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  1. #1

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    The "which Soul should I use?" thread

    I got sick and tired of hearing this same question over and over in the Q&A thread, so I thought I'd make a thread about this so that people might notice the answer better.

    First things first: if you're a brand new player, only this first section will apply to you. The rest of the thread will be assuming strong players (40k+ Atk per Hime and 80%+ Assault from Grid).
    A new player should almost always go Gawain (for Ambush EX skill) -> Cass (heals and Chaos Magic (aka Dispel)) -> Mordred (Black Propaganda (BP)) -> Dartagnan (Sniper Shot)/Joan (Trial by Jury)/Hercules(generic powerhouse). Once you have these six Souls, then you can get whatever you want. For Holy Soul Points, you'll probably want to go down the Yukimura -> Masamune -> Shingen (Provisional Forest (PF)) path. PF is pretty much a requirement for strong burst damage turns, but getting it will take you a whopping ~six months since HSP is gated behind Union Events.
    Veteran players frown at Mordred, but for a new player, she's extremely valuable. This is because new players probably just get oneshot by strong attacks, whileas veterans can often survive taking a hit or two (and have forgotten about the troubles they used to have). As such, BP is just immeasurably valuable to you until you reach the stage where you're strong enough to "kill it before it kills you" reliably. Another very good Soul for new players is Joan, particularly with BP. Joan with her -40% less damage taken on a turn might let you survive an Overdrive turn, which with BP will guarantee you at least two more turns. So new player progression often looks like Mordred -> Joan -> Hercules/Shingen. Try not to get caught up in Mordred/Joan(/Andromeda) phase forever though, since "kill it before it kills you" is way faster once you get strong enough to do it.

    2020 EDIT: Originally when this was written, SP to unlock Souls was quite limited. Currently however, there are 24 Epic Quests (and more are on the way), each which offer an easy 100 SP. So for new players, the bottleneck for Souls is exp more than anything.
    Also, for unlocking Shingen, the frequency of Union events has significantly been reduced. Alternative means of getting HSP are Raid Medals, as well as Tower and Guild ones - I don't recommend spending the latter two for HSP since those Medals are better spent on bricks! Also, please don't rush for Shingen until you're ready for Yorimitsu. Hercules will serve you just fine until then.


    Now then, off to the actual thread itself:
    OLD POST UNDER SPOILER TAGS. It is now mostly there just for selling you the strong points of Hercules.

    At the time of this writing, we're in the age of Hercules. When you are in doubt, just go with Hercules. The reason?
    1. She has -30% damage cut to self and Regen. Uptime of 5/7 turns. This makes her extremely tanky, and even with bad luck she will almost never die first.
    2. She has a strong Combo+, uptime of 5/7 turns. This means that she's unlikely to be a bottleneck to your Full Bursts.
    3. She has a fairly strong nuke.
    4. Thanks to her Axe Soul weapon, she is capable of using PF without outside help.
    5. Thanks to her Soul weapon, she gives -25% Def debuff (Eidolon frame) on-burst, solving most Def debuff problems.
    Simply put, Hercules offers you basically everything you want in a Soul. If you have a grand plan that doesn't involve Hercules? Sure, go for it. But if you doubt your grand plan... just go with Hercules. Remember: "If in doubt, go with Hercules."

    Other common alternatives to Hercules are few, but some exist:
    1. Thunder teams struggle with Def debuffs so badly that Herc's -25% by itself just isn't enough. As such, people without Mammon or Baal Unleashed tend to go with Dartagnan and her HP weapon.
    2. Perfect full SSR Wind teams can pick Shingen for chaingun burst builds, as Shingen is faster than Hercules. Also, such teams tend to be heavy with combo/guaranteed triple Hime, making Morgan Berserk builds a strong option.


    The age of Hercules will last until the Second Anniversary patch. This is either mid-Feb 2019 or early April 2019, depending on how Nutaku wants to handle it (EDIT: Happened on 11th of Feb 2019). While Hercules herself won't get weaker and will still be a very, very viable option, some things do change which brings forth other options, particularly Shingen.
    1. MP system allows you to buy new Soul-specific EX skills, such as Shingen can use a teamwide burst+20 skill with a 6t CD, making Shingen teams far, far faster than before.
    2. MP system allows you to upgrade Souls, and these upgrades are different per Soul. I haven't fully delved into this, so I'm not sure does it favor Shingen or Hercules or neither.
    3. Accessory set bonuses become a thing, and of particularly note is the Tiara Set Bonus (+15% double, +15% triple). A full team making use out of this (extremely broken) bonus probably means that Herc can't keep up past the first burst, requiring you to swap to Shingen. Of course, assuming that the fight doesn't end in your first full burst.

