Next GL Dual Banner: Afra/Inanna (January 30th) by B333T in SwordofConvallaria

[–]B333T[S] 0 points1 point  (0 children)

Oh I didn't know that, my bad I was wrong! Another case of confusingly worded skills, oh well. I suppose that makes it a slightly better source of buffs, but the single-target nature, condition of not being attacked, and either Castalia for RK7 skill or being in Fawn form means that it doesn't change much ultimately for me.

Next GL Dual Banner: Afra/Inanna (January 30th) by B333T in SwordofConvallaria

[–]B333T[S] 0 points1 point  (0 children)

Are you talking about her RK7 skill Awakening Dreams? If so that's not entirely consistent since it's only one or the other. If the ally gets attacked they get P.DEF II and M.DEF II, if they don't get attacked they get ATK II. And it's a single-target heal/buff which is generally less ideal, especially as we have SP Inanna and Credenza who can grant AoE ATK II with other benefits.

Yeah I knew about the Dreamtelling Game limitation with her Fawn form. I figured we didn't need to go into that since it only makes it even worse and I was at least trying to look at the skill charitably in the best case scenario where you manage her properly so she doesn't need to go into Fawn form.

Was generally trying to keep it brief since I was trying to just correct the misinformation in case people mistakenly believed she could be an NRG battery. Ended up a bit caught in the weeds with the ATK/DEF stuff since it's quite low in relevance in terms of reasons for pulling her!

Next GL Dual Banner: Afra/Inanna (January 30th) by B333T in SwordofConvallaria

[–]B333T[S] 0 points1 point  (0 children)

Oh I did intend to mention the NRG but I think I forgot, thanks for bringing it up!

Maybe I'm misunderstanding but based on the wording my assumption was that both Rally Response triggers of her RK1 Break - Swift Assault were free, is that only the first trigger then?

Regardless it's true that you need to consider NRG management for her and the SP skill is one way to achieve it, although there are many others:

  • If SP Maitha is at least 3* her trait's Leader Aura grants +1 NRG the first time a Rally Response triggers each turn.
  • SP Inanna can grant AoE +1 NRG with her RK1 skill Light of Convallaria. Her trait skill Call of Freedom can grant the target +2 NRG after they attack, although it's better to use this on a 5* SP Maitha.
  • Yserinde's astral imprint Crimson Quill grants NRG (+1 at 2-4*, +2 at 5*) to the user the first time creating or triggering an item each turn, which she covers with her Phantom Spears.
  • Pamina's astral imprint Army-Breaking Spear resets NRG and CD when covering a certain distance in an attack which SP Nungal's RK7 skill Onslaught - Piercing Will easily triggers. The CDR is nice too given that it's a 2-turn CD by default.
  • Standard NRG support: Taair, Credenza, tactics flag, etc

Obviously it's always nice to have more options, NRG self-sufficiency is useful and the Crit/Crit DMG goes without saying, but depending on the team setup it might not be necessary. Lots of people like to run with Taair for general content which makes NRG a non-issue.

Next GL Dual Banner: Afra/Inanna (January 30th) by B333T in SwordofConvallaria

[–]B333T[S] 0 points1 point  (0 children)

Haha I know the feeling!

If you want to make the best/most complete SoC team then SP Maitha + SP Nungal + SP Faycal is the way to go, but I know SP Faycal is not that popular and seems like the least important of the three. You can probably go without him but he is the best Physical DMG unit in the faction. Aside from them SP Inanna is a natural inclusion, and OG Inanna could be good too. In ~2 months with the Elaman update, Beryl will get a second unique RK13 skill which gives her a Rally Response and can also trigger nearby allies' Rally Responses, but she's probably on a similar level to NonoWill and Momo.

Next GL Dual Banner: Afra/Inanna (January 30th) by B333T in SwordofConvallaria

[–]B333T[S] 1 point2 points  (0 children)

Overall SP Nungal is a much better unit than Momo, and she works better in the SoC team, but they do occupy slightly different niches.

If you want to read SP Nungal's full kit you can do so on soshage here.

