I would like to see a quick video from you, covering the basics of how to properly set up any unit's element, gear, and skills. For example: A unit's equipped magic spell should not be strong against its element A unit's equipped weapon element should not be strong against its element Unit's armor type should match its weapon damage type etc. Just a quick set of rules that can be applied to any unit.
A lot of notes missing here: -The range of guns is important. Lategame guns can outrange archer counters at the cost of those bigass RTs. Also very long range finishers. On the flipside, the minimum range becomes so far that you might want a shorter range gun for Quick Draw builds. -There's a lot more you can do to prepare a Quickdraw Build. Alluring Set will minimize defense and give you a better chance at critting archers off their sniping position and somewhere that screws their trajectory. You can breach your own Fusilier to bait archers. Melee units are too far, and mages don't care about physical def. -Cursed Gun loses some attack power but 0 weight lets them prioritize non-attack builds. You can lob shots, Quick Draw for free, then throw out a finisher after all that time doing stuff that costs 0MP. -Fusiliers can 2shot squishy mages/archers for a very respectable range of levels. Reaching 1shot territory is really hard but lets you do Wild West cowboy shooting, but you could just bring 2 Fusiliers and very slowly burn through the enemy. -The basic handgun could potentially be VERY good with its unique attack range and decent knockback. Unfortunately, no other gun replaces it and so the damage gets powercrept hard.
That last point is why I like the specialized Cursed Fusil setup. The only issue with the Breach setup in their case is their lower resistance and HP, but it can definitely work. Personally I prefer the safe wall hack sniper approach for them, but man do they break the ranged heaven generals if done right.
I am pretty sure there is another fusil (relic) with a 1-4 range that is stronger than the basic one you get from recruiting Azelstan. It's even showing on this video lol.
They could definitely be worse, Mustadio exists after all Half jokes aside, this is my favorite physical ranged unit just for the sheer satisfaction of doing big numbers from a safe distance. It's expecially hilarious having one of your old party members say "Ok enough of this bow/sword thing, I wanna shoot people in the face"
I have a dedicated caster to spellcharge my units since i got the MP +100 wand, never went back. I usually have Paradigm Shift on it too, so it charges my people and resets their turn. It's a surprisingly powerful and effective combination, it got me through the special battles on the PotD
It's nice to see them coming back, but man is it something else that the Vita managed to have double the framerate...which I normally wouldn't even mention, but they already had that version made, it's right there, the Switch got many of the other ports the Vita got. It's the weirdest thing that the little wonder box so often outperforms the Switch.
I've been pretty tempted to replay Reborn and use all the units I kinda... forgot about. Dark Priest was my favorite PSP unit, I never used her in Reborn. Fusiliers. Even swordmasters kinda fell by the wayside. Not to mention cyclopes.
@@ValeVin Swordmasters definitely make more sense on another go around, I started loving the hell out of em last playthrough. Actually shocked you used the Dark Priest in PSP but not here, they are probably one of the most directly classes in RB.
This may be a dumb question but does Quickdraw apply the default RT cost of the fusil weapon when activated or does the RT cost only apply when manually firing the weapon on the unit's own turn?
Another place where counter/preempt not affecting RT can really help is with heavenly general weapons plus a 1H counterattack bow in the offhand. Actually swinging the 1H katana from the heavenly generals is a huge RT cost. But tossing an indra bow in the offhand and becoming a steelstance counterattack machine (with poisonbringer for added insult) all while not incurring any RT cost? A+.
Nice to see Deneb as the fusilier instead of everyone's staple: Hobyrim. Doesn't their preempt happen in addition to a counterattack if you're using a 2H fusil? So you're basically getting double counterattacks? I might try to use fusiliers more next time I play, since I tend to neglect them. They're more a funny thing I fight in PotD where they stand behind a faerie, I lob an arrow over their head, they preempt into shooting the faerie in the back, get hit by my arrow, then shoot the faerie a second time out of anger.
I would like to see a quick video from you, covering the basics of how to properly set up any unit's element, gear, and skills.
For example:
A unit's equipped magic spell should not be strong against its element
A unit's equipped weapon element should not be strong against its element
Unit's armor type should match its weapon damage type
etc.
Just a quick set of rules that can be applied to any unit.
I really should do that.
@@CoffeePotato Please:D
Bump~
A lot of notes missing here:
-The range of guns is important. Lategame guns can outrange archer counters at the cost of those bigass RTs. Also very long range finishers. On the flipside, the minimum range becomes so far that you might want a shorter range gun for Quick Draw builds.
-There's a lot more you can do to prepare a Quickdraw Build. Alluring Set will minimize defense and give you a better chance at critting archers off their sniping position and somewhere that screws their trajectory. You can breach your own Fusilier to bait archers. Melee units are too far, and mages don't care about physical def.
