Daww, thanks for the shout out, man! 100% on board with the A-Tier archers and Clerics. Damage is Good, Adaptability is King. One note that got missed on the archers is their ability to drop 4 excellent status finishers even when their basic attacks don't penetrate. Caldia clerics are badass. (Fun note on Rune Fencers. I've been running a 5 playthrough test seeing how all basic classes fare if just left on AI all game. Rune Fencers are currently at Hanging Gardens and haven't hit a brick wall yet.) (Totally disagree on the Knight, though. Tank and Poison strats are the "dull, but effective option.They hands down outlast anything. Kinda want to make a video of White Knights vs Generic Knights now 😂) Ouch, Ninjas and Beast Tamers getting disrespected! Tamers have plenty of post game utility due to their total immunity to Monster and Dragon attacks. Even a boss cyclops with Abyss can't hit them. Every attack is counted. Evanescence on ninjas is for playing dead, not damage, but that toxic basic Shortbow is broken, I will hear no less 😂. Fun note on lizards: Zapan brings advanced lizards early. Can get them tail end of Chapter 2.
Give an archer the Ji'ygla Set, charm spam its stats to kingdom come, go into battle and inflict breach + fear on an enemy, and the DBZ quote will become a reality "It's over 9000!!!".
Can I tack on here? I want Coffee to see this too :P Great analysis, but I have some thoughts. Wizards: I firmly disagree with the video on Wizards. I don't think they get outclassed at all; their role/playstyle just changes. Wizards start out as basic 5-square aoe damage and status dealers, which is a role that does get taken over by Shamans, Witches and Necros after a bit. By that time, however, Wizards have access to massive spell range, multiple RT-reduction passives and loads of mana. While they fall off in chapters 2-3, they pick right back up by chapter 4, ripping off tons spells with big AOE to chip down many enemies at once, letting your melee and other single target dudes clean up quite efficiently. My Wizard usually does the most overall damage in a battle, and sometimes never even moves. Easy A-tier for me, only because it's fragile. Swordmaster: I'm glad someone else is so befuddled by Swordmasters, haha. They can do so many things, that I want more from them than their slots can carry. Despite their broad options, I find them more effective if their kit is focused towards a singular goal. I lean towards full support Swordmaster, buffing attacks and debuffing defenses in melee range, throwing out occasional heals. Legman mentioned the "duelist" build, and I have found that to be extremely effective in that role, but much less frequently useful. Kind of like a Dragoon, but for big melee guys. Beast Tamer: Another specialist that is EXTREMELY strong in its niche. 2 Dragons and a Beast Tamer make for a disgustingly strong frontline squad; extremely durable, status for days, and really good damage, especially with bombs. A-tier for me, just need to leverage it properly.
@@Poillip "...which is a role that does get taken over by Shamans, Witches and Necros after a bit." That is the reason why Wizards are obsolete. It's like, would you rather ride a horse or drive a convertible to your destination? A horse will still get you there, but a convertible will do it too, much faster albeit it, and wayyyy cooler. Wizards do not have access to Draconics, Apocrypha, or Necromancy magic. Swordmasters become great when you transfer skills into them from other classes via the Ogre Blade body swap mechanic.
archer s tier because i used one archer and she was able to damage everyone but knights without status debuffs and vs anyone else she'd hit for 300 with regular attack lol without double or critical which jumped to 1k vs any boss fight she stomps one or two phys cards double crit on a fear breach boss dies with some mp restoring in important fights she oneshotting every 2 turns vs squishy and terror knight can debuff the armored units within that time to kill later overall by herself given a few turns she can oneshot most things for post game it's so much better lol
@@An.Authentic.Knight Wizards swap to a new role in the end game and post game. They go from artillery to a sort of magical support gunner. Their speciality becomes speed and consistency, using cheaper spells more often. No one spreads long range debuffs faster (Conserve RT), with an added bonus of quick mid-power spells in between. It's not sexy on paper, but it is very useful. Concentration/Conserve/Extend/Meditate, grab an Auto or two, and you've got a speedy little nightmare. Now while Poison is great, don't forget how much Stun and Slow can trivialize many bosses. Again, magical support gunner. They're not getting the flashy kills, they're suppressing. I especially appreciate this because it returns the unit to it's Agile Suppressor roots from Ogre Battle.
Here is my argument against Terror Knights: It takes too long to get going. If you want 100% Breach, you can just run a Water Dragon and their breath gives you a 100% breach on a 3x3 cross, and Water Dragons are also tanks, so they'll be on the front line, with significantly higher HP pools plus the ability to reduce/reflect damage. Compared to TKs, you have to run a specific weapon + use a skill to hit Breach on one character, to set up other people doing physical damage, not even magic like Summons. I almost always run Water Dragons just for Breach, so the effect becomes redundant. That leaves Fear, which is good, but first requires them to either survive a turn in melee to fear all the enemies around them (I do like Denam with Phalanx + the AoE Fear combo sometimes), or again their single-target ability, to set up ranged attacks and melee attacks and such. That and they're real slow, which matters a lot end-game. End-game, enemy units hit real hard. Between mages and ranged and enemies being 5-20 levels higher than you, anyone you throw on the front line to take damage is going to go down fast. My play style revolves around having a couple tanky units + status effect units to keep the front lines small, then to pick off units with summons or bombs or poison or things like that. Fear's ok, but it doesn't increase the damage of any of those types. I can acknowledge other people like TKs and can get use out of them, but for me, I almost never run them because of how I play. I'd also value Wizards and Ninjas higher for their status effect abilities. Ninjas have a guaranteed Stop with one of their abilities, and can equip bows, some of which have their own statuses on them, plus have their Ninja Skill that guaranteed inflicts poison/stun/silence, and due to a quirk in the game, procs with ranged attacks but doesn't go away. They have tons of utility debilitating units, and that is vital in the end game. End game, Warlock damage just isn't that great compared to others, so I'd take Wizard over Warlock because of their reduced RT to spam out more Poison/Charm/Stun. Likewise, while Pumpkin Familiars are B, Pixie and Gremlin Familiars are S tier, and I'd argue Pixies are better than Valkyrie. Pixies have the kiss ability that instantly sets RT to 0 of any allied character. So, why have a Valkyrie who can use a summon when you can have a Pixie give one of your characters the chance to do a summon again? Plus their speed buffs, spot healing, they're by far one of the best units in the game and a staple of all my parties. Gremlins are great for their ability to completely shut down most units, either by setting their RT to max, which denying a unit a turn is massive, or just inflicting a bunch of status stuff, plus all that spell utility. And this is all before Charms to make them useful. Finally, Beast Master S+, above all others, not necessarily for their battle utility, but because they're the only class that can recruit Beasts/Dragons. Beyond Beasts/Dragons being needed to make the best equipment in the game via poaching, and Dragons being an S++ level unit, and Dragons being needed for Deneb, just the value of recruiting mid-battle to give you more fodder can on some levels completely turn the tide. Plus, at max level, Lobber + Bombs will in most cases out-damage just about any class, without a need for breach, and completely trivialize a lot of boss encounters since the damage ignores stats. Fusilier I'm fine with because they generally don't get close enough to really use Lobber offensively.
