Well I've played an Earth Sadida since the beginning, so my play-style has always been a little light on Dolls, but I'll see what I can do!
For now, my plan consist of going 10ap/5mp - tho in endgame I am considering 12ap one.As for specialties, I'd choose Doll, Knowledge of Dolls, Voodoll, Sic em More and Lone Sadi (i plan to get some bonus before going pupeteer, am i thinking alright to assume bonus wont dissapear with dolls coming in play?) - considering getting em all around 100sh, wich is my current goal for this sadi.
Your specialties look pretty solid, but you are unfortunately mistaken about Lone Sadida. As soon as you place a seed on the map, the damage/heal bonus from Lone Sadida disappears. Ideally, you should decide whether or not to use Dolls at the beginning of a fight. Going solo and using Dolls requires a few turns to build up your strength, and that means you're much weaker than normal for a little while if you need to switch partway through.
I would still recommend leveling Lone Sadida though, as even if you plan to use Dolls a lot, there will be some situations where summoning dolls is unfeasible or even actively detrimental.
As for spells and branch choosing... as I'm now I went all-out and took two skills of each branch:Vaporize for control and Mudoll for some healingGust for some mob control and Sudden Chill as midd range attackBramble and Manifold Bramble.
Your choices for Earth are good, especially if you're using Earth for MP manipulation, but Water and Air are slightly less so.
For Water, Mudoll is an excellent choice, as it's our only healing spell that can be aimed freely and at ourselves. Heck, I've got it at max level for no other reason. Vaporize, however, is more unorthodox. At level 100, it will have a base damage of 24, which is is 120 damage a turn if you get your 10 AP. Which is, honestly, lackluster. Vaporize will control Dolls no matter what level it is, so there's no point in leveling it for that reason. If I were to choose, I'd probably select Sadida's Tear as a second Water spell. With 10 AP, it does slightly more damage (122) than Vaporize at level 100, but it really shines when the Voodoll in play. When a Voodoll's linked to someone, casting Sadida's Tear will either damage (if an enemy) or heal (if an ally) whoever's linked to it by about a third of Tear's base damage. So that 122 damage suddenly becomes 162 damage, or 122 damage to the targeted enemy and 40 heals to the linked ally. This does, however, have the weakness of requiring you to summon the Voodoll (meaning you can't get two Tears in on the first turn), it's functionally single target, and the higher AP cost makes you more vulnerable to AP loss. Personally though, I'd choose Tear.
Your choices for Air are kind of in the same boat. Sudden Chill is an awesome spell that your group will love you for casting (as long as the dolls you need to help you stack it* stay out of the way), but Gust is kind of like Vaporize, a utility spell that's generally used for it's effects rather than for damage. However, I play Earth and fiddle around with Water, but have very little practical experience with Air (I have an Air Sadida, but she's only level 50 and I barely remember to play her >_>), so no detailed analysis here. If you're set on the two spells per branch idea, then I think I'd pick Woodland Stench (for the damage) or Poisoned Wind (for the lulz) over Gust, but if you enjoy the lack of line of sight and set-in-stone range (which is a godsend when blinded), then by all means, choose Gust. Hopefully someone more experienced with Air can help you here.
*Sudden Chill stacks weirdly. It lasts until just before the turn of whoever last applied a stack, meaning that if you're by yourself, it will always wear off just before you're able to reapply it. You need a Doll (an Ultrapowerful, preferably, but any Doll with Sudden Chill cast on it can do in a pinch) to apply it after your turn is done. That way, it will wear off immediately before the Doll's turn, allowing you to reapply it before it wears off. Then the Doll applies it again on it's own turn, becoming the last to stack Sudden Chill. Rinse and repeat. Until the stack maxes out at -120% resists, at which point it resets on your turn. Because Sadidas can't have nice things, apparently.
It gives me offensive water and air dolls, support ap and mp ones and blocker to use.Ap combination should work well with either 10 or 12 ap as its:2+33+44+6Also it covers fair range with base 0-5 + 2-4 loslesswich provides some variety in combat.
I'm not quite sure what all those numbers are referring to (>_>) but 10 AP is indeed a good spot to be, or are least a decent one. At this point you can double summon most Dolls (and in the case of Greedies, Lethargics, and sometimes Madolls, double summon and Nettle them both with Sic 'Em More). However, if you want to make heavy use of Inflatables and Ultrapowerfuls, you'll need 12 AP to summon two at once. This is less of an issue with Inflatables, as they're among the beefiest of Dolls, but Ultrapowerfuls are notorious for how much they cost to set-up versus how quickly they die. If you're focusing on Dolls, the decision of whether or not to go 12 AP largely comes down to how much you plan to use those two.
That's that! I hope I managed to be helpful!
This post has been edited by Lethalen - February 03, 2014, 03:21:41.
Reason for edit : Clarifications