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Banner Review: Esper Units Batch #4
Post Body

A good day to all of you!
This week we are blessed with another 3 unit batch and at that the last Esper Unit batch! And by far one of the laziest Esper Unit sprites with Dark Fina. They just took her idle sprite and SLAPPED it onto poor old Bahamut. It's also huuuge.

I'll also try to fit in a Dark Visions Ranking now, so please be harsh on it and comment on it as we will have to settle for new scores.
I'll value in several factors:

  • elemental viability
  • innate killers
  • chaining options (if a chainer)

E.g. UDD.Fina has great innate killers, can get even more easily due to MTDW, but only has 3 different elements and very limited chaining options. Which applies to a ton of mages, thus their overall DV Ranking would be significantly lower.
By far the best DV mages are all mages that ignore those elements and can chain cap for easy magic damage, thus limited to WC Ace, BB Rem and Elly.

The ranking will also affect the personal and optimal rating.

Banner Review: Bahamut Dark Fina Esper Units Batch #4 Phoenix Jake Lakshmi Lid by Memel0rd

 

Bahamut Dark Fina Umbral Dragon Dark Fina:

Trust Master Reward : Dark Bahamut Synergy (Materia) - Increase MAG (50%)
Increase magic damage against dragons (50%)

STMR : Dark Empress Birch (Whip) - 68 ATK, 180 MAG, 50% MTDW, Dark Element

 

Overview:

UDD.Fina doesn't only mark the return of the 500th Fina unit, but also 25% SPR ignore. Which hopefully never happens again because the modifiers get messy in comparison to 50% SPR ignores.

Her base stats are what you'd expect from a mage with decent HP/DEF and high MAG/SPR. Her MP stat for once will also be important as you'll see later on. That being said, she also has 250% MAG with no restrictions as well as 50% MTDW and 100% MTDH. Due to BB Rem's TMR, we can focus more on MTDW in the Realistic Build. Her innate bulk is lacking if built for MTDH with 50% HP/DEF and 80% SPR , but can be patched up nicely via MTDW. UDD.Fina also doesn't have a guts passive but it shouldn't be a major issue due to her bulk potential and thankfully not having to stack modifiers.
Even then, you don't want to use MTDH on her due to her having the 6x chain cap when dual-wielding.
While she doesn't have any innate resistances, which can be a pain, she gains massive stat increases from Bahamut and also has a similar killer setup as the Esper itself with 50% beasts, aquatic, plant, machine, insect and undead killer, which is also a nice little boost for Dark Visions, but then also has a total 200% dragon killer innately as long as you have her TMR equipped. I'll go over that later on.

UDD.Fina can W-/T-/Quad-Cast all of her abilities, which is great but she only has one supportive ability, so it's mostly utilising her damage potential. But the Quad-Cast isn't permanently available and has to be unlocked either via her Limit Burst, which we'll only use once, or her CD ability Sorceress' Aura, which is available at Turn 1 with a 5 turn cooldown and grants us a 300% MAG buff for 5 turns in addition to the Quad-Cast and a 50% machine / dragon killer buff.

The only utility ability she does have is great! An AoE 75% wind, earth, light and dark resistance buff that lasts 4 turns? Why the hell not. That's about it.

Outside of the optimal rotation, she has two sets of chains that not only differ in modifiers (worse in this case), but also in chain family, allowing her to pair up with different units for DV. One set would be a significantly weaker set of Bolting Strike chains that are ST. You could use them alongside let's say WC Ace or BB Rem, but you wouldn't be able to fully utilise her Quad-Cast that way.
The second set would be the regular Chaos Wave family with almost the same mods as our optimal choice, but these chains are AoE and the only somewhat notable Chaos Wave chainer at this point is Y'shtola. Both have Quad Cast and share two elements: Wind and Earth.

For the most optimal choice, we have Chaos Wave Awakened in three different elements. Wind, Earth and Dark. The latter is the most important one.
All of them are ST, which by default are great for Dark Visions. In the meta section I'll go over how it actually performs. These mods, due to their awkward 25% SPR ignore, start out as ~4213% modifiers and go up to 5013% mods. Due to having Quad-Cast, this already means that her mods are off the charts.

But it gets better for her dark element. For 45 LB crysts, UDD.Fina can use an even stronger dark chain called Dark Megaflare. That'd be her full LB gauge. The modifier itself starts as a 12450% modifier but can go up to 13350%, which is huge.
You may wonder if this really is sustainable. 45 crysts for one ability? Wow!
But in exchange for one cast and a whopping 256 MP, she can fill her LB gauge up fully. So it is actually better to fill the LB and spend it immediately than casting Dark Impact two times, making her dark damage superior.