Sounds like you think water dragons are better than terror knights. That doesn't mean terror knights should move down, just means water dragon is higher.
@@fangiscool1 It's the Knight problem: the utility Knights provide in stalling enemies is invaluable to any comp, like Clerics and their healing, but Beasts/Dragons with their high HP and defense options end up out-classing them. So with TKs, their utility no-charms is Fear, which is great but not something that you always need.
@Tarrot but again, that doesn't mean they should move down. The list isn't about party composition, it's about the best jobs. The best jobs will obviously overlap in roles because those roles are good.
@@MetaVita With Dragon's Eye it hits 100% of the time. Because you probably want to run Dragon's Scale as well, you're going to be picking up skill up cards, so it'll be proccing most of the time anyways. Mana is a concern, but I value the range and AoE over having to be in melee and get next to an enemy to hit.
Still playing this bad boy after years. Also, if anyone is a huge fan like me, I recommend Warhammer 40k Rogue Trader. I'm on my second playthrough and it scratches that Tactics Ogre itch!
Tactics Ogre: Reborn is one of those games I really want to check out at some point. I know you have a lot of videos on it, I'll be rewatching these eventually 😛
I think it's a better game than FFT but I have more memories with FFT and really enjoyed a lets play or two of it in the heyday of that smaller passionate letsplay era of youtube, same with valkyria chronicles.
@@cyanidecologne9018 I just used the delevel trick for the first time on my Mime in FFT like last week. 999HP at level 28...That being said it felt too easy to steam roll through the game where TOR always feels highly strategic throughout. I still did two playthroughs back to back in FF Tactics in the last month. It was like $7 on the Play Store.
rune fencers are so good in this game you could honestly bump everyone down a tier. there is nothing they can't do. one more thing on them is the addition of meditate (even if it is only level 2) and instill elements on a fighting class means that not only are they (usually) out damaging most other classes with weapons, but also that they can go ham with finishers whenever they want. i love them so much.
Genial el vídeo. Podrías hacer uno sobre las mejores builds para clases como Vartan, Ranger, Buccaner, Lord, Astrólogo (Warren) pensando en CODA 4? (PotD o Lanselot en Goliat)
wizards have RT save, meaning they can keep throwing spells in less time than a warlock or lich, even more effective if you use them to throw status spells like stun and poison. they are more in the B tier IMHO. A Knight with stinky set, rampart aura and stead fast, you got there a unmovable attack wall super tank, a moving wall who can literally stop hordes of enemies alone in key choke points of the fields. I use one skeleton knight and place it in the lower left side of the map, and he alone stop Vyce, Hector and all the other dudes alone in that bridge.
"Damage is king" You can't deal any damage if you're freaking dead. Clerics are awesome. The only way I'm not bringing clerics is if priests are avaible like in Knight of Lodis.
One thing that has to be mentioned about berserkers is that pumpkinheads can be one. Now that is a late game thing and doesn't sound that important, but it is. Pumpkinheads are always classified as golems so witches/warlocks can buff them as they would any other golem. A a fully buffed pumpkinhead berserker does such absurd amounts of damage it's hilarious. The fact that witch/warlock is a solid class too makes it all the better; you're not bringing dead weight just to buff another character. It's also pretty much the only real use of empower golem, as the actual golem classes aren't really getting much from it. I mean, they're tanks that do very little damage; empower golem isn't helping that problem by much.
Ninjas have a very low floor but some of the highest ceilings. 1h Katana finishers are stellar overall and steelstance makes them stupidly sturdy A Ninja with Katana+Bow that manages to grab a set of cards like atk/skill/skill/mp is going to be nearly immortal every turn, do a lot of ranged damage with katana finishers and spam charm/leaden with bow finishers Just don't level up them AS ninjas, go either warrior for the HP or Swordmaster for better Dex and MP
I sat here the entire time thinking that pumpkinhead would be the songstress class and get an S+ ranking, then it turned out she was a familiar! So for familiars, here's why I think you ranked them a bit low. Lament of the Dead from a terror knight is an autoskill, so it only hits characters who are around the TK when he starts his turn. But for a gremlin familiar, they get an AoE move called Agonal Scream that isn't an autoskill. You can fly an imp into a group of enemies, and THEN cast your AoE fear. They have other things - debuff kisses that hit like a truck, and perhaps the most powerful boss killer, one that basically causes a units RT counter to have to restart, causing them to miss turns, but an AoE fear that you can drop is just incredibly powerful. (Plus, they can boon of swiftness themselves so they're fearing more often.) For angels, you said you don't know what they can do. I love'em, but they're not S or A tier, but they have an AoE charm. So you can fly them down into a group and AoE charm and watch the enemies eat each other. They have an AoE that removes zombie. Remember that stage against Cielo with all of the zombie dragons? No need for exorcism, just plop an angel down and turn them all living again. They also have the highest stat gains of any unit, plus a hearty, holy unit is a lightning rod for liches/necros/etc. They can also equip great end game gear. The catch is they're slow, so you're never going to get them into place to shine. The unit we really disagree on is the ninja. What if you could stun, poison, or silence a boss with 100% chance from range? That's what ninjas bring to the table early game. They can also mix 1H bows with status inflictors with their poisons, so 100% chance poison plus a chance to stun on the same hit with a short bow. Late game, they're a different story. The moment you get the Bow Enchiridion in chapter 4, they now have, say, 100% stun chance, counterattack for melee and range, and steelstance which is phalanx but allows counters. And by CODA, they're now as powerful with their summons as a shaman... with steelstance... and spreading status afflictions through counters. I do think you underplay the role of status effects here. My conversation around necromancers involves curse 3. The reason I think warriors are so powerful is that mighty impact and vigorous assault make status inflictions 100%. I'm not sure I'd put hoplite (skeletons can't be hoplites, lamia is what you were forgetting) on the same tier as juggernauts. One of the strongest abilities in the game is intimidate, and for generics, only juggernauts get it. It's the only way to deal with phalanx, and it also deals with dragon scale and gordian lock, among others. For dragoons/dragon tamers, I'm flipped from you. Dragoons are weak if there's no beast or dragon around, but tamers are amazing even without any beasts or dragons. Lob item is a 100% chance to put enfeeble, spoilspell, breach, or weaken on a boss. Most fights that feel impossible, the advice is to include a single beast tamer to even the odds. To me, that deserves S tier or at least A. Whips are also powerful weapons with fun finishers and most classes can't use them but tamers can. Not to mention how fun grenades are. Lizards are also available in chapter 1 with hoplite marks dropping from the Gannp fight, I believe. Juggernauts come later in chapter 2, but there's also a lamia matriarch or two you can coax in Law 2 pretty early. If you know to look for them, reptiles are an early game unit. Tier lists are fun =] Even if you put two of my favorite units in D tier ^.~
Got another funny way of getting Angel Knight In CODA, went to Sans Bronsa and had Denam be a lord with dualwield 2 sacred books and divine pact (persuade divine units) and went to the floor where you see the cutscene of skeletons turning to angels and battle. Must have been an hour or two of chariot rewind but it finally worked
If you're talking tactics ogre: luct on psp, Rune Fencer's were top tier there also. Literally same thing, boon of swiftness, summons, healers, faster rt than heavys, great range, spear.