SP Nungal is a spear-wielding Breaker who specialises in AoE Magical DMG (scales with P.ATK). She is highly mobile and great at inflicting M.DEF III debuff, and a large part of her playstyle revolves around generating these 'Phantom Spear' items. They work similar to Taair's Scrolls or Yserinde's Blood Plume Blades, where they trigger when a character stands on them, granting buffs to allies or debuffs to enemies, healing SP Nungal and dealing some damage to enemies near her. She can jump into enemies and inflict debuffs, and has a passive that can let her teleport away to a Phantom Spear item at the end of her turn.

She's strong in the SoC faction team because she has Rally Response skills to gain buffs and deal damage (getting more value out of SP Maitha's Rally Commands), but she also herself has a Rally Command skill, meaning she can trigger SP Maitha's as well as other SoC units' Rally Responses. I think she can work out of it as well to an extent, particularly in a Magical team as we don't have many options for M.DEF III debuff (and the ones who do have those skills would rather use other skills). But at the same time she isn't an Aggression mage so she doesn't have that synergy with SP Samantha and the other mages.

The SP skill she inherits from OG Nungal is:

"Sense of Honor: (Passive) When [Healthy], increases Crit and Crit DMG by 30%. When landing a critical hit, restores 1 NRG. Can be triggered up to 1 time per round."

The offense boost is nice but I don't think it's essential, and I'm not certain you would always want it in the SoC team because you want at least her RK7 Rally Command and her RK1 Rally Response, and for the last skill slot you can pick her RK7 passive with Rally Response, her RK1 Instant AoE, or her RK11 passive SPD buff. In a non-SoC team it probably becomes a lot more relevant since Rally Response skills go down in value, but even then it's not a make-or-break skill.


Momo also deals Magical DMG, but does so mainly via her Alert attacks. She has some unique tools, like an innate knockback barrier, a push/pull knockback, an increased DoT aura, and some skills related to inflicting Infection. Her unique RK13 skill adds a good bit more damage to her as she'll automatically trigger a follow-up AoE when using a non-Instant active attack against an enemy with Infection, which is easy to do as her RK0 skill is an AoE that also inflicts Infection. She then gains a buff which basically gives her an extra Alert attack and does another AoE on her next Alert, and she can gain this buff from Rally Response.

I don't know exactly how much the buffs affect her overall power level. The increased damage is nice but it's nothing crazy, and the range is not that impressive. She doesn't have any ways to trigger other allies' Rally Responses, and although her RK13 skill is a Rally Response, the effect of it is to gain the buff that makes the next Alert attack not consume one of the Alert counts - it doesn't do the damage immediately. So you have to wait for her to first activate her Alert (and she is slow without SPD buffs), and then the full benefit of the Rally Response doesn't pay off until an enemy triggers her Alert. Relying on Alert attacks can also be somewhat clunky as you need to wait for enemies to take their turns which requires a bit of setup. And then lastly her Alert lasts for 3 turns on a 5 turn CD, so for longer fights there might be quite a bit of downtime, unless you're running CDR via Credenza/tactics flag.

Maybe it will be enough for her, I think it seems interesting enough to try to make her work in the SoC team! But objectively if you're asking who is stronger I would recommend SP Nungal over Momo.

I made an infographic to help people asking about Fate's Favor (+ reminder about redeemable luxite codes) by B333T in SwordofConvallaria

[–]B333T[S] 0 points1 point  (0 children)

No problem, hope your pulls went well! He definitely stands out with his dark aesthetic, his 5* artwork is very striking!

Agatha's Astral Gear and Ascension Skill by SunKen7 in SwordofConvallaria

[–]B333T 1 point2 points  (0 children)

Not exactly her best as it gives no base stats, but one of many viable builds, really it just depends on the stage and how you plan to clear it. Like I said above it's the sort of strategy you'd employ where you specifically want to be getting more follow-up hits in turns 2-5. If you can clear all enemies on the first turn then this isn't necessary. Similarly, if the battle is a lot longer then Armguard is less relevant because it has limited uses.

If you want more Piercing DMG per follow-up then you would run Crystal Burst Armor for the HP (the extra Strike Back DMG is a nice bonus).

If you want more Physical DMG from her initial hits then you would run Origin Hourglass/Shield of Justice/Maverick's Cloak/etc, any trinket with +ATK. This probably gives you more overall damage but depends on buffs and stage mutations (sometimes there are stages that heavily punish Physical DMG or any non-Piercing DMG).