    Soooo... yeah. I hope you like seeing Hercules in your teams, since that's just the way the cookie crumbles for now.

    2020 EDIT: The 02-19-2019 edit Shingen part is unchanged, but now in spoiler tags.


    At the time of this writing, we're in the age of Shingen.
    1. Shingen's new Energy Release skill Encourage Inspiration will guarantee your team a Full Burst with PF in 7 turns, with zero help from your team. But realistically since your team is likely going to be able to help, it'll be way, way faster than that.
    2. As Hime are getting faster and faster (in part due to powercreep, in part part because of Tiara Set Bonus), Shingen is the only Soul capable of keeping up with the rest of the team. As having your Soul bottleneck your Full Bursts is the LAST thing you want.
    3. Among Phantom weapons, the Lance is particularly good. Shingen is the only Soul with an offensive Lance Soul weapon.
    4. If you're not running Encourage Inspiration, you should ask yourself would Hercules do the job better. This will not always be the case as Shingen is able to bring the highly valuable PF while still having the EX slot open.
    5. Debuff resistant content is supposedly going to become more and more common, so Shingen who has no debuffs in her ability benefits greatly.

    Remember that your Soul is there to cover up the weaknesses of your team - while some players will be able to run Shingen in every team, most people won't be able to as she is not Hercules who covers just about all the bases. Shingen's advantages are most useful for the extreme high end of power levels, so expect to see more and more and more of her as time passes on and more people reach that stage.

    The age of Shingen is expected to last for a full year at least, though there are rumors that a new Soul will be unveiled soon on DMM. New stuff in videogames tends to be way overpowered, so that will probably mark the end of Shingen's era.

    And now, let's slightly cover the Soul Energy Release system:
    - Accessed through the Soul page from A class Souls (hit Soul's "Details" button) from Party screen, then a button next to "Change Soul" button.
    - MP is gained through a level 20 Soul winning a fight (50k exp = 1 MP) or converting (100 SP or 100 HSP into 1 MP). Don't convert any SP/HSP until all Souls have been unlocked.
    - MP is spent on A class Soul upgrades, 1 per upgrade. Maximum number of upgrades is 20 per Soul. The very same upgrades will come to S class Souls, so any upgrades to Arthur will also upgrade Charlemagne. Note that B and C class Souls do NOT get upgraded. As for rough tierlist on the upgrades:

    MUST HAVE tier:
    Double: All three points on ALL SOULS. Morgan has access to two. Soul burst generation is very important!!
    Triple: All three points on ALL SOULS. Soul burst generation is very important!!!

    Great tier:
    Atk (+++): First skill point (6%).
    Atk (++): First skill point (4%).
    Burst up: 3 skill points, 20% burst damage and 5% damage cap per skill level (total 60% and 15% each, Shingen gets two). This is one of the few that doesn't diminish with multiple levels.

    Good tier:
    Atk: Other skill points (2%).
    Crit: First skill point 10% chance of dealing 10% more damage. Unreliable and only applies with elemental advantage, but decent.
    Def (all): First skill point is more (see Atk values), but Def is always decent.
    Heal: For Andromeda. Each skill point increases Heal cap by 80 (1600 -> 1680 -> 1760 etc.). This is her job, after all.
    Ability: For Solomon. 1 point is 60% more damage and 8% more cap, the next points are 20% more damage and 2% more cap (for a total of 100% damage and 12% cap). Solomon has access to two. Please remember the Ability damage formula. Solomon's first skill will NOT triple in damage with 200% more Ability damage, but will go from 4.5-5x damage to 6.5-7x damage. These have a massive impact for Solomon's second skill, as this one goes from 100% to 300% per hit, actually tripling in damage.