Rune Fencers were never good, I really don't understand how people think this way. They hit like a wet noodle and all the other moves do better on anything else..
@@ZenKrio 5th fastest rt for generics, wisplight, healing and boon of swiftness. Wisplight 2 kills anything pretty much with augments, HOW does that scream to being low tier? Yes they suck end game, when augments can't be maxed and wisplight isn't available, but we're talking endgame. Ninja was also top tier, Fastest RT, ninjutsu is just as useful as summons if you have augments, shadowbind had insane range, decoy made them safe despite the fact that they can kill things safely using just shadowbind and ninjutsu and their speed on a fast character like hobyrim let them run circles around enemies. But feel free to carry on.
@@Greatsharkbite Are we talking LUCT? Deal. 5th Fastest RT on generics is akin to saying 5th place loser. RT on generics sucks. Augments couldn't be easily leveled, so relying on it was useless. I can't say I know about Wisplight, but I can say that in a game where you're mostly one shotting, two shotting isn't a big deal. A Griffin could do that with a rock toss. Boon of Swiftness could be used by a better class more fit to use it, and that was my point, anything they can do, someone else does better. I would LOVE to have a generic Rune Fencer be good, but it's not. I played the PSP version, and I wanna play Reborn, but I find the lack of Rogue crappy, and the lack of a good XBow user to ruin some of the fun for me. It's also an issue that Generics just aren't great, and Uniques are so much stronger. Ninjas I had no issues with and I didn't mention them. They could head out, attack, then make themselves invincible, they were busted.
@Greatsharkbite I did, you literally just "no u"d and ignored everything else. Again, if Rune Fencers were good, I'd have actually used them. In LUCT, anything not a Ninja, Archer, Rogue or Summon user wasn't good. In Reborn it feels like they're worse lol.
Fusiliers and Beast Tamers are ridiculously good they can just spam bombs all day and throw out guaranteed debuffs. Beasts fall off in the Potd but they gain a lot of ground at level 50.
Just going off the base game and no POTD. I would rank archers' B tier because, for most of the game, they really dont do much. Knights for me go into S tier. They are the hands down the tanks of the game and can really give you a turn advantage when the AI is dumb enough to hit them. Berserker are another class that I would lower, but that's probably because they don't fit well with my strategy, and I always dump them. Clerics are solidly A tier for me. They can give you a turn advantage on turn one with haste. Wizards are great early games because of status effects. Cast a turn one poison, dot a couple of guys with it. It may do some damage, but it will definitely waste the enemies healer turn when they go to cure it. For potd the game dynamic changes because you start getting some seriously good gear and can make anything useful. Angels are not that bad, a while back I played through the game with a team of angels and they had no problem getting through anything.
This was nice video. Thanks. I would like to know more abour earings and if they would be a good bet instead of crafting something else? I am still on my first run, in my way to apocrypha spells and near P. of the dead. Would a white warlock be a recommended experiment for Donalto to face palace of the dead? I love winged clerics. Thankyou Titanium, your channel rocks ✅
Earrings are awesome! They aren't the end all be all but they're nice for the damage boost you get, especially if there's no other accessories you're looking to use. I honestly just like Donnalto as Cleric for PotD. The healing boosts are just so nice. Winged clerics are also very good of course. I kinda like doing light magic rune fencer Donnalto for a bit of a paladin vibe haha.
This finally sold me on buying TO:R. I didn't want to buy it as I beat the original twice and spent an entire year of my life playing it, back when I had more time as a kid. But maybe I can spend some good time with this game when I retire in 20 years. :D
Knight is easily S-tier. Give the knight the Ogre Set along with having Phalanx IV (90% damage reduction) and no one can kill him, bar poison. He's the ultimate tank. Also, witch is S-tier as well due to Ogre Blade body swap granting 999 int/mnd. I have a ghost witch with maxed int and mind that uses Draconics to wipe the map before the enemy even knows what happened.
honestly a.) i think wearing a bathrobe is peak and b.) i honestly just assumed you were wearing a flannel button-up until you drew my attention to it lol
Berserkers are good, but also dangerous to use. Just due to the fact that if your not careful or paying attention, you can hurt your allies as well. I myself actually like dragoons. Because in my opinion yes they are good against monsters and dragons, but just as good at fighting human enemies as well.
Coffee Potato is by far the best source on something like that, and has made tons of videos breaking down minute mechanical differences (he just did one on how death is different between the three games).
