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[ PVP ] Which is the Best Main?

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  • Registered: 2017-07-24
  • Topics: 7
  • Posts: 271
On 2018-08-07 02:25:05Show this Author Only
41#

well,azure god like?you kidding me.mains 1v1? i remember what my old senior told me when we had conversation about that,before my server got x arena they did this,challenged each other 1v1 only with mains.who you think won?scarlet they used different talents,changed ini but fire beat all mains.

earth is crap against fire no doubt.

water?just ignite and jobs done while using mirror.

light?there you can get creative and use different tactics depending on opponent lms talents.

wind?well she is hardest out of 4 but not impossible.

and remember since 1.0 all fire got was nerfs nerfs and nerfs.he used to be even better support than he is now.

and also,every main is unique they got their + and - ,its bad idea to compare them 1v1.but you can compare how they perform in same teams.


  • Registered: 2017-07-24
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On 2018-08-07 02:31:10Show this Author Only
42#
  • BObox On 2018-08-06 01:52:06
  • LMAO...

    looks like u dont even know what are u talking about or maybe doesnt quite understand "immunity" mean? or just dislikes if that cheesy overused main will getting nerfed that i guess will never be, even its been complain like since 2 years ago.

    now lemme quickly point out and debunked all ur claims:

    1. immunity...thats already debunked 99% of ur claim.(all of kinds debuffs are useless vs immunity)

    2. fm temp immunity= its a freaking level "72" "mystery" for "1" round...... its a "Prompt" mystery. botttom line that!

    vs "pre-battle" "immunity" lasts for "2 rounds" also give u "100% resistance" and its a freaking "passive" skill.


    i guess its already explain alot of the issues. just in case its still blurry heres the numbers:

    1. fm: nin 700ist vs lm:tai 1.200 ist. so its almost double the dmg output. so fm can do ignite/sleep which is his key point "debuff" while sleep a disable type with low dmg and while ignite came with more dmg fater burner. its mean if ur enemy have immunity not only ur base grows attack almost 50% of lm, but u dont get extra dmg since ur enemy lm have immunity. and no u cant disable him or his swordman on the line up. so basically 90% of ur skillset are useless and further more. ur dmg not even near half of LM with "free" sasuke ninja buff and ur main buff.also also its go further... its even lower ur "not even "half" base dmg since they have "100% resis"

    its mean u end up less than "40%" of ur lame nin grows and "all" of ur guns being shutdown. while LM gain crits, high grows. yeah so balance dude. i think water chaos/poison type suffer this issue also. while earth main just simply unworthy if lm can do like 5k dmg on lv 68 with same items and bp than ur 300ist shield literally does nothing, same its go with water main healing...it doesnt even matter.

    what if we flip the game a bit. lets say 5.1 version fm get buff and its came along these lines:

    - fire main clone get buffed: create a clone with 45% hp, and protect all team with susano'o amaterasu shield. if any of these unit/s get dmg its remove all the enemy shields and buffs, all the incoming dmg returned 2x and all debuffs to the enemy/s, and ignite and immobile them... (and since this game like to add word "furthermore" i will try to add it up also) furthermore this skill cant be break! u can only break this with kurama naruto and jinchuriki naruto.


    with that in mind will u still see it fair/balance? or dont u think right after this patch coming up not even take an hour before people raging? and how its feel if this patch still standing like 2 more years. how about ur feel as a LM user? did u see any justifed on this matter just because its follow the CN version? while u will be whimming, fm user will response like prev lm user in the past 2 years is "ez, use kurama naruto bro or jinchuriki madara"... still blurry?


    there are tons of imbalance around lm not only "calm mind","root warrior","anbu tactic" that give u 25% while other only get 10%. or the insane lm 2nd mystery.. tons of dmg while disable all team enemy, while other that on qoute are so called "casters" doesnt even burning/whatever to the rest (unselected unit).


    i dont see how this is fun in a common sense, it was never fun to me and will never fun ...whats bugging me. how is no 1 can't see this issue clearly. i guess i will end this arguement since it will not lead us to any improvement whatsoever, pointless. peace... im signin out...


wait til 5.0 we will still talk about immunity vs fire main ,

and for root and 4th mystery,you all are about res buff huh?xD

ok let me tell you.

once removed its impossible to get back root,and you die fast asf.

you need 3 sword ninjas,who are squishy as usual so that res buff just compensates that.

fire main c*e that mystery 3 times in 10 rounds,any time,give shields,do that to any friendly team,and to ANY ninjas,not like root or flower they have stric requirements.

if you dont understand how OP is that,you definetely need more game experience.