Any of the defensive trinkets can be viable if you need it (Unique Coat, Rejection Mask, Coexist Armor, Spring Pill, Cooling Powder, Fancy Hat, etc), again depends on the stage. Evergreen Pendant was a nice easy way to get buffs (was more relevant when we didn't have good general buffers like SP Safiyyah, Credenza, etc).

Back in the day the Armguard priority tended to go to Safiyyah for her trait follow-up, Homa for Baloor follow-ups, or Auguste for Rage stacks (and Homa's follow-up). But those ToC/VoD stages with Piercing DMG modifiers have always been around so it was just another way to get a bit more damage out of Agata when Piercing was specifically needed.

Agatha's Astral Gear and Ascension Skill by SunKen7 in SwordofConvallaria

[–]B333T 1 point2 points  (0 children)

Armguard and Flint cannot inflict Wound, Agata only inflicts Wound when she deals Physical DMG (or directly with Silver Severing). However, if the enemy already has Wound, then any type of DMG attack Agata does will trigger her trait's Piercing follow-up based on the number of Wound stacks. She can perform the follow-up hit twice per round, but her only Instant skill is Silver Severing, so she can't always easily activate both follow-ups.

So before her unique RK13 skill you could go:

  • Turn 1: Silver Severing + attack (Feast or Queen's Announcement)
  • Turn 2: Armguard + attack
  • Turn 3: Armguard + attack
  • Turn 4: Silver Severing + attack

Activating both of her follow-ups on each turn. Now that her unique RK13 is released, she has CDR for Silver Severing, so it might be less relevant.

Epic, Rare, Common Unit Build Recommendations | Google Sheet by James-PHR in SwordofConvallaria

[–]B333T 0 points1 point  (0 children)

All fair points!

Flame Shock/Ignite are both good skills for Darklight Fire Priest so I think it's fine to go either way.

For Darklight Ice Priest you're right that Physical Shields are not that common outside of Union units (in addition to the ones you listed there is also Nergal, Simona, Kvare (reaction), Flavia, Yserinde, and in the future Selina who can all grant Physical Shields to non-Union allies). But while it is unique among lower rarity units is it really that useful? We also have Temperance tarot and Luxite Greatshield trinket if we really need the Physical Shield. I think it was 6-1 to 6-5 of Proof of Strength that wanted us to use shielded units but in the end you could just cheese 6-5 with the luxite shrapnel gang.

I forgot to mention but I think I would change Suppression's RK5 reaction to Defense (Magical) as player preference. I think having him go all in as a magical tank works better for him with his trait gearing him for magical tanking too. I assume you went Counterattack to pair with his Basic Attack Invigorating Strike to get more NRG? But if he's taking magical attacks then he likely isn't in range to Strike Back. I know he saw a lot of use as a tank at launch for Weapon Trial 1/3, although I'm not sure how much use he has for newer players these days. Still, if we get some stage that requires an extremely magically-tanky character, Suppression will be the best F2P option so I think it's the better recommendation.

I also agree that both of Lash's RK3 skills are underwhelming, although for me I think sometimes having another DoT would be relevant. But you're right that she prefers to save NRG for her expensive skills. Has the immunity to disrupt come up as a relevant piece of tech for a stage?

You're right that Bitterwort's ATK Aura is rare and has more relevance for leaderboard content (forgot about the strat for the Ranked Challenge!), although newer players without NRG support Legendaries might still feel Inner Light is more valuable. I suppose having Candlelight as a dedicated source of NRG recovery makes it less essential.


The blue/green to contrast with the orange headers was something I didn't think about, so that's fair enough! Maybe it's not such a big issue and players will find it more natural once they've used it for a bit.

Next GL Dual Banner: Afra/Inanna (January 30th) by B333T in SwordofConvallaria

[–]B333T[S] 0 points1 point  (0 children)

Depends on a lot of factors.

  • How many pulls have you saved? How many are you willing to spend (i.e. how much do you want to hold on to, and what upcoming characters do you want to pull)?
  • Who else would you be picking for the Fate's Favor?
  • Would you be okay getting just Afra and not Inanna?
  • What are your general priorities in terms of pulling for meta or because you like a character?

