Long story short, Valkyrie are insane. They can drop massive hits through either spells or finishers while being able to heal and attack whenever needed.
@@Carlos-M You seem to be struggling with your MP situation over there. Just so you know, we have MP for days, maybe you'd consider sparing yourself the trouble and switching sides, soldier?
CMIIW. So this approach is basically alternating between two basic rules: "Make the unit useful when MP are not available", e.g. use special skills from weapons, use useful low MP spells (debuffers), etc. "Make a good use of MP when they are available", e.g. use the most effective/damaging spells/finishers, etc. Thanks for the upload.
Steam sale on manacost, haha. That IS effectively what I did for the Ogre Fencer: Ogre Shield set on a Rune Fencer, wielding a 30 element weapon like Fafnir's Heart for spell damage. I gave this to Canopus, who has NO spellcasting stats to speak of. But it doesn't matter. Free 0 cost summon+nature's touch+30% weakness damage means he can fly around chunking 4 different enemy elements without a single point of max mp. Drain MP on the other hand is dramatically harder to use. There are very few places to boost mp damage, and it takes a lot of effort to check enemy spell and finisher costs. It doesn't help when enemies pull out the pink leaves. Draconic is so pathetic. Spells were neutered all the way down to different flavors of fruit juice numbers. Mowing the lawn for cards is a very, very quick way to cheese hard encounters. Heavenly General? Have a phys card boosted bomb. Survived? Lingering kiss for a second bomb. EZ-oh god retreat the other enemies are still strong
Very solid build for sure. The budget version would be running the full elemental rainbow on their gear to just have nuts downscaling on everything. Draconics are weird. Spell wise they were the strongest in classic, but ranged from overpowered to outright suicidal to use. PSP they got nerfed too hard, and in RB they're almost the equivalent to Runescspe's Lunar spellbook, albeit with the longest range damage snipe in the game. Teleport, the Shield buffs, and Sanctuary are neat, but I wish they'd come sooner. Like if Gildora saw your Phorampa zombie access, and just came in using Sanctuary to prevent them from getting to her. Maybe someday.
About mp reset, my favorite option is divine knight. Drain mind is awful in my opinion. A couple of points about this battle is to notice how Archers destroy monsters in late game, 300+ a shot, damn that is some good damage right there. That cyclops should be a frontline unit if the game was better balanced for monsters in endgame. I still remember trying to use a gryphon in San bronsa, only for it to be destroyed by archers, lol. About mp, the staff charge is enough most of the time, specially if you are using summons and killing as fast as possible, when the enemy lost 5 of their 15 units and you are still on 12, it does not matter that down the line your caster will not have enough mp, because that battle is already decided. You can go full damage in this game and be successful in most battles, the only thing is that you have to learn to pick the right targets first. I do not go full damage and use some debuffs to make things easier, but my thought process is to always prioritize killing instead of debuffs, so if I cannot kill that unit in the turn, only then debuffs are considered. There are some units that are much more dangerous then others, like matriarchs, so units like that are priority targets and must be killed as fast as possible. When you know your enemy and your party strengths, a path to victory will always exist. Finding that path in your head(sudden click, lol) is one of the most fun parts of TO Reborn for me.
The key thing about the 100mp staffs, is you can use them turn one on your about to take his turn shaman ;] then a single use is 100 mp, good for 2 rounds of lvl 1 summons , and by his 3rd turn, meditate is bound to have gone off 1 or 2 times. so really, you are almost guaranteed to cast 4 summons in a row to start the battle, and by turn five the battle is probably already decided.especially if you have 2 shamans and 2 liches and 2 more staff users in your backline. Not the 100% superior way to play (that would be 4 white knights 2 fairies timewalk combo where the enemy never gets a turn ;p) but it really works well.
Ideally, yes, provided everything works as it should. The main thing I wanted to get across is that backup plans are always good. Planning for various MP options allows for more flexibility, and no downtime of stuff doesn't work out. Plus there's always those situations like here, where you're engaged in round 1, and can find yourself back pedalling if you don't come out swinging.
