i wouldnt say refuse to put in post game but i'd say the bottom 3 for me are (just looking at generic humans as i typically dont use monsters or demi-humans): 1. warrior 2. berserker 3. swordmaster i generally prefer my strikers to be ranged/caster units (melee are typically tanks) so the berserker is a class i'd rarely use/dont think highly of as its a melee striker unit with no ranged options and higher RT. ditto with the swordmaster which is either a melee striker or melee support without ranged options (though with decent RT).
1. Soldier, I think I have one, when/if I ever hit a unit limit the soldier will be first to go. 2. The base wizard, since there is a lich, necromancer, witch/warlock, even princess that all do better than the base wizard when one gets into chapter 4. They are good units but by the endgame they are outclassed. 3. The octopus, I get these things so that I can sell them at the auction house. Though I still think it is a bit sus, eating intelligent creatures and such but fantasy world, fantasy rules. Though I am not quite to the endgame yet, I am running through the elemental temples currently. Tried to go against the end boss, and just could not get things to work. So I am grinding for somewhat better equipment currently.
@@faizedfoxgaming7426 It would be #4 on that list. It gets outclassed by the white knight, and the rune fencer. Though I am not really good with creating a line and blocking off enemies at choke points either way. Right now I do not have to think of it too much since I am running through a part where my party is a bit overpowered. And will probably be doing so for the next week. 6 temples X 4-5 dungeons encounters each = new equipment for everybody.
I agree with everything except Knights. Cyclops are useless. They get magic with no Meditate skill, they get Magic with no INT or MND stat...they are just gimmicky. Who runs Cyclops tell me what use they are compared to Knights and Warriors
@@faizedfoxgaming7426 in terms of raw stats sure HP and Vitality usually high but so do all monsters, however Phalanx with Rampart Aura is really good. Give them steadfast, a Shield and a hammer or Sword and you have an immovable wall that keep enemies at bay. Wait until u get the plus 5 range elemental staves and get Engulf proc and you basically don't need to move ur makes. So the enemy has no Choice but to attack ur knight. Then u use the shield to push them back if they don't have steadfast and with Rampart Aura they ain't passing the knight with Phalanx. Then u kill them from afar with magic, archers or fusils
Knight definitely has a place. Sometimes you need an unkillable wall. Bottom tier for me late game is swordmaster and wizard, everything else can be useful at times. Only talking about human classes.
oh yeah no unit is useless and knight isnt bottom tier its just with no aggro system or way to taunt what good is a tanky boy that the enemy wont hit most of the time since the ai is programmed to target what it can hurt most
Dragoon is my absolute least favorite class. They can only do half their job at any given time and this leads to having to constantly change their load out and scout every battle which I hate doing. I just want to play the game, not change my load out every single fight. It's kind of hard for me to justify bringing one when I can poison dragons and beasts from across the entire map.
4:50 tying a unit to a specific tile type is a bad idea to begin with, regardless, poison rains chance to poison is God awful thanks to octopus terrible int / mind stat. You might top off at 10% chance. I've seen it hit 7 targets and poison nobody.
Yeah you even make them sounds worse and i had people in comments telling me im crazy lol that octopus is great with that poison aoe but like said its chance is so low
Remember when Knights had Rampart Aura IV that was the size of poison rain? Those shield bois are only good in choke points and holding back enemy melee frontliners with rampart aura If enemy uses magic, arrows or can fly; Knight is pointless
Knights are great. I have been using Voltaire pretty effective throughout the whole game. Give him a crossbow, a parry weapon, and armor that protects against magic and he will tank a lot of hits. With less physical armor than other Frontline he becomes a primary target, that can heal himself. With the crossbow, he gets an aoe ranged attack and a sword gives him the ability to poison. A bonus is to get him some buff cards that proc abilities and you can have almost 100 percent uptime on phalanx, which makes him near impossible to kill. He is truly a unit that can hold a chokepoint or the center whenever I need him to.