In addition to her set of three elements, at Turn 3 she can cast another set of CD abilities to the matching element. These, after use of the LB, have a total ~7146% modifier and also increase the modifier of the on-demand chains by 200%. And of course imperil the respective element by 120% for an effective 6 turns.

Lastly, the Limit Burst.
Due to her passive, we'll be granted a full LB gauge at the start of the battle and will immediately use her Limit Burst. Not for the damage but everything else as it imperils all of her elements by 120%, buffs her own MAG by 250% (not super important), grants us Quad-Cast and boosts all modifiers by 300% until death. It's also an easy method to gain back all the buffs you had if you do die.

 

How does she fare in the meta?

Umbral Dragon Dark Fina is both a huge step above the meta and at the same time not the #1, depending on how you look at her.

As for regular trial performance, assuming her element isn't resisted of course, the damage is outrageous. Last banner we got introduced to two new super strong mages with BB rem and WC Ace and she outdamages both by a big amount. And she also has a bunch of killers in her kit while also gearing towards MTDW! Which isn't the same as using physical mechanics and thus elemental weapons and killers, but her bulk is definitely good this way.

If you can't kill mobs quickly, which shouldn't be a major issue with her damage, you'll need to prepare either more MP focused gear for her or a good MP refresh due to her high costs.

But when we look at Dark Visions, she has significant disadvantages compared to Ace and Rem.
Now in this very Dark Visions event, these downsides aren't as apparent. In the first area, she can use her Wind chains. In the fourth area, she can use her dark chains and in the last area, she can use her earth element. On top of that, against Kokuryu and Bahamut, she has her massive innate 200% killers.

But then we get to the tricky part: who do you chain her with?
For dark, we only need T-Cast partners since she has to fill up her LB anyway. For optimal burst, yes we could go for Quad-Cast, but we gotta settle with T-Cast here.. But CG Shantotto can do fine as a chain partner as both are ST and dark with the same family.

When we have to swap to Wind or Earth though we have to improvise and drop damage. For wind, we can use Y'shtola, if you did end up getting her 7* during her event. She was a free unit so it's not a big stretch. If you have her, you can quad-cast and chain ST wind through the Chaos Wave chains, which is yet another damage drop but it's a possibility.

Earth? For earth, just like wind, we'd like either a ST CW or CWA chainer with quad-cast. The best choice here is Selphie for CWA and then either Seifer or Serah. None of these options are even close to their optimal damage potential, but those are the only real partners for UDD.Fina. Well, we'll also have to take T-Cast into account.

Because of the heavy chaining restrictions for mages in Dark Visions, WC Ace and BB Rem do a lot better. If you have both of them, you can easily chain them together and achieve higher damage than the other listed options here. You can also use them as LB cappers, just like Elly, which is infinitely easier.

So if you're looking for a strong DV Mage, UDD.Fina technically is one but can get cucked by future DVs due to elements and has a really hard time finding proper chaining partners.

Her TMR is nice for mages when facing dragons, but due to them being pretty rare for the most part, it's rather niche.
The STMR is a slightly stronger version compared to Quistis' STMR. 15 more MAG. And Quistis' was technically free. By default that makes it feel rather underwhelming, but what's an even bigger problem is its inherit dark element. Used on herself it's fine, but on e.g. WC Ace or BB Rem can go from a staple equip to rarely used.

 

Build Maths:

Umbral Dragon Dark Fina Damage Build:
https://ffbeEquip.com/builder.html?server=GL#96ae61b0-c9ac-11ea-8219-c768f320c4e6

Realistic Build:
https://ffbeEquip.com/builder.html?server=GL#4302a4b0-c91e-11ea-8219-c768f320c4e6

Umbral Dragon Dark Fina Damage

MAG post 300% buff: 3658
MAG post 250% buff: 3515
MAG post 150% buff: 3230
Assuming spark chains