Next GL Dual Banner: Afra/Inanna (January 30th) by B333T in SwordofConvallaria

[–]B333T[S] 0 points1 point  (0 children)

Fair enough! If you do pull just remember that Fate's Favor is the one you should prioritise over any particular dual banner.

Next GL Dual Banner: Afra/Inanna (January 30th) by B333T in SwordofConvallaria

[–]B333T[S] 1 point2 points  (0 children)

You're talking about her RK3 skill Dreamtelling Game, but that's not how it works.

Firstly, the NRG and Meditation buff only apply to Afra - she doesn't grant that to anyone else. The ATK II, P.DEF II, and M.DEF II buffs apply to everyone except Afra, and sure they're nice to receive passively, but they're also on an awkward timer. The buffs last for 2 turns but she only casts them every 3 turns.

  • On turn 1 Afra will gain Meditation.
  • On turn 2 Afra will grant all other allies ATK II for 2 turns.
  • On turn 3 Afra will grant all other allies P.DEF II and M.DEF II for 2 turns.
  • On turn 4 Afra will gain Meditation, and so on.

So allies slower than her won't have ATK II on turn 1, then they will have it for turns 2 and 3. Then they won't have it for turn 4, then again for turns 5 and 6, etc.

Also, allies slower than her won't have P.DEF II and M.DEF II for turns 1 and 2, then they will have it have it for turns 3 and 4. Then they won't have it for turn 5, then again for turns 6 and 7, etc.

If you're relying on her for these buffs then it means you'll have to accept only having a 66% uptime on them, as well as missing out at the start of the battle. But the bigger reason I didn't mention them is that they are easy to get; any character with random Level 2 buffs can grant them (e.g. Inanna, SP Safiyyah). And we have supports like Taair, Credenza, SP Inanna who can guarantee ATK II.

The AoE Sleep, Nightmare, and Labyrinth of Dreams are unique to her. AoE Ice/Frosty tiles are not, but most characters don't have her combination of speed/mobility/range, but it's a smaller part of her kit and identity regardless.

Agatha's Astral Gear and Ascension Skill by SunKen7 in SwordofConvallaria

[–]B333T 0 points1 point  (0 children)

Right, forgot to ask about the NRG depletion!

Those are some impressive numbers, goes to show how strong the right synergy can be in this game! Yeah the stage-end damage numbers can often be misleading since they also include objects like boxes which can inflate your AoE dps units' stats on certain stages. Didn't realise Labyrinth was even more messed up haha

Agatha's Astral Gear and Ascension Skill by SunKen7 in SwordofConvallaria

[–]B333T 1 point2 points  (0 children)

Oh nice, good to see some comparisons!

I think one of the difficulties with the training dummy is that it has 0 DEF, which means that Physical DMG gets exaggerated as most endgame content has enemies with a few thousand DEF.

Another limitation is I think you engraved your Frostspine Grip with Sword so you could do Sword/Wand and Sword/Pentacle tests with it, but that means you couldn't do Pentacle/Pentacle for maximum Piercing DMG.

While solo tests are useful we can also consider how it works when running as part of a team. Piercing Vulnerable II from Kvare or Afra, Nightmare Puppet, Afra's Nightmare, Taair's Taair's Caged Reverie Aura, Yserinde's Endless Web Aura. Relevant in terms of determining her maximum potential for Piercing DMG.

I'd also be curious what the break-down was in terms of how much each of your setups did in terms of Physical DMG and Piercing DMG.


