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Air Ecaflip, Attribute points
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September 15, 2011, 15:52:12 |
#1
Air Ecaflip
Soo... I made an Air Eca some days ago, and I'm having a hard time deciding what should I go for with my attribute points.
For the support spells, I was thinking of maxing Rabid, but after that I'm not sure what to get. Any suggestions? As for the other points (forgot their name), I was considering saving for +1 AP, since that would give me an extra Claw Attack with Rabid on. However, I was also considering getting Lock in order to prevent enemies for fleeing (which seems like a nice combo with Hunter). If you guys have any feedback, I'd gladly hear it. Thanks in advance! |
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September 15, 2011, 16:09:07 |
#2
Feline Leap is a must have for an air eca and Paws Off helps a lot when you are facing an opponent that deals more damage than you.
If you want to spice up fights you can mind on putting points into Ecaflip's Tarot or Cat Tree (but the last one consumes 2wp so it's not a great idea) |
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September 15, 2011, 16:36:02 |
#3
Feline Leap is a must have for an air eca and Paws Off helps a lot when you are facing an opponent that deals more damage than you.
I also considered Feline Leap, but the 2 AP cost doesn't sound too attractive. Instead of throwing 4 Claw Attacks, I would only cast 2 (although with high burst damage).
If you want to spice up fights you can mind on putting points into Ecaflip's Tarot or Cat Tree (but the last one consumes 2wp so it's not a great idea) Rabies (-2 AP, -1 WP) [60% Air increase] + Gear = 110% Air increase, more or less 4 Claw Attacks (-1 AP each) Rabies (-2 AP, -1 WP) [60% Air increase] + Feline Leap (-2 AP) [50% Air increase] + Gear = 160% Air increase, more or less. 2 Claw Attacks (-1 AP each) I believe having four 110% Claw Attacks is more beneficial than two 160% ones, considering the base damage is not that high (and thus, percentage doesn't boost it that much). Quite frankly, I believe it's either Rabies or Feline Leap, but not both. As for Paws Off, what's the actual percentage of pushing an enemy back? The game doesn't state any, so I assume it's always 100%. If so, does it always push back enemies as soon as they get close? Or does it work like... once per turn, or something like that? Might as well leave it at Lv. 1, no? You're right about Cat Tree, it uses too much WP; which could be used for Rabies instead. Might as well leave it at 0 and use it at extreme emergencies. Finally, the Ecaflip's Tarot seems like a solid choice, assuming the user is willing to spend a lot of points in order to guarantee good cards. I think I'll go with that one next. Thanks for the answers. |
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September 15, 2011, 17:03:00 |
#4
the fun fact on feline leap is that the +dmg% bonus last for 2 turns (the one you've casted it and the next).
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September 15, 2011, 17:53:03 |
#5
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September 15, 2011, 18:25:53 |
#6
i'm not sure about that because after rabies i've leveled tarot...
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September 16, 2011, 01:00:27 |
#7
Paws Off has a chance to give three effects at once: you turn, you push and give critical failure. It triggers when their MP are used in a cell next to you. Walking away doesn't trigger because the MP is used when you arrive the cell, but if he stop at your side it maybe does. Using skills that cost MP also can activate Paws Off if the points are used next to you. Skills like Charge, that cost a MP can activate also, but look when the points are used: in the case of Charge, it is in the start of the move, not at the end, so it will trigger if Charge was casted by your side, but it won't if someone use Charge on you neither if the Iop pass by you using charge (since he doesn't stop to waste the MP).
Feline Leap has the problem of needing to be precasted if you want that sweet +150~250 (+3AP tarot) Air bonus (can get a max of +400~500 if you have +10AP from devotion!). The only use I can imagine of the bonus attack of Feline Leap being useful after you have engaged the enemy, is to play hit-and-run to give you an edge when facing melees by abusing Paws Off: Claw, Claw, Feline Leap away, Hunter if you want to avoid moves like Super Iop Punch. If they use skill to approach Hunter will stop it and they have waste points, if they try to conserve the points and just walk, Hunter activates and it can trigger Paws Off. Next turn you attack them again with +50 bonus attack without the need of preparing the turn, and maybe you can repeat the same thing). Other than these hit-an-run cases, Rabies seems to be more reliable. And don't forget you have (maybe) a nice chance to give critical hits, so damage wise, more hits > a little more %atk. EDIT: Yes, you use Feline Leap that turn, the next one you keep the bonuses. This post has been edited by Trololocke - September 16, 2011, 01:05:52. |
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September 17, 2011, 12:48:21 |
#8
Other than these hit-an-run cases, Rabies seems to be more reliable. And don't forget you have (maybe) a nice chance to give critical hits, so damage wise, more hits > a little more %atk.
I see, thanks for the complete reply.
EDIT: Yes, you use Feline Leap that turn, the next one you keep the bonuses. Maybe I'll level Feline Leap in the future, but for now, I think I'll get the Tarot first. |
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September 24, 2011, 20:39:10 |
#9
Just one thing to consider: when upgrading feline leap and rabies, I think it's a good idea to stop for a while, after their cost raises to 15 points per lvl, and concentrate on paws off instead. It would be more cost effective and you can get back to raising them up after you get paws off at lvl 20. Just make sure you levelled rabies enough for it to cost 2 APs instead to cast of 3, as it would give you +1 claw attack per turn.
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