    Meh tier:
    Crit: Second and third skill points. 5% increase in chance per point, no increase in damage. This is rather weak, only pick if you like increasing your chances in gambling just a little more.
    HP (all): You should have plenty from your weapon Grid. Don't bother.
    Heal: For Dartagnan, Joan and Morgan. I very much doubt it's worth the points.
    Ability: For all except Solomon. One point for Hercules is 56k more damage every 7 turns, which is decent I guess. NOTICE: There are times when this can be decent, like if you're running a Soul with multiple damage dealing abilities (like Arthur with a damage dealing EX - especially Solomon Ring). Only pick if you know what you're doing!!

    Unknown tier:
    Avoidance: 2% first point, 1% per point after. Is 2-4% chance to take no damage worth it? Probably not.
    Affliction RST: Unless you're literally fighting Medusa, you don't care for this. It would be decent if it gave you proper %, but it doesn't, just 10% at level 3. Is 10% good? Probably not. It depends on the formula how Afflictions work, and we have no idea. I've put 3 points into this on Andromeda for Water Ragnarok Disaster, and still have had Sleep for six turns straight. I think she resists a bit more but don't get your hopes up.
    Stealth: Effect unknown.
    Taunt: Effect unknown. Maybe good for Hercules. With six points on Hercules, she tanks a fair bit more, but it is certainly not reliable.

    - Honestly, Solomon is probably the biggest winner from the MP system. With 200% more Ability damage, she becomes a whole different beast compared to what she was before.
    - If you fuck up, you can "Remove" your upgrades, but this does not return spent MP.
    - Every class A Soul has two new EX abilities only usable by their own tree (such as Lancelot-Gawain-Arthur-Charlemagne). These skills cost 15 MP to unlock. By far the most important one of these is Shingen's Encourage Inspiration, but there are other very powerful ones. Some call them "MEX" abilities. Here's a rough list:

    - Arthur:
    Majestic Knight is a raid-wide Crit buff. That makes it pretty decent for support and meme purposes. But please not that Crit buffs don't stack, and that this one is quite weak.
    High Spirit is self-Vigor, which can be powerful, but I doubt it is worth using.
    - Joan:
    Maiden Guardian cuts all damage from an ally once. This can be extremely powerful when combined with Guard effects.
    Saint Breath is a stacking Def buff, which could be helpful in lengthy content, but probably not worth it.
    - Andromeda:
    Pure Garden saves your party from a debuff once, which can be useful in some content.
    Grant High Soul makes it so that an ally will not die once. However, this ability has a duration, which means that it's mostly only useful with Guard. In those cases, you're better off using Joan's Maiden Guardian instead.
    - Solomon:
    Hour of the Overlord resets all of the Soul's cooldowns. Very good for Solomon, and also a complete must-have for Medea.
    Magical Truth increases ability damage for the entire party (raid?) but such abilities are extremely weak. Even if you compiled a group of multi-hitters to benefit from this, ability damage caps would probably ruin it entirely. Useless.
    - Siegfried:
    Prosperous guaranteed Double attacks for Sieg with a good uptime, certainly a good skill, but not a good enough reason to run Sieg.
    Raging Reinforcement increases damage caps for the party (raid?) but this is unlikely to ever prove useful for you.
    - Mordred:
    Slaughter Fang allows you to remove one bubble from an enemy, certainly a good skill that plays into Mordred's strengths.
    Evil Disaster is a nuke which deals more damage the more debuffs a target has, certainly another strong skill that plays into Mordred's strengths.
    - Dartagnan:
    Snatch Ex is more Snatch. You don't need even more Snatch, do you?
    Chain Detonation is a nuke with low cooldown that deals damage depending on Snatch stacks. Dartagnan is certainly lacking in damage, so this ability can be quite useful if you're running Dartagnan for some reason.
    - Hercules:
    Overlimit is a stacking buff for Hercules, and is probably very strong if you don't have access to PF just yet.
    Life Burst deals damage with the more HP an enemy has. With a damage cap of 600k and probably only useful early on the fight, I don't know if this ability is any good.
    - Morgan:
    Induced Asylum gives Guard (I think?) to a party member. This can be extremely good when combined with immunity effects, but due to long cooldown it is unlikely to see any use.
    Assault Assistance gives additional auto-attack damage for a single party member, which certainly plays into Morgan's strengths, but as a single-target buff it's unlikely that this is any good.
    - Shingen:
    Encourage Inspiration gives 20 burst to party. With the low cooldown of 6 turns, this not only speeds up your entire party but also allows Shingen to get +50 burst for PF by herself on the very same turn PF was used (with her Soul weapon Lance).
    Multi-Shot Death increases Burst Bonus damage, which can be super good with elemental advantage, but it's unlikely you'll ever use this ability as Encourage Inspiration is just so damn amazing. Useful for single turn damage memes.