True its just there are as many choke points on maps as water for octopus to be useful in potd more choke point options but most maps are so open they just go around you and the ai is programmed to attack what it can deal most damage to and you knight isnt it if he had some aggro system or a taunt that would change this whole conversation
@@faizedfoxgaming7426 I do agree that the knight is situational past chapter 3. You get access to some really strong classes and the damage they can do, usually is enough to make stalling with a tank almost useless. 3 white knights, a terror knight, and a sword master just wrecks with debuffs, buffs, and turn advantage. I mostly use the knight on maps that have choke points. But when I use him in maps that are pretty open. I put him in lighter armor then my other frontliners to get him targeted. He's great for soaking up hits because phalanx gives him some breathing room to heal up in relative safety. Once the l battle lines are set, he can create weak spot by falling back one tile and baiting a melee unit in to get surrounded. A perfect map for the knight is corintinaie castle, in cahpter 2 or 3, ( I might be getting the map wrong,) there is a water area that he can hold. I was able to bait 5 units with my one knight, giving the rest of my squad an advantage over the rest of the enemies. Voltaire was never in any danger and used heal when needed. Once my main force broke the other enemies, I sent my archer and wizard to help clean up.
On knights.. it is the strongest tank in the Game . "They are not gonna attack You " yes they Will if You shield bash em + ranpart aura . Yes You Will hold agro and mitigate tons of damage .. seems like a player problem to me . God i hope we could pvp then watching Many Ppl cry about My voltaire being extra hyper anoying .. good luck reaching My backline . With non fliying /ranged
does shield bash inflict some type of provoke i dont know about it to force an enemy to attack you? how do i force ranged units to attack my knight u know wizards archers any other caster that clearly has many other targets?
@@faizedfoxgaming7426 no it doesnt , but si ez enough . If You generate enough space between your MT and the back líne (vía rushing up + pushing em) the Ai WILL ATTACK your knights. The Ai in reborn yes tends to priorize elemental Match UPS or low health units aa targets IF THEY are in Range . Pisha up and bash .. they Will Focus your knights.
Yes. Positioning is the key. Rampart aura can also be rotated (and reseted) based on a knight's facing direction. And also squishies shouldn't be positioned next to (or within) any rampart, otherwise they will be targeted instead of a phalanxed unit.
@@faizedfoxgaming7426 that's what i'm laughing about, ai targets enemies that take alot of damage "octopus ftw" if you have phalanx up, guess what the enemies will ignore you especially the casters with 10 range late game..... tanks make vyce look good
I agree with you on everything except the knight, I think you are using and thinking about the knight wrong, the knight is the best blocker in the game between rampart aura and phalanx the key to the knight is positioning I will sacrifice a good hit on my knight to deny enemy melee from closing with anything except him all the time it is pretty easy to do as long as you stop focusing on needing to hit something with him. It's fine to not use him and all if that's not your play style but he is definitely good at being a wall to hide behind
Thanks for the input yeah i just find outside of choke points which alot of maps dont have its very hard for him to lock down enemy units they can just go around him or target another unit close by on the front line if you know what i mean
@@faizedfoxgaming7426 ya you definitely can't protect everyone but I don't try to he just needs to block off the casters and archers, the rune fencers, berserkers, or whatever can fend for themselves. This makes it more manageable when you're positioning your ranged units just keep a gap behind the rampart and it will prevent a lot of melee hits to them, you just need to position your rampart aura so enemy melee can't get to your back line in a single move.
@@faizedfoxgaming7426 i saw You have a fire attuned warrior. Maybe assign him a wind patron for the 2h sword's ranged finisher? Or a lightning patron if you prefer a melee finisher? (daggers are prob better, they have cheap RTs for chipping). Or maybe use fists. It has a cheap fire finisher and a better ranged finisher.
I think it's impractical to combo double impact + mighty impact. Poisonous fists (or any status inflicting weapon) with mighty impact is prob a better combo. IMO, 2x attacks should be managed by dual wielding units.
Personally, I just go for the uniques and their exclusive classes with the exception of Terror Knight and Cleric they are essential for enemies in POTD and San Bronsa. Though the skills that Denam can inherit from the classes you mentioned like Mighty Impact and Phalanx are so valuable once you get the Lord class. For monsters, ditch them! They fall off so bad once you verse enemies that are 10 times your level and their debuffs don't land with the exception of Gryphons as they can stall and be your front line meat shield if you have a high priority target on the enemy back line.