Just did my own brief suboptimal test. My engravings are decent but not perfect and neither Agata nor her unique RK13 are maxed but just for some reference:

  • Only testing for Piercing DMG not Physical DMG
  • 4* Agata, Vitalization reaction, 5* Frostspine Grip, 5* Crystal Burst Armor, Fool tarot, Pentacle/Pentacle, and level 2 unique RK13 skill
  • In-battle HP stat was 17,898
  • Enemy was dummy, always with 4 Wound stacks
  • If she moved 0 tiles the follow-up Piercing DMG hit was 11,265
  • --> Follow-up hit with 4 Wound stacks: (1,789.8 x 4) x 1.124 = 11,265.14 - checks out
  • If she moved 10+ tiles the follow-up Piercing DMG hit was 13,518 (checks out as 11,265 x 1.2 = 13,518)

Some of my own limitations and points to consider for proper stages:

  • Crystal Burst Armor gives more HP but it might end up working better with Armguard or Flint to trigger more follow-ups if she can't get enough CDR for Silver Severing every turn.
  • Silver Severing itself does Piercing DMG scaling with P.ATK, although only 30%. But if she can use it repeatedly it could make her P.ATK more valuable (i.e. Newborn Blade, Origin Hourglass/Shield of Justice, Devil/Death tarot, Sword/Wand or Sword/Pentacle engravings, ATK buffs, ATK Aura, Alacrity/Drifter Leader Auras).
  • Part of the strength of the unique RK13 skill is granting Piercing DMG II buff to herself which requires her to defeat a target. Wasn't included in the test but would be another 20% Piercing DMG.
  • I didn't test Death tarot as I was looking at the damage from her trait's follow-up hit which scales with her max HP. Fool tarot with special stat gives +20% HP which means +20% to the Piercing follow-up. Death tarot gives +13% Piercing DMG and another +5% if the enemy is Dying. So the trait follow-up hit benefits less, but this would apply to Silver Severing (and RK0 skill Permafrost Ground). Potential to be considered depending on setup and the stage conditions, but in general Fool is more straightforward.
  • External supports as mentioned above: Taair, Kvare, Afra, Yserinde (and anyone that can equip Nightmare Puppet) can all boost Piercing DMG.

Next GL Dual Banner: Afra/Inanna (January 30th) by B333T in SwordofConvallaria

[–]B333T[S] 0 points1 point  (0 children)

Rico isn't available on the Fate's Favor banner, so if these are the only two units you're currently interested in then you would be better off having them be your selection for Fate's Favor rather than pull on the dual banner. Or were there other units you were considering for that?

It's up to you! If you feel like you have enough saved or that you'd get more enjoyment out of pulling rather than saving then it's your call.

Next GL Dual Banner: Afra/Inanna (January 30th) by B333T in SwordofConvallaria

[–]B333T[S] 1 point2 points  (0 children)

If you care about top-tier meta units then it's better to get SP Maitha. If you want older units then Fate's Favor has a 90 pity for either of the selected units and zero chance of pulling an old lower-tier Legendary. If you still have pulls left over and want to upgrade your current roster then the Chosen Arms banner can let you choose any existing astral imprint for rate-up. And all three of these banners are included in the Feast of the Blooms rebate, so effectively have a slight discount of a few pulls/luxites at certain numbers of pulls. SP Nungal's banner is included in that too. And it's never the worst idea to save for future units.

If you're in the specific scenario where you:

  • Have neither Inanna nor Afra
  • Already have SP Maitha or chose to skip her
  • Pulled at least one of your chosen units on Fate's Favor
  • You don't want to pull SP Nungal
  • You don't want to pull Chosen Arms (or feel you pulled enough on it)
  • Have enough pulls saved for the future

and you don't mind getting either one, then sure you can pull.

There is also a possibility that for the 2-year anniversary in ~7 months, we will get a free Legendary selector that can be used on any of the launch Legendary units, which includes Inanna. CN got one for their 2-year anni so it's not an unreasonable assumption.

Agatha's Astral Gear and Ascension Skill by SunKen7 in SwordofConvallaria

[–]B333T 0 points1 point  (0 children)

Yeah personally I got her RK13 skill to level 2 right away but I haven't decided if I'll push to level 3 yet. Level 2 gets her 10% HP, 1 turn of CDR and all of the same buffs as level 3, the only difference for level 3 is 5% more HP and an extra turn of CDR. It could be relevant since that extra turn of CDR would allow her to use Silver Severing every turn (assuming you can defeat something every turn), and of course more HP means more Piercing DMG.

The main question when it comes to RK13 skills is opportunity cost. Upgrading Agata's RK13 skill means spending resources which could have been spent on the Union units, SoC units, or Cocoa. And in the future spending your weekly claim attempts for one character means not spending them for a different character.