    - And finally, once you've unlocked a class A Soul, you unlock the option to swap the graphics and skillset of the Souls of that tree, to other Souls of that tree. Please note that running Andromeda with Cass' (better) skillset will disable Andromeda's Soul weapon from working (and MP upgrades), but running Cass' graphics with Andromeda's skillset will activate Andromeda's Soul weapon (and upgrades). So use this if you get tired of seing the same Soul graphics all the time.

    And last but certainly not least, let's talk about class S Souls. Please note that the grind requirement for these is thoroughly insane and thus you won't be unlocking even a single one any time soon. Farm requirements:

    You can unlock these from the "Hall of Research" button on the Soul Change screen, I believe after Rank100. Requirements for one (1) class S Soul:
    - 30 SR books (farmed from events, weekly Advents, and an uncommon drop from Purple chests in raids)
    - 900 Fangs total of various elements (farmed from daily quests with awful, awful drop rates, also available in miniscule numbers from Shop and weekly Advents)
    - 2 Soul's Secret Book of Heresy (exchanged for 100 Pages each, maximum of 5 copies per month. Pages are farmed from Guardian raids and Disaster Ragnaroks. Oh, and a full Book can drop from Och, at a droprate of "never happening lol")
    - 1500 T2 Cores total of various elements (farmed from Standard and Expert Disaster raids, with Experts having 1 guaranteed drop per host. Also available in small amounts from Shop)
    - 900 Regalia total of various elements (farmed from Ultimate Disaster raids, these by themselves aren't a problem as the droprate is okay, but the problem is that you need to spend T2 Cores to host these. Did you think that farming 1500 T2 Cores was going to be enough? HA, HA, HA, HA, HA. NO.)
    - 1 Dragon Eye (gained from getting a duplicate SSR Hime in the gacha, or gathering 10 Dragon Eye Fragments from various activities in the game)
    - 15 Orihalcon (farmed from Guild Order, also available from Disaster Ragnarok fragments in Shop)
    - 20 SSR books (farmed from events, weekly Advents, and an uncommon drop from Purple chests in raids)
    - 10 Advent Cores (farmed from Advents once you can kill Ragnarok difficulty, also from weekly Advents)
    - 3000 Eidolon Orbs (gained by selling Eidolons, primary source is re-run events for duplicates of SSRs and SR drops from Disaster raid farming)
    - 150 T3 Crystals (farmed from daily quests and raids)
    - 150 T4 Crystals (farmed from daily quests and raids)
    - 350 of various Main Quest drops (farmed from story mode maps, I recommend 5-2, 7-2, 15-4, 18-3, 22-4, 30-4 and "Nike's Rampage" Sub Quest, please note that some required items are common drops and some are uncommon drops)

    All the above does NOT unlock you the Soul yet, and only needs to be completed once (per Soul). This gives you the right to do the LAST step:
    - 3 Soul's Secret Book of Heresy (for a total of 5)
    - 20 SR books (for a total of 50)
    - 150 Fangs of element X (for a total of 1050)
    - 1 Dragon Eye (for a total of 2)
    - 20 SSR books (for a total of 30)
    - 150 T4 Crystals (for a total of 300)
    - 50 Magnas of element X (farmed from Disaster Ragnarok raids)
    - 50 Treasures of element X (farmed from Guardian raids)
    - 500 SP (HSP for Yorimitsu/Paracelsus)
    - 120 Regalia for a level 125, skill level 20 Soul weapon of element X of the corresponding class A Soul (requires weapon to be unlocked and unequipped from all teams)
    This last step will replace your class A Soul weapon with the corresponding version of class S Soul weapon, keeping any +1/+99/etc it might have. The new weapon will be level 1 and skill level 1. Because this gives you only one weapon, it is repeatable as much as you want. The first time you complete this step is when you finally, finally unlock a class S Soul.

    Now then. Finally, let's get to the class S souls themselves.

    I'm putting them into three tiers, roughly in the order I recommend you get them. Please note that I am assuming you will know what 2-A means and Soul weapons do for these Souls, so you might need to cross reference what is what from this post.

