05-31-2015, 08:44 AM
(05-31-2015, 06:07 AM)Falaflame Wrote: That team looks fine. Though I tend to cap Res/Defense on Mystic/Raider anyway since Wrath is rarely seen due to lack of crit bonus classes. Not only that, but if you cap defense on your raider, that also means some armored units will be unable to counter you. And you won't really be catching much with 16 res, unless they're light magic users, or really glassy mages, so capping it is usually optimal.
That cleric is fine, but I suggest running Curate instead. It can do the exact same build, except now if push comes to shove (pun may or may not be intended), you could have that unit shove your DK/Mystic for a first strike and/or hit/run. Though if you plan a first strike with shoving with your only healer, make sure your first strike is flaw-proof.
I'd reduce DK's speed by 1 and cap HP at 40.
Some small changes will definitely benefit you, but at least it isn't a full out overhaul (healer aside). I'd say that's a solid team. As for other lord options, Nomad's a solid lord option IMO. As is Mystic.
Having thought about lording the Nomad I'd be building a less offensive unit to make use of the lordnessitude... yeah I'll leave it at the Dark Knight for absolute invincibility. 40 HP instead of 38 apparently allows me to survive reliable Iron Bow 20 res Aurora Mystic with Pursuit (22, 23 if it happens to be heavy for some reason lol) and a Mithril Axe (16) so I'll go with that. (now if only I sometimes also took Aurora and Counter into account before making my teams...)
Capping Raider's def and Mystic's res as well as making a new healer who has con seems sensible as well, and I don't even have to regret using up a stat change for the healer I made in this case because it was recent enough for the change to be for free
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[00:39:49] Fredmir: dude you fucking wraith has more critz than your 6 snipers combined