Wanted to start off with yes, Valkyrie is GOAT, but I also wanted to disagree and point out some of the classes you sat on. Beast tamers belong in S. Regardless if you use dragons and beasts or not, solely as a throwing class, the lobber skill alone makes them a mainstay in the party beginning to end. Whether you abuse the throwing shot items or not they are excellent. Whether it's just for dynast king's meat, brand of the sacrifice, and echo stone, atleast one is always on my team. Brand of the sacrifice reduces physical attack by 50%, echo stone reduces intelligence by 50%, and dynast king's mead reduces defense by 50%. Yes, terror knights or soldiers with broadsword and zweihander are there but you can use the beast tamer to do this from range and you're not going to be able to use weaken or magic reduction very easy. Additionally, unlike dragoons, you can include beasts or dragons in every battle, so if you do want to run beast or dragons in every battle, two beast tamers will almost guarantee every or every other turn your beasts are going to be buffed. Ninja and archer are both A tier support. Warrior and terror knight are S tier. Archers and warrior are functionally similar, but being the higher damage higher defense class, they're better. When vigorous attack or eagle eye go into effect, the +1 status effects for those characters and any surrounding characters for melee or ranged will be a 100% guarantee. Warriors do not have the fear effect like Joe Rogan or the terror knights, but allowing all your front attacking characters to activate their weapon debuffs is powerful and much like terror knights they also have an active ability as well dealing a guaranteed critical hit plus knock back, so double damage as well as guaranteed activatioon. Terror knights and ninja only help themselves, they do not allow allies to support but despite that what they do bring in support is so good that it nullifies that. Fear effect being the 25% stat drop across the board is a no brainer. But when the ninja spells for silence, poison, or stun activate, they stay activated for five turns, so they are permanently activated throughout the remainder of the battle. Let's say you want to make sure your ninja always deals silence or always deals poison, then only equip that status effect. Poison reduces HP by 10% max HP atleast twice, sometimes three times per turn, now that means it's going to allow that character to move and attack for around three to four turns before they die, but you do have other characters dealing damage as well, so even if just triggers three times and they get one turn off, that's a third of their HP. Let's say there's a lot of magic users, have your ninja only equip silence. Or you can equip stun so that every enemy you attack gains the stun debuff and has a 50% chance to lose their turn on any action. Not only that concentrate will likely guarantee to trigger during the battle and for 40 MP you can stop enemy actions for 100% chance for one turn. It's not a damage dealing ability but it makes one enemy completely ineffective. Then last, having a ninja sword/bow or ninja sword/dart is the optimal choice for this class as the level 1 ninja sword deals very high damage at long range. But yeah, based on the battle, want to shut down all mages, want to poison everyone, want to just shut down everyone, choose one of the three and keep them in that role. Even if you equip them with bridle for silence and never change it they work in every battle because in every battle the mages are always an annoyance, so you just immediately shut them down and kill them later, and unlike and whenever steelstance triggers they can just in on the enemy lines and target those back row mages without having to worry about any real damage. So this is a pretty powerful support character. I find two ninja are just as or more so effective than two archers. I find that if you're going to have warriors or archers, having more warriors and archers are also going to increase the odds that vigorous attack and eagle eye activate across all of them, therefore increasing the effectiveness of their more supportive role. However, having more terror knights and more ninja means that you spread the effect more across these individual debuff units that don't support adding effects to other allies. The knights are another A tier unit, maybe even S tier because while they're pretty ineffective at dealing any sort of reasonable damage, they're also great at keeping your party alive. However, you can give them a dynast king's mead to drop on any enemy that just attacked them when their new turn comes around, that then allows your ninja, archer, etc, to finish them off. The very best reason that the knight or even two knights are such a great ally to include in your party is not only is phalanx great to keep them alive, but guardian force is an amazing skill. When guardian force goes into effect, that's when you reposition the knight to defend allies. Guardian force reduces damage against allies in a range of two by 50% and then the knight only receives 50% of that reduced damage, so in total the enemy now only deals 75% damage and it's shared across the knight and your other ally. This is one of the best classes to use in those harder boss battles. White knights are the more attack oriented versions and they're S tier above the regular knight, but the regular knights are definitely one of the more top tier unit. I'd agree with most of what you said for the rest of them but I'd still put wizards alongside warlocks and I'd drop dragoons down to B or even C as they're less useful than any other class when a dragon or beast isn't in enemy party. There's also one more thing that is unique to the knight. It's an error I'm pretty sure, but around level 15-25, all knights will gain the dragon slayer skill, it will then disappear as you continue to level them up but you can add it to them before it disappears and they'll keep it so long as you never remove it. They don't have the ability that increases everyone's damage towards dragon's by a small percentage by they themselves would have that active buff. Maybe make them a dragon slayer, guardian force, rampart aura knight without phalanx for use only with battles that include dragons.
@legiox4750 even without bombs, the ability to throw items is great for healing, and monsters like dragons and gryphons are very very strong for most of the game.
I have to get over my weird desire to include every named character in case it ever makes a difference lol. I have some weird fear of leaving out characters.
Rune Fencers were never good, I really don't understand how people think this way. They hit like a wet noodle and all the other moves do better on anything else..
I do agree with most of them but I feel that cleric and vartan should be on C tier or D as in my opinion as I don't see both as useful as it seem. For healer, the cost is pretty high for a few hundred. It might be good at the start but I find them drop off as early as chapter 3 when healing items heal at % which is much better in my opinion. And using resurrection cost at 100mp which will take at least 3 to 4 turns just to gain them and if need to use a mp item, I might as well just use an item to resurrect that character instead. As for vartan, the only going for them to fly as their magic damage and physical damage is pretty bad. And even for flying, it's quite easy to get a few rings for that from POTD. Yeah any class that can use summon is definitely going to be in S tier in my opinion.
Clerics are solid A tier for me. The potential turn one haste is a great way to ramp up turn advantage. Through the match they can spot heal but I use other units for that and just spam haste with them.
Daww, thanks for the shout out, man! 100% on board with the A-Tier archers and Clerics. Damage is Good, Adaptability is King. One note that got missed on the archers is their ability to drop 4 excellent status finishers even when their basic attacks don't penetrate. Caldia clerics are badass.
(Fun note on Rune Fencers. I've been running a 5 playthrough test seeing how all basic classes fare if just left on AI all game. Rune Fencers are currently at Hanging Gardens and haven't hit a brick wall yet.)
(Totally disagree on the Knight, though. Tank and Poison strats are the "dull, but effective option.They hands down outlast anything. Kinda want to make a video of White Knights vs Generic Knights now 😂)
Ouch, Ninjas and Beast Tamers getting disrespected! Tamers have plenty of post game utility due to their total immunity to Monster and Dragon attacks. Even a boss cyclops with Abyss can't hit them. Every attack is counted. Evanescence on ninjas is for playing dead, not damage, but that toxic basic Shortbow is broken, I will hear no less 😂.
Fun note on lizards: Zapan brings advanced lizards early. Can get them tail end of Chapter 2.
Give an archer the Ji'ygla Set, charm spam its stats to kingdom come, go into battle and inflict breach + fear on an enemy, and the DBZ quote will become a reality "It's over 9000!!!".
Can I tack on here? I want Coffee to see this too :P Great analysis, but I have some thoughts.