    Must have tier:

    Medea, Queen of Farm and things with 6.4m HP (T4 Solomon)
    So, if you want to get things done quickly, Medea is simply your best bet. Almost everything that you need to farm has fairly low HP, and Medea will just kill it for you easily under AAB. This includes things like Advent events, raid events, Labyrinth events, Standard/Expert Disaster farm, daily quest/Fang farm, and so on. Probably even Ultimate Disasters. Because of this, I highly recommend that you get Medea first for your strongest element. She will simply speed up your gameplay significantly. Additionally, she is freaking amazing in Tower, capable of soloing the majority of floors. If you're going to get more Medea Glaives, it is going to be because of Tower.

    Builds:
    Low tier content farm build: 2-A, Desertion (Asmund EX skill)
    While not really capable of the best of her damage output, this build will oneshot daily quests and low floors of Labyrinth with AoE damage.

    Medium tier content farm build: 2-A, Solomon Ring (Solomon EX skill)
    Still not really capable of her best damage, it should be enough to AAB kill most Advents and other stuff with more HP, just taking a longer animation time.

    High tier content farm build: 2-B, 3-B, Hourglass MEX
    This is what deals her most damage, with 1m+0.7m+1m+0.7m+3m = 6.4m damage being very, very easy for her. But you will probably need to manual her for skill order for this to happen. Useful for clearing stuff like raid event Experts in a matter of moments, T7 Accessory quests, higher Tower floors, and so on and so on.

    Debuff build: 2-B, 3-B
    While unlikely to see much play, it should be noted that Medea is extremely versatile. Do you want -20% Elem Res, and -20% of your elemental strength? Well, here you go. Medea has you covered. Use Hourglass for double the applications against debuff resistant content.

    Strong team speed-up build: 3-C, Hourglass MEX
    Want to play some serious content (aka non-farm) with Medea? She can do that. Being able to give your team -2 ability CD is serious shit, all the better the stronger your team is. While she is unlikely to be better than Yorimitsu, she will still be extremely strong in any content. Assuming that your team is strong of course, giving a SR team -2 ability CD isn't going to do much!


    Yorimitsu, Queen of Damage and one-shotter of things with ~16m HP (T4 Shingen)
    Without a doubt the strongest Soul in the game right now. Interestingly, while PF was what Shingen be the strongest Soul of her time... ... Yori's improved PF doesn't really do it here. What really makes her shine is her incredible 2-A skill. It turns out that when you buff a 25% combo skill with 2/8 uptime into 40% combo with 3/7 uptime, it is PREEEETTY FUCKING GOOD. And then they also slapped +30% burst gain on top of that, jesus. As such, any serious Yori build will always make use out of 2-A. Also notice that Yori has two different builds (which really just amount to the degree of laziness that you feel like at that very moment). We will eventually get tons more team slots, and when this happens, you can make both the Yori builds for ALL elements. I highly recommend that you get Yori Lances for all elements or at least all of your strong elements.

    Oh, and it should be noted that Yori's ability to go above 100 burst meter while only expending 100 burst during Bursts is EXTREMELY helpful. Seriously, you won't believe how much you'll want everyone to do the same once you get used to that shit.

    Builds:
    16m+ HP farm build: 2-C, 3-C, MSD MEX. (aka Wham-Bam build)
    While not a serious build due to lacking 2-A, this does allow for a turn1 Full Burst without Burst Hour. Making this a very good build for farming Ultimate Disasters if you can be bothered to manual. It will deal 16.25m damage off-element and 19m damage on-element... assuming you can reach 2m burst cap on everyone in the team. Not exactly easy, but significantly easier if you go full ham with Vigor builds in Water and Thunder.
    Anyway, during Burst Hours, this build turns into the Wham-Bam build. Just do two Full Bursts in a row. You can do this in a raid, hit "Go to My Page" button, and do it in another raid. Once you've done this in three raids, the first one will probably be dead already and you can collect your purple chest. Sweet.

    Wham-Bam-ThankYouMa'am build: 2-A, 3-C, EI MEX.
    This is a Burst Hour raid MVP stealer build. Turn 1 Full Burst, turn 2 2-A and EI and you're virtually guaranteed to reach Full Burst in 3 turns. Then buff up, Full Burst, 3-C and Full Burst. If you're strong, it is extremely difficult to take MVP from you after three extremely fast Full Bursts (turns 1, 5 and 6 probably). Then you can either move on to the next raid, or keep AABing. With 2-A and EI in the play, your damage output will be just dandy.