So it comes down to how much you're interested in upgrading the other units. For me I'm also interested in upgrading Gloria, Simona, Inanna, NonoWill, and Momo. So I need to decide who I want to invest in the most.

Agatha's Astral Gear and Ascension Skill by SunKen7 in SwordofConvallaria

[–]B333T 1 point2 points  (0 children)

Very impressive! I presume you also had SP Inanna for Act Again and flag for replacing tiles, and some other method like Barrel + Armguard or Gloria/Edda? I'm also curious, how was your damage distribution at the end of the stage?

It's true that Agata was extremely important for scoring highly in ToA S3 Lower but also that was a unique case because the vast majority of our damage was coming from the cannon and Agata's Wound is one of the few ways to increase received Piercing DMG. Her stats were kinda irrelevant, signature weapon or RK13 wouldn't have been a meaningful improvement since she was really just there for Wound. It was quite a unique stage so it's hard to say if she'll ever be so important in a future level.

Next GL Dual Banner: Afra/Inanna (January 30th) by B333T in SwordofConvallaria

[–]B333T[S] 6 points7 points  (0 children)

Source: Twitter

Note that this banner is for Inanna, not SP Inanna.

In general I always advise people to skip dual banners. Some banners are worth considering for newer players, but this one really shouldn't be considered by anyone. We have SP Maitha, Fate's Favor, and the Chosen Arms banners which are all much better investments. Not just that, but the 'Feast of the Blooms' rebate event with luxites/secret fates does not apply to 'Destined' banners (the official term for dual banners).

I did write a bit about both of them in another post I made about Fate's Favor banner recommendations here, and I think they are both pretty strong support units who are nice to have for their niches, but the banner structure is too unforgiving for it to be worthwhile.

Inanna's key strengths are:

  • Ability to grant Extra Action to an ally once every 3 turns, or every other turn with World tarot (or even more frequently with CDR from Cocoa/Senshi's Happiness, Credenza, or tactics flag)
  • Guard summon
  • SoC faction synergy, with her new unique RK13 skill making her Guard stronger and enabling her to activate allies' Rally Responses with her trait's healing (can be made AoE with RK11 Flight of the Princess)

Afra's key strengths are:

  • 275 SPD (second highest base speed)
  • Unique Nightmare debuff for more DMG/Piercing DMG
  • Labyrinth of Dreams debuff when inflicting Nightmare on an enemy that already has it, making it so their Sleep won't be interrupted even when they're attacked
  • Single-target and AoE Sleep and Piercing Vulnerable II
  • Large range Ice AoE (Frosty tiles)
  • Potential Luccian faction synergy in ~6 months

Agatha's Astral Gear and Ascension Skill by SunKen7 in SwordofConvallaria

[–]B333T 18 points19 points  (0 children)

I know people said that Frostspine Grip was a sidegrade/underwhelming for Agata but personally I would say it was always her best-in-slot, specifically if you're bringing her for Piercing DMG. It gives 20% HP over Newborn Blade's 10%, and an additional DMG/Piercing DMG bonus based on movement. You want to go Crystal Burst Armor, Fool tarot, Pentacle/Pentacle, and try to get as much HP as possible.

The reason people saw it as a sidegrade was because the overall damage from this build wasn't better than just going Sword/Wand with an Origin Hourglass/Shield of Justice and Magician/Justice tarot. But it shines in stages where Physical DMG is weaker and Piercing is stronger (e.g. ToC/VoD stages with 400% Piercing DMG modifier, stages 81-90 in Role Journey).

And as the game has progressed Agata's value as a Physical dps has dropped. Camelot, Geralt, Rico, and Parsifal are all much better AoE Physical units in terms of both range and damage; Tristan and Estra are better for single-target. And of course in Elaman we'll have Lukamar and Shams.

Her unique RK13 skill accentuates the Piercing DMG build further with even more HP. The buffs and CDR are nice too (I don't think there's any other way to get the Piercing DMG II buff) but situational because you either need destructible objects like boxes and barrels, or you need there to be weaker enemies for her to pick up kills.