I use dragons all the time in Post-game. Dragon's Eye guarantees their debuffs go off, with winged rings, dragons especially undead dragons can carry you through most content. Endlessly respawning, dragonscale for reflect damage + guaranteed breaths (poison from hydra, breach from blue dragon, leaden from most others to knock flying units off of cliffs like Cockatrices/Gryphons in PoTD.)
@@astralbuddha Dragons are S tier. I don't use them but it's clear that Dragon Scale IV is probably the most deadly auto skill in the game. I might recruit a zombie Dragon and throw a wing ring on it myself. Throw them towards bosses.
@@rabbyd542 Yeah. The dragon scale is a skill I use on all my dragons since I gotten them in chapter 2 I think. They can be pretty deadly. I did run a battle with 12 of them before, and it's pretty fast and effective when I reach close and keep throwing stones on the way. The archers will self destruct before the units reached. But I never see all 12 of them activating the dragon scale at the same time though.
Warriors are great post game for one main reason...Mighty Impact is great for knocking enemies off of the map for instant death in Palace of the Dead and the Tower of Law Eternal levels
I think knights are great for solo holding a choke or acting as a rear guard distraction. Give them another sword with good Parry procs and 1-2 auto skill bonuses and they can hold the line for a while. I’ll send a knight alone or with rear dps and stutter step backwards while rampart prevents enemies from charging the backline.
i wish maps existed that had solo lane choke points i find most maps have plenty of room to get around no tunnels or paths really that you could hold with a lone knight
@@faizedfoxgaming7426 From my experience, Palace of the Dead is full of choke points, or areas where enemies are funneled along a path. My various tanks do great there in causing enemies to bunch up so I can blow them up with my mages.
@@Tarrot Yeah a few of the potd maps do have that which is nice but considering almost all story maps have no choke points makes knight uselss in that regard for most of the game except some situations so i guess situationally hes good like a dragoon
As soon as you said the video will spark a little controversy, your birds started to disagree and discussed their personal tier lists amongst each other. 🐦🐤🐣🐥🦜 Are they budgies by any chance?
Everyone says Rune Fencers are amazing, but I have Denam on it in Chapter 4 and it's not doing anything for me. Just finished Palace of the Dead (I haven't finished the story yet) and I found him to be one of the least useful units on my team. I honestly found him better as a warrior. I thought maybe it was because I was using a sword and shield with him instead of a two handed weapon, but I also have Canopus with a dagger and shield, and he's doing way more damage than Denam.
RF play support with free boon of swiftness after lvl 30? and spam spear finishers 1 and 3 after 2nd turn until you get multihit summon spell later. I say RF stat growths are bad, denam are weaker than Ravness, and Ravness stat wise a lot weaker than white knight duo
Warriors are decent. I wouldn't put them in D tier but human ones are outclassed for sure. Hawkmen or Gremlin warriors are pretty solid though. Anyway, my 3 that you shouldn't be using at endgame: Any golem (not pumpkinheads). Golems are just walls. Early on, they can do some decent damage too but later? Ehhh no... JUST USE A DRAGON. lol Octopus for all the reasons that the video covered. They can be used for ranged breached on water maps (and the enemy will target them so MP won't be an issue), but that's not enough to save them. Wizard/Enchantress. Now this one is probably controversial but hear me out. Conserve RT is cool but is it worth using them just for that? I'd say no. Necromancers have low RT and curse access, so imo, they're better status mages. Liches can do whatever the heck they want with their only weakness being low RT. Then there's p(m)atricarch, which is basically a wizard/enchantress with tankiness and summons, shamans who just nuke everything, witches/warlocks that have draconic magic at endgame and so on. It pretty much makes the class obsolete.
@@faizedfoxgaming7426 lol yeah, it's really sad. Golems are badass as hell but they're just so useless. Hell, at least knights get finishers and healing magic. Golems get some meh abilities that make even squishies laugh. What a waste of a badass looking class.
