Quote (2daniel @ 15 December 2013 15:02)
I think an advantage of Skale is that he can bring his nice Buffs already from the first level on...
Even a Skale on lvl 1 with no gear can Buff 2 AP every round and use the 100% Dogde Buff to maybe save you.
This imo is a great advantage against Multiman like Astrub Knight, Shadow or Lumino (in terms of healing) which need some time to bring out their Potential.
That is true. The damage dealers and healers will take time to bring out their best, but when they do, they really shine. Support characters, even the normal ones (not sidekicks) always have been able to support with things like that relatively early. But thus is the way of the game. This is also why I'm comparing max stats instead of how they start out (as you would do the same for when you compare character classes as well, no?).
Skale is amazing support though. This I can agree.
Quote (ALastLegen @ 15 December 2013 16:07)
astrub knight is really nice i'm lvl 107 air iop and have one Astrub lvl 65 900hp, my focus on him is HP and Res plus some fire dmg to take down cracklers armor... i can easily solo any mob on chilly now ^^
and its not expensive equip astrub knight... it cost me 10k to make him tank for five turns =D but maybe just maybe he can get one spell to push enemy... just maybe.. Uu
nice guide kat =D!!
I really like Astrub Knight. Was all giddy with excitement when I saw his Dragoon look and spear. To top it off, for a Free Sidekick, he is very decent. I'm very happy on how well the Astrub Knight was built. A push would be nice, but not as necessary.
Shadow was going to be done last as he, I believe, is the last in the free rotation, but since I've had a request about Shadow both here and in game from a couple people, here he is.
We shall compare him mainly to an Iop as that is what people already are doing on the forums (but I'm adding other things in as the situation calls).
Shadow's Shadowy Chain vs. Iop's Judgment
3 AP 1 MP vs. 4 AP 1 MP
1 vs. 1
3 specific spaces/special vs. Line 3
Shadowy Chain is limited to 2 cast a turn
Lvl. 200 Dmg:
-104 HP Chromatic vs. -136 HP Fire + 100% chance to cause "Disoriented"
Hmm, this ended up being a better comparison than I thought it would be looking at the stats now. Cost is similar (both with an MP in the cost), same range, both hit 3 spots, though in a different way too.
On damage, we'll convert the MP to AP and find the damage per AP like in the comparison's before. Shadowy Chain is at -26 HP per AP and Judgment is at -27.2 HP per AP. So damage is actually very similar. To that it would seem a tie. Iop get the added bonus of a chance to remove -1 Range from the targets hit, however I don't feel this helps greatly as the Iop is generally in close range already (yes it may help if you have allies that are far away..., but very situational). On the other hand, Judgment is can only deal Fire Damage while Shadowy Chain can be any element you set Shadow's equipment to be.
They both hit 3 Spaces, one just happens to be in a Line 3 (Judgment) and Shadowy Chain hits the spaces in front of Shadow as well as the two spaces to the left and right 3 spaces away in the same direction (seen in the picture example in the Astrub Knight comparison).
With all of that, I'd actually have to give this to Shadow as everything is relatively similar, except for the usefulness of the Chromatic Damage vs. Pure Fire Damage.
Shadow's Gruesome Sword vs. Iop's Jab
Lvl. 200 Dmg:
-56 HP Chromatic vs. -62 HP Fire
Same AP. Same Range. Same Area. Only difference is a bit in the damage. It is a decent amount more for Jab, but of course the trade off is that a Jab is Air Damage only, while again, Gruesome Sword is Chromatic, allowing for use when the situation calls for it. Relatively a tie, but I want to give it to Shadow for the Chromatic Damage again.