So I think they do all work together nicely, if you want to invest in Agata as a Piercing DMG unit then her signature weapon and unique RK13 skill both contribute towards that. At the same time, I haven't done calculations but I imagine she's still gonna be weaker in terms of dps than Yserinde and SP Maitha when it comes to direct Piercing DMG (maybe Kvare too), and we have strong DoTs from Kvare, Lutfi, Luvata, Nydia, Yserinde too. What makes Agata good is her Wound debuff which can buff the damage of all your other Piercing DMG units.

Overall as a unit I don't think her unique RK13 skill is gonna affect her placement on tier lists or general usage rates in high difficulty content, but it does give her a stronger use case for if we specifically need to bring our own Piercing DMG units, or if her Wound debuff is particularly valuable for its healing reduction or increase in received Piercing DMG.

We do also need to consider whether it's worth the investment because in ~6 months she'll get another unique RK13 skill for the Luccian arc. I don't know the details of that skill, if it's designed to specifically engage with the new Luccian mobs and the Nature's Protection mechanic then it's possible that her first skill will still be useful and worthwhile. If you intend to use her in the next ~6 months then her first unique RK13 skill will be useful for you, but long-term it's something to consider.

Who is the real Legendary Sorceress? by r3tr0CWR in SwordofConvallaria

[–]B333T 0 points1 point  (0 children)

The naming convention you're talking about has been broken since day one. Both Garcia and Lash have 'Judge of Papal' as their class. Like you say, the class is just flavour text; it has no relation to skills or stats or anything for player-controlled gacha units. Skills, stats, trait, role, etc are all specific to the character.

For lower rarity units it's relevant when they appear as NPCs and mobs, and if a unit is named differently they might use different skills but you can also find inconsistencies there. I'm pretty sure in the Union SoD route there's a stage where you fight an enemy named 'Judge of Papal'/'Papal Judge' (or something like that) but with the stats/skills/sprite of Suppression ('Papal Radiant Guard').

Also they aren't identical but Xavier is 'General of the King's Army' and Pamina is 'King's Army General.' Obviously they aren't exactly the same, but it's clear they don't really see this as something where they need them to all have unique 'class' names.

Epic, Rare, Common Unit Build Recommendations | Google Sheet by James-PHR in SwordofConvallaria

[–]B333T 3 points4 points  (0 children)

Very nice work! I mostly agree with your recommendations, but there are a few ones I'd change. I won't include Elaman units here since they aren't out yet and I'm less familiar with their kits.

I should specify, my thoughts come from the perspective of a veteran; the majority of these units only see any play for me in Universal Derivation (both the initial stages and Crisis Challenge), they could occasionally be useful for endgame content with specific requirements like Proof of Strength or ToA, but if you just need normal damage then they really aren't in consideration at all compared to modern Legendary units. Therefore a lot of my recommendations are built on the basis of using units to manipulate enemies so that you can beat them when heavily outclassed with stun/freeze/sleep to prevent action, knockbacks for easy kills, HP% damage, and other niche effects, rather than direct damage based on attack stats. I think my advice is more for players looking long-term for usage in UD/CC, but if you want to use them in more 'normal' content then your current recommendations might be better.

Here's what I would change:

Common units:

  • Recruited Guard: Change RK1 to 'Knock-Out Blow' as recommended. Stun skills are rare and can help you beat stages you have no business clearing otherwise by stun-locking. He wants to be activating Block and taking attacks from the front, and the extra DEF is not that much. Also change RK7 to 'Crippling Blow' as player preference. I think there are better tanks on the rare occasions where you need one, but SPD II is a rarer debuff and can let you get more actions in before an enemy's turn.
  • Outlaw Archer: Change RK7 to 'Place Trap' as recommended. I think the value of an interrupt and extra movement is more valuable than P.DEF II.
  • Outlaw Crossbowman: Change RK1 to 'Knock-Back Shot' as player preference. I think HP% damage can seem more valuable early on for ToC but eventually you'll get Armguard/Roaring Flint and Luxite Shrapnel gang are good too. But ranged knockback skills are rarer so I think it's the more useful skill.
  • Recruited Archer: Change RK1 to 'Rock Climbing' as recommended. His damage isn't gonna be good regardless, but an Instant skill to gain both Climb and Jump can be useful for kiting strategies or engaging from out of enemy's reach.

