the GOAT unit as far as I'm concerned. I'm glad Reborn did them justice man...They were just too badass to be so damn sluggish and difficult to use before on PSPLUCT.
I love how it wasn't just a direct buff, either. Their speed improved because the mechanisms of their skills changed, their debuffs hit harder because debuffs changed, even those big punishes from cudgels mean something totally new in context. That's the mentality I've loved about this remake.. the idea of taking what was, and changing the world around it to make it work, rather than dialing the knobs, whatever that would be called. I'm sure there's a term for that, I just call it elegant.
30% is all you need from Concentration. As long as you're not using it for snipes. So like if you're standing still and blocking, Sleep is barely slower than not acting at all. Paralytic wave hits 5, so the odds are far better. Latest POTD run I've just been using them for Lament and Sleep exclusively...results have been spectacular.
I am, TKs got such a well thought out improvement all around in Reborn. Just seeing the old meme cudgel build become a solid way to loop between Breach and Enfeeble setups is really heart warming.
I looooove using Breach+Fear in Reborn! It's just incredible seeing the damage suddenly spike like that. The fact that they made Fearful Impact the cheapest of those 100% hit skills is kind of insane imo. It never spikes damage as ridiculously hard in LUCT PSP and OV either, which I first thought was part of the TK buff, but I guess I'm just optimizing enough there to actually get the scaling (that is, my weapon and anatomy ranks are still low). I never knew Fear affected magic though. The easy combo with Breach made it an easy breaker for physical units, which must have pigeon-holed me into just targeting other things with my mages (which, yeah, I usually use my mages to disrupt the backlines and poison stuff rather than aiding the frontline). I'll need to try that Cudgel build sometime.
It does, and their ability to juggle breaks just feels really good. Like "this guy needs to step back and find some MP, time to trade in the casters", throw out the Whirl and recover.
I turned Denam into a TK at the first opportunity. No regrets. Even as Lord I often run him as a bit of a TK+ Terror Knights seem to be a little bit similar to Swordmasters in that they have a lot of tricks up their sleeve, but they have a hard time doing them all at once. A TK spamming Fearful Impact probably isn't going to have the MP for spells and finishers. If you want both Rampart and Lament you're going to have to make some choices about what other skills to take. Each of their weapon choices is going to have a pretty significant effect on what they are used for. Very different than something like Shaman or Ranger or Valkyrie who have very obvious builds.
Same, plus it combos insanely with other stuff. Fearful and Berserk with a Voulge was one of my favorite combos, made me think of the RuneScape spear slash, but actually good.
I made a few a bit back, but will cover it with new ideas soon. My favorite approach doing trio at that point was a Lament/Phalanx/Conserve/Evade Lord with renewal and a Voulge setting up for a Stinky Set Archer Vyce and Brimstone Bow, and Catiua running for her life as a Ninja or Valk. Idea was to deal with the mobs, use alleyway blocks and Phys cards on Vyce to drop Eagle/Tremendous/Double Shots to one tap anything hit by a Breach, Fear, or Both. Once the crowd was thin enough for a breakthrough, they're headed to the top of the cliff to avoid Tarty's finisher.
Percentage based. It's 15% for everything with Fear, 50% bonus multiplier for Breach, Weaken is a 50% reduction, Fortify and Strengthen are 20%, while others like Concentration are 30% increase and also 30% locked in minimum.
Huh, ok. I guess I’m not far enough into the game to be able to have access to some of those so I’m stuck with a 2H cudgel on this unit. Thanks for clarifying.
Not quite yet. So while there's still folks working on different mods, the system was more different than expected, and most of the stuff OV would be ported for were also accomplished in different ways. Plus Raics was tired, so it's mostly everyone else working on stuff as far as I've seen. I'm still planning to make a video on this topic soon.
Thing is, *only* Fear can't hit bosses. Breached, Enfeeble and Paralyse all can. Fearful Impact is very powerful stripping away defences, even without inflicting Fear
@CoffeePotato Or just Strengthen with a Swordmaster, and casually wipe a group with Crimson Reach (or delete something from the game with Dancing Sprite, jeez that thing seems to hit absurdly hard)
@@CoffeePotato ah im just starting out. Just cleared chapter 1 for the first time. I played the psp port before this and made it to the start of coda and would like to go further. Im considering changing the initial wizard into a terror knight for the initial boost of cudgel then. It sounds amazing!
@@goodintentions8106 It is, it's amazing how far two debuffs can go. Sleep is great for disabling an incoming turn, or forcing a unit not to re-roll their hyper armor skills, while stun is always reliable for turn deletions with Concentration.