    Outside of Burst Hour, it largely plays the same way, just that you get "only" two Full Bursts, this time on turns 4 and 5.

    This build has largely changed Kamihime raiding a lot. It is quite frustrating, because if you host and nobody joins, this build will probably fuck you up since very few people are able to solo raids with a purely offensive Soul. Meanwhile, if you're the one joining and see quite a few people in the raid already, you can choose to go with this build and grab an easy MVP. So... MVPing your non-hosts is now actually easier than your hosts. Geez. Welp, on the other side of the spectrum, Yori leechers will do quite a bit of damage for you and your raids will be far faster. So that's nice, I guess.

    Theoretical Yori Bow build: 2-A, 3-B, EI MEX.
    Meant for Yori's Bow users, I don't think that this build will really see use. Still, with Yori's bursts only costing her 70 burst, she will upkeep a pretty decent amount of Special Attack. Go with Lances, people.

    Decent tier:

    Romulus, Queen of Please Don't Hurt Me (T4 Joan)
    For all current content? Romulus is simply unnecessary. Joan will do her job just fine. Romulus gets to the top of this tier for one reason and one reason only: the upcoming max-6 player raid (early April 2021). Which, supposedly, hurts like hell. Therefore, the best way to clear this garbage raid is by bringing six Romuluses. Probably. So, you know, be prepared for that, I guess. Maybe.

    Asclepius, Queen of heals (T4 Andromeda)
    Let's be perfectly clear: Asclepius is not very good. There is one reason for her to be this high in this list, and that is... ... Andromeda is a steaming pile of useless shit. In other words, Ascle is a HUGE upgrade to what is otherwise available (unlike Joan -> Romulus upgrade, which is nice but not incredible). So, the easiest way to solo Ragnarok Disasters and Guardians is to bring heals. Lots of heals. If you have a friend? Two Ascles will probably clear any raid eventually. Which makes Ascle... ... kind of important, I guess?

    Basic AAB-ish healer build: 2-C, 3-C, BP (Mordred's EX)
    2-C is honestly shockingly good. AAB will not cast it on full HP targets, making it significantly better. That doesn't make it smart though, as it might be cast on somebody who has lost 1 HP compared to somebody who has lost 10k HP. Also to be noted is that 2-C works extremely well with Ascension. 100% will make it heal for over 8k, which is getting close to a full heal. Capped out 200% will slam 12k... ... which is extremely impressive.
    3-C heal bottles aren't used by AAB, but if you keep some kind of eye on the fight (while watching YouTube or Netflix or whatever), these things will seriously save your butt so often you won't believe. 50% heal with no cap is just so goddamn good. Also, 3-A and 3-B are pretty much useless, so you can forget about them.

    Dispel build: 2-B, 3-C, Chaos Magic (Cass' EX)
    Double Dispel is very useful for a lot of content. Such as Ophiel, for example. Or against anything that self-buffs Def often, in which case before turning AAB on, stagger the abilities so that they happen every 2/3 turns instead of being used on the same turn.

    Caspar, the unsung Hero (T4 Dartagnan)
    So, you want to fight Ragnarok Disasters and Guardians with a Soul that isn't a slow trash like Ascle? Well then, you've come to the right place. If you have a friend, double Caspars won't be nearly as much heals as double Ascles, but both of you will deal significantly more damage. So if both of you can bring a Hime healer, this just might be the way to go instead of Ascles. Notice that Caspar takes a while to get started, but this shouldn't be much of a problem.

    Sustain build: 2-A, 3-A
    Heals and buffs your team, while provides the huge -30%/-30% debuff on enemies. Neat.

    Damage build: 2-B, 3-A (or 3-B for super-selfish)
    2-B is EXTREMELY strong, but you're going need full 9 stacks for it. Furthermore, no more heals. Still, assuming you're going on-element and against content that lasts a good while, Caspar team might even outdamage a Yori team. Because that buff is NO JOKE once you hit 9 stacks!

    Theoretical farm build: 2-C, 3-C, Snatch EX MEX/Chain Detonation MEX
    Usable once buffs hit (and 3-C with Awakened Asherah), this is in theory the best build to farm low-end content like Fangs or Story Quests. But I doubt that getting 3 stacks of Snatch will make any real difference, so just farm with Medea.