Rotation:
Turn 1: Limit Burst
Turn 2: Aura of Darkness   Sorceress' Aura   Dark Impact x2
Turn 3: Dark Impact   Dark Dragon King's Roar - Dark   Dark Megaflare   Aura of Darkness
Turn 4: Dark Impact x2   Dark Megaflare   Aura of Darkness
Turn 5: Dark Impact x2   Dark Megaflare   Aura of Darkness
Turn 6: Dark Impact   Dark Dragon King's Roar - Dark   Dark Megaflare   Aura of Darkness
Turn 7: Aura of Darkness   Sorceress' Aura   Dark Megaflare
Turn 8: Dark Impact x2   Dark Megaflare   Aura of Darkness
Turn 9: Dark Impact   Dark Dragon King's Roar - Dark   Dark Megaflare   Aura of Darkness
Turn 10: Dark Impact x2   Dark Megaflare   Aura of Darkness
Turn 11: Dark Impact x2   Dark Megaflare   Aura of Darkness


Turn 1: 3515^2 x 58 x 5.78 x 2.2 = 9112324383
Turn 2: [ 3658^2 x 42.13 x 4.82   3658^2 x 44.8 x 6 ] x 2.2 = 14793492447
Turn 3: [ 3658^2 x 44.8 x 4.82   3658^2 x ( 71.46   133.5 ) x 6 ] x 2.2 = 42558573488
Turn 4: [ 3658^2 x 50.13 x 4.82   3658^2 x ( 50.13   133.5 ) x 6 ] x 2.2 = 39547365774
Turn 5: [ 3658^2 x 50.13 x 4.82   3658^2 x ( 50.13   133.5 ) x 6 ] x 2.2 = 39547365774
Turn 6: [ 3230^2 x 50.13 x 4.82   3230^2 x ( 71.46   133.5 ) x 6 ] x 2.2 = 33771824370
Turn 7: 3658^2 x ( 3.5 x 3.935   130 x 6 ) x 2.2 = 23367170742
Turn 8: [ 3658^2 x 47.46 x 4.82   3658^2 x ( 50.13   133.5 ) x 6 ] x 2.2 = 39168514822
Turn 9: [ 3658^2 x 50.13 x 4.82   3658^2 x ( 71.46   133.5 ) x 6 ] x 2.2 = 43314856474
Turn 10: [ 3658^2 x 50.13 x 4.82   3658^2 x ( 50.13   133.5 ) x 6 ] x 2.2 = 39547365774
Turn 11: [ 3230^2 x 50.13 x 4.82   3230^2 x ( 50.13   133.5 ) x 6 ] x 2.2 = 30834378777


Average Turn 1-11: 32,323,930,256
-> 231% of Draconian Princess Fina's damage ( 14,006,112,259 )
-> 216% of Serah's damage ( 14,967,170,643 )
-> 197% of Four Winds Physalis' damage ( 16,424,984,030 )
-> 157% of Benelovent Beauty Rem's Damage ( 20,587,710,541 )
-> 153% of Wild Card Ace's damage ( 21,172,119,331 )

 

Character Design: 5/10
Sprite: 3/10
Chainer: 9.5/10
Trust Master Reward: 7.5/10
STMR: 8.5/10
Arena: 5/10
Limit Burst: 7/10
Future Proof: 6/10
Dark Visions: 6.5/10
Free 2 Play: 9.5/10
Pay 2 Play: 9/10
Personal Rating: 7.5/10
Optimal Rating: 8.5/10

 

 

Phoenix Jake Flame of Rebirth Jake:

Trust Master Reward : Phoenix Synergy (Materia) - Increase ATK (50%)
Increase fire resistance (30%)
Restore 5000 HP every turn

STMR : Fire-Type Energy Bayonet (Gun) - 172 ATK, 2-Handed, Guts

 

Overview:

Jake hasn't made a return in a long long time. Last time we saw him was NG Jake, so will he be meta for once?

His base stats aren't super promising. High ATK but only decent HP, DEF and SPR. And his bulk passives are focusing a lot on HP. 100% HP vs 30% DEF/SPR? At least he gains massive stats from Phoenix, so his bulk is okay-ish. But his offensive stats are massive. 250% ATK and 250% TDH? That has to be one of the most impressive stat passives in this regard so far.
Despite the slightly lacking DEF/SPR passives, his highest damage is already on Turn 2, so it's not as important as a ramping up damage dealer.
FoB Jake is resistant against disease.... that's it. Luckily, similar to UDD.Fina, he has some neat killers that also work well in the current DV event. 150% demon, dragon and undead killers, woop.

Be careful for No Items Missions as he'll automatically cure all ailments (and heal with Phoenix and Auto-Potion) whenever possible.

FoB Jake can Quint-Combo-Cast all of his abilities except for Alpha Cannon. He has no utility abilities thus it's all about optimising your damage whenever possible and he is quite similar to Regina in that regard. Through his combo-cast he'll fill up his LB and along the way boost himself up and his ability finisher, then transition into his LB and repeat.