Shadow's Shadowy Explosion vs. Iop's Iop's Wrath or Fogger's Aynaloxide or Shebang
6 AP vs. 6 AP 1 WP or 6 AP 1 WP or 6 AP 1 WP
Lvl. 200 Dmg:
-144 HP Chromatic vs. -172 HP Fire or -203 HP Stasis or -194 HP Earth
Iop's Wrath Bonus:
66% chance for a bonus -51 HP Fire Damage
+12 Stasified State
Each Lvl = An additional +0.5% Stasis Damage and +0.25% chance to steal WP
Yay, super 4 more comparison. The biggest discrepancy hear is that unlike the 3 character spells, Shadowy Explosion does not have a WP cost. That WP cost limits the big 3 to 6 uses in a turn generally but of course greatly increases the damage. In reality, we can look at the Rogue's Barbecued Ribs to determine how much that 1 WP is worth in damage. This is because Barbecued Ribs costs 1 WP only and deals -88 HP damage. If we take that away from what is listed above, we're at:
Shadowy Explosion: -144 HP Chromatic or -24 HP per AP
Iop's Wrath: -84 HP + 66% chance for additional -51 HP for a total of -135 on those turns or -14 HP with a 66% chance bonus of an additional -8.5 HP for a total of -22.5 HP per AP on those turns. All Fire Damage
Aynaloxide: -115 HP Stasis or -19.17 HP per AP
Shebang: -106 HP Earth or -17.67 HP per AP
Now that is not exactly a fair comparison making Shadowy Explosion look better as even if we take out how much damage the WP is adding, it's being added either way and the big 3 spells are obviously greater than Shadowy Explosion. Just going to show that the Damage per AP amounts were still thought out.
On the damage itself, Shadowy Explosion is Chromatic, so versatile, but because of that and having no WP cost, it is the weakest. Still a strong spell. Iop's Wrath has the greatest damage 66% of the time, other than that, it is actually the weakest of the big 3. Well, Iop's are still good. Fogger's get two different spells to play with. Shebang can be weaker or stronger than Iop's Wrath. It is at least consistent. Aynaloxide has the highest and consistent base damage. However, as Aynaloxide is Stasis, it is much harder to raise that Mastery (thus the higher base). Aynaloxide's Stasis damage benefits from always hitting the lowest resists for those who didn't know, that and the Stasified State that gives the Fogger a chance each turn to steal some WP to keep casting his WP costing spells more (and robbing the enemy from using his). The Stasified State also helps make up how hard it is to build up Stasis Mastery by increasing the damage dealt by Stasis Attacks.
The more I look at this all, I would put it ranked:
1. Stasis Fogger
2. Fire Iop
3. Earth Fogger
Of course it is still worth noting that this is Shadow's most powerful skill and has no limit (other than the large AP cost). So still useful. Also, even thought I say that the Stasis Fogger's Aynaloxide is the best, I don't actually even use that on my Stasis Fogger and focus on the other 4 spells.
Shadow's Phantom Menace vs. Iop's Super Iop Punch
4 AP vs. 5 AP
Says 1-2 Line, but hits 2-3 Line vs. 2-3 Line
Point vs. Cross 1
Phantom Menace is limited to 1 cast a turn
Lvl. 200 Dmg:
-86 HP Chromatic vs. -145 HP Fire + 30% chance for an additional -51 HP Fire
Teleports to Selected Space
Super Iop Punch:
Gets closer by 2 cells
Already Super Iop Punch is better. Anyone can see, but we shall do this comparison anyway.
Phantom Menace vs. Super Iop Punch's damage is -21.5 HP per AP vs. -29 HP per AP and 30% of the time -39.2 HP. Clear Iop win already.
Both have the same range, but the Iop's has an AoE that allows it to hit 4 targets compared to Shadow's single point target. Iop's clear win again.
Phantom Menace is also limited to one use a turn. The only (albeit super small) benefit is that you can chose to get closer by 1 or 2 cells, instead of only being able to go 2 cells. Thus veeeeery situational. Oh and the Chromatic damage... yeah... doesn't really help in this case. This spells is just a gap closer for Shadow to use his other abilities. Nothing more. Still has it's uses, but Iop wins.
