Travis and Berengaria work so well together - which makes sense as a brother-sister dynamic Travis goes first and blinds a whole row, then Berengaria comes in with the mega sweep vs afflicted targets
My team is Berengaria, Gloucester, Travis, Selvie (switched to featherbow in Albion) and an elven archer. One of my strongest team outside the board nukes.
There is a condition you can set that is “attacked by X” under Attack Type. Set Toughness to “Attacker by Archer” and you’re set against them. Won’t help with things like Swordfighter, but it helps with the most common truestrike
I agree they need something like "if attacked by truesight" in the tactics Alot of the time as it is we just need to adjust the tactics every time in the battle preview
@@moreplz I think what you can do is have multiple copies of the same ability with different conditions and then sequence them to get around this, granted you aren't running out of available slots
Is promoting units something i should do ASAP or hold off from? Currently at rank C and at the point where you choose whither to go to the elf place or the dragon place
Getting another attack and passive point lets you use some really strong gear. Probably want to get your top 10 or 15 characters promoted so they can carry harder and open up more options.
it takes a lot of time going from B rank to A rank where you will finally need 200 per squad to increase to 5 members (which you dont need to upgrade all at once) in the mean time upgrading units is a massive powerspike and totally worth it. by the end of the elf area most enemy units will be promoted.
Dodge tanking is pretty dang good most of the time. Rouges, werefoxes, gryphons and featherswords are pretty good dodge tanks so long as they can't be hit (and featherswords can fall back on blocking if needed lol). On my first playthough (tactical), I ran 2 thieves 2 hunters and later a unique story character (not going to say who because of spoilers). The thieves never really had to worry about getting hit unless it was from a swordmaster or a unit with true strike characters that could survive long enough to attack. The hunters/snipers and unique character put out a lot of damage with pursuit attacks plus AoE damage. Stealing PP/AP becomes nearly impossible later on though (except vs gladiators and other low guard % characters); I think the only way it'd still work is with a shaman using guard seal on the front row. I think the trick to it is to have an evasion boosting accessory or 2 on them (silken/royal scarf, lucky coin, etc). I know thieves have a passive that makes them dodge at 100% unless it's a truestrike, but it's better if they save that for emergencies (you know, when there's a lot of multi hit attacks or just a lot of attacks). You don't lose any PP if the thief dodges naturally. If you can get the average enemy hit rates below 20% (though sub 10% is even better), you're golden with any dodge tank.
I think blindness might only make the first hit miss. Wizards have a 3 hit fire attack, so only the first hit will miss. Idk and never tested, but I assume that's why you thought it didn't work on magic.
yeah, its same for evade/parry passives multihits are a great way to 'pop' their shields while still getting some hits in. your base stat of evasion is still important even if you have these skills.
Naw. There are large swathes in this game where dodge tanks are pretty bad. And as pure support or DPS, the thief just isn't that amazing. Active steal sounds much better than it is. It gets completely negated by tanks since it's guardable. As for combining active steal with sneaking edge, you have to keep in mind how start of battle limited abilities work. Because you can only use one. And is that ability really more valuable than some of the others? Because I think it isn't. In fact, I think it's one of the worst ones. If you want to use this regardless, also keep in mind that active steal is not a ranged attack. So you'll be attacking tanks with this to disable their guards, seal their PP and then steal their AP. Is that really that good? You just disabled a tank. You still can't attack the back row and have to pump damage into it, it just can't guard. Moreover, if there is another tank, this won't even work to begin with, because that one will simply use it's guard ability to protect the other one. At the time you get these two abilities, they just won't work a lot of the time. Because yes, I tried it. It's not that good. Shadowbite is in me experience the better ability. It's still not top-tier, but it's pretty good. The problem with it is that it doesn't solve any of the weaknesses this class has and synergizes poorly with its own abilities. If for example the enemy has a 20% chance to hit as it is(you are a doge tank after all), how valuable is a guaranteed miss really? And that's ignoring all the debuff removal skills there are further into the game. So the only answer here is: it's not as valuable as you might think. The most valuable thing of this skill is the initiative debuff. Though there are better way to manipulate turn order. So for this to be good, you need to create a situation where you need both the blind and the initiative. The most obvious situation for that is running defense tanks in front of the thief. Which would make the thief a backline support character -- in which position its okay. You can also occasionally put it in the frontline, depending on the matchup. There is some value in the versatility there. Overall I'd say this class is B-tier. It's clearly not OP, but overall decent enough and has enough versatility to be of use somewhere. Maybe this class is better in some kind of poison build? I haven't tried that yet though. I did see some items and other skills that could make that good. Overall sword master is similar to this unit, but much better due to its much superior DPS. And damage is king in this game. Ps. You can set toughness to only be used when attacked by an archer by looking under 'attack types'. You'd have to set the evade skill to not be used if you have (at least) 1 PP though -- which you can do by looking under the AP/PP tab. Otherwise it will simply use evade twice and not have the PP to use toughness. Though that's a general issue with running only a single tank.
