Tuesday 21 July 2015

Path of Radiance Ratings (Part 8)

"What do you mean it's always winter in Narnia? And no Christmas, either?"

- Lucy Pensive, The Lion, The Witch, and The Wardrobe.

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Tanith

Base Stats
LVL   MHP STR MAG SKL SPD LCK DEF RES
--/10  32  16  10  18  24  18  15  13

Growths
MHP STR MAG SKL SPD LCK DEF RES
 60  40  35  70  40  30  25  30

Tanith, falsely nicknamed 'Manith', is the third flying unit in the game, and like most FE9 prepromotes is very useable from when you get her.

Her base stats aren't too bad at first glance. 24 AS is doubling practically everything in sight for a good while (she misses out on things like lategame swordmasters, which can have up to 23 AS in Chapter 26) and with a 40% speed growth, this pretty much continues for her whole existence. 16 str with a 40% growth is about average, but she 3HKO's most of her joining map with a steel lance (26 atk), and even against def freaks like generals, she still has 20 atk with a sonic sword hitting res (and 35% mag growth is impressive for a melee unit), so her offense is above average. She has fairly average durability, however. Average atk in her joining chapter is 22, 32 HP/15 def is a 5HKO (the highest atk you will see, 26-27, is a 3HKO on her), and her avoid game is good too, sporting 66 avo at base.

What makes her really useful, however, is her unique skill, Reinforce. If you didn't read the flavor text for it ingame, what Reinforce does is that it allows Tanith to summon two pegs and a Falc twice each map, basically giving you free decoys. This is really useful for luring in fags like Naesala in Chapter 19 (Vortex hurts. His beak hurts even more), or draining ballista/siege tome uses.

Her support affinity is pretty good. She has earth aff (and we know how godly earth is) and supports with two great units, Oscar and Marcia (she also supports with Raisin, but srsly, he shouldn't support frontliners since his physical durability is equivalent to that of wet newsprint). She has no need of skillz since her innate takes up 15 and in order to put anything useful in, she'd have to delete it (and no way in hell am I deleting something as cheap as Reinforce). As for anything else, a seraph robe patches up any HP issues she may have had.

With that said, she gets a...

8/10

Band suggestion: Anything with HP/str/def.\


Reyson

Base Stats
LVL   MHP STR MAG SKL SPD LCK DEF RES
--/03  22  01  10  11  14  15  02  20

Growths
MHP STR MAG SKL SPD LCK DEF RES
 65  05  40  50  50  60  15  50

If Sylvia died and was reincarnated as a bird, she would be a white-winged heron named Reyson.

Untransformed, he is basically your average GBA dancer (think Ninian from FE7 without the hax rings), with the ability to Vigor one unit (technically, it is called Canto in this game, but I will be referring to his chanting as Vigoring. If you have any issues with it, STFU.), which is useful enough as it is. His abilities when transformed are completely ridiculous. In his heron form, Raisin can Vigor four people at a time, making him an absolute benefit for timed missions (Chapters 20 and 24 come to mind since you only have 15 turns on those two maps). Not only that, but at the start of every posse phase, he can heal every unit next to him (he heals as much HP as his current mag stat; he can do this whether or not he's transformed).

Statwise, he's standard dancer fare. He has good speed and luck growths with average bases in both, so he can dodge rather well despite his shitty durability. Speaking of that, his concrete physical durability is complete balls. He has a grand total of 3 def transformed, and with only 22HP, it takes 25 atk to OHKO him (and with 65 HP/15 def growths, he's on the ass end on the durability list). For some odd reason, he has 25 res transformed (with a 50% growth, no less), so he's extremely resistant, if not downright immune, to magic. Seriously, wind magic only scratches him, and most other magics will tink him.

This is one of those cases where only the unit's skills do the talking as far as usefulness is concerned. He doesn't need any supports or skills (not that you could give him any. Canto can't be removed and he isn't a combat unit).

Rating him is pretty easy. He'd get a perfect 10 if his durability wasn't so crap (just don't leave him out in the open like a moron).