Shadow's Choking Shadows vs. ---
Limited to 1 use a turn
Steals 1 MP (Lvl 1-100 = 50-100% chance)
Steals a second 1 MP (Lvl 101-200 = 50-100% chance)
This is something that makes Shadow a bit more unique. There are not many spells/specialties in the game that not only remove MP, but Steal it. That and it deals no damage, so it's a bit harder to find something to compare. There are always a couple different Earth Classes, like Sadida's Fertilizer and Enutrof's Shady Shovel, but it's a bit of a stretch to compare the two as they do very different things from cost, range, how much MP stolen, damage and other effects.
I've seen many complaints on the forums on how this spell should be buffed or changed and a couple people defending it. I believe the people defending it have it right.
It really hits its stride at Lvl. 101+. This grants it a guaranteed 1 MP Steal and a 50-100% chance to Steal a second. Choking Shadows also has an exceptional range and even if you don't need the MP to close a gap, you can still use it to rob 1-2 MP from the enemy to keep them from moving about. To top it off, while the spell says 3 AP cost, you can reduce it to 1 AP with Shadow's next specialty that grants 2 AP. Yes, you can use the 3 AP for attacks, but this again is a gap closer spell. Thus you'd be using to get within range of your other spells that other wise would have had your AP go to waste for Shadow not being in range to attack. See, better. On top of that, if you're still not close enough after moving and using this to Steal MP, you can use Shadow's previously listed skill, Phantom Menace to further close the gap. This is a wonderful spell, but as there is nothing to compare it to, not sure if I can say, "Shadow wins," but we'll say it anyway. Shadow wins.
Shadow's Assimilation of Shadows vs. ...Xelor's Devotion (again, like against Skale?)
1 WP vs. 3 to 1 MP
0 vs. 0 to 0-4
1 use a turn/ 2 turn cooldown vs. 4 uses a turn and only 2 uses per target
+2 AP vs. +1 AP
Well, I already discussed Devotion in the Skale comparison, but this spell does grant AP. Again as listed before, Devotion supports both the Xelor and Allies, Skale's Aqualacrity in that comparison only helped Allies, and now Shadow's Assimilation of Shadows supports only himself.
Obviously the Xelor wins this from simple comparison. Though of course there are the differences in cost. Shadow doesn't use up any of his MP to do so and get's his boost, but it can only be used every other turn. Xelor wins, but for a Sidekick, this makes Shadow the easiest to achieve 12 AP, needing to only gear for 10 AP.
On Shadow's Darkness Blood
I do not feel the need to cover this again, as it was covered in the Astrub Knight
's comparison quite well. Though to reiterate, it gives +80% damage in a party of 2, and +200% damage in a full party. A nice buff for damage dealers. For further details, check out the Astrub Knight.
That is all of Shadow. He turned out quite nicely for an Iop replacement. Shadowy Explosion came off a bit weak, but still a nice AoE damage spell, then Shadowy Chain for your single target damage along with Gruesome Sword for your cheap AP attacks (and when you have no MP for Shadowy Chain).
Shadow really hits his stride once he's Lvl. 101+. At that point you should have 10 AP on him. With Assimilation of Shadows, you can push him to 12 AP easily every other turn. For when an enemy is to far away, you have Choking Shadows to greatly boost his MP (and remove the enemies) and Phantom Menace as well. That is 2 gap closers for a melee character. Very useful. To top it off he has a decently nice damage boosting passive and his damages are all in Chromatic allowing him to attack in any of the 4 elements as long as you gear him properly.
I would obviously say that Shadow is the better when compared to Astrub Knight (for more gap closers and abilities), but both are good. Shadow is great when you need some damage when you cannot do it yourself and you want that damage on the front line (just like you'd want Beelzebug when you want the damage from afar). Comparing Beelzebug to Shadow, I thing though it really depends on your situation as they do relatively the same thing, just at different ranges (and Beelzebug only doing Fire damage, but that's not so bad with Ice Cracklers existing).
Till next time =^.^=