  • Registered: 2017-07-24
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On 2018-08-07 03:32:16Show this Author Only
43#
  • Luminai On 2018-08-06 20:33:04
  • Shields are good but they have their weaknesses as well. Shields can't be boosted, heals can (Hokage Tsunade, WM Healing Tips). Shields are a straight 10% resist (The standard anyways). In terms of Shield standard vs WM Heal, I feel like the WM heal is marginally better. Removing all debuffs, healing and has a chance of healing 2 people? Whereas Shield Standard is 10% with a chance of being 20%.

    While yes, shields can be stacked. Shields disappear after 3 rounds of NOT being refreshed. That alone makes them weaker. Heals do not disappear. I mean, sure, ignite prevents it, but the standard still removes the ignite status. I can still put a shield on someone ignited, but it doesn't remove the ignite so they still take the 1999 ignite damage.

    It's not so much as undervaluing a shield, it's more that comparatively, it isn't nearly as strong as WM healing.

shield1


i suppose this is enough as a reply

  • Registered: 2017-07-24
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On 2018-08-07 03:45:28Show this Author Only
44#
  • Tobei On 2018-08-06 23:28:53
  • I don't consider LA/HK as pioneers of metas and how the game "evolves"


    They're generally behind UK/NY in terms of changing what is used and frankly, the gap between the top to average players are massive to be competitive

    UK being the gold standard of metas, while NY follows.


    Of course, each have their own experiences but from actual reviewing and generally seeing the gap between each region on a daily basis. It shows how consistent PvP is between each region.



    Currently, It's Earth/Wind as the clear cut standard mains.


    Fire for first turns and mirror.

    LM for Root which at this point is extremely null

    and Water (She's just weak at our state of the game)

generally speaking yes, you are right, but there are a few exceptions for water main teams

  • Registered: 2017-07-24
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On 2018-08-07 08:18:05Show this Author Only
45#
  • Garv On 2018-08-07 03:32:16
  • shield1


    i suppose this is enough as a reply

And 3 turns of not putting a shield on Gaara and all that shield amount expires.

1k shield put on a unit. They get hit for 3k. They negate 1k and only receive 2k damage.

A unit gets hit for 3k, none is negated, water main heals it back. Receiving 0 damage.

1k shield put on a unit. They get hit for 3k, negate 1k and get ignited. They lose 2k HP as well as 1999 for a total of 3999 HP.

Unit gets hit for 3k, none is negated, they get ignited. Water main heals but ignite negates it. They still remove all debuffs, including ignite, and receive a total of 3k damage.

Mathematically, water main heal is better. I was also very generous with the shield amount given by EM standard, since it's 10% with a chance of being 20%, I just went ahead and gave it the 20% each time.




This post was last edited by Luminai on 2018-08-07 08:32:07.
  • Registered: 2017-07-24
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On 2018-08-07 08:27:07Show this Author Only
46#

I've played all 5 at some point. I started the game on wind, then I got Mei and changed to water. After a while, I changed to fire. Then I got Edo Deidara and changed to earth. And I have a second character that has been lightning the whole time. And I can tell you that which main I chose has little or no impact on how I did in spacetime/Sage/GNW. All the mains have their strengths and weaknesses. If you are thinking which main is the best and what team can I build for that main, then you have already lost. Look at your good rare ninja, and build a team of 3 for them. Then look at what you team is missing and choose your main accordingly. Don't try to shoehorn your team into a main, pick a main that compliments your rare/ultra rare ninja.

  • Registered: 2017-09-10
  • Topics: 10
  • Posts: 141
On 2018-08-07 11:28:21Show this Author Only
47#

Stopped reading after EM ranked worst out of 5.

