Know Your Unit Reborn: Wizard and Enchantress

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  • Опубликовано: 4 янв 2025
  • Speed and Turn Economy are often considered to be everything, yet these guys are always underestimated.

Комментарии •

  • @andrewm3210
    @andrewm3210 Год назад +3

    I actually got tremendous utility out of a Winged wizard that i recruited as part of a 6-person winged squad for the second half of chapter 4 where there is a lot of vertical maps with high walls. Having a wizard on the wall blasting AOE's on enemies that cant reach with line of sight attacks is great.

    • @CoffeePotato
      @CoffeePotato  Год назад +3

      They're not flashy, but very consistent, it's nice.

  • @ChrisKeysYouTube
    @ChrisKeysYouTube 4 месяца назад +2

    I missed the vigorous GOOD MORNINGGGGFFFGFGGGGGH! this time-and honestly, i think it needs to come back brother

    • @CoffeePotato
      @CoffeePotato  4 месяца назад

      I still do that somewhat reguarly!

  • @corieschwartz888
    @corieschwartz888 Год назад +5

    Your intro invigorates my soul

  • @bg-cc6hn
    @bg-cc6hn Год назад +3

    Mars Lighthouse theme slaps so hard 😩
    Makes me want to see you do a vid on Golden Sun!
    Great video as always Lord Potato!

    • @nathandanigelis3267
      @nathandanigelis3267 Год назад +1

      Loving the GS music on the past couple videos. I would also love a GS video series

    • @CoffeePotato
      @CoffeePotato  Год назад +1

      I would love to, if I wasn't already overwhelmed 😨

  • @Warmaker01
    @Warmaker01 Год назад +3

    One of the base classes that actually scale well as you get further into the game. I started to get Warlocks, Necromancers, Liches, Matriarchs, etc. I even changed some of my existing Wizards / Enchantresses to Warlocks. But the few Wizards / Enchantresses I still maintained still pulled their weight.
    A sharp contrast to my Warriors, Knights, Archers, Clerics where I saw less value in them as I progressed.
    I mean, if you get down to it, Wizard / Enchantress is a hard hitting ranged unit that doesn't need help like Archers do to do their job. This is extremely valuable as you get further into the game and you start encountering powerful magic, some of it being AOE, and you need less dudes rushing up, bunching up, to only get AOE nuked. Wizard and Enchantress can hang bang and effectively do their job. This is always going to be valuable. Even the generics of this job will do their trade well.

    • @treygreen6983
      @treygreen6983 Год назад

      I don't know what game you're playing.

  • @Burak_C
    @Burak_C Год назад +4

    I feel like any class that can equip a staff is great for endgame. Those +5 spell range staves are no joke. They outrange fusils and siege bows. And they can give anyone a +100 mp for some top tier finisher spam. They don't even need the spells for that. Once you get addicted to giant artillery range you can never go back.
    Great class btw. For some reason they can equip Lifegiver staff while warlocks can't. Even though they can use holy while wizards can't.

    • @CoffeePotato
      @CoffeePotato  Год назад +1

      On paper they outrange bows, but the longest range depends. Like normal spells go 5+3+(3 to 5), Draconics to 5+3+ (5 to 6), but Bows can go from 7-9 to 15+ depending on the terrain. They get 2 extra hidden range, plus something like +1 per 2 elevation, plus one extra for diagonals.
      Definitely always fun to watch a good artillery splash, though. I was kinda mad at myself for forgetting to mention how big of a deal it can be to reposition several units at once.

  • @Poillip
    @Poillip Год назад +2

    Love the Wizard/Enchantresses for consistency, and I still use them for artillery. Getting massive range on lvl 3 area spells is amazing for spreading out damage on backline units, softening them for other units to pick off one they get there. They may not hit as hard per unit, but hitting 3-5 enemy units per cast adds up very quickly. I enjoy tallying up how much damage each units actually do in battle, and my Wizard is usually in the top 3.

  • @SigeaIdris
    @SigeaIdris Год назад +4

    I actually considered going back to this class, after turning my first enchantress into a witch.
    Comserve RT is what made her so powerful on her base class days, now she does less on each battle. I use her as a MP draining/transfer and poison applier more than anything

    • @CoffeePotato
      @CoffeePotato  Год назад

      They do less, but way more often. It's hard to put to paper, but really shines for AI teams or debuff spammers, like you said.

