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WHEW! Trying to get these out of the way before DQ hits because there is a LOT to talk about there. Sorry for the wait guys! Attempting to keep post spams down to once daily.
Y.R.P. - Overview
The FFX-2 banner saw us getting FFX-2 Yuna/JP), Rikku and Paine. Yuna is a bit of a TDW Chainer/Finisher, with heavy emphasis on Finishing being her niche. Rikku/JP) is a support chainer TDW Breaker, and Paine is a TDH Chainer with a new frame, Sword Dance. Probably my only gripe about this banner is their TM's, which are beyond horrible. Many of them feel like reskinned 4 star TM with a few added effects but the added stuff isn't really that great. The units themselves are also kind of mid line, with Rikku's tagline being the ability to upkeep 80% breaks, when we have been making due with 75% breaks just fine for a long time. Granted this is a 20% dmg reduction effectively but unless you're dealing with extremely outdated survival equipment, the jump is negligible. These units didn't receive any buffs from FFX SBB, and are considered to be a part of the FFX-2 Series, so we may see some SBB for them in the future, as well as FFIV TAY.
Yuna - TM/STM/TMP LB
TM | STM | TMP |
---|---|---|
MAT: 40% Atk, Light and Dark Resist 50% | GUN : 178 atk, 1h, 7% Refresh 50%Atk | AtkHP 30%, 50% pTDH/TDW, AutoCast: 2 Mirage Stacks at beginning of battle/When Revived |
As stated earlier, Yuna's TM is very lackluster, and this is likely due to all the event equipment they made specifically for the FFX-2 group, check out the event thread for more information on that Here. Thankfully the equipment, while locked to Yuna/Rikku/Paine respectively, is strong enough to kind of make up the difference in extreme lack of strength on their TM's. That being said, the event equips DO NOT unlock their TMP's, so you'll still need to use it. Yuna's STM isn't worth chasing unless you really have a gun user that needs it, or you have nostalgia for Yuna herself, because of it being a Triple Rainbow Fest banner, you're not likely to pull it without serious resources. Unfortunately for gearing purposes Yuna kind of needs her TMP so yeah. You're stuck using it.
LB / Cost | Effect [MAX] |
---|---|
γΉγγ·γ£γ«γγ¬γΉοΌγγγ©γγ«γ« / 3200 | Physical damage (18x) with ignore DEF (50%) to all enemiesAuto-revive (80% HP) for 5 turns to all allies |
Yuna's LB is only worth leveling if you plan on using to deal damage, otherwise the AutoRes is nice in a pinch, and reinforces the support/DPS aspect Yuna sort of carries. The only thing that scales with LB level is the damage, from 15.1~18x (30.2~36) so honestly you can pass on leveling and not worry at all. It chains nicely and ignores cover in arena so you could use it for that purpose, otherwise moving on!
Yuna - Passives
Yuna has some fairly decent passives, but comes off as a bit of a glass cannon. At 210% Atk with 100% pTDW she can cap fairly easily, and she has a small amount of bulk with 50% HP, Def, and MP, and 30% Spr. She has 50% Undead killer which can be nice (although I cant remember the last time we had an Undead boss), and she has passive resist to Blind and Sleep, neither of which are particularly devastating to not have resist to so ribbons will probably be needed for ailment happy bosses. Of her modifier boosts, the 4x to γ―γ€γγ―γγͺγ¬γΌ is something to definitely note as it's her Balthier type skill, allowing her to deal a ton of damage.
Yuna - Actives
Yuna has some AT chains in her kit and various imbues, but none of which deal particularly spectacular damage for a Fest unit. Her Cooldown, combined with the modifier passive mentioned earlier does around 22x(50%), and activates modifier boost for her major chain with Critical Hit LB Fill, allowing that to deal around 21x. Yuna has T-Cast, so she can cast that chain 3x and her T-Cast has nearly permanent uptime. That being said, for a fest unit 88x on cooldown and 63x off cooldown isn't anything spectacular to write home about. It does give her really nice access to LB, so she can spam that AOE reraise often while your healer does other healer related things. Yuna's biggest downfall, which is a recurring theme in this group, is lack of imperils. When it comes to finishing, Yuna can either use a Balthier style move for (18 22 26 30 34 38)x3 for 504x, Chance based, or she can T-Cast her unlock for 17x(50%) x 3 for 102x Finishing modifier which is fairly easy to fit in a chain. So overall much better as a finisher than a chainer.