I have my thief in the back row with a dancer’s bracelet and set to steal PP whenever he runs out. That way he just functions as an infinite 30% damage increase to everyone else in the unit. Works out well enough for me but idk if it’s actually good or I’m just lucky lol.
Thief I would say is op although maybe not for one rounding opponents but in the context of the colosseum it was perfect for clearing the entire thing with a 2 or 3 man squad
@@CrazyPills-465they kinda pigeonhole you into shieldshooters because you need to be able to guard them when a truestrike is coming and that’s like the only class with good damage and a guard and the rest of your party needs absurd damage to make up for them and they fall off once you reach 5 slots and you have to put something else on the frontline since they can’t provoke things you kinda just replace them with werefoxes at that point
My god where hell do u farm reknoqm fast I been stuck on c rank for 5 plus hours. It gonna take forever I got like 18 hours into game now just made it second region of game.
I hit rank B after like 3-4 missions in drackenhold; having said that, i farmed the first auxilary mission for money (as an eyeball estimate, i think 20 times? Was half afk). Also, confirm you have done everything in Cornia (side missions, northern liberation, deliveries, etc)
I have to agree with the guy above me, you have to do every single side mission and liberate + do delivery. There's no secret. Also, if you do well in battle you gain more renown, so there's that too...
I can confirm that even with True Strike, if you are hit with blindness, you will miss
That's very good. Still rough vs swordmasters who attack at combat start but it's also a huge tool for the thief
That’s just nuts! I love it
Travis and Berengaria work so well together - which makes sense as a brother-sister dynamic
Travis goes first and blinds a whole row, then Berengaria comes in with the mega sweep vs afflicted targets
nah she's better with gloucester and a druid
@@lenneth1188 I also used a doom knight and druid in the team too
My team is Berengaria, Gloucester, Travis, Selvie (switched to featherbow in Albion) and an elven archer. One of my strongest team outside the board nukes.
There is a condition you can set that is “attacked by X” under Attack Type. Set Toughness to “Attacker by Archer” and you’re set against them. Won’t help with things like Swordfighter, but it helps with the most common truestrike
Swordfighter has been the biggest issue so far but it does work you just have to fiddle with it in some fights
I agree they need something like "if attacked by truesight" in the tactics
Alot of the time as it is we just need to adjust the tactics every time in the battle preview
@@moreplz I think what you can do is have multiple copies of the same ability with different conditions and then sequence them to get around this, granted you aren't running out of available slots
Plundering a mob of enemies is so satisfying, 1 valor and you get everything in the area of efect.
Is promoting units something i should do ASAP or hold off from? Currently at rank C and at the point where you choose whither to go to the elf place or the dragon place
Getting another attack and passive point lets you use some really strong gear. Probably want to get your top 10 or 15 characters promoted so they can carry harder and open up more options.
Asap. No downsides. And the honor cost is worth it
it takes a lot of time going from B rank to A rank where you will finally need 200 per squad to increase to 5 members (which you dont need to upgrade all at once) in the mean time upgrading units is a massive powerspike and totally worth it. by the end of the elf area most enemy units will be promoted.
Dodge tanking is pretty dang good most of the time. Rouges, werefoxes, gryphons and featherswords are pretty good dodge tanks so long as they can't be hit (and featherswords can fall back on blocking if needed lol). On my first playthough (tactical), I ran 2 thieves 2 hunters and later a unique story character (not going to say who because of spoilers). The thieves never really had to worry about getting hit unless it was from a swordmaster or a unit with true strike characters that could survive long enough to attack. The hunters/snipers and unique character put out a lot of damage with pursuit attacks plus AoE damage. Stealing PP/AP becomes nearly impossible later on though (except vs gladiators and other low guard % characters); I think the only way it'd still work is with a shaman using guard seal on the front row.
I think the trick to it is to have an evasion boosting accessory or 2 on them (silken/royal scarf, lucky coin, etc). I know thieves have a passive that makes them dodge at 100% unless it's a truestrike, but it's better if they save that for emergencies (you know, when there's a lot of multi hit attacks or just a lot of attacks). You don't lose any PP if the thief dodges naturally. If you can get the average enemy hit rates below 20% (though sub 10% is even better), you're golden with any dodge tank.
Subbed and liked. Solid video.
Just an FYI if you like Rogue you're going to LOVE Swordmaster. The class is absolutely cracked.
Sword master is great but damn I live the rogue blinding and slowing an aoe of enemies
@@purplatypus7405 Maybe you can try them out together and see what happens? Let me know if you like it?
