![]() Oh I’m definitely starting a new run, I’m playing through up to chapter 7 so I even have it ready to go on release day, especially since the DLC story apparently puts you in with fixed levels and classes, according to what I’ve read, so there’s no real sense in waiting on that. Of course, Amber's abysmal 0 Mag growth is a problem for this class, but time spent as a Sage (30 Mag growth) with Tiki's Starsphere skill should fix his Mag stat before reclassing into Mage Cannoneer. Since Mage Cannoneer won't be hitting anything below a range of 3 (Blast weapons all have a range of 3-8 spaces), if no units are adjacent to Amber or the foe, then his personal skill will always proc. Amber's personal skill helps rectify this: Aspiring Hero grants Hit+20 at a cost of Avo-10 during combat if no other units are within 1 space of the unit or foe. The main issue at present with this class is the way Hit Rate works with long-distance attacks work (i.e., Hit Rate = Dex + Str + Bld + Lck/2 + Hit + Support bonus - (if range greater than or = 4, (combat distance -3) x 10). Mage Cannoneer is simply a glorified ballista with added effects. ![]() With Citrinne's personal skill, not only will adjacent allies get a free heal, but they'll also get free engage meter recharges. ![]() For example, if an Enchanter uses Item Surge with an Elixir, then the Enchanter and adjacent allies' engage meter fills up by 2 (according to this datamine). ![]() Enchanter can also use something called "Item Surge," which provides boons to allies based on the item used. Who do you think are the best candidates for Enchanter and Mage Cannoneer? Based on personal skills alone, I think Citrinne and Amber are good choices respectively.Įnchanter's whole gimmick is being able to access the convoy and use/trade items, which works in tandem with Citrinne's personal skill-Generosity heals adjacent units upon her using a healing item. ![]()
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