Issuls
u/Issuls
Just a fun horror story. I've been running a necromancy-based Mystic Theurge Harrim, and gave my Paladin the curse removal mercy, thinking it would be handy to deal with Baleful Polymorph.
Aaaand now I need to make sure Harrim is topped off on health any time I rest, or I'll wake up to a dead Harrim, multiple Thanadaemons and the Bane of the Living.
Just happened to me after finishing the boss of the Tenebrous Depths, and apparently I forgot to save before resting. Managed to narrowly kill the thing, but boy I can't wait to fall for this again.
ENDGAME TYRANT'S GRASP SPOILERS
Could use some feedback/input, since I'm trying to really make my campaign's finale sing. My Tyrant's Grasp campaign is near its end, and the party cleric has declared intent to use the spell Ascension, using Arazni's Lung Bloodstone as a focus.
It's a long post, I'll spoiler extra info so your eyes don't glaze over.
The spell is ludicrously overpowered, but I decided that, as there would be never be a more appropriate time in any campaign to use it, I'd allow it. Plus, the RP potential is fantastic.
TLDR: For the AP finaly, the party and their cohort is currently 11 (effectively 10) p
I'm really surprised not to have seen comment on this one, but every time my Daeran casts Mass Heal, the full amount of overhealing is being turned into Temp HP. This amount is supposed to be capped to his Oracle level.
Heal does the same thing, up to 150 (which is the spell's limit) - and well, doubling my party's max HP has trivialized Acts 5 and 6.
Figured I should check, is this happening with anyone else? It's completely nutty and Spirit Boost is definitely not working as intended.
So there is a lot of excitement about our new frizzy goddess and I don't blame anyone.
However, I think we need to calibrate our expectations before we decide how good she is.
Yune's base kit has a massive flaw. She is a Dark Hero, with features that compare Resistance.
Eir, her most seen attacker, gives +5 res to all allies. +10 if the attacker runs two, and it is optimal to do so.
Currently I find my offence team pushing 60+ displayed res on its bulkier units after Eir/Tactics, and that is not even factoring in fortress advantage. So I just want people to keep this in mind before they commit.
I think Yune is still an amazing unit type and her PRF is good regardless of her B/C skills,
Hi! So I was lucky enough to pull my last Caeda while fishing for L!Ike merges, and this is enough to put me at four +10 units! Two are are carry-overs from mid 2017, and two are optimized fully for arena.
Without further ado:
- +Spd/-Def
- Wind's Brand (Eff) / Rally Atk/Spd+ / Aether
- G Duel Infantry / Chill Spd / Def Tactic / Res Tactic
Without question my best unit. Not because he's good at combat, but because he single handedly multiplies my allies' endurance. In arena, he gives my bonus unit +6 to all stats while crippling the enemy's biggest threats, making those bonus kills super easy.
He's also 100% maxed out for score
Hi folks!
I've been running an Infantry Pulse team for a few months now, and it's easily been the most satisfying team that I've run. It's been having a few problems with it though, so this is a good excuse to show it off while also asking for help.
Without further ado, here is the team.
Ike, Vanguard Legend (40+1)
- +Speed/-Defence
- Ragnell/Reposition/Radiant Aether
- Warding Breath/Swordbreaker/Drive Def/Speed +3
- S Supported with Lancina
Ike has 60 (or 61) attack as long as he's near his S Supported Lancina. Double Infantry Pulse means he will always counterattack the first thing sent his way with a Radiant Aethe