Or you just use Valkyries, and then both characters are having the option to drop summons turn one if either MP ability procs. As well as doing absurd amounts of damage even if they don't have the MP, by just smacking things with their weapons, which builds MP. Oh and they won't get one or two shot by most enemies just looking at them the wrong way.
@@CoffeePotato I use caldia fans a lot ;] I don't disagree with anything you said, in fact it's all cool stuff! Certainly more fun to play than summon spam!
I have Songstress do the MP healing song with livelas harp. Lich can Life Force the songstress to fill his mp, she heals herself back up with the song, Lich eventually does salvation, problem solved! Everyone full on MP and popping off crimson reaches every turn
@@CoffeePotato Not a waste of a turn you are still doing damage and if you get a meditate on the first turn you're already set up to spam magic for the remainder of the battle. My team is literally just four mages, two fairies, a songstress, lord, two dragons and then the last two are added as needed. Battles are over in about five turns on average.
my way around it I call "The Siege Engine". My 2 white knights sit next to each other with time warp, 2 clerics to keep the party going, and 2 nukers (usually princess and wicce) surround them. The rest is situational. I always start round 1 with a staff charge, then the warp drive the white knights cycle triggering lets me pass turns to 're-roll' meditation procs quickly. Always hilarious too to watch my team go over and over and over before the enemy can go again. I often have my Wicce spreading poison and stun then some back up nukes as needed. and my necro (when 7+ units which is often) to act as an RT turbo boost/poisons assist. Single target drain hp -> MP shot almost always puts her at 100% mp, and she just runs paradigm shifts over and over on the nukers and white knights provided there isn't something left needing poison. I rarely if ever (so far) need a second charge after that first one, but that first one IS SO HELPFUL to kick things off quickly even if I get a lucky meditate first turn. Granted I'm not ultra deep in PoTD, (level 40 union and second stage of PoTD, no world yet) but this is my staple turtle for now until I get artifacts and stuff to change things up. Plus the range bonus on the staves, plus the range skill, let me drop long range bombs (poison always priority when the range procs). Also my Valks/RFs I renamed "time mages" since I use their meditate for finishers (nearly the only time they attack), and their mp0 skill to drop speed on everyone possible, with summons and ease as back-ups, then their weakness element imbue to cover their weakness up with the damage boost as icing on the cake. If nothing needs a speed boost or ease, they act as skirmishers and harassers. I don't get tons of passive MP because my turns come back so quickly, but I cycle turns fast enough it doesn't matter if meditate is only 40% chance... brute force the probability into my favor. I love the information in your videos as I am a huge mechanics cruncher, so the questions and insight you offer is hugely helpful (especially with so much mix match version info on google its' so hard to find Reborn info).
I know, right? I was shocked that the wiki didn't even have pictures for most items yet. I was about to go get all of them before figuring the data miners could do it far faster.
@@CoffeePotato now that you bring up the pictures, did you know that most the icons in this are exactly the same, even many by name, as the weapons etc in Final Fantasy Tactics Advanced and A2? Might be able to grab some pictures from there for your tier lists. I think even some sprites are the same.
@@CoffeePotato very hehehe,i just see the scenne,you see one old guy dressing as priest but the truth,him is one terrifyng "Terror Knight"dont let this nice and innocent look fool you,if you see him run as fast as you can,(joke ok)i hope you still having funn on this game.
@@benedict6962 True first make them (ennemies) feel the terror and and them regret their action and after anchieve redemption now make them angels knight,as the true signal of salvation,can even make theater show.
It's uploaded, but looks like a friggin slideshow at a bunch of parts because of my laptop doing it's thing again. Trying to find a free moment to re-edit it to hopefully fix that.
for me mp regeneration shpuld be fixed at 20% of your total mp per turn,and in some way if you (player)increase your cartoom mp to 999,you will have almost endelles mp.will be almost 200 mp regen per turn,the problem is game balance its where all trick come.