-Cursed Gun loses some attack power but 0 weight lets them prioritize non-attack builds. You can lob shots, Quick Draw for free, then throw out a finisher after all that time doing stuff that costs 0MP.
-Fusiliers can 2shot squishy mages/archers for a very respectable range of levels. Reaching 1shot territory is really hard but lets you do Wild West cowboy shooting, but you could just bring 2 Fusiliers and very slowly burn through the enemy.
-The basic handgun could potentially be VERY good with its unique attack range and decent knockback. Unfortunately, no other gun replaces it and so the damage gets powercrept hard.
That last point is why I like the specialized Cursed Fusil setup. The only issue with the Breach setup in their case is their lower resistance and HP, but it can definitely work.
Personally I prefer the safe wall hack sniper approach for them, but man do they break the ranged heaven generals if done right.
I am pretty sure there is another fusil (relic) with a 1-4 range that is stronger than the basic one you get from recruiting Azelstan. It's even showing on this video lol.
@@astralbuddha .....oh. Floor 110. That's way too late lol.
I love these guys. Range, power, and curving the bullet.
Plus the Indiana Jones thing, when it happens.
They could definitely be worse, Mustadio exists after all
Half jokes aside, this is my favorite physical ranged unit just for the sheer satisfaction of doing big numbers from a safe distance. It's expecially hilarious having one of your old party members say "Ok enough of this bow/sword thing, I wanna shoot people in the face"
My wizard casts gun
I appreciate you uploading these knowledge dumps, your passion is clear and excellent. Great job.
Thank You, I like this little hobby too!
They deserve Meditate 4 😂
It's handy, but you can have a caster assist with their stick.
@@CoffeePotato Yeah, the mighty Lich strikes again
(Ogre Blade has entered chat.)
@@ValeVin This came up enough that this will get a video.
I have a dedicated caster to spellcharge my units since i got the MP +100 wand, never went back.
I usually have Paradigm Shift on it too, so it charges my people and resets their turn. It's a surprisingly powerful and effective combination, it got me through the special battles on the PotD
Deneb try to remember the basics of CQC.... It's gonna be fun playing Snake Eater on the Switch.
It's nice to see them coming back, but man is it something else that the Vita managed to have double the framerate...which I normally wouldn't even mention, but they already had that version made, it's right there, the Switch got many of the other ports the Vita got. It's the weirdest thing that the little wonder box so often outperforms the Switch.
I laughed too hard at "Depending on your level of french"
It's dangerous to go too French.
What if we give denam a fusil and mp recover and we just go blastin with high recovery for the memes?
Then you're diagnosed with a good time.
Me in CODA 3 having never touched this unit in Reborn or on PSP XD
You can do it! Fine your pew pews!
I've been pretty tempted to replay Reborn and use all the units I kinda... forgot about. Dark Priest was my favorite PSP unit, I never used her in Reborn. Fusiliers. Even swordmasters kinda fell by the wayside. Not to mention cyclopes.
@@ValeVin Swordmasters definitely make more sense on another go around, I started loving the hell out of em last playthrough. Actually shocked you used the Dark Priest in PSP but not here, they are probably one of the most directly classes in RB.
This may be a dumb question but does Quickdraw apply the default RT cost of the fusil weapon when activated or does the RT cost only apply when manually firing the weapon on the unit's own turn?
Nope, the shot becomes free. It's awesome, but can kind of have a mind of it's own.
@@CoffeePotato This changes everything…. *maniacal laugh*
@@astralbuddha Changes *Some stuff occasionally, but it's really cool when it works
Another place where counter/preempt not affecting RT can really help is with heavenly general weapons plus a 1H counterattack bow in the offhand. Actually swinging the 1H katana from the heavenly generals is a huge RT cost. But tossing an indra bow in the offhand and becoming a steelstance counterattack machine (with poisonbringer for added insult) all while not incurring any RT cost? A+.
@@ValeVin Time manipulation through laziness, I knew it could be achieved someday 😆
I call them the crazed gunmann
Crazed by their high RT
any fun bodyswap build ideas for fusilier? meditate 4 would be nice to spam finishers
Beast Slayer would be pretty solid with what they've got on hand, basically makes them a post game anti air gun.
Nice to see Deneb as the fusilier instead of everyone's staple: Hobyrim.
Doesn't their preempt happen in addition to a counterattack if you're using a 2H fusil? So you're basically getting double counterattacks? I might try to use fusiliers more next time I play, since I tend to neglect them. They're more a funny thing I fight in PotD where they stand behind a faerie, I lob an arrow over their head, they preempt into shooting the faerie in the back, get hit by my arrow, then shoot the faerie a second time out of anger.
It does, but often times they're being targeted by Longbows, so that counterattack can also add some new thinking holes to their friend on accident.