Wizards: I firmly disagree with the video on Wizards. I don't think they get outclassed at all; their role/playstyle just changes. Wizards start out as basic 5-square aoe damage and status dealers, which is a role that does get taken over by Shamans, Witches and Necros after a bit. By that time, however, Wizards have access to massive spell range, multiple RT-reduction passives and loads of mana. While they fall off in chapters 2-3, they pick right back up by chapter 4, ripping off tons spells with big AOE to chip down many enemies at once, letting your melee and other single target dudes clean up quite efficiently. My Wizard usually does the most overall damage in a battle, and sometimes never even moves. Easy A-tier for me, only because it's fragile.
Swordmaster: I'm glad someone else is so befuddled by Swordmasters, haha. They can do so many things, that I want more from them than their slots can carry. Despite their broad options, I find them more effective if their kit is focused towards a singular goal. I lean towards full support Swordmaster, buffing attacks and debuffing defenses in melee range, throwing out occasional heals. Legman mentioned the "duelist" build, and I have found that to be extremely effective in that role, but much less frequently useful. Kind of like a Dragoon, but for big melee guys.
Beast Tamer: Another specialist that is EXTREMELY strong in its niche. 2 Dragons and a Beast Tamer make for a disgustingly strong frontline squad; extremely durable, status for days, and really good damage, especially with bombs. A-tier for me, just need to leverage it properly.
@@Poillip "...which is a role that does get taken over by Shamans, Witches and Necros after a bit." That is the reason why Wizards are obsolete. It's like, would you rather ride a horse or drive a convertible to your destination? A horse will still get you there, but a convertible will do it too, much faster albeit it, and wayyyy cooler. Wizards do not have access to Draconics, Apocrypha, or Necromancy magic.
Swordmasters become great when you transfer skills into them from other classes via the Ogre Blade body swap mechanic.
archer s tier because i used one archer and she was able to damage everyone but knights without status debuffs
and vs anyone else she'd hit for 300 with regular attack lol without double or critical which jumped to 1k
vs any boss fight she stomps one or two phys cards double crit on a fear breach boss dies
with some mp restoring in important fights she oneshotting every 2 turns vs squishy
and terror knight can debuff the armored units within that time to kill later
overall by herself given a few turns she can oneshot most things
for post game it's so much better lol
@@An.Authentic.Knight Wizards swap to a new role in the end game and post game. They go from artillery to a sort of magical support gunner. Their speciality becomes speed and consistency, using cheaper spells more often. No one spreads long range debuffs faster (Conserve RT), with an added bonus of quick mid-power spells in between. It's not sexy on paper, but it is very useful. Concentration/Conserve/Extend/Meditate, grab an Auto or two, and you've got a speedy little nightmare.
Now while Poison is great, don't forget how much Stun and Slow can trivialize many bosses. Again, magical support gunner. They're not getting the flashy kills, they're suppressing.
I especially appreciate this because it returns the unit to it's Agile Suppressor roots from Ogre Battle.
tier list starts at 3:30
Here is my argument against Terror Knights: It takes too long to get going. If you want 100% Breach, you can just run a Water Dragon and their breath gives you a 100% breach on a 3x3 cross, and Water Dragons are also tanks, so they'll be on the front line, with significantly higher HP pools plus the ability to reduce/reflect damage. Compared to TKs, you have to run a specific weapon + use a skill to hit Breach on one character, to set up other people doing physical damage, not even magic like Summons. I almost always run Water Dragons just for Breach, so the effect becomes redundant. That leaves Fear, which is good, but first requires them to either survive a turn in melee to fear all the enemies around them (I do like Denam with Phalanx + the AoE Fear combo sometimes), or again their single-target ability, to set up ranged attacks and melee attacks and such. That and they're real slow, which matters a lot end-game.
End-game, enemy units hit real hard. Between mages and ranged and enemies being 5-20 levels higher than you, anyone you throw on the front line to take damage is going to go down fast. My play style revolves around having a couple tanky units + status effect units to keep the front lines small, then to pick off units with summons or bombs or poison or things like that. Fear's ok, but it doesn't increase the damage of any of those types. I can acknowledge other people like TKs and can get use out of them, but for me, I almost never run them because of how I play.
I'd also value Wizards and Ninjas higher for their status effect abilities. Ninjas have a guaranteed Stop with one of their abilities, and can equip bows, some of which have their own statuses on them, plus have their Ninja Skill that guaranteed inflicts poison/stun/silence, and due to a quirk in the game, procs with ranged attacks but doesn't go away. They have tons of utility debilitating units, and that is vital in the end game. End game, Warlock damage just isn't that great compared to others, so I'd take Wizard over Warlock because of their reduced RT to spam out more Poison/Charm/Stun.
Likewise, while Pumpkin Familiars are B, Pixie and Gremlin Familiars are S tier, and I'd argue Pixies are better than Valkyrie. Pixies have the kiss ability that instantly sets RT to 0 of any allied character. So, why have a Valkyrie who can use a summon when you can have a Pixie give one of your characters the chance to do a summon again? Plus their speed buffs, spot healing, they're by far one of the best units in the game and a staple of all my parties. Gremlins are great for their ability to completely shut down most units, either by setting their RT to max, which denying a unit a turn is massive, or just inflicting a bunch of status stuff, plus all that spell utility. And this is all before Charms to make them useful.
Finally, Beast Master S+, above all others, not necessarily for their battle utility, but because they're the only class that can recruit Beasts/Dragons. Beyond Beasts/Dragons being needed to make the best equipment in the game via poaching, and Dragons being an S++ level unit, and Dragons being needed for Deneb, just the value of recruiting mid-battle to give you more fodder can on some levels completely turn the tide. Plus, at max level, Lobber + Bombs will in most cases out-damage just about any class, without a need for breach, and completely trivialize a lot of boss encounters since the damage ignores stats. Fusilier I'm fine with because they generally don't get close enough to really use Lobber offensively.
Sounds like you think water dragons are better than terror knights. That doesn't mean terror knights should move down, just means water dragon is higher.
@@fangiscool1 It's the Knight problem: the utility Knights provide in stalling enemies is invaluable to any comp, like Clerics and their healing, but Beasts/Dragons with their high HP and defense options end up out-classing them. So with TKs, their utility no-charms is Fear, which is great but not something that you always need.
@Tarrot but again, that doesn't mean they should move down. The list isn't about party composition, it's about the best jobs. The best jobs will obviously overlap in roles because those roles are good.
Water dragon breach is not 100%. It also requires 50 mana instead of 25.
@@MetaVita With Dragon's Eye it hits 100% of the time. Because you probably want to run Dragon's Scale as well, you're going to be picking up skill up cards, so it'll be proccing most of the time anyways. Mana is a concern, but I value the range and AoE over having to be in melee and get next to an enemy to hit.
