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'Sup.
Okay let's start what the intellectuals call a preface. I don't know what that is, but using it makes me feel smarter than I am.
The purpose of this post is to take a look at my beloved my magic tank, compare and contrast her to our existing magic tanks and to brainstorm what her enhancements could become. The ideas were initially made while I was waiting for my mom to finish her small group and are based off of the IN-GAME information, meaning it was very limited and can be found here.
That being said, I am quite aware of the malice people hold towards her in the arena when she is in a pair or greater. I apologize for any of the stress that is incurred from the mention of her name. Worry not, I will torment you further in the end with Arena specific enhancements that I truly don't wish for.
Is it early for this discussion? Yeah. So why make it now? Because Heck You, that's why. (Warning, the previous link is vulgar and contains a bad word. Worry not, swearing will not be found past this point.)
<3 Lilith ;)
Stats:
Hp | Mp | Atk | Def | Mag | Spr |
---|---|---|---|---|---|
4901 | 194 | 139 | 193 | 161 | 219 |
540 | 90 | 40 | 40 | 40 | 65 |
Lilith's base stats are real nice for a magic tank. Her HP is 110 lower the Holy Knight Charlotte and 683 lower than Chow, but 17 ahead of Basch. Her Spr is quite high, 22 ahead of Chow, 4 more than Rain and equal to HKCharly. For the physical side of things, her Def is 7 lower than Basch's Def (I use this comparison since he is a physical oriented hybrid tank).
For passives: 30% HP, 50% Def, 60% Spr with 30% Def/Spr with her TMR (which provides 20% Hp and 10% Def/Spr). This is quite low and is the lowest among every MTank in the game.
Non-Stats Passives:
Luckily to my favorite succubus, she has many amazing passives. To begin with, she is resistant to every immobilizing ailment, sleep, paralyze, confuse, and petrify, as well as charm. Furthermore, she has 100% resistance to dark which is beneficial when it applies, especially if you need to stack multiple elements. Thirdly, she has a guaranteed resistance to a KO, as in 100% resist to a KO while above 1% Hp. That is better than every other MTanks' KO resist, even Charly. Lastly before the counters, she has 50% reduction of being targeted, the same as Chow. I'm unsure how helpful this is against most bosses, maybe against the bosses who ignore provoke sometimes.
Now for the Arena's favorite, her three counters. DR chaining skills that recover 15% Hp (physical attacks) or Mp (magic attacks) or increase LB fill rate for all allies (guaranteed when hit). Similar to Wilhelm, but less counters and a bit more damage. The fact that it can chain with other DR counters (Lucius, Esther, and Angrim's TMR) is cool and fun for trials. For the arena, having 2 Liliths could KO all of your enemies without selecting a skill. However, she can easily do the same to you as an enemy, and I believe this is why she is a big few people's most hated unit.
To compare her to the up incoming big MTank, CG Charly, Charly has an additional element resisted (Light and Ice, but both are for 70%. She does not resist sleep and petrify. Has 80% KO resist at 5% Hp, as mentioned, and has 80% LB fill counter with normal attack counter.
Abilities:
Now we go see what makes her unique compared the the other MTanks. Let me give you a rundown. Srp = Serpent'e, her dual castable moves. All damaging moves can charm.
Hypnotic Cry -- LoL
Serpentine Tail -- Oh look, that dual cast thing I said a second ago.
Srp - Kiss of Dusk/Dawn -- AoE Dark/Fire Spr-based with 50% imperil
Love Hungry -- Self 1000 Hp Barrier and 80% Hp Auto-Revive
Counter Curse -- Self Cure Debuffs and Ails, AOE Stats Breaks Resist
Demon Guard - Physical/Magical -- AOE Covers, you can guess which is which
Srp - Dusk/Dawn Lash -- Dark/Fire ST 60% Imperil with Kingsglaive frames
Life Siphon -- [6 turn CD, usable turn 1] Def Damage over Time, Mag Hp Drain
Enchanting Corruption -- [5 turns cooldown, available on turn 1] AOE 70% Fire/Dark Resist buff, 2-4 LB fill, Self 150% Def/Spr
Hypnotic Presence -- [3 turns cooldown, available on turn 3] Mitigate Phys/Mag by 65%-45% damage for 1-2 turns
Srp - Kiss of Midnight -- Fire/Dark AOE, Self Curaga level heal, 75 Mp heal, Aureole Ray chaining
LB - Sinister Dance -- AOE Spr damage, Self 45% Mitigation, 60% Hp/Mp recovery
To try and summarize, she is a P/MTank with AoE Break resist, Self sustain, Fire and Dark imperils (60%), Fire and Dark resist (70%) (unreliable), support chaining for about 4 viable units, and all types of mitigation which significantly make her tankier when they are gotten around to (turns 3 and onward).