Rikku - TM/STM/TMP LB
TM | STM | TMP |
---|---|---|
ACC : DEF 30, SPR 30Ailment Resist: Psn/Slp/Sil/Cnf, 30% Thunder Resist | MAT : 30%Atk/HP, LB 600/T, 30% Atk with Dagger | Atk/HP/MP 40%, pTDW 50% |
Again, Like Yuna, Rikku's equipment doesn't really match what she is as a unit, which is TDW dmger Breaker. Rikku's TM reminds me of something I'd see as free equipment lately in an MK or Raid box. I think they forgot some stats on her STM as well because 60% Atk 30% HP feels lackluster. So once again, don't chase it. The extra HP MP from her TMP is super useful for either of her builds, DPS or Breaker/Support so might as well use it. The extra LB/T on STM is kind of nice for her but she has more than enough ways to fill her LB in time so it's not needed for her, and if you have her theres no need to use Locke so nobody else would want that. The TM comes with Confuse resist, which is nice and some defensive stats so you could use that on other supports but typically you'd want something boosting the relevant element or 15% or higher passive stats (Genbu ring is strictly stronger defensively if you don't need the ailment resists).
LB / Cost | Effect [MAX] |
---|---|
γΉγγ·γ£γ«γγ¬γΉοΌγγγγγΊγ« / 3000 | Physical damage (14x) with ignore DEF (50%) to all enemies ATK/DEF/MAG/SPR Break (80%) for 4 turns to all enemies |
Rikku's LB, Like Yuna's, doesn't require any leveling for its extra perks so it's just damage. Unlike Yuna's, Rikku's doesn't chain at all so there's no use in leveling it. 80% Breaks for 4 Turns, with 0 Stipulations is really nice but ultimately luxury as they aren't necessary and we've been getting by just fine with 75% for ages. Especially since units like Locke, and Auron can emergency break for 80% now in a pinch or for a threshold, there's no real need for it.
Rikku - Passives
Rikku, like Yuna, has high attack passives and decent other stats as far as passives go, with 70% HP/MP, 30% Def and 50% Spr. Her attack passive is 160% 100% TDW, so a little rougher to gear but if you have some Locke TM's heres a place to use them. The 60% Atk Charm resist will help her out. Outside of her TM naturally she doesn't have many ailment resists, with just disease. Interesting to note is an extremely high Counter rate for 300LB fill to self, helping her spam her LB due to lack of high tide and LB/T passives.
Rikku - Actives
Active wise is where Rikku shines, she has access to a 400-600 LB fill to party that recasts with Dual wield for off turns where shes not doing anything else with her kit. Her breaks are at 75% AOE which is pretty norm for breakers now, so nothing special there. Her mirage grant also has a semi-decent chain attached to it with AT frames, so if you're one of the 7 people still using AT frames or you're using Yuna there's that thematically. This also has a halfway decent modifier at 30x per cast when considering her passive so it can deal a fair amount of dmg as well. Nothing too terribly special however. Her cooldowns are pretty phenomenal, with an opening break that also applies Reraise to the entire team being a big deal. Not Elephim 200% defensive stats or Nichols Full break Full buff things, but still really nice. Its a shame her only imbue is stuck attached to a CD without 100% uptime, because that could be really useful. Then, of course, she has an emergency HP/MP heal on a 6T cooldown for 50% to the party. Could be useful in a pinch but probably shouldn't Rely on it.
Paine - TM/STM/TMP LB
TM | STM | TMP |
---|---|---|
ACC: 15 Def/Spr, 30% Atk, Auto Regen (60 1.2x) | GS: Atk 176, 1h, Fire/Ice/Thund/Water Resist 40% | Atk 40%, 150% High Tide, 300Lb/T |
Ahhh Yes. Paine. Ceodore through and through, she suffers from the same fate as he. Not having TDH worthy gear in either TM or STM. Luckily for her, The TMP is only a 40% atk boost so you can effectively pass on it with good enough gear. Which is good because her TM is dreadful and her STM isn't 2h. Her event gear is clothes with 48atk on it, so her stat won't exactly suffer without it. She also still has 140% Atk without it meaning it'll be hard to cap but the flat attack gained via TDH will probably outweigh it. (Note: she gets about 210 atk from equipping her TM TMP without capping and having max door pots. a 53atk accessory with max TDH will outweigh this) Paine's STM is a really good Great Sword, but unless you're hurting for those resists, the sword obtained from Iron Giant is strictly better.