This is awesome. I came on board to your channel during the launch of Unicorn Overlord.
Still playing this bad boy after years. Also, if anyone is a huge fan like me, I recommend Warhammer 40k Rogue Trader. I'm on my second playthrough and it scratches that Tactics Ogre itch!
another franchise that is older but still holds up to me is langrisser. not that money grab cellphone game, the actual games.
Yea rogue trader is pretty good. Always liked rogue trader more than actual 40k
Tactics Ogre: Reborn is one of those games I really want to check out at some point. I know you have a lot of videos on it, I'll be rewatching these eventually 😛
it's AWESOME if you are into SRPG games. I can't sing enough praises about it.
@@professorpenne9962 yeah, for me it's just a matter of the right time to make the purchase.
It's one of my favorite games of all time. I even like it more than FF Tactics.
I think it's a better game than FFT but I have more memories with FFT and really enjoyed a lets play or two of it in the heyday of that smaller passionate letsplay era of youtube, same with valkyria chronicles.
@@cyanidecologne9018 I just used the delevel trick for the first time on my Mime in FFT like last week. 999HP at level 28...That being said it felt too easy to steam roll through the game where TOR always feels highly strategic throughout. I still did two playthroughs back to back in FF Tactics in the last month. It was like $7 on the Play Store.
rune fencers are so good in this game you could honestly bump everyone down a tier. there is nothing they can't do. one more thing on them is the addition of meditate (even if it is only level 2) and instill elements on a fighting class means that not only are they (usually) out damaging most other classes with weapons, but also that they can go ham with finishers whenever they want. i love them so much.
Genial el vídeo. Podrías hacer uno sobre las mejores builds para clases como Vartan, Ranger, Buccaner, Lord, Astrólogo (Warren) pensando en CODA 4? (PotD o Lanselot en Goliat)
wizards have RT save, meaning they can keep throwing spells in less time than a warlock or lich, even more effective if you use them to throw status spells like stun and poison. they are more in the B tier IMHO.
A Knight with stinky set, rampart aura and stead fast, you got there a unmovable attack wall super tank, a moving wall who can literally stop hordes of enemies alone in key choke points of the fields. I use one skeleton knight and place it in the lower left side of the map, and he alone stop Vyce, Hector and all the other dudes alone in that bridge.
"Damage is king" You can't deal any damage if you're freaking dead. Clerics are awesome. The only way I'm not bringing clerics is if priests are avaible like in Knight of Lodis.
One thing that has to be mentioned about berserkers is that pumpkinheads can be one. Now that is a late game thing and doesn't sound that important, but it is. Pumpkinheads are always classified as golems so witches/warlocks can buff them as they would any other golem. A a fully buffed pumpkinhead berserker does such absurd amounts of damage it's hilarious. The fact that witch/warlock is a solid class too makes it all the better; you're not bringing dead weight just to buff another character.
It's also pretty much the only real use of empower golem, as the actual golem classes aren't really getting much from it. I mean, they're tanks that do very little damage; empower golem isn't helping that problem by much.
Realized I was not subscribed Yet !!!! I have rectified that oversight. You and CoffeePotato are my go to sources for tactical RPG content.
@@monsieurlefortune5092 well thanks chief! I thanked you on stream. I'm glad you enjoy both of our content so much!
Ninjas have a very low floor but some of the highest ceilings. 1h Katana finishers are stellar overall and steelstance makes them stupidly sturdy
A Ninja with Katana+Bow that manages to grab a set of cards like atk/skill/skill/mp is going to be nearly immortal every turn, do a lot of ranged damage with katana finishers and spam charm/leaden with bow finishers
Just don't level up them AS ninjas, go either warrior for the HP or Swordmaster for better Dex and MP
Ninja helped me cheesing Leonar in the duel
Found you from some FFT stuff and it reminded me of good ole tactics ogre n boom, here's some tactics ogre
Yes, i'm replaying this awesome Game right now. Good to see updated content .
Man you making me want to start another run 😅 lol great list, Love this game !
Make a full story playthrough of Tactics Ogre Reborn with only Cleric units please
I sat here the entire time thinking that pumpkinhead would be the songstress class and get an S+ ranking, then it turned out she was a familiar! So for familiars, here's why I think you ranked them a bit low. Lament of the Dead from a terror knight is an autoskill, so it only hits characters who are around the TK when he starts his turn. But for a gremlin familiar, they get an AoE move called Agonal Scream that isn't an autoskill. You can fly an imp into a group of enemies, and THEN cast your AoE fear. They have other things - debuff kisses that hit like a truck, and perhaps the most powerful boss killer, one that basically causes a units RT counter to have to restart, causing them to miss turns, but an AoE fear that you can drop is just incredibly powerful. (Plus, they can boon of swiftness themselves so they're fearing more often.)
For angels, you said you don't know what they can do. I love'em, but they're not S or A tier, but they have an AoE charm. So you can fly them down into a group and AoE charm and watch the enemies eat each other. They have an AoE that removes zombie. Remember that stage against Cielo with all of the zombie dragons? No need for exorcism, just plop an angel down and turn them all living again. They also have the highest stat gains of any unit, plus a hearty, holy unit is a lightning rod for liches/necros/etc. They can also equip great end game gear. The catch is they're slow, so you're never going to get them into place to shine.
The unit we really disagree on is the ninja. What if you could stun, poison, or silence a boss with 100% chance from range? That's what ninjas bring to the table early game. They can also mix 1H bows with status inflictors with their poisons, so 100% chance poison plus a chance to stun on the same hit with a short bow. Late game, they're a different story. The moment you get the Bow Enchiridion in chapter 4, they now have, say, 100% stun chance, counterattack for melee and range, and steelstance which is phalanx but allows counters. And by CODA, they're now as powerful with their summons as a shaman... with steelstance... and spreading status afflictions through counters.
I do think you underplay the role of status effects here. My conversation around necromancers involves curse 3. The reason I think warriors are so powerful is that mighty impact and vigorous assault make status inflictions 100%.
I'm not sure I'd put hoplite (skeletons can't be hoplites, lamia is what you were forgetting) on the same tier as juggernauts. One of the strongest abilities in the game is intimidate, and for generics, only juggernauts get it. It's the only way to deal with phalanx, and it also deals with dragon scale and gordian lock, among others.
For dragoons/dragon tamers, I'm flipped from you. Dragoons are weak if there's no beast or dragon around, but tamers are amazing even without any beasts or dragons. Lob item is a 100% chance to put enfeeble, spoilspell, breach, or weaken on a boss. Most fights that feel impossible, the advice is to include a single beast tamer to even the odds. To me, that deserves S tier or at least A. Whips are also powerful weapons with fun finishers and most classes can't use them but tamers can. Not to mention how fun grenades are.