  • Registered: 2018-07-19
  • Topics: 17
  • Posts: 108
On 2018-08-07 13:05:56Show this Author Only
48#
  • Kuro하돌 On 2018-08-06 19:34:17
  • Simple answer : BS

    It should be 12k - 6k = 6k. LM ain't that thick compared others. Once immune gone or been remove he done for good.

@kuro : what are u calculate dude? do we not calculate the dmg taken by earth?

u set the lm dmg 6k , while have em 12k shield so in order to see the number dmg being dealing on is the dmg - shield = raw dmg - (the rest of defend stats eg: dmg reduc+defend) .. either way, ur lm in example still lacking 6k (or -6k in order) more dmg just to remove the shield, as simple it that.


@sinoaburai : 5.0?but we still at 4.0. calm mind still give u heal,cakra,remove debuff and last until the round end so..... after root is done.... ur main still get this buffs.


also... i think kimimaru still the best tank pre-70 and hes not that thin...and hes sword users... so....?


also.... fire main unlock those mystery on lv 72 or we just call it "end game"? about 2 months ++ if u play steady... so.... compare to those immunity passive that unlocked early-mid on the game so...... remember we still on 4.0 now.. so fire sealing jutsu still doesnt have those break.. sooooo......


its take 2 freaking long years man, before they added other main to counter this "immunity" stuff, thats a long time my friend, and its late in my humble opinion, but i guess better being late than never...


but hey, this is a good news. none of this even matter on 5.0..cheer...XD





This post was last edited by BObox on 2018-08-07 13:08:24.
  • Registered: 2018-02-02
  • Topics: 32
  • Posts: 2137
On 2018-08-07 17:04:20Show this Author Only
49#
  • Luminai On 2018-08-07 08:18:05
  • And 3 turns of not putting a shield on Gaara and all that shield amount expires.

    1k shield put on a unit. They get hit for 3k. They negate 1k and only receive 2k damage.

    A unit gets hit for 3k, none is negated, water main heals it back. Receiving 0 damage.

    1k shield put on a unit. They get hit for 3k, negate 1k and get ignited. They lose 2k HP as well as 1999 for a total of 3999 HP.

    Unit gets hit for 3k, none is negated, they get ignited. Water main heals but ignite negates it. They still remove all debuffs, including ignite, and receive a total of 3k damage.

    Mathematically, water main heal is better. I was also very generous with the shield amount given by EM standard, since it's 10% with a chance of being 20%, I just went ahead and gave it the 20% each time.

Gara selfshields with standard attack so if your combo is not 0 what you say never happens, unless the enemy uses a full control team, but if you focus on them then that cute homage minato you avoided to control will stack so much that he nukes you directly by himself.

Jokes apart, what Garv wanted to show you is the amount of shields you can stack.

That team, for example, is able to endure and then completely nullify one of the current metas: Edo hiruzen one because hiruzen hits, the shields endure him, gaara breaks the eventual barrier and round 2 hokage minato controls hiruzen after the standard attack. Whatever team you make with azure fang have it way way harder, overall if hiruzen user is lucky and the standard attack nukes something.

Beware also that ignition is true that may be removed but may also be applied more than once per round and every time is applied denies all the healings.

So lets do a comparison with one simple edo deidara. Water main standard gets her healing denied by the standard attack ignition then the guy uses the mystery of deidara and you are ignited again, so you get denied also the healing of the mystery. Result? With water main you suffer all the damage from deidara while with earth main you do not do it because part of the mystery/standard attack damage gets endured by the shields.

Healings are better only in the case of heavy control teams, because if we talk about light control teams then the double standard mystery + giant katsuyu mystery are more than enough to take carr of them.

  • Registered: 2018-02-02
  • Topics: 32
  • Posts: 2137
On 2018-08-07 17:21:36Show this Author Only
50#
  • sinoaburai On 2018-08-07 02:25:05
  • well,azure god like?you kidding me.mains 1v1? i remember what my old senior told me when we had conversation about that,before my server got x arena they did this,challenged each other 1v1 only with mains.who you think won?scarlet they used different talents,changed ini but fire beat all mains.

    earth is crap against fire no doubt.

    water?just ignite and jobs done while using mirror.

    light?there you can get creative and use different tactics depending on opponent lms talents.

    wind?well she is hardest out of 4 but not impossible.

    and remember since 1.0 all fire got was nerfs nerfs and nerfs.he used to be even better support than he is now.

    and also,every main is unique they got their + and - ,its bad idea to compare them 1v1.but you can compare how they perform in same teams.