@@CoffeePotato yeah not easy that is why them keep at some version 10%mp free regen or even 5% free,another way to fix,in game,should full casters ex mage, lich,shaman etc,have acess to some hp mp convertion skill,like sacrifice 50% hp to covert that 50%hp to mp.
@@CoffeePotato very easy to fix.spell damage use all mp for great damage more mp more damage wich some cap level example,lvl 1 spell maximum damage 200 lvl 2 450,lvl 3 950,and maybe keep at maximum lvl 3,and after all resistense maybe reduce damage,to not creat all lvl 3 to be death spells,will be good for healing.
@@CoffeePotato or another way more simple,10 damage per spell lvl per mp used with some maximum mp usedand mp left not used will be keep for next turn.
@@evandrorosa549 Or just use a Valkyrie. MP uses TP logic from the PSP version. I meant to cover this, but you can legit Conserve MP for free casting, Meditate to charge, then attack to get even more MP, while then just using the free cast off your weapon anyway 🤣
Long story short, Valkyrie are insane. They can drop massive hits through either spells or finishers while being able to heal and attack whenever needed.
Like the world's most yoked swiss army knife made of biceps and lasers, yes.
@@CoffeePotato and they have Recruit as the cherry on top, which they will use all the time because they just tend to have lots of MP left over. :)
@@Carlos-M You seem to be struggling with your MP situation over there. Just so you know, we have MP for days, maybe you'd consider sparing yourself the trouble and switching sides, soldier?
CMIIW. So this approach is basically alternating between two basic rules:
"Make the unit useful when MP are not available", e.g. use special skills from weapons, use useful low MP spells (debuffers), etc.
"Make a good use of MP when they are available", e.g. use the most effective/damaging spells/finishers, etc.
Thanks for the upload.
Steam sale on manacost, haha. That IS effectively what I did for the Ogre Fencer:
Ogre Shield set on a Rune Fencer, wielding a 30 element weapon like Fafnir's Heart for spell damage.
I gave this to Canopus, who has NO spellcasting stats to speak of. But it doesn't matter. Free 0 cost summon+nature's touch+30% weakness damage means he can fly around chunking 4 different enemy elements without a single point of max mp.
Drain MP on the other hand is dramatically harder to use. There are very few places to boost mp damage, and it takes a lot of effort to check enemy spell and finisher costs. It doesn't help when enemies pull out the pink leaves.
Draconic is so pathetic. Spells were neutered all the way down to different flavors of fruit juice numbers.
Mowing the lawn for cards is a very, very quick way to cheese hard encounters. Heavenly General? Have a phys card boosted bomb. Survived? Lingering kiss for a second bomb. EZ-oh god retreat the other enemies are still strong
Very solid build for sure. The budget version would be running the full elemental rainbow on their gear to just have nuts downscaling on everything.
Draconics are weird. Spell wise they were the strongest in classic, but ranged from overpowered to outright suicidal to use. PSP they got nerfed too hard, and in RB they're almost the equivalent to Runescspe's Lunar spellbook, albeit with the longest range damage snipe in the game. Teleport, the Shield buffs, and Sanctuary are neat, but I wish they'd come sooner. Like if Gildora saw your Phorampa zombie access, and just came in using Sanctuary to prevent them from getting to her. Maybe someday.
About mp reset, my favorite option is divine knight. Drain mind is awful in my opinion.
A couple of points about this battle is to notice how Archers destroy monsters in late game, 300+ a shot, damn that is some good damage right there.
That cyclops should be a frontline unit if the game was better balanced for monsters in endgame.
I still remember trying to use a gryphon in San bronsa, only for it to be destroyed by archers, lol.
About mp, the staff charge is enough most of the time, specially if you are using summons and killing as fast as possible, when the enemy lost 5 of their 15 units and you are still on 12, it does not matter that down the line your caster will not have enough mp, because that battle is already decided.