Lizards are also available in chapter 1 with hoplite marks dropping from the Gannp fight, I believe. Juggernauts come later in chapter 2, but there's also a lamia matriarch or two you can coax in Law 2 pretty early. If you know to look for them, reptiles are an early game unit.
Tier lists are fun =] Even if you put two of my favorite units in D tier ^.~
Got another funny way of getting Angel Knight
In CODA, went to Sans Bronsa and had Denam be a lord with dualwield 2 sacred books and divine pact (persuade divine units) and went to the floor where you see the cutscene of skeletons turning to angels and battle.
Must have been an hour or two of chariot rewind but it finally worked
I'm fairly certain there are Angel Knights recruitable during Azelstan's questline, similar to the recuitable Liches there.
If you're talking tactics ogre: luct on psp, Rune Fencer's were top tier there also. Literally same thing, boon of swiftness, summons, healers, faster rt than heavys, great range, spear.
Rune Fencers were never good, I really don't understand how people think this way. They hit like a wet noodle and all the other moves do better on anything else..
@@ZenKrio 5th fastest rt for generics, wisplight, healing and boon of swiftness. Wisplight 2 kills anything pretty much with augments, HOW does that scream to being low tier? Yes they suck end game, when augments can't be maxed and wisplight isn't available, but we're talking endgame. Ninja was also top tier, Fastest RT, ninjutsu is just as useful as summons if you have augments, shadowbind had insane range, decoy made them safe despite the fact that they can kill things safely using just shadowbind and ninjutsu and their speed on a fast character like hobyrim let them run circles around enemies. But feel free to carry on.
@@Greatsharkbite Are we talking LUCT? Deal.
5th Fastest RT on generics is akin to saying 5th place loser. RT on generics sucks.
Augments couldn't be easily leveled, so relying on it was useless.
I can't say I know about Wisplight, but I can say that in a game where you're mostly one shotting, two shotting isn't a big deal. A Griffin could do that with a rock toss.
Boon of Swiftness could be used by a better class more fit to use it, and that was my point, anything they can do, someone else does better. I would LOVE to have a generic Rune Fencer be good, but it's not. I played the PSP version, and I wanna play Reborn, but I find the lack of Rogue crappy, and the lack of a good XBow user to ruin some of the fun for me. It's also an issue that Generics just aren't great, and Uniques are so much stronger.
Ninjas I had no issues with and I didn't mention them. They could head out, attack, then make themselves invincible, they were busted.
@@ZenKrio There is no 'deal' lol, come at me with facts on what jobs are better than rune fencer and why, i'll wait for ya.
@Greatsharkbite I did, you literally just "no u"d and ignored everything else. Again, if Rune Fencers were good, I'd have actually used them. In LUCT, anything not a Ninja, Archer, Rogue or Summon user wasn't good. In Reborn it feels like they're worse lol.
Every time i hear "disgusting"
*emulate the Irish yelling
Fusiliers and Beast Tamers are ridiculously good they can just spam bombs all day and throw out guaranteed debuffs. Beasts fall off in the Potd but they gain a lot of ground at level 50.
Just going off the base game and no POTD.
I would rank archers' B tier because, for most of the game, they really dont do much. Knights for me go into S tier. They are the hands down the tanks of the game and can really give you a turn advantage when the AI is dumb enough to hit them. Berserker are another class that I would lower, but that's probably because they don't fit well with my strategy, and I always dump them.
Clerics are solidly A tier for me. They can give you a turn advantage on turn one with haste. Wizards are great early games because of status effects. Cast a turn one poison, dot a couple of guys with it. It may do some damage, but it will definitely waste the enemies healer turn when they go to cure it.
For potd the game dynamic changes because you start getting some seriously good gear and can make anything useful. Angels are not that bad, a while back I played through the game with a team of angels and they had no problem getting through anything.
This was nice video. Thanks. I would like to know more abour earings and if they would be a good bet instead of crafting something else? I am still on my first run, in my way to apocrypha spells and near P. of the dead. Would a white warlock be a recommended experiment for Donalto to face palace of the dead? I love winged clerics. Thankyou Titanium, your channel rocks ✅
Earrings are awesome! They aren't the end all be all but they're nice for the damage boost you get, especially if there's no other accessories you're looking to use. I honestly just like Donnalto as Cleric for PotD. The healing boosts are just so nice. Winged clerics are also very good of course. I kinda like doing light magic rune fencer Donnalto for a bit of a paladin vibe haha.
Ah yes the PSP days when the archer was actually a M109 Paladin howitzer.
I have this game in my backlog. I've fired it up once but I certainly want to play more.
This finally sold me on buying TO:R. I didn't want to buy it as I beat the original twice and spent an entire year of my life playing it, back when I had more time as a kid.
But maybe I can spend some good time with this game when I retire in 20 years. :D
Still playing ? Yes Sir, still playing and enjoying. 😊
Knight is easily S-tier. Give the knight the Ogre Set along with having Phalanx IV (90% damage reduction) and no one can kill him, bar poison. He's the ultimate tank. Also, witch is S-tier as well due to Ogre Blade body swap granting 999 int/mnd. I have a ghost witch with maxed int and mind that uses Draconics to wipe the map before the enemy even knows what happened.
honestly a.) i think wearing a bathrobe is peak and b.) i honestly just assumed you were wearing a flannel button-up until you drew my attention to it lol
Berserkers are good, but also dangerous to use. Just due to the fact that if your not careful or paying attention, you can hurt your allies as well. I myself actually like dragoons. Because in my opinion yes they are good against monsters and dragons, but just as good at fighting human enemies as well.
Since youre bringing it up, i would love to know the differences between the 3 versions of the game. Or at least reborn and Let us cling together
Coffee Potato is by far the best source on something like that, and has made tons of videos breaking down minute mechanical differences (he just did one on how death is different between the three games).
Wanted to start off with yes, Valkyrie is GOAT, but I also wanted to disagree and point out some of the classes you sat on.
Beast tamers belong in S. Regardless if you use dragons and beasts or not, solely as a throwing class, the lobber skill alone makes them a mainstay in the party beginning to end. Whether you abuse the throwing shot items or not they are excellent. Whether it's just for dynast king's meat, brand of the sacrifice, and echo stone, atleast one is always on my team. Brand of the sacrifice reduces physical attack by 50%, echo stone reduces intelligence by 50%, and dynast king's mead reduces defense by 50%. Yes, terror knights or soldiers with broadsword and zweihander are there but you can use the beast tamer to do this from range and you're not going to be able to use weaken or magic reduction very easy.