Other Tanks:
What other tanks provide instead
Knight Mare Charles
- Provoke
- Ice and Light Imperils (60%, 80%)
- LB fill rate
- LB fill attached to other abilities
- AOE 3000 Hp, 30 Mp Heal
- Ice/Light resist (65%, 100%)
- Magic (75%) and Standard Mitigation (50%)
- Raise
- Support chaining for GC, smol family but growing and has AD Kain and Spr Lila for now.
She has no D-Cast but the asterisk on the wiki means it is physical and can be dual wielded. (sacrifices 40% Spr passive for shields)
The only big differences between her and Lilith are stats, where she is far ahead of in tankiness, and support skills. Here they have different element resists which are situational, and chaining skills, which are unit dependent. Charly has better mitigation for all allies, with the standard mitigation being on for longer, and the magic mitigation is for half the turns. She also has LB fill and a minor recovery ability.
Overall tankier and slightly better support overall, only lacking Lilith's Stat break resist. Also is a provoke tank for when needed.
Chow
- AOE Stats buffs
- AOE Stop and Charm resists
- DWhite Magic and good White mage level spells (no reraise)
- LB - 75% Mp and 54% mitigation
Good boy Chow has some good recovery for all allies as well as stats break resist, but is unable to have it constantly active. He only has standard mitigation and lacks sleep resists. With the white magic, he provides some assistive healing with dispel support. Your boy Chow also has AOE charm and stop resist buff. Also is beefier.
Not as straightforwardly better in the tank department (for when Lilith can activate her mitigations), but is better in the support and recovery category. Is not a support chainer, so not comparable in that profession.
Slaps roof of unit White Knight Noel
- Provoke
- Tornado and Freeze
- Dual and Triple Cast (for all magic)
- Ice imperils
- Ice counters
- LB - AOE Def/Mag/Spr and 40% Mp
- 50% Phys/Mag mitigation
- 1 turn standard mitigation (75% on CD)
This big boy can fit so much unit in unit. He's probably the tankiest MTank in the game, especially with his 1 turn CD mitigation and provoke. He can also support wind and ice mages' magic. Also has charm resist but is lacking three of the big ails to resist. He has the same KO resist as Charly.
Stronger tank by far, and is also a support chainer for outdating units. Doesn't do much more to support unless given magic to D/T-Cast.
Summary:
(Why did I compare the limited tank to two limited tanks?)
Lilith is still a usable MTank and is not as not tanky as she may seem after 3 turns. However her stats definitely hold her back if you want a tanky MTank. Her low Hp and lower Def is also why she wasn't really being compared to physical tanks.
Kit wise, her only purely support skills are break resist and 70% fire and dark resist for three turns and LB fill on a 5 turn CD. The last thing to set her apart are her chaining abilities. Having AR chaining alone makes her a stupendous support chainer for obunnious reasons. KG chaining is kinda unimportant, though is nice. Aside from having AR chaining and the stats resist, there isn't a real reason to use her over another MTank, and only encouragement to use a different PTank.
Now, for the reason I've gone through this overview of Lilith. What could be done for enhancents?
Enhancements
Let's start with passive abilities. Now, I am aware of her Arena status and (lack of) appreciation; however, I am going to provide my ideas to help her performance in trial and harder content.
Additionally, I will refrain from providing numbers for the most part to avoid over/under powering her. I will also be giving Ideas for many abilities since the Best Looking Guy's enhancements proved that the sky is the limit (and makes hitting the ground hurt more.)
*Note, not all need or are intended to
Passives:
- Trust Passive - Bewitched Aura -- 30% Def/Spr , ignore Fatality once , 2 LB per turn
Enh Bewitched Aura -- Increase Def/Spr Boost increase , Adds Auto Refresh and Regen.
* If they want to increase her offensive capabilities, add equipment Spr when DW and TDH.
** Can be moved to a different ability for people with high Spr STMRs
- Dream Chemistry -- Hp/Spr 30% , Dream Melding Counter.
Don't be scared, I don't want more counters here.
enh Dream Chemistry -- Increase Hp/Spr Boost , add Def Boost, Increase Dream Melding LB fill rate boost / Adds AOE LB fill to all allies (1-3) , add Increase damage of all (chaining) damaging abilities
I think LB fill is fine since it's only once a turn.
- Devilish Wish -- 30% Spr , 100% Dark
enh Devilish Wish -- less than 100% Fire added. More Spr Boost. Def added.
- Vitality/Energy Chemistry -- Counter physical or magic damage once. Vit(phys) heals Hp, NRG(mag) recovers Mp.
enh Vit/NRG Chemistry -- Increase Def/Spr for the respective ability and increase amount recovered.