You can go full damage in this game and be successful in most battles, the only thing is that you have to learn to pick the right targets first.
I do not go full damage and use some debuffs to make things easier, but my thought process is to always prioritize killing instead of debuffs, so if I cannot kill that unit in the turn, only then debuffs are considered.
There are some units that are much more dangerous then others, like matriarchs, so units like that are priority targets and must be killed as fast as possible.
When you know your enemy and your party strengths, a path to victory will always exist.
Finding that path in your head(sudden click, lol) is one of the most fun parts of TO Reborn for me.
The key thing about the 100mp staffs, is you can use them turn one on your about to take his turn shaman ;] then a single use is 100 mp, good for 2 rounds of lvl 1 summons , and by his 3rd turn, meditate is bound to have gone off 1 or 2 times. so really, you are almost guaranteed to cast 4 summons in a row to start the battle, and by turn five the battle is probably already decided.especially if you have 2 shamans and 2 liches and 2 more staff users in your backline. Not the 100% superior way to play (that would be 4 white knights 2 fairies timewalk combo where the enemy never gets a turn ;p) but it really works well.
Ideally, yes, provided everything works as it should. The main thing I wanted to get across is that backup plans are always good. Planning for various MP options allows for more flexibility, and no downtime of stuff doesn't work out. Plus there's always those situations like here, where you're engaged in round 1, and can find yourself back pedalling if you don't come out swinging.
Or you just use Valkyries, and then both characters are having the option to drop summons turn one if either MP ability procs. As well as doing absurd amounts of damage even if they don't have the MP, by just smacking things with their weapons, which builds MP.
Oh and they won't get one or two shot by most enemies just looking at them the wrong way.
@@CoffeePotato I use caldia fans a lot ;] I don't disagree with anything you said, in fact it's all cool stuff! Certainly more fun to play than summon spam!
@@mormengil Little fan with big aspirations!
A two handed sword to Bayin's head gives him all the mp he needs. Thank you Reborn for allowing me this pleasure.
De claymoah is powah!
I have Songstress do the MP healing song with livelas harp. Lich can Life Force the songstress to fill his mp, she heals herself back up with the song, Lich eventually does salvation, problem solved! Everyone full on MP and popping off crimson reaches every turn
That works too!
Pumpkinhead, strumming on her harp as she sings "If you're having mana problems I feel bad for you son, I got 99mp for this lich's fun."
@@ValeVin Smashing Pumpkins had to start somewhere. They're a music, right? I think that was the name...
Necromancy is the key to unlimited mana
That works too. Also Salvation. Same idea of "don't waste your turn to recover MP, do something else", though.
@@CoffeePotato Not a waste of a turn you are still doing damage and if you get a meditate on the first turn you're already set up to spam magic for the remainder of the battle. My team is literally just four mages, two fairies, a songstress, lord, two dragons and then the last two are added as needed. Battles are over in about five turns on average.
my way around it I call "The Siege Engine". My 2 white knights sit next to each other with time warp, 2 clerics to keep the party going, and 2 nukers (usually princess and wicce) surround them. The rest is situational. I always start round 1 with a staff charge, then the warp drive the white knights cycle triggering lets me pass turns to 're-roll' meditation procs quickly. Always hilarious too to watch my team go over and over and over before the enemy can go again. I often have my Wicce spreading poison and stun then some back up nukes as needed. and my necro (when 7+ units which is often) to act as an RT turbo boost/poisons assist. Single target drain hp -> MP shot almost always puts her at 100% mp, and she just runs paradigm shifts over and over on the nukers and white knights provided there isn't something left needing poison. I rarely if ever (so far) need a second charge after that first one, but that first one IS SO HELPFUL to kick things off quickly even if I get a lucky meditate first turn. Granted I'm not ultra deep in PoTD, (level 40 union and second stage of PoTD, no world yet) but this is my staple turtle for now until I get artifacts and stuff to change things up. Plus the range bonus on the staves, plus the range skill, let me drop long range bombs (poison always priority when the range procs).