Additionally, unlike dragoons, you can include beasts or dragons in every battle, so if you do want to run beast or dragons in every battle, two beast tamers will almost guarantee every or every other turn your beasts are going to be buffed.
Ninja and archer are both A tier support. Warrior and terror knight are S tier. Archers and warrior are functionally similar, but being the higher damage higher defense class, they're better. When vigorous attack or eagle eye go into effect, the +1 status effects for those characters and any surrounding characters for melee or ranged will be a 100% guarantee. Warriors do not have the fear effect like Joe Rogan or the terror knights, but allowing all your front attacking characters to activate their weapon debuffs is powerful and much like terror knights they also have an active ability as well dealing a guaranteed critical hit plus knock back, so double damage as well as guaranteed activatioon.
Terror knights and ninja only help themselves, they do not allow allies to support but despite that what they do bring in support is so good that it nullifies that. Fear effect being the 25% stat drop across the board is a no brainer. But when the ninja spells for silence, poison, or stun activate, they stay activated for five turns, so they are permanently activated throughout the remainder of the battle. Let's say you want to make sure your ninja always deals silence or always deals poison, then only equip that status effect. Poison reduces HP by 10% max HP atleast twice, sometimes three times per turn, now that means it's going to allow that character to move and attack for around three to four turns before they die, but you do have other characters dealing damage as well, so even if just triggers three times and they get one turn off, that's a third of their HP. Let's say there's a lot of magic users, have your ninja only equip silence. Or you can equip stun so that every enemy you attack gains the stun debuff and has a 50% chance to lose their turn on any action. Not only that concentrate will likely guarantee to trigger during the battle and for 40 MP you can stop enemy actions for 100% chance for one turn. It's not a damage dealing ability but it makes one enemy completely ineffective. Then last, having a ninja sword/bow or ninja sword/dart is the optimal choice for this class as the level 1 ninja sword deals very high damage at long range. But yeah, based on the battle, want to shut down all mages, want to poison everyone, want to just shut down everyone, choose one of the three and keep them in that role. Even if you equip them with bridle for silence and never change it they work in every battle because in every battle the mages are always an annoyance, so you just immediately shut them down and kill them later, and unlike and whenever steelstance triggers they can just in on the enemy lines and target those back row mages without having to worry about any real damage. So this is a pretty powerful support character. I find two ninja are just as or more so effective than two archers.
I find that if you're going to have warriors or archers, having more warriors and archers are also going to increase the odds that vigorous attack and eagle eye activate across all of them, therefore increasing the effectiveness of their more supportive role. However, having more terror knights and more ninja means that you spread the effect more across these individual debuff units that don't support adding effects to other allies.
The knights are another A tier unit, maybe even S tier because while they're pretty ineffective at dealing any sort of reasonable damage, they're also great at keeping your party alive. However, you can give them a dynast king's mead to drop on any enemy that just attacked them when their new turn comes around, that then allows your ninja, archer, etc, to finish them off. The very best reason that the knight or even two knights are such a great ally to include in your party is not only is phalanx great to keep them alive, but guardian force is an amazing skill. When guardian force goes into effect, that's when you reposition the knight to defend allies. Guardian force reduces damage against allies in a range of two by 50% and then the knight only receives 50% of that reduced damage, so in total the enemy now only deals 75% damage and it's shared across the knight and your other ally. This is one of the best classes to use in those harder boss battles. White knights are the more attack oriented versions and they're S tier above the regular knight, but the regular knights are definitely one of the more top tier unit.
I'd agree with most of what you said for the rest of them but I'd still put wizards alongside warlocks and I'd drop dragoons down to B or even C as they're less useful than any other class when a dragon or beast isn't in enemy party. There's also one more thing that is unique to the knight. It's an error I'm pretty sure, but around level 15-25, all knights will gain the dragon slayer skill, it will then disappear as you continue to level them up but you can add it to them before it disappears and they'll keep it so long as you never remove it. They don't have the ability that increases everyone's damage towards dragon's by a small percentage by they themselves would have that active buff. Maybe make them a dragon slayer, guardian force, rampart aura knight without phalanx for use only with battles that include dragons.
Me: *makes suggestion for video topic*
said video comes out a week later
Me: 😲
Service with a smile. 😏
what are the chances of getting FF Tactics Advance remade with remake of FFT?
Subscribed as promised
🫡
When should I Recruit or do a beast tammer?
I m very noob. Level 2 chapter now.
Honestly, asap. They're so useful for the point of the game you're at.
@@TitaniumLegman TKS I cant buy bombs now, and have to recruit a new character to put this class.
@legiox4750 even without bombs, the ability to throw items is great for healing, and monsters like dragons and gryphons are very very strong for most of the game.
I have to get over my weird desire to include every named character in case it ever makes a difference lol. I have some weird fear of leaving out characters.
TERROR NIGHT DENAM FTW
rune fencer and terror knight are easily S to me when it comes to generics. like it's not even close to me lol.
WHOA FACECAM
Good video
Good to see your head, I mean your face 😅
I think Archer is still good. Deletes squishes.
Rune Fencers were never good, I really don't understand how people think this way. They hit like a wet noodle and all the other moves do better on anything else..
Ya, I don't really understand the RF love either. Don't get me wrong, great support piece, but def not amazing.
@MetaVita i do like them a lot more late game
I do agree with most of them but I feel that cleric and vartan should be on C tier or D as in my opinion as I don't see both as useful as it seem. For healer, the cost is pretty high for a few hundred. It might be good at the start but I find them drop off as early as chapter 3 when healing items heal at % which is much better in my opinion. And using resurrection cost at 100mp which will take at least 3 to 4 turns just to gain them and if need to use a mp item, I might as well just use an item to resurrect that character instead. As for vartan, the only going for them to fly as their magic damage and physical damage is pretty bad. And even for flying, it's quite easy to get a few rings for that from POTD. Yeah any class that can use summon is definitely going to be in S tier in my opinion.
You have to play through the entire game to get to path of the dead. Finding an item there doesn't matter much
@fangiscool1 you just need to reach chapter 4 I think and can get access to the POTD and those rings are in the early levels.
Clerics are solid A tier for me. The potential turn one haste is a great way to ramp up turn advantage. Through the match they can spot heal but I use other units for that and just spam haste with them.
Don't forget the "devs were too stupid to code so dummied out a class" tier for the Rogue.
Every time i hear "fear"
Follow up with hunger
Every time i hear "terror"
Follow up with starvation
Heeehe
Another Fear&Hunger compatriot