    Hector, Queen of Jesus Christ Sieg was BAD (T4 Siegfried)
    Hector is extremely strong on-element. And also a massively hugely insanely big improvement over Sieg. Notice that pre-buffs, Hector is largely a one-trick pony: her 20% damage increase when on-element. Her 2-C Crit buff is EXTREMELY strong, and 20% more damage is nothing to scoff at. Mind you, the difference between having and not having a P2W Eidolon is ~25% more damage output. Sadly, this buff doesn't have 100% uptime, but it is very strong nonetheless. Also, Hector will actually get buffs despite already being decent!

    Generic build: 2-C, 3-C (3-B after buffs)
    Again, on-element, this will boost your team's damage like mad.

    Perseus, Queen of debuffs (T4 Mordred)
    It honestly feels bad to put Perseus at the bottom of the decent tier, but unfortunately, competition is rough. That doesn't mean that Perseus is bad, however. No, she is good. Particularly good at securing debuffs on enemies, which is a godsend against Och for example.

    Och build: 2-A, 3-A, Slaughter Fang MEX
    If you're going to AAB, just use 2-A first and take a turn. The MEX will remove that turn and AAB will always guarantee that 2-A will be up for BP, making you almost guaranteed to land that extremely precious debuff. Probably an easy guarantee with HP weapon, but testing is required.


    Meh tier:

    Charlemagne, the Underwhelming (T4 Arthur)
    While not bad, she is simply underwhelming when compared to any Soul in decent category. However, she will get buffed and will increase to the bottom of decent tier once buffs hit. 2-C will be very strong once buffs hit.

    Parashurama, the unbuffed trash (T4 Hercules)
    Parashurarama will shoot at to the top of decent tier as soon as buffs hit. They will be HUGE and GLORIOUS. Right now though? Meh. She's just an unusable mess. After buffs? She's going to be able to do whatever you want, basically. Taking her rightful place as Herc's overall powerhouse successor.

    Paracelcus, the What Were They Thinking (T4 Morgan)
    Parac, I'm not giving you a bolded name. Pre-buffs, she is extremely bad. She can buff your normal attacks a ton, but at the same time make you unable to generate burst. This might be an interesting alternative playstyle... ... if only normal attacks didn't have a cap. But they do, and Parac doesn't increase that cap!!!! WHAT THE FUCK.

    After buffs, she will no longer block your burst generation AND will increase your normal attack cap... ... ... by a whopping 10% with 3/7 uptime. Whoop de whoop. I guess she will take her place at the very, very bottom of decent tier once buffs are here. But really? Just stay away since better alternatives exist.

    Last edited by Slashley; 10-11-2020 at 07:53 AM.


  2. #2
    Quick answer to one quick question: MP system definitely favors Shingen more than Herc as the former is the only one who can utilize the Mastery EXs without giving up PF. Shingen also gets two burst dmg passive while everyone else only gets one, and in my experience at least, it lets her easily hit 2m burst cap without major buffs (i.e. vigor/crit) from ally units other than her own

  3. #3
    So my wind team is Gaia AW, Cybele U, Cu Chulainn, and Oberon until I can replace her with Titania. I do have a nearly maxed out Hercules axe so debuffs might not be a problem unless they all miss. I'm guessing in my case I should stick with Hercules in the age of Shingen until I can get Hastur to replace Gaia in my lineup?

  4. #4

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    Quote Originally Posted by FreeToPay View Post
    So my wind team is Gaia AW, Cybele U, Cu Chulainn, and Oberon until I can replace her with Titania. I do have a nearly maxed out Hercules axe so debuffs might not be a problem unless they all miss. I'm guessing in my case I should stick with Hercules in the age of Shingen until I can get Hastur to replace Gaia in my lineup?
    As soon as you get Awaked Titania, that team will be fast enough for Shingen already. Titania will be able to pick up Gaia's pace, and Shingen can bring Ambush. Against hard content, you can always bring a friend Hraes for -50% Def. Against content that isn't hard... -40% is plenty.

    But it's not like Hercules will do poorly in either setup. Up to you.