@@faizedfoxgaming7426 I have been using a golem with a warlock in my current game. Takes a physical card or two to make them dangerous. In one battle I sent one out that got surrounded by enemies. It then let out an golem empowered Raven Eye and one-shotted the non-tanky units. It's awesome, just requires a bit of setup. 🤷🏼♀
Just an opinion but I’d also never use the Gremlins or Fairies due to how squishy they are without adding too much benefit. From human units, Dragoon kinda falls off if you have Ozma, Berserker is essentially the same as a Warrior which you probably don’t want Counterattack on, and this is me personally but all attack mages are just so bad compare to Lich 😂
The only issue I have with Lich is the RT is pretty bad... Personally I just prefer to use Wicce and Princess for range with my 3 white knight and the Knight Commander. As I am on the Law route and I haven't complete it yet as I am busy trying to complete all 300 side quest of Crisis Core Reunion and thus I haven't gotten the Lord class with using the World yet. Anyway, Denam is useful being a Rune Fencer, I don't mind to bring another Rune Fencer or so. The remaining can be anything necessary I guess but not all maps can bring all 12 units anyway.
@@comicdragon1 Lichs only start to shine once you get summon magic in PotD or the Floating Ruins, Hellhound II is just so OP that all other mages almost become obsolete (strong opinion, I know people love other mages)
@@stormtrooperjon9212 I guess each have their own preferences but others can use summon spell as well. Anyway, will do some testing when get back to the game later in the month.
Have to disagree on the warrior. Having a reliable way to inflict poison with Mighty Impact is really useful for taking down dragons and golems in palace of the dead. Same goes for Archers, being able to silence or charm a critical enemy unit at range is invaluable. I run a skeleton/zombie army and being able to disable clerics and Necromancer is crucial.
Yeah true thats one way to use them but i find with so many other ways and classes that can poison no need to just use a warrior for that but if it works for you thats good. Archer to me is better with debuffs with eagle eye than a warrior with mighty impact
Unfortunate about the limited viability of the Octopus. Even worse against its favor is the Flood Dragon. It can go over the water, has AOE breath attack that inflicts Breach. Not only that, water or land, the Flood Dragon will be just fine. Valid point about Knight as Tanks when there is no Aggro Mechanics in Tactics Ogre Reborn. Even in past MMORPGs I played that had PVP with the "Trinity" of Tank, Spank, Heals, the Tanks were kind of pointless because I could just target the squishier Damage Dealers or the Healers. Then, without its support, the Tanks get isolated and then worn down. If you can't force attacks against the Tank, then what point is the Tank?
You can force it some but using more gimp armor on the knight to make them a better target. Replying on focused healing on a single target and phalanx.
squids for the poison os not needed better bring a necromancer or a warlock who will hit that on fodder enemy's pretty much 100% off the time xd and aboutht he knight i found a way for phalanx to be somewat usefull have your knigth stay around your squishies and also ahve the ability that when sopmone cloeeby takes damage the knight will take 50% off that damage but phalanx reduces it so total damage taken would be less
@@faizedfoxgaming7426 its not realy that usefull tbh almoost every enemy cleric got erase anyway aka a way to dispell poison it only serves to dsitract the healers from actual healing,atleast thats how i use poison
Post game Warrior is good for stat growth as you level up and easy high dmg with Mighty Strike / Double Shot Knight that uses Phalanx / Guardian shield will protect an ally specially squishy long range units. Unit that I don't really use as much 1. Dragoon - Dragon damage is not really scary post game so I am not in a hurry to kill them. Once I get 3 set of Wyrmscal/Dragon weapon, any class can get free Dragonslayer skill. Or better use Terror Knight fear effect to soften/weaken dragon so they become almost useless. Using Enchantress/Witch poison on them is much better use of the slot instead of a dedicated monster killer. Same thing goes for beast, they are only good when they can fly and goes to your backline squishys. So if you see a lot of flying beast via scout, then don't bring mages and witch, bring more terror knights and see those beasts do nothing. 2. Beast Tamer - If I am not recruiting Dragons and Beasts I don't use this class. Lobber is good but not really needed post game. I prefer Fusilier to do the lobber skill since they almost stay in the backline. 3. Archer - They are only good when using Cupido bow for 100% charm via eagle eye. My prefered long range dmg dealer post game is Enchantress/Witch/Matriarch Even end game, I don't use those 3 classes that much.