Unlike Regina though, he has a set of three different imbues, consisting of fire, wind and light. Which is nice since it means he needs less support, but also means he can work with external imbues as well. You can easily use a different ability to gain the missing mod boost.

Then he has a set of killer buffs. They aren't overly impressive but if you don't have a good MM Xon set up are most definitely wanted. These killer buffs sit at 50% and you'll use all three buffs anyway due to the modifier boosts. So you more or less have "for free" 50% killer buffs against his innate killers.

Firebird's Song is his first CD ability and just like his second one, available at Turn 1 with a 3 turn cooldown. It buffs FoB Jake's ATK by 250% for 3 turns and for the same duration buffs Last Shot's modifier and grants a 5000 HP barrier. The barrier should easily allow him to survive. His own TMR, for some slight extra support, also heals him by 5000 each turn.
Since his ATK buff will not be maintained if you rotate between quint-casting and Limit Bursts, Powerload will make sure that on the few turns without the 250% ATK buff you'll have a 200% buff instead.

The second CD, Firebird's Wings, is used for the imperil and at that is really good. For an effective 4 turns imperils wind, fire and light by 120% and if you're too lazy to run a breaker for an event, also a 70% DEF break. No further explanation required.

His last CD ability, Indomitable Fortitude, is only used in the rotation for the mod boost to Last Shot. Other than that, it's available at Turn 3 and restores A FEW status ailments, NOT ALL, as well as all of his HP, MP and breaks.

Last Shot will be used at the end of each Quint-Cast as it not only has a nutty modifier but also buffs your LB damage by 175% for the next turn. The modifier varies heavily, on Turn 1 you'll only have a 12500% modifier but at Turn 3 already a 16500% one. The highest we achieve in our rotation is going to be 18500%.

He also has another finisher, Alpha Cannon, but there is no reason to use it as you can't multi-cast it and it has a weaker modifier than Last Shot at its best. But you could use it to buff up Last Shot even further for... whatever reason?

The most important part about his kit is his Limit Burst.
It has 6 hits and can't chain, but the last hit has 95% of the total damage ,which is why I put a x0.95 in the calcs as the gap between the first and the last hit is large. It pays off though. A 6500% AoE modifier with an innate 50% LB damage and a 175% LB damage buff has a lot of potential.

 

How does he fare in the meta?

FoB Jake isn't the single hardest hitting finisher but doesn't have bad off turns.

Even his off-turns are stronger than many chainers, not comparable to his burst turns but that bumps his average damage up by a ton, while his burst turns compared to other TMR physical damage dealers exceeds.

Once we take STMRs into account, he grows with them well, too, due to amazing gun support such as Agent Olive's massive STMR, but if you seek for the absolute highest whale burst is not going to make the cut since he pales in the pure amount of burst Fang can dish out. Though then again, his burst can come out at Turn 2.

Think of Jake as an improved version of Irvine. Higher average damage, higher burst with more imbues, strong innate imperils as well as easier capping due to only having one cast to cap during the off-turns. He also doesn't lose out on nearly as much upon death and has better killers.

He does great in DV without having to wait years. He's easy to cap, can imbue or choose to get imbued, has three different high killers that also work greatly in the current DV while having high burst on Turn 2. Not the highest burst there is as e.g. Noel can outdamage him at Turn 4.

Great unit with absurd average damage as of right now and super easy to use.

His TMR is interesting. 50% ATK and 5000 HP each turn. The HP recover can help against chip damage or if the boss is dealing some damage to your DDs that would have to be healed but isn't so high a 5k HP recover couldn't fix, so.... not super common. Likely won't ditch your healers and taking up one action for a heal isn't that crucial.
His STMR I'd say has a similar position. It's a 172 2-Handed gun with innate guts. Now, in comparison to Agent Olive's gun, which has 50% ATK and 30% LB damage vs Guts.... I'd personally go with the latter almost always. While guts is nice to have, it currently isn't as important as it was in the past and even if FoB Jake isn't super tanky, he's also not a frail guy with 8k HP.
Especially with his 5k barrier, there's a good chance he can pull through. The issue here is: you'd give up a ton of damage for guts. If the guts is useful, yes, go for it, but you can prevent having to rely on guts too easily for it to be worth it as of right now.