  5. #5
    Quote Originally Posted by FreeToPay View Post
    So my wind team is Gaia AW, Cybele U, Cu Chulainn, and Oberon until I can replace her with Titania. I do have a nearly maxed out Hercules axe so debuffs might not be a problem unless they all miss. I'm guessing in my case I should stick with Hercules in the age of Shingen until I can get Hastur to replace Gaia in my lineup?
    A nice thing about Shingen is that you can use whatever on EX. That means you can also build burst team without Hastur since she's only there for her debuff (at least setup-wise) which can be substituted with Ambush. You can put Gaia on the last slot like that & still manage the same speed while having a reliable option for defense instead of a bit more offense + sacrificing free EX. On a side note, Shingen setups require Hraes support, so it's nice to have Herc around if you don't have too many Hraes friends.
    Guide for using JP wiki
    1/2 - https://youtu.be/hPK8vpqmkCg
    2/2 - https://youtu.be/GhvZJXjngO8 Y U NO WATCH 2ND PART!?

  6. #6

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    While Hercules has all these self buffs, I never really found them as a major reason towards using her. It has always been just for the sake of the -def burst to fill in missing def down debuffs from not having the proper himes and the added bonus that she can use PF on her own, both being effects of her weapon. If she didn't have that, she would lose most of her use, basically how she was when we first got her.

  7. #7

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    When we first got Herc, the buffs only lasted for 3/7 turns. In addition, her nuke would Dispel everything off of her, so if you wanted to use that, you'd at best get 2/7 turns with those buffs. The buffs themselves were always that good, though.

    But after they buffed baseline Herc AND gave her that absolutely amazing Relic weapon, Herc became just stupid. One or the other would've been enough.

  8. #8
    Quote Originally Posted by Bear View Post
    Quick answer to one quick question: MP system definitely favors Shingen more than Herc as the former is the only one who can utilize the Mastery EXs without giving up PF. Shingen also gets two burst dmg passive while everyone else only gets one, and in my experience at least, it lets her easily hit 2m burst cap without major buffs (i.e. vigor/crit) from ally units other than her own
    What do you recomend to pick for Herc as MP? i already have Da 3, TA 3, attack 3 def 3. Remaining - burst damage, skill damage crit damage, HP, stealth/taunt, maybe i missed something. I'm thinking about burst damage, but not sure about the rest 5 pts. Unfortunately no Shingen because i can't join active union - i don't speak japaneese at all, so BP as ex.

    P.S. If anyone can invite me to active union at DMM- i'll be gratefull. Main water, 42+k attack, Herc, Vahu, Lakshmi, Asherat, Nike sr. Can leave my own union any time. DMM ID 4201976
    Kamihime ID: 4800544, wind (Hrae included)//frozen
    Nutaku FKG ID: 375715584
    DMM FKG ID :922767212
    DMM Kamihime:4201976 - Hrae, Kirin, Cerberus

  9. #9
    Quote Originally Posted by Mraktar View Post
    What do you recomend to pick for Herc as MP? i already have Da 3, TA 3, attack 3 def 3. Remaining - burst damage, skill damage crit damage, HP, stealth/taunt, maybe i missed something. I'm thinking about burst damage, but not sure about the rest 5 pts. Unfortunately no Shingen because i can't join active union - i don't speak japaneese at all, so BP as ex.

    P.S. If anyone can invite me to active union at DMM- i'll be gratefull. Main water, 42+k attack, Herc, Vahu, Lakshmi, Asherat, Nike sr. Can leave my own union any time. DMM ID 4201976
    Always max the following for attacker heroes:
    TA, DA, Burst Dmg, Crit, Atk L (if available), Atk M. The rest is up to you. You may need to drop 1 point from Def in order to free room for the aforementioned passives.

    PM me on discord, I can help you arrange a DMM union.

  10. #10
    Need some help deciding my best thunder soul. My team looks like this:

    Brahma (80)
    Mammon (80)
    Tyr, AW (70)
    Jupiter (80)
    Athena (80)
    Thor (70)


    I also have Raiko and Marduk available if they would fit better.

    I have been using Andromeda (sneak attack EX to reach DEF down cap) with the +ATK staff since it's my only access to a heal but I still don't feel very survivable. Thought about switching Athena into the main team and swapping for Herc with BP as EX and use her relic weapon to reach the DEF cap. Also I know D'art has great synergy with Mammon and would keep sniper shot, just feels like I die a lot. Andromeda feels...weak overall. Shingen isn't an option for me at the moment, still 2 or 3 events away from her.

    I can farm up thunder regalia pretty easily with my light team so I don't mind switching to a different hero.

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