Fully agree on Dragoon and Archer. I only use Cupido Bow. Never use Dragoon. I do prefer Beast Tamer because I have a very souped up Griffin so Empower is nuts. On early floosr of PotD he can do 1,000 damage per hit with Wind Shot. On like floors 80-100 it's still like 650 damage per hit so that's my main reason. Single target finishers from the whip come in handy when your team is clustered up with the enemy too.
Well like I had said before, basically when you reach end game... probably you would be already max level at 50 and normally I would want to run my strongest team in all my battles unless I need a certain class due to the map or objectives. And thus I would just run my unique NPCs like Catiua, Deneb, Omza and ETC. But I do have to agree with the octopus and Knights. First of all even if it's a water map... I might as well run with my Griffins instead as they can fly. And unfortunately I don't see the game have any type of Argo counts and thus they alway love to go for mages, clerics, archers as their physically defense are usually the weakest. But luckily they should normally at the backline or midline. Unless you have a low health or one that the enemy AI knows it will kill in a hit.
Yeah but what about knights i got some people claiming their knight is always targeted even on open maps when the ai clearly dont think like that and they clam a shield bash is like a taunt or something to get agrro im confused on how a knight can take aggro never happened to me
@@faizedfoxgaming7426 That I personally never seen it but again... I haven't use any knight since I gotten my white knights. The main question is what other units they have there during that time? If just the knight, then of course it get targeted and is the knight on low health? What I normally see is they go straight for my archers and witches once within range.
warrior is easily one of the best classes strong af, you ogre blade it into berserker then mighty double impact, gfg , even without the berserk warrior can oneshot O_O also poison weapons late game aren't worth it.... octopus is the only class that uses poison that doesn't lose out damage on XD honestly the only class i do think is useless is knight because it does literally nothing sure it tanks but that's it, literally useless late game but if we talking late game the worst units would be knight, dragoon, golemn every other class in the game can do more damage and more useless XD, dragoon is only vs beasts but you have ozma/denam with beast/dragonslayer octopus is tanky and out damages golemn and warrior severely outdamages golemn XD like idk how you used warrior but, heavenly general weapons iuria, might impact double impact can easily get both buffs up in two turns, and then oneshot, iuria heals 30 mp every turn in aoe combine that with natural mp regen, they will have mp to use it every turn but yea statistics wise and damage/usefulness wise knight/dragoon/golemn are useless and yea why dragoon when ozma/denam i also think vyce's ranger class is absolutely useless fusil class is beyond useless late game
oh yes i made a video on how i think ranger and vyce in general are meh at best or useless. only issues with might impact and double impact is u knock them back and cant follow up with the 2nd hit unless they are near a wall or another unit
Knight kinda changes depending on the way you play it, try no incap chariot challenge you will love knight phalanx and guardian force. You will even love cleric gotta keep your unit full health. Dragons are better than knight only if you manage to recruit some,.
@@faizedfoxgaming7426 haven't finish it yet. Its fun because you get to use a variety of classes, even your item loadout will change. I do agree with octopus and put archer as well. Although archer a bit better than octo
the problem is we are talking about late game, and late game knight ha no incap run only matters till you beat dorglua o.o and also it's not hard to do to be honest you just have to play smart and have ranged units/abuse poison use dragons and afk, honestly team of dragons/witches gg o.o
@@andrewtatian7495 use dragons sounds like coffee strats ha, i did say knight is good but if you read carefully i said dragon was better. and i said it was fun not hard. abuse poison good luck trying to survive with witches and archer and on top of that afk goodluck mate.
Well depends how you use your dragons I guess. The Knight if keep proc-ing the phalanx can be better than dragon. The dragon scale is double edge sword... which can easily kill the enemies but if everyone just hitting that dragon... it will die fast enough. I run with 12 dragons and 12 knights before... I find it pretty fun with the dragons especially when more than half keep proc-ing their dragon scales.