well run a Water team.
    I'm not sure about Ryu-Oh. I mean, by herself, yeah, if I use Andromeda with Sniper Shot. But both with Sol AND Ryu-Oh? That's... gonna hurt my damage output a whole ton, no?


    Did run with Sol today (thanks Miracle ticket!), was notably easier. Still not a breeze, but considering that I lost 2 Hime throughout three runs, can't complain.

  8. #8

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    Quote Originally Posted by Slashley View Post
    I'm not sure about Ryu-Oh. I mean, by herself, yeah, if I use Andromeda with Sniper Shot. But both with Sol AND Ryu-Oh? That's... gonna hurt my damage output a whole ton, no?
    I do most of my runs with the following group: Mordred (Sniper Shot), Cthulhu (used to be Poseidon or Triton), Gabriel, Gaia, Sol. It gets the job done, though admittedly I rely heavily on Gaia during the boss's rage phase. But with Thunder's damage output your Rage phase should be shorter than mine, so hopefully you won't have to eat 3 overdrives like me. It's really just a race to get off a second Burst.

    With Joan + Sniper Shot, Raiko, Sol, and Dragon King, you'll have 2 damage cuts and the ability to run -70% ATK (with Leviathan and/or Yatagarasu). That should be enough for an endurance strategy. Dragon King might not fare so well against Thunder, which is sadly what you need to clear the most. Also, your debuffs will be missing like crazy if you don't have Sphinx's affliction resistance down applied. If overdrive gauge extension misses, it's over. Sphinx's debuff is on a 9 turn cooldown, so you'll have to work quickly to have it ready for the next debuff salvo without eating undebuffed attacks.
    Last edited by sanahtlig; 01-03-2018 at 06:35 PM.
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  9. #9

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    Quote Originally Posted by sanahtlig View Post
    -- It's really just a race to get off a second Burst.
    Whoah? Eating even two of that terrifying Burst scares me. Though, I don't think I've ever had more than -55% Atk (Raiko, Outrage, Sol, Yatagarasu), so going for more would certainly cut the damage taken by a whole ton. By one third, in fact. Still... aiming for an endurance battle against THAT Rage Overdrive scares me.

    My aim is to save full Burst and all abilities for the Rage phase, to get hit zero times while she's in Rage. For Water this is really easy thanks to Belphegor (-30% Rage meter, WHAT? Who thought that'd be a good idea on a SR?!), but most of my teams can handle it okay-ish. Thanks to lack of Oberon and powerhouses, my Wind really struggles. And I'm not sure about Dark, since I have no plausible Light team. I think I was out on the first day of Light Accessory quests thanks to x-mas, and last week I did T1-T3. I guess I'll find out how well I can do off-element in a few days...

    I wish that I could bring Gilgamesh's Rage meter skill... ... wait, I think I can on my Water team. Belphegor + Ryu-Oh should do well as long as I can clear wave1. That's an instant 44% Rage meter reduction, if I understand how stuff works right. Is that enough to instantly get past Rage with -32%
    Def will be seen in a few days.
    Quote Originally Posted by sanahtlig View Post
    --
    Sphinx's debuff is on a 9 turn cooldown, so you'll have to work quickly to have it ready for the next debuff salvo without eating undebuffed attacks.
    That's not the only long cooldown that I'm used to running with - Outrage is 8, both Ryu-Oh's A debuffs are 8, Yamaraja's B debuff is 9 and Ryu-Oh's Black Propaganda is 10!

    So I've learned to rush through turns ASAP, but I still constantly lose the debuffs on these specific ones. I'll get more used to it over time I guess.

  10. #10

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    Double post, but FUCK.
    FUCK Wind R4. I'm sick of this bullshit. I think this is going to be the last time I bother doing it, I'll just stick to R3. I don't have that many Wind Runes anyway since Wind Disaster is annoying to run on my default Thunder team.

    2:00 to 5:00 is really the entire point of the video. Though you might wonder about the seemingly random -40% used at 11:57 - it's just there since I might've needed to delay the Rage push to the next turn, and thus it was important to give Acala a better chance to live through an auto-attack. Anti-Rage is literally Acala's entire reason of existance, even though I fucked up the skill order on that too. Oh well.

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