    • @SigeaIdris
      @SigeaIdris Год назад +1

      @@CoffeePotato sorry for my use of words, but the "now she does less" refers to my witch, since she's slower. I have potato writing skills

    • @CoffeePotato
      @CoffeePotato  Год назад +1

      @@SigeaIdris Ah, fair enough.

  • @treygreen6983
    @treygreen6983 Год назад +4

    And I still think adding debuffs to the AI was a no-brainer. I'm beginning to suspect that Square Enix knew how busted that aspect of the game could be and just didn't want to bother making it obvious (or too easy for the intelligent player who would've instantly seized the opportunity to train an entire team of the class you outline above). 30% is 100% if you cast it enough times.

    • @CoffeePotato
      @CoffeePotato  Год назад +1

      Pretty much, plus it's way faster than PSP just on debuffs not being everywhere alone.

  • @jonwhite81
    @jonwhite81 Год назад +2

    Anytime people start singing the praises of the Shaman, I imagine the Lich says hold my beer. My Wizard was crucial to getting to the post game. And then I made him an uber Lich. Another great video as always.

    • @CoffeePotato
      @CoffeePotato  Год назад

      Plus you can just find Liches, you don't even need anything extra

  • @justsomejojo
    @justsomejojo Год назад +3

    Definitely one of the classes I ignored the most in PSP and even recently in Reborn. The low hit rate on status effects early on was always really discouraging and missile spells feel contradictory because staying back often means there'll be a lot of front liners between you and your targets, making missile spells hard to properly aim.
    That said, I recruited a few after getting stuck on the Volaq-Ozma fight (lots of bad luck, including running into it blindly by accident and having to redo it twice...) and I really came around on them. Poison really *is* good and my average hit rate for it actually hovers around 80%. Still 0% on bosses (30% with Concentration) but hey, that's why I had 4 of them spamming it. The kicker was when I crit 5 guys with Avalanche though, pushing them in all directions, killing one and throwing one down a hole (different map). I think I kinda like them now. They also feel less affected by high defense thresholds, which is nice (though I did just learn Enfeeble is basically Breached for magic)

    • @CoffeePotato
      @CoffeePotato  Год назад +1

      Yup, it is, and magic is definitely less resisted this time around. Last time Vitality got to guard against it, which meant a lot of magic was just hitting 1s unless you had kept up Spellcraft and Augs.
      That said, they still suffer a lot vs shields, especially in their super effective state, since it causes end game Dragon shields to resist them more. Well, usually. Most times they gain 10% and lose 11 or something, but that's random.

    • @justsomejojo
      @justsomejojo Год назад +1

      @@CoffeePotato yeah, I vaguely remember that. I'll be honest, LUCT felt incredibly tedious at times because of the skill system leveling so incredibly slow. That was another reason I never really used magic units back then - you need to use your stuff to increase your skills, but back then you also had to keep up MP manually with Meditate which led to the few mages I tried to do nothing often and fall behind.
      Don't get me wrong - I still went away thinking it was an incredibly good game at the time, but I never had the energy to go back and do it all again (or more, to experiment). That's the thing I appreciate the most about Reborn - everything you do management-wise feels effortless while the meat - the battles - still remain challenging through and through. It feels very streamlined and it's great.
      I do wonder if I felt differently going back now with better knowledge about everything.

    • @CoffeePotato
      @CoffeePotato  Год назад +1

      @@justsomejojo That's what I've been trying to get across to the many, many folks that have been leaving angry reviews on it claiming things were removed before ever really studying how much they haven't been.

  • @r0000g
    @r0000g Год назад +3

    "Don't sleep on wizards or enchantresses just because other casters seem better. Every single unit has their use. In the late game they all have something unique. Except Necromancers, Necromancers suck, Liches are better."
    That's all I got from this vid @1:33

    • @Warmaker01
      @Warmaker01 Год назад +2

      It's sad because I still remember how I looked forward so much to getting a Necromancer. Then I got 2 Liches. Hmm.