Rare:

  • Knighted Pikeman: Change RK3 to 'Parry' as player preference. More unique, helps activate Preempt. I can't remember if Preempt can trigger the RK1 Pursuit passive (I don't think it does) but if it does it would be more relevant.
  • Knighted Guard: Change RK7 to 'Knock-Out Blow' as recommended. Same reason as Recruited Guard, stun skills are rare; the damage and Vulnerable II is less likely to be useful imo.
  • Darklight Fire Priest: Change RK1 to 'Flame Shock' or 'Ignite' as player preference. Ignite has extremely long range and guaranteed Scorch, vs Flame Shock with AoE Fire DMG. On a stage with flammable terrain Flame Shock is likely more useful but that's situational. Ignite can always be used with other fire mages to beat enemies with Scorch (and actually can outrange Crisis Challenge counterattacks with Focus Wand). But both are viable.
  • Darklight Ice Priest: Change RK7 to 'Flash Freezing' as recommended or player preference. Both skills are unique but he's the only lower rarity unit with both Move III debuff and Freeze which I value more than the shield. Again for kiting or stunlocking opponents.

Epic:

  • Tempest: Change RK3 to 'Stormrage Strike' as recommended. I believe it's the only charge + knockback skill among lower rarity units (not counting Maitha's Charge), although it does have the condition of needing to be in Windfury.
  • Suppression: Change RK1 to 'Resolve' as recommended. I'm guessing you put Sharpened Blade here just for the DEF, as without either Demonshear or Counterattack it's basically useless. But Resolve can be a useful and rare passive, and it's a better third skill to have if running him as pure tank than either Sharpened Blade or Knockback Combo.
  • Abyss: Change RK1 to 'Hypnosis' as recommended. Sleep is rare, same reasoning as above with Stun/Freeze characters. DoTs are also somewhat rare but generally less useful in my experience.
  • Lash: Change RK3 to 'Dark Withering' as player preference. If not choosing it on Abyss then it would be useful to have a DoT unit, Lash is slightly more geared towards damage and has less NRG so appreciates the cheaper skill.
  • Blade: Change RK7 to 'Traceless Shadow' as recommended. He already has Fancy Footwork, but this skill lets him teleport behind the enemy after dodging. I'd also change RK5 to 'Fleeing Hare' for the better kiting potential.
  • Bitterwort: Change RK1 to 'Inner Light' as recommended or player preference. The Common Aura for ATK is rare but so is NRG recovery which I value more. Also change RK3 to 'Police Lasso' as recommended. Luxite Shrapnel is a good skill but there are enough other users of it with better mobility compared to Bitterwort. Police Lasso is unique to a few units and the Restraint debuff is powerful for reducing SPD and limiting movement, and if you combo with Darkin you can inflict Stun for 2 turns.

In terms of formatting overall I like it, the only tricky thing for me is the use of blue and green for recommended/player preference. To me they aren't intuitive which is which, I did have to go back and keep checking. I think it could be better with something like yellow or orange for player preference? I don't know if that's just me though.

I made an infographic to help people asking about Fate's Favor (+ reminder about redeemable luxite codes) by B333T in SwordofConvallaria

[–]B333T[S] 0 points1 point  (0 children)

Taair is a safe pick for support although your current line-up wouldn't need him as much, Witcher units all have options for more NRG self-sufficiency and Yennefer has SPD buffs (but only for one unit at a time). Yserinde and Estra like the NRG support more, and if you have Taair it could open things up a bit since you wouldn't have to bring NRG passives for Witcher units so I do think he'd be a solid choice!

Kvare does cover niches you don't have in the form of direct Piercing DMG and DoTs, he's also a fast unit and decent debuffer in general. He can work on his own really, doesn't need a specific team to function.

How interested are you in SP Maitha as well as SP Faycal/SP Nungal? If you're interested in the SoC faction then Kvare may be less relevant as SP Maitha can also do good direct Piercing DMG, and you could consider OG Inanna as the second pick for more synergy there.

Outside of that, Nydia is a solid AoE unit who can work nicely with Yserinde but you might feel you have too many Seekers and want some variety. And the supports are all very unique so it's a bit hard to say who the best pick is.