 

Build Maths:

Flame of Rebirth Jake Damage Build:
https://ffbeEquip.com/builder.html?server=GL#ec25a9e0-c91c-11ea-8219-c768f320c4e6

Realistic Build:
https://ffbeEquip.com/builder.html?server=GL#57b31490-c91d-11ea-8219-c768f320c4e6

Flame of Rebirth Jale Damage

ATK post 250% buff: 3266
ATK post 200% buff: 3126
LB damage post 175% buff: 395%
Assuming chain cap


Rotation:
Turn 1: Firebird's Song   Firebird's Wings   Cremation - X   Reload - X   Last Shot
Turn 2: Limit Burst
Turn 3: Cremation - X x3   Powerload   Last Shot
Turn 4: Limit Burst
Turn 5: Firebird's Song   Firebird's Wings   Indomitable Fortitude   Reload - X   Last Shot
Turn 6: Limit Burst
Turn 7: Cremation - X x3   Powerload   Last Shot
Turn 8: Limit Burst


Turn 1: 3266^2 x 125 x 4 x 2.2 x 1.5 = 17600147400
Turn 2: 3266^2 x ( 65 x 4.95 ) x 4 x 2.2 x 1.5 x 0.95 = 43037640436
Turn 3: 3266^2 x 165 x 4 x 2.2 x 1.5 = 23232194568
Turn 4: 3126^2 x ( 65 x 4.95 ) x 4 x 2.2 x 1.5 x 0.95 = 39427027831
Turn 5: 3266^2 x 185 x 4 x 2.2 x 1.5 = 26048218152
Turn 6: 3266^2 x ( 65 x 4.95 ) x 4 x 2.2 x 1.5 x 0.95 = 43037640436
Turn 7: 3266^2 x 165 x 4 x 2.2 x 1.5 = 23232194568
Turn 8: 3126^2 x ( 65 x 4.95 ) x 4 x 2.2 x 1.5 x 0.95 = 39427027831


Average Turn 1-8: 31,880,261,402
-> 143% of Irvine's average damage ( 22,348,029,211 )


Highest Burst (Turn 2): 43,037,640,436
-> 122% of Dragon Knight Freya's burst damage ( 35,181,267,880 )

 

Character Design: 6/10
Sprite: 7.5/10
Finisher: 9/10
Trust Master Reward: 7.5/10
STMR: 8.5/10
Arena: 1/10
Limit Burst: 9.5/10
Future Proof: 7/10
Dark Visions: 8/10
Free 2 Play: 9/10
Pay 2 Play: 8/10
Personal Rating: 8/10
Optimal Rating: 8.5/10

 

 

Lakshmi Lid Healing Avatar Lid:

Trust Master Reward : Lakshmi Synergy (Materia) - 20% HP/SPR, 30% ATK
30% Chance to counter any attack with Cure All Ailments to all allies

STMR : Healing Avatar's Hammer (Hammer) - 154 ATK, 41 SPR, 100% LB Fillrate
Enable Unstoppable Protection and Charming Protection (AoE Stop / Charm resistance)

 

Overview:

On to the last unit and I can't blame Lid but I think Lakshmi looks just a tad over the top.

Her base stats are overall fine considering she doesn't need to focus on any offensive stats and doesn't have to tank due to being a support. What you want is auto-LB and bulk, which can easily be achieved due to her great equipment selection.
Luckily she's a support, because her stat passives are on TDH unit level with 50% HP/SPR and 70% DEF. And you lose 20% HP if you don't equip a hammer. With her own TMR, she has 6 Auto LB and thus getting to the cap of 12 is really easy.
HA Lid is resistant against confusion, silence and charm, which again isn't that impressive but can easily be fixed without any real drawbacks. Her innate ele resistances alongside the 200% lakshmi bonuses aren't bad at all though, 30% ice, earth and dark resistance.
And I dare to say that her innate 100% machine / dragon killer aren't going to contribute a lot.

Lid can W-Cast all abilities and T-Cast all of the Mirror abilities, though she has a few ones that aren't hot, her ST cures for charm or stop.
Though Lotus Bud is nice for being a slight MP battery with additional heals, nothing insane but above Curaga level.

Naturally units get hit. Duh.
And 40% of these times, Lid will counter with an AoE 50% machine killer buff. If you do fight machine monsters and don't have any killer buffs for them available, then it CAN be an easy access source, though rng reliant. Issue is, you likely won't build that in as a strategy because at that point, there's a good chance you'll plan in an active machine killer buff.

