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  1. #131
    Abi 1 - added abi damage/abi cap up and affliction rate buff
    Abi 2 - buffed heal to 3k cap (still only 20% max HP, so good luck hitting it without accessories), buffed barrier to 3k, added 50% vigor buff
    Abi 3 - buffed healed amount to 50% max HP (probably no cap)
    On burst effect added - resets cd on abi 2.

    Atum is now pretty solid damage buffer (50% vigor buff is no joke).


  2. #132
    Unregistered Guest
    Quote Originally Posted by Unregistered View Post
    I don't have Tish or Sol, so she's the best healer i have. Her heal got buffed to 3247 HP for me (i have one ascension UE staff) and got vigor and and barrier added. Her heal cooldown resets after burst. Also ability damage up and affliction up to her first ability.

    She seems pretty decent to me, but again i don't have some of the other good healers to compare.
    After some more testing it looks like the healing is a % of max hp, not a flat number anymore. My rough estimates are somewhere around 20% of max hp without ascension.

  3. #133
    Most (if not all) heals are % of max HP, but you ignore that fact, because they hit cap easily. Atum's abi heals for 20% max HP and has 3k cap, which means that target needs to have at least 15k HP for it to hit the cap (I ignore here any ascension bonuses).

  4. #134

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    Quote Originally Posted by Gludateton View Post
    Most (if not all) heals are % of max HP, but you ignore that fact, because they hit cap easily.--
    This.

    It's a little known fact in Kamihime since the heal caps are in general so damn low.

  5. #135
    Just tried out buffed Atum. I must say, I'm really liking her and trying to clear a spot for her on my debuff resistant team.

    Haven't tested her heal cap yet, 'cos I've been using her to heal himes already at full health just for that vigor buff, and it is very nice when I burst! Having it off CD after burst is also very nice, you can easily keep vigor buff continuously on someone or even have it on two himes most of the time.

    Her first ability is also very nice btw, it gives a big boost to ability dmg and also raises the dmg cap. It lasts 3 turns, so I see some insane synergy with Lugh: Atum use abi 2 on Lugh before FB, Lugh holds abi 2, FB, Lugh nukes hard, Lugh resets nuke, Atum abi 1, Lugh nukes harder, Lugh resets nuke, Lugh nukes harder, Atum abi 2 on Lugh (off CD 'cos of burst) - 3 turbo-charged nukes in one turn and Lugh still has the ability dmg boost for 2 more turns and is healed up and ready to go. Now I just need to pull Lugh... The next mtix can't come fast enough x_x

    The main downside I see with Atum atm is that she's not as AAB friendly as Sol. For lazy ppl like me, I'll probably still run Sol most of the time I need a healer, but Atum seems very solid for content that matters.

  6. #136
    Quote Originally Posted by Dejnov View Post
    So this isn't the correct burst order for your team. Let's talk fast team bursting. For Thunder Ult (where you absolutely have to burst on turn 3), your favored team is Shingen, Take/Art/Tsuki, Tishtrya, Sol, Michael. You want to use Trish's TA buff on the first Hime slot if it's not Take. If it's Take, you TA buff Sol. On turn 2 you use Michael's burst buff and Shingen's Encourage Inspiration buff so that you can then push the Thunder Ult into stun on turn 3 (3T burst). You can then move to a 4T burst cycle (burst on turn 4) for the rest of the combat as you get the free stun round and solo kill the Ult. Provisional Forest in used on the second full burst, if available and needed, but never on the first. For me it almost never gets activated as it slows the team down too much.
    Sorry for another necro, but I'm still returning to this and especially position Mike should be on. Granted, I don't have Tish nor Shingen, so my burst aren't that fast, but still the general logic should be the same. So the question is - why is Mike on last spot, instead of first (outside of Take scenario)? While my initial thought was to indeed have Mike on last spot - so that the +20 BG from her burst doesn't get wasted, but giving it some second thought - in general it should not.

    If Mike is on first Hime position, it allows you to FB when second hime is at 60%. This allows us to land a first FB faster. Now, if Mike is last, she instantly provides +20 to all characters for the next burst... But if she is in front of them, they don't need the immediate +20, as they will just get it during FB from Mike bursting before them. Finally, Mike also has a built-in double attack, which may sometimes save the FB, should the TA from Tish not proc...

    One scenario where I could see the benefit of having her on last spot is if you are afraid she will die. That way, the +20 BG from her burst is already on other characters and will not be lost. It would also make more difference in some abstract scenario, where she would solo burst between FBs. At last spot she only needs 60%, she already gets 20% from her burst, maybe you also have some +BG abilities ready, so refilling for FB would not be out of question, but the odds are that by the time Mike is ready for her solo burst, some other hime is at 100% already, so you can't burst anyway.

    So, TL;DR; - I see Michael on last spot in a lot of comments / screenshots. What am I missing here, that makes people chose this instead of placing her first?