LB / Cost | Effect [MAX] |
---|---|
γΉγγ·γ£γ«γγ¬γΉοΌζ¬ι¨η / 3400 | Physical damage (20x) with ignore DEF (50%) to all enemiesIncrease physical damage against human (150%) for 6 turns to caster |
Im seeing a common theme. Paine's LB only gains extra damage from leveling, so it's a luxury leveling. That being said, it does chain and has a pretty high mod thanks to her innate 100% LB damage. Meaning at base she's got 80x with a fully leveled LB. Max level for this is 30, scaling up by .1 per level. The extra human killer is nice to use vs all these human SBB if thats your fancy, so she's pretty much the SBB killer.
Paine - Passives
Paine's passives are pretty stacked into the Atk side of things with pretty moderate everything else. She has a lot of GS based passives so you'll need a good GS for her. Excalibur is her preferred weapon outside STM's. She's got Def favored survival spread, 60% HP/Def, 20% Spr, 40%MP and the aforementioned 140 (180% 30%) Atk, with 150% pTDH. Using one of her TM she easily caps out because it brings her to 210% Atk, but again if you can cap without it, more power to you. Paine has no ailment resist and no Element resist, so she's not really geared for Eletetris stuff or places where ailment imperil exists.
Paine - Actives
Paine has two major chaining frames, Sword Dance and AT. The bad part about Sword Dance is that its a horrible frame that breaks without macro ALA Onion Slice and Quick Hit. Her modifiers on her AT are fairly strong however, reaching 33.5x per cast with T Cast, so 100.5x total, and a very quick stacking time. Under cooldown, there's an additional 5x added to each cast so 115.5x total. Her CD doesn't have permanent uptime but there's only one down turn on the mod boost so it isn't that bad. Her T-Cast cooldown on the other hand boosts all her stats 250% and has 100% Uptime on it unless she dies, so it gives her good survivability as well over her peers. Her Sword Dance move has a 38x Modifier out the gate, so If you happen to own a macro and are impatient, you can reach her max damage T2 instead of waiting for stacks to build up by T3. Like the others, complete lack of imperils and Paine has a lack of imbues so she really likes Excalibur to use WoL or someone for light imperil.
Y.R.P - Conclusion
The Banner was really nice, but ultimately a luxury pull due to the glaring holes in some of their kits and were basically nothing out of the ordinary or nothing required for content nowadays. Their TM's were basically useless and not worth farming for units outside of themselves in the slightest. Pull for nostalgia or pass.
KH2 - Riku and Sephiroth
Two chainers, one kinda both, and one TDH/LB damager. Riku is exactly how he was in KH, Sora, but better. Sephiroth specializes in TDH SR chaining, has perma T-Cast but smaller modifiers in favor of Human killing gear. Ultimately this banner was another Nostalgia pull bait banner which is why I'm including it here. Short, Sweet and to the point I won't go too indepth on these guys.
KH2 - Riku - TM/STM/TMP LB
TM | STM | TMP |
---|---|---|
SWD: Riku Only : 160Atk 50% pTDW 7% Refresh | MAT: 70% Atk, 50% pTDW, 50% Dark Resist | HP/MP 30%, Atk 50%, Enable T-Cast for 1 Turn at start of battle, Absorb Dark Damage |
Riku has some very nice gear, but it's only for him. That being said, 160atk 50% pTDW is near STM level, add on the refresh and there no point in not using it on him. His STM is great, as I said previously it's basically Sora's but with added on Dark resist, so better. No reason not to use his TMP, it gives him Dark Absorb which is pretty awesome and something we haven't seen in a hot second.
LB / Cost | Effect |
---|---|
γγΌγ―γγ©γΌγΈγ₯οΌγγΌγ―γ€γ³γγ«γΉ / 3400 | Physical damage (17.5x) with ignore DEF (50%) to all enemiesInflict paralyze and confuse (100%) to all enemiesEnable skill for 6 turns to caster: Tγ³γγ³γ |
Well then, this is kind of a stacked skill. 6 Turns of T-Cast means its pretty much always gonna be up between this and his Cooldown. Only the damage goes up on this, so go ahead and level it if you must. It chains too, but at 35x it's lower than most of his turn mods so you probably won't use it for damage. Luxury to level, but not a necessity.
Riku - Passives
Riku has some unique aspects to his passive kit, He automatically casts a 10% HP/MP heal to himself every turn at the beginning of your turn, allowing him to directly bypass MP drain mechanics. At 150% Atk, it's a little on the low side, but he makes up for it with not needing TDW gear at all with 2x TM and 100% at base, so you can gear around this using the 4 star TM with 40 flat atk and 30% atk, or something like Tower unit's STM. He only has 50% HP, and 20% Spr, but has 70% Def and Guts passive when it comes to being tanky. This, combined with Dark drain and passive healing means he does well surviving surprisingly. He's also naturally immune to paralysis and confusion, two of the most debilitating effects out there so that's another plus in his favor. With 500 LB fill per turn, and 3400 cost he will always have his LB up in time to refresh T-Cast if you're not using his Cooldown for whatever reason once you get it going.