For what Lid does, she's an expert for chaining as a breaker. She can T-Cast AMoE chains that have 80% DEF/SPR or ATK/MAG breaks attached to them, both lasting 3 turns. Or a triple 100% imperil for fire, wind and light.
Additionally you won't have to get another AMoE chainer for her because she can grant an ally an AoE chain alongside the required T-Cast for it. Wanna chain with your healer? Here you go! You get a chain and you get a chain. Chains for everyone.

If there are multiple enemies she also has AoE 75% double breaks lasting 4 turns, though I guarantee you that she has something sexier than that.

For one, her CD abilities!

All of them are available at Turn 1 and all can be amazing.

Avatar's Lament with a 4 turn cooldown isn't only great for the Turn 1 fullbreak, it also gets rid of all BUFFS from enemies. You have an AoE 80% fullbreak that lasts 4 turns with an AoE buff dispel on a 4 turn cooldown. It's simply handy, no need to worry about dispelling your debuffs and can technically maintain itself.

Avatar's Indignation is an effective 3 turn 120% imperil for the earlier mentioned elements, though auto-casts itself on the next turn so even if the boss self-dispels, easy work, it'll get re-applied automatically. But there will be a turn without the 120% imperils, for which you can use the 100% ones.

If your fight is rather short or your healer too busy, you can use Avatar's Mercy for an all status ailments stop / charm break resistance for 3 turns. It's on a 6 turn cooldown, thus not even close to being at a 100% uptime, but as another tool to have it's great.

So what's sexier?
Her Limit Burst!
With 36 crysts and 12 LB / turn, you will get it every third turn 100% of the time. And through her LB fillrate passive and a few extras you can realistically get it much faster.
The LB itself is great for the AoE 85% fullbreak lasting 3 turns. One of the highest breaks we can get, even higher than Locke with his upgraded LB.

 

How does she fare in the meta?

HA Lid takes the #1 spot as a breaker but not by storm.

Where she exceeds in chaining with a lot of different units, partially even enabling others, such as WH Raegen, to have chain partners without even trying, as well as her huge breaks, she doesn't offer as much outside of that.

Sure, she has the triple imperils, which are great, but let's compare her to Rikku for a second. Rikku has two fix LB gauge fills for your party as well as a 200% LB fillrate buff. She applies an AoE mirage. Or an AoE reraise every 8 turns. Or for that matter an AoE lightning imbue!

If the mirage, LB support or lightning imbue is of importance, it isn't a far stretch to say that Rikku can definitely have a place over Lid, but that's how niches work.

All in one, HA Lid makes usage of burst units, not necessarily finishers, a lot lot easier due to not only chaining with other T-Cast AMoE chainers but also granting e.g. your healer or buffer these chains. This can be crucial for DV as it's common for a lot of units to require way weaker chainers in order to chain properly, thus capping them can often be more beneficial.

Her TMR is.... not that good. You get 20% HP/SPR and 30% ATK. Regarding the stats themselves, there are way better TMRs out there. And the added 30% counters it has are.... not good either. A 30% chance to counter with an AoE cure all ailments. Normally you prepare against them instead of counting on curing them.
And her hammer, I feel like, is a worse version of HT Lid's one. Similar ATK, lacks the HP, lacks the 3 Auto LB but in return you get 100% Hightide and two of the abilities that Lakshmi grants you. AoE stop or charm resistance. Very little chance you want to use them this way since it'd be a single cast with nothing else.

 

Build:

Healing Avatar Lid Build:
https://ffbeEquip.com/builder.html?server=GL#af721ba0-c9c6-11ea-8219-c768f320c4e6

 

Character Design: 7/10
Sprite: 7/10
Breaker: 9.5/10
Trust Master Reward: 5/10
STMR: 7/10
Arena: 1/10
Limit Burst: 9.5/10
Future Proof: 8.5/10
Dark Visions: 9/10
Free 2 Play: 9.5/10
Pay 2 Play: 9.5/10
Personal Rating: 9/10
Optimal Rating: 9.5/10

 

 

Conclusion

A weird banner.
The units themselves are great, they perform well in Dark Visions when usable and they amplify the powercreep curve. But man their TMRs and STMRs are not a big hit at all. Prior Esper Units have already been a bit lackluster in these departments but weren't bad, this batch is just mediocre in that regard.
The units themselves are amazing as they are. FoB Jake has high burst and high average damage with super easy use, UDD.Fina has amazing damage as a mage while having bulk potential and HA Lid brings us the easy to use 85% fullbreaks while having great chaining capabilities.
In Dark Visions all of them can be used very effectively though UDD.Fina in future events can get restricted rather easily due to the nature of most mages.

 

Have a great sunday :)!

 

Memel0rd out​

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