Also my Valks/RFs I renamed "time mages" since I use their meditate for finishers (nearly the only time they attack), and their mp0 skill to drop speed on everyone possible, with summons and ease as back-ups, then their weakness element imbue to cover their weakness up with the damage boost as icing on the cake. If nothing needs a speed boost or ease, they act as skirmishers and harassers.
I don't get tons of passive MP because my turns come back so quickly, but I cycle turns fast enough it doesn't matter if meditate is only 40% chance... brute force the probability into my favor.
I love the information in your videos as I am a huge mechanics cruncher, so the questions and insight you offer is hugely helpful (especially with so much mix match version info on google its' so hard to find Reborn info).
I know, right? I was shocked that the wiki didn't even have pictures for most items yet. I was about to go get all of them before figuring the data miners could do it far faster.
@@CoffeePotato now that you bring up the pictures, did you know that most the icons in this are exactly the same, even many by name, as the weapons etc in Final Fantasy Tactics Advanced and A2? Might be able to grab some pictures from there for your tier lists. I think even some sprites are the same.
CoffeePotato: "And then the faerie and cleric kiss!"
Me: "CoffeePot, are you playing with your dolls again?"
Hobbies are important, damnit.
Your Donaldo is Terror Knight,the old good priest,has fallen to terror side(its joke)great video cool.
Look at the dude, he's terrifying 🤣
@@CoffeePotato very hehehe,i just see the scenne,you see one old guy dressing as priest but the truth,him is one terrifyng "Terror Knight"dont let this nice and innocent look fool you,if you see him run as fast as you can,(joke ok)i hope you still having funn on this game.
Chapter 2 becomes a dark comedy when Donnalto becomes a Terror Knight, activating Lament of the Dead as he preaches about granting people "salvation".
@@benedict6962 True first make them (ennemies) feel the terror and and them regret their action and after anchieve redemption now make them angels knight,as the true signal of salvation,can even make theater show.
@@benedict6962 To be fair, growing up in Catholic School, it's not a huge leap.
Patiently waiting for more nothing burger 🙏🏽
It's uploaded, but looks like a friggin slideshow at a bunch of parts because of my laptop doing it's thing again. Trying to find a free moment to re-edit it to hopefully fix that.
@@CoffeePotato good luck, looking forward to it
Use all my MP got it !
Quad stack Apoc 2, you're golden 👌
for me mp regeneration shpuld be fixed at 20% of your total mp per turn,and in some way if you (player)increase your cartoom mp to 999,you will have almost endelles mp.will be almost 200 mp regen per turn,the problem is game balance its where all trick come.
How would that be balanced at all? At that point just make spells free..
@@CoffeePotato yeah not easy that is why them keep at some version 10%mp free regen or even 5% free,another way to fix,in game,should full casters ex mage, lich,shaman etc,have acess to some hp mp convertion skill,like sacrifice 50% hp to covert that 50%hp to mp.
@@CoffeePotato very easy to fix.spell damage use all mp for great damage more mp more damage wich some cap level example,lvl 1 spell maximum damage 200 lvl 2 450,lvl 3 950,and maybe keep at maximum lvl 3,and after all resistense maybe reduce damage,to not creat all lvl 3 to be death spells,will be good for healing.
@@CoffeePotato or another way more simple,10 damage per spell lvl per mp used with some maximum mp usedand mp left not used will be keep for next turn.
@@evandrorosa549 Or just use a Valkyrie. MP uses TP logic from the PSP version. I meant to cover this, but you can legit Conserve MP for free casting, Meditate to charge, then attack to get even more MP, while then just using the free cast off your weapon anyway 🤣
Weird question: if you dismiss a character, you can use the world to recruit it again??
Yup
@@CoffeePotato thank you 😊