Riku - Actives
Riku's got a lot of fun stuff in his kit on short cooldowns, which is nice. He can imperil 120% dark for 3T and imbue himself with dark for 5, removing the need to use an elemental weapon and thus freeing up equipment. Being able to drain Dark, he can imbue himself and then strike himself to build up stacks to avoid pushing a Threshold or elsewise, so that's a fun gimmick there. He only needs to use 4 casts to build to full cast, and then his cooldown is every other turn, with 30.5x 33x 33x, his max mod per turn at 96.5x, or he can chain at 99x on non CD turns, meaning his damage is fairly stable, if not fairly average as well. If you happen to be lacking an Atk buff, Riku can also buff that for himself using another cooldown, albeit with not 100% uptime on the atkbuff. It does give him T-Cast and he will have 100% uptime on that either way.
Sephiroth - TM/STM/TMP LB
TM | STM | TMP |
---|---|---|
CLOTH: 28 Atk/Def/Mag/Spr, 20% HP/Atk when using Katana, For Sephiroth(KH): 50% Human Killer | KAT: 172atk, 2h 1.05~1.55x, 50% Human Killer | 40% HP/Atk, 100% pTDH |
Whew, well we basically got a better version of Tower unit's STM/ Suzumes TM, in the version of Sephs TM. Most TDW units can use or prefer to use Katanas nowadays, so if you happen to have a prism laying around you're not using you may want to nab this from the raid box moogles. Sephs STM is a luxury item, 2h Katanas are great but only 3 unit's in the entire game prefer them in use. No reason not to use his TM on him, so go ahead and do it. The Extra human killer will help what dreadful damage he does have.
LB / Cost | |
---|---|
γΉγΌγγΌγγ΄γ‘ / 4800 | Physical damage (35x) to all enemiesIncrease modifier (2x) for 9999 turns to caster (can't be dispelled): <δΈε½>, <ε «εδΈι>, <ε ι>, <εΌζζζ>, <θε > |
Well, for a LB that costs 4800, it's a good thing youre only using it once and then ditching it. Don't level this, you won't be using it enough to give a damn. It's only 1 hit too, so unless you're running support chainers you wont get much DPS out of it. Seph also has another skill that will use his entire LB gauge anyways, so once you use this once, you'll switch to using that.
Seph - Passives
Sephs KH variant has some decent passives, but is missing a lot of the bulk his FFBE variant got. He's resist to disease charm and confuse, has a permanent 130% atk buff, 50% Light/Dark passive resist, 100% Human killer, and 600LB/T as luxury stuff. Main stat wise, HP/MP/Def is at 60%, Spr is at 30%, and Atk is at 180% with 150% pTDH. Not too bad but not collab unit worthy. His modifier boosts barely help the damage on his imbue skills, but on his main skill it boosts it more than you realize. Confuse and Charm resist is nice though. At least we have the worst ailment covered!
Seph - Actives
As stated earlier, Seph has permanent T-Cast, and most of his frames are SR. He can give himself auto-raise, and using his LB draining skill he can grant it to allies as well! But only for 1 turn and only to 30%. With his LB and his passive modifiers, he can hit 24x on his normal damaging skill, which allows for 72x on non-Nuke turns, which also boosts his own LB gauge by 1500, meaning he gets 2100 on these turns just over half his gauge, and on nuke turns he hits for 88x. This can only happen about every 3 turns though barring some serious LB fill from the party, as compared to Riku's every other turn. Riku's dmg is more than Sephs, but Seph has a slightly higher damage against the human bosses. The downside to this, is that Seph relies on 100% imperils rather than Riku's 120% and Seph has to use and build up his LB first before he starts to burst so it takes about 5 Turns or so before Seph is really ready to start bursting.
KH2 - Conclusion
Riku is basically a better Sora, with extremely stable damage and pretty good tankiness, with the ability to self heal and he constantly restores his own HP/MP as a free action. As far as damage dealers go he's mid tier, along with Sephiroth, but Riku stands more of a chance against nonSBB bosses whereas Seph will shred the Human/SBB ones pretty good. I pulled for nostalgia, but that's because Riku is literally my favorite character in KH.
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