You know whats the most OP defender? Hoplites with evade
I think blindness might only make the first hit miss. Wizards have a 3 hit fire attack, so only the first hit will miss. Idk and never tested, but I assume that's why you thought it didn't work on magic.
yeah, its same for evade/parry passives multihits are a great way to 'pop' their shields while still getting some hits in. your base stat of evasion is still important even if you have these skills.
Hire a bunch of thieves, promote them and add them to all your units. Win game?
Naw. There are large swathes in this game where dodge tanks are pretty bad. And as pure support or DPS, the thief just isn't that amazing. Active steal sounds much better than it is. It gets completely negated by tanks since it's guardable.
As for combining active steal with sneaking edge, you have to keep in mind how start of battle limited abilities work. Because you can only use one. And is that ability really more valuable than some of the others? Because I think it isn't. In fact, I think it's one of the worst ones.
If you want to use this regardless, also keep in mind that active steal is not a ranged attack. So you'll be attacking tanks with this to disable their guards, seal their PP and then steal their AP. Is that really that good? You just disabled a tank. You still can't attack the back row and have to pump damage into it, it just can't guard. Moreover, if there is another tank, this won't even work to begin with, because that one will simply use it's guard ability to protect the other one.
At the time you get these two abilities, they just won't work a lot of the time. Because yes, I tried it. It's not that good.
Shadowbite is in me experience the better ability. It's still not top-tier, but it's pretty good. The problem with it is that it doesn't solve any of the weaknesses this class has and synergizes poorly with its own abilities. If for example the enemy has a 20% chance to hit as it is(you are a doge tank after all), how valuable is a guaranteed miss really? And that's ignoring all the debuff removal skills there are further into the game. So the only answer here is: it's not as valuable as you might think. The most valuable thing of this skill is the initiative debuff. Though there are better way to manipulate turn order. So for this to be good, you need to create a situation where you need both the blind and the initiative.
The most obvious situation for that is running defense tanks in front of the thief. Which would make the thief a backline support character -- in which position its okay. You can also occasionally put it in the frontline, depending on the matchup. There is some value in the versatility there.
Overall I'd say this class is B-tier. It's clearly not OP, but overall decent enough and has enough versatility to be of use somewhere.
Maybe this class is better in some kind of poison build? I haven't tried that yet though. I did see some items and other skills that could make that good.
Overall sword master is similar to this unit, but much better due to its much superior DPS. And damage is king in this game.
Ps.
You can set toughness to only be used when attacked by an archer by looking under 'attack types'. You'd have to set the evade skill to not be used if you have (at least) 1 PP though -- which you can do by looking under the AP/PP tab. Otherwise it will simply use evade twice and not have the PP to use toughness.
Though that's a general issue with running only a single tank.
I have my thief in the back row with a dancer’s bracelet and set to steal PP whenever he runs out. That way he just functions as an infinite 30% damage increase to everyone else in the unit. Works out well enough for me but idk if it’s actually good or I’m just lucky lol.
Thief I would say is op although maybe not for one rounding opponents but in the context of the colosseum it was perfect for clearing the entire thing with a 2 or 3 man squad
That's a cheese thing but you could do same with werefoxes and elven fencer I think?
@@gjfwang maybe I've not seen either of those units yet.
When are rogues ever NOT OP sir?
They fall off because of damage scaling against higher difficulty boosted enemy units
@@gjfwangstill great dodge tanks
@@gjfwang their lack of damage is easily covered by a good backline, their purpose is debilitating enemies and drawing their aggro
@@CrazyPills-465they kinda pigeonhole you into shieldshooters because you need to be able to guard them when a truestrike is coming and that’s like the only class with good damage and a guard and the rest of your party needs absurd damage to make up for them and they fall off once you reach 5 slots and you have to put something else on the frontline since they can’t provoke things you kinda just replace them with werefoxes at that point
Rogues aren’t op when you’ve got a pair of gryphon knights wide sweeping with true strike and a pair of elf priestesses with anti-debuff heals
Everything has counters but even then toughness counters true strike and your rogue won't die easily
My god where hell do u farm reknoqm fast I been stuck on c rank for 5 plus hours. It gonna take forever I got like 18 hours into game now just made it second region of game.
I hit rank B after like 3-4 missions in drackenhold; having said that, i farmed the first auxilary mission for money (as an eyeball estimate, i think 20 times? Was half afk). Also, confirm you have done everything in Cornia (side missions, northern liberation, deliveries, etc)
I have to agree with the guy above me, you have to do every single side mission and liberate + do delivery. There's no secret.
Also, if you do well in battle you gain more renown, so there's that too...
@@taznkid1730 I done everything in Cornia. So I need go drwckenhold I went other way. Getting my ass handed to me.
draken is easier than elfland if u went elf first. and yea just all the short liberation quests + town repair gets renown fast@@noneya237
@noneya237 i heard that is the harder route 😱 i just grabbed my first elf waifu and waddled on back to drackenhold