9/10

Band suggestion: He doesn't need 'em. It's not like he's going to be fighting anyway.

Janaff

Base Stats
LVL   MHP STR MAG SKL SPD LCK DEF RES
--/08  39  13  05  15  17  16  11  10

Growths
MHP STR MAG SKL SPD LCK DEF RES
130  55  10  70  65  40  30  25

Janaff, the eyes of the great King Tibarn. His hawk-like eyes (pun intended) allow him to see through anything, even fog of war (I also heard he peeps into the shower room of Melior to watch Lucia shower).

His combat is alright, I suppose. 20 AS is on par with most of your units at this stage, and considering that enemy AS doesn't break 17 except with things like myrms, he doubles reliably. 65% speed growth doesn't hurt either. As for his damage, he has 26 atk at base, which is the same as Tanith's atk with a steel lance, except that he has 55% str over Manith's 40. This combined with his Insight skill, which makes it nearly impossible for him to have less than 100 hit, means that his offense is good. His durability could be better, but 39 HP/15 def is decent for this stage in the game (130 HP/30 def isn't bad, either). So he's decent combat wise.

What brings him down a few pegs is that he is a laguz, and unfortunately, there is only one demi band (and it's better used on Mordy/Muraim), so he has to deal with transform issues (fortunately, he's a early transformer, so he can be used right away), not to mention that the band will make some of his stats mediocre (23 atk is balls, but 19 AS/13 def is still OK). He also has bow and laguzslayer weaknesses (this can be negated with the full guard, but Jill/Marcia make better use of it).

As for any supports, he supports with units that either don't want him (Oscar wants A Kevin/B Ike ASAP) or suck hairy elephant cock (Shinlol, lolcia). As I said, Insight makes use of his high skill, but I guess that Cancel could be used (it is a bastardized Great Shield for Hawks).

He gets a meh rating.

3/10

Band suggestion: Anything for def?


Ulki

Base Stats
LVL   MHP STR MAG SKL SPD LCK DEF RES
--/07  41  15  04  14  12  10  14  09

Growths
MHP STR MAG SKL SPD LCK DEF RES
130  60  10  65  60  35  35  25

Ulki, the ears of the great King Tibarn. His bat-like ears allow him to hear anything, even the whispering of old people in a library.

He's basically Janaff with more hitting power, but an inability to double. I mean seriously, 15 AS is what Zihark had in Chapter fucking 11. Granted, it does improve somewhat with a 60% growth, but at base, he's only doubling slugs like armors and soldiers. He makes up for it with 28 atk at base, so he does have better offense when both double, and with a 60% growth, you can kind of expect him to hit hard. As for his durability, 41 HP/18 def fully transformed with 130 HP/35 def growths is soundly beating anything Janaff has. While Janaff's avoid is better at first glance, Ulki's Vigilance boosts it to 60, 4 above Janaff's 56.

Just like with Janaff, Ulki suffers from gauge, and unfortunately, there is only one demi band (and it's better used on Mordy/Muraim), so he has to deal with transform issues (and he transforms pretty late), not to mention that the band will make some of his stats mediocre (25 atk/16 def is good, but 14 AS is most certainly not ok). He also has bow and laguzslayer weaknesses (this can be negated with the full guard, but Jill/Marcia make better use of it). So, just like with his friend, Ulki's pros are canceled out by his cons (you know right that I simply copied this from Janaff's rating and edited it).

Ulki has better supports that Janaff, but barely. He's Water, and supports with a unit who is also Water (Mordy), and he also supports with Boyd and Rice (both Fire). So he gets full atk from all his supports and either gets full def or partial hit, not that it matters since all three will have their support pools set up by Chapter 18 (Boyd has B Brom/B Mist, Mordy has C Stefan/B Ilyana, Rice has B Mia/B Rolf). His Vigilance skill is very beneficial, and he can make OK use of Resolve/Wrath.

Again, in with the meh ratings.

3/10

Band suggestion: Something with speed.

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Have a nice day.

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