These are my main ideas. I don't think any of these would make her to much worse for Arena except for how much tankier she'd get, but she needs to be tankier to keep up with the other tanks. And the Auto-Refresh is for a later change.
Now for the funner Ideas
Abilities:
Words words explanations yada yada yada...
- Srp-Kiss of Midnight -- AR chain Fire/Dark with Self curaga and 75 Mp refresh
Okay this one is branching with two ideas
First Idea
enh Kiss of Midnight -- Increase DMG by a LOT
Enough to make her a competent damage dealer when chaining.
Second, and proabably the preferred idea
enh Kiss of Midnight -- Increase Mp cost (less than 75) , Make heal and Mp recover AOE
I like this idea of giving more supportive capabilities, and this would really help everyone with mana starving units, like some mages and Regina.
- Srp - Kiss of Dusk/Dawn -- AoE Dark/Fire Spr-based with 50% imperil
enh Kiss of Dusk/Dawn -- Increase Mp cost, Increase damage, Increase Hit Count , Become part of chaining family.
This would further help her support chainer personality. I would assume Octoslash because of Lucius, but they could be anything that's really usable, maybe even two different chaining families.
- Srp - Dusk/Dawn Lash -- Dark/Fire ST 60% Imperil with Kingsglaive frames
enh Dusk/Dawn Lash -- Increase damage and Imperil
Making this a usable skill would be nice. Maybe a new GlEx KG chainer. Of course, they could also change the frames, but I personally don't like killing/Weakening of families. With how small it currently is, it wouldn't be too much of a loss.
- Demon Guard - Physical/Magical -- AOE Cover
enh Demon Guard -- increase mitigation , cover chance , buff Def/Spr
Slight buffs, not the most necessary, Physical would help her PTankiness
- Counter Curse -- Self Cure Debuffs and Ails, AOE Stats Breaks Resist
enh Counter Curse -- AOE Cure Ails and Stat Breaks , AOE Ails Resist.
- Hypnotic Presence -- [3 turns cooldown, available on turn 3] Mitigate Phys/Mag by 65%-45% damage for 1-2 turns
enh Hypnotic Presence -- Increase miti for 1 turn , increase miti for 2 turns , add miti for 3 turns
- Enchanting Corruption -- [5 turns cooldown, available on turn 1] AOE 70% Fire/Dark Resist buff, 2-4 LB fill, Self 150% Def/Spr
enh Enchanting Corruption -- increase element resist to 100% , Increase Def/Spr Buff , Increase LB fill, EITHER increase duration OR reduce CD.
- Life Siphon -- [6 turn CD, usable turn 1] Def Damage over Time, Mag Hp Drain
enh Life Sophon -- Allow use of "Demon Tail" OR "Serpentine Wings" for four - six turns , Increase damage
Demon Tail -- Allow non-cover abilities to be used thrice
This lets Lilith Follow any chaining partners set and do more support in a turn.
Serpentince Wings is limited to Serpentine Tail's abilities. This would make more sense to me. Demon Tail may be strong if she can do all her buffs in one turn.
And now to finish this off...
: ^ ) True Arena Heck Enhancements:
enh Vitality Chemistry -- Increase max counters to two , increase heal amount to 50% , can counter magic
enh Energy Chemistry -- Increase max counters to two , increase Mp recovery , can counter physical attacks
enh Dream Chemistry -- Increase Max counters to three , increase chance to charm , increase damamage of all counter abilities
enh Devilish Luck -- Increase the chance to counter increase to 200% (i.e. 30% -> 90%) , increase physical and magical evasion by 40%
enh Succubus's Charm -- Increase stop resist
Epilogue:
Okay, so to reiterate, I don't want the Arena directed enhancements, but everyone needs a good scare once in a while. Sorry for any nightmares.
Now for TL;DR;
Lilith isn't the beefiest of magic tanks, and her support isn't the best if she isn't chaining as she only has Stat-Break Resist.
The enhancement are all ideas of what could be done. Not all need to happen, unless we wanna pay for 14 enhancement (I would). All of them are Ideas on what they could do.
And if you wanna know why I'm making a post about a Halloween unit in the beginning of summer, click the link to the Devilman Crybaby link, it's literally just 2 seconds.
In any case love or hate her, [Devilman Crybaby Link again].
I haven't seen that anime, but the YouTube compilation was amazing. Also, a bit of an unexpected, but hindsight obvious amount of nipples.
Time to say goodbye I guess, don't forget to correct my spelling and any other errors (really do appreciate correction) and as the Russians say, (Goodbye in Russian).
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