  7. #137
    Quote Originally Posted by Crow View Post
    So, TL;DR; - I see Michael on last spot in a lot of comments / screenshots. What am I missing here, that makes people chose this instead of placing her first?
    Nothing. None whatsoever.

    There is nothing you need to worry about Mike's position other than her speed relative to the other members of your team. There had been this misconception (for god knows what reason) that Mike should be placed last so that the team may get a head start next cycle, but this is only half true, as people have forgotten that she also carries the speed of those placed behind her.

    Nice. You've managed to figure out the best correct answer for your superstition *pachi pachi pachi*

  8. #138
    what bear said is exactly what i do and i main light. i currently have michael as the first KH.
    that being said, for certain quests, i go all-out offense and put in faster himes - ie. tish and take', in which case Michael takes a back seat.

  9. #139
    Bumping this thread again. I wonder if any kind player could give us an update, on how is Light meta shaping with t4 souls on DMM? Are there any changes in himes we should be aiming for with rolls / tickets? Also, between Michael, Tish, Lugh, Iris, Vishnu, Sol and other utility himes, what is the go-to general purpose setup? With Lugh and Iris, it got a little bit crowded on the 'extremely strong and fast' himes market.
    Last edited by Crow; 5 Days Ago at 09:37 AM.

  10. #140
    Quote Originally Posted by Crow View Post
    how is Light meta shaping with t4 souls on DMM?
    I don't have a DMM account, but my understanding is that the light meta won't change much since there're literally no new non-limited edition light SSRs released from now until about a year later when light Kingu comes out. The limited edition ones (Michiru, Halloween Hastur, Valentine's Baal) are not particularly remarkable (actually I like VBaal, but she doesn't do much that isn't already covered by some other light SSR, and she comes out after dark tower, so won't even be a useful tower body for a long while.)

    The only big change is probably Eros AW early next year (supposed to be around February, but Azzy AW still isn't here, so who the heck knows...) she'll be part of the light meta for any fights where things keep throwing debuffs at you (i.e. almost every rag.)

    As for T4 souls, well Medea is a top choice for competitive stuff regardless of element. After that, it's more playstyle. Hector seems popular, but if I'm not mistaken, her biggest selling point is the team-wide critical buff, which is great if you're fighting DRag/Aratron/Och, but if you're like me, where light is your one and only viable element, she won't be as attractive 'cos critical requires you to be on-element. If you're going Hector route, keep your Metatron hammer and Iris glaive dupes if you draw any - Meta hammer and Iris glaive both give 20BG refund on burst if you can FLB them, which will be very important for keeping Hector from slowing down your burst cycle too much. I'll probably go for Asclepius after Medea though, 'cos I like to AAB stuff - you need Sol and a good ascension grid if you're going that route.

    I haven't researched much about the second batch of T4s, that's still too far away for me to pay attention so I won't comment much there. However, word is that Yori pretty much makes every element fast, so light will lose its edge in the age of Yori =(

    Are there any changes in himes we should be aiming for with rolls / tickets? Also, between Michael, Tish, Lugh, Iris, Vishnu, Sol and other utility himes, what is the go-to general purpose setup? With Lugh and Iris, it got a little bit crowded on the 'extremely strong and fast' himes market.
    Eros - most underrated light SSR imho. There is her eventual AW but she is still useful today though, especially if you aren't at the point where you can just wanpan everything. She has affliction block, which allows you to safely AAB things that are dangerous to not wanpan (e.g. TUlt and Sandalphon GO.) She is also a very good defense hime (I know she's classified as balanced, but she's more like a defense hime) - A frame 20% atk down and 1.2k barrier/def up on 3/6T CD - it may not seem like much but it adds up and synergizes well with Sol. She also works well with Hercules 'cos all her buffs make it pretty easy for Herc's nuke to hit cap. Oh, and she's very AAB-friendly, which is why Eros actually sees more use than Lugh for me, one can only manual so much for a day.

    Also, with few exceptions, I'm of the opinion that pretty much every light SSR is useful, although in terms of mtix worthiness, I would probably only include Mike, Tish, Iris, Lugh, Sol, Eros (not necessarily in that order, depends on who else you have; full disclosure, I mtixed a bunch of himes not on that list due to a collector's impulse.) I won't actually include Vishnu even though she is very good; her weapon is worth the tix though if you're at the point of thinking of tix-ing primarily for weapons. The only himes that I don't see much use these days are light Tsuku (Iris just does everything better), Frey (don't have her on my main account yet, but if I did, I wouldn't use her outside of tower and maybe dummy - she's very good when you're nowhere near hitting burst cap but CD is too long and not fast enough to compete in a modern light team) and SSR Arty (Lugh/Iris does everything better, but she'll be usable again after rebalance, whenever that is.) None of those himes are bad btw, just less OP than others and don't have a niche that's hard to fill - they're still good if you don't have the more OP ones (heck, I practically grew up with light Tsuku, who helped me get to the point where I started challenging rags.)

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