    • @ValeVin
      @ValeVin Год назад +1

      Necromancers get to shine in a zombie AI team =] You can zombify them and they can immediately raise any dead that fall, plus using Putrefy as a big AoE damage (living) + heal (undead), plus banish since zombies can't use exorcism, and life force means they 'charge up' fast.

    • @CoffeePotato
      @CoffeePotato  Год назад +2

      Necromancers technically shine in terms of undead support, but the undead also rarely need support this time around. 😂

    • @ValeVin
      @ValeVin Год назад +1

      @@CoffeePotato I do find that, especially on levels with cenobites and witch kings, even just one zombie AI necromancer on my side gets her allies back up before a banish or exorcism can go off. The only exception is the priest heavenly general who rolls in with ten thousand exorcisms just to spite me.
      The downside is that necromancers are very weak. Like, in retrospect, I wish I'd tossed one Ogre Blade on the permanent necromancer zombie on the team, just to boost up drain life.

  • @kevlap017
    @kevlap017 3 месяца назад +1

    It's funny that people think shamans are so much better than wizards when in fact it's just summons and the units that can become shamans that are good. The sisters ARE great units like pretty much all uniques and they'll excell in pretty much ANY class, you can get them to work as enchantress, witch or lich and they'll do fine! And any valkyrie/rune fencer or lich can use summons. I think people underestimate spells that aren't summons because I find it' easy to underestimate the power of AOE *because* of the lower per unit damage numbers. Casters are the primary AOE damage dealers, and chipping away 200 health on 6 units with a level 3 indirect is still better overall damage in a turn than a summon 1 non crit on one unit. 1200 damage is 1200 damage, it being spread out changes nothing, and it is supremely satisfying to kill multiple enemies at once because you decided that spamming avalanche and ice requiem is funny (and legit effective on most things, except of course dragons scale, reflection, phalanx and gordian lock). Summons also have crap range, as our range starved rune fencers will attest. Summons are best used as an alternate to direct spells when you don't have the line of sight or you can get crit cards. That is especially good on princess because she'll crit all the time with her luck boosts or rune fencers because it's free lmao. Anyone that tried summons in AOE situations will notice that they really fall off if the hits are spread out and don't crit. Wizards are the best units to use regular indirect and direct spells or to throw debuffs fast and often. Conserve RT make them the best at throwing those large indirect 3 spells imo. Warlocks are the anti/pro golem units that also have great range without engulf because of draconic access (and starfall exorcism is good utility). Matriarchs are the tanky spellcasters with access to summons. Lich is just the most OP class, life force, salvation, reflect, hellhound and whatever else you feel like (paradigm shift is a good one on lich) their only weaknesses is they are slowest caster and frail. Necromancers are the odd ones out for me, they have the amazing lifeforce, but they make much better debuffers or support casters (spellcharge is nice on them, so is paradigm shift) than damage dealers imo.

  • @skyedogg
    @skyedogg Год назад +1

    thanks for the info brotha

  • @geovannipurcino
    @geovannipurcino Год назад +2

    A solid debuff caster, specially because of hawkmen flight ability.
    Later on get less relevant because a lot of the debuffs lose value over summon overtuned damage.
    If summons were
    not so overtuned, I would use necro over lich everytime, because besides that damage, necro is better then lich.

    • @CoffeePotato
      @CoffeePotato  Год назад

      Huh? Why would the Necro help there?

    • @geovannipurcino
      @geovannipurcino Год назад +1

      @@CoffeePotato actually necro would help because it is faster than lich for debuff casting or mp battery support with spellcharge and paradigm shift. The big deal about lich is summon, that the necro cannot cast.
      And also lich can fly because hawkmen.
      I just do not think like you that lich is ALWAYS better than necromancer, there are pros and cons to those depending on the build you want.

    • @CoffeePotato
      @CoffeePotato  Год назад

      @@geovannipurcino Fair enough, it's just that Liches can already to everything but undead support abilities. They get the necromancy, their spell access is the same, but more..and paradoxically they're easier to get a hold of. It's kind of like the Pidgey/Spearow situation in older Pokemon games. Everyone likes their Pidgey, it does the job fine, but once you look closer, the temptation is there to just always take Spearow when going back.

  • @jonathanshihadeh
    @jonathanshihadeh Год назад +1

    Yesssss