1vs1 azure fang wins always against fire.

Talents: 22321, summon: any highfloat, summon mystery: monkey king.

You just need for the clone to start the combo and if the clone is under sleep you just use shark bomb hoping in that 50% chance the first chaos is reflected on the clone. After you begin to have two clones on the field the victory is assured.

  • Registered: 2017-07-24
  • Topics: 163
  • Posts: 2514
On 2018-08-07 21:24:29Show this Author Only
51#
  • Luminai On 2018-08-07 08:18:05
  • And 3 turns of not putting a shield on Gaara and all that shield amount expires.

    1k shield put on a unit. They get hit for 3k. They negate 1k and only receive 2k damage.

    A unit gets hit for 3k, none is negated, water main heals it back. Receiving 0 damage.

    1k shield put on a unit. They get hit for 3k, negate 1k and get ignited. They lose 2k HP as well as 1999 for a total of 3999 HP.

    Unit gets hit for 3k, none is negated, they get ignited. Water main heals but ignite negates it. They still remove all debuffs, including ignite, and receive a total of 3k damage.

    Mathematically, water main heal is better. I was also very generous with the shield amount given by EM standard, since it's 10% with a chance of being 20%, I just went ahead and gave it the 20% each time.

considering that 3-4 rounds is the common length of a battle at comparable power that's more than enough (even if i hardly see a lineup with CF that is actually so bad made to be controlled fully for 3 rounds...)

anyways, maybe you are not considering the fact that ignition may be applied multiple times per round and that every time it fully negates the healings and is blatantly the reason why healings get boosters like healing tips (but are very rare...) while shields do not get boosters, they can only be removed.

in general the only teams with water main where you actually get fully advantage of the healings are full immune teams (and are the teams i was understating in my reply to tobei), in all the other cases healings are worse than shields (if we talk about endured damage) because ignition is simply too common while shield removers require, almost always, a direct choice from a player (except for han and edo yugito nii, but how many of them you see out there?).

that said, i don't understand why you consider those 1k shields as your touchstone. The most common situations with earth main are with boulder jutsu or with deep forest wall and you have to make the comparison with water main with regenerative healing jutsu.

If you use boulder jutsu you actually remove 1 layer of debuffs and you apply twice the shields so that 1-2k becomes 2-4k depending on your luck (but even here the luck is relative because the higher your combo is the higher the chance to get 20%, same thing with healing jutsu and the healing of two targets or with the chance that wind main summons 2 clones instead of 1, basically, at 10k combo you have almost 50% chance that that shields are 20% like you have *most 50% chance to heal two targets) and if you use deep forest wall you add another 5k shield (if you have 10k resistance) to up to 3 targets once every 3 rounds (exactly like once every 3 rounds you use regenerative healing jutsu).




This post was last edited by Garv on 2018-08-08 00:11:47.
  • Registered: 2017-07-24
  • Topics: 3
  • Posts: 121
On 2018-08-08 10:02:51Show this Author Only
52#
  • sinoaburai On 2018-08-07 02:25:05
  • well,azure god like?you kidding me.mains 1v1? i remember what my old senior told me when we had conversation about that,before my server got x arena they did this,challenged each other 1v1 only with mains.who you think won?scarlet they used different talents,changed ini but fire beat all mains.

    earth is crap against fire no doubt.

    water?just ignite and jobs done while using mirror.

    light?there you can get creative and use different tactics depending on opponent lms talents.

    wind?well she is hardest out of 4 but not impossible.

    and remember since 1.0 all fire got was nerfs nerfs and nerfs.he used to be even better support than he is now.

    and also,every main is unique they got their + and - ,its bad idea to compare them 1v1.but you can compare how they perform in same teams.


1v1 4.0 is a slightly different kettle of fish.while fire Main is strong, Wind has a turn 1 debuff, immunity + shields passive and the most outright damaging self combo (10 hit), self buffs and potentially double move and clone chaff or blind as options. While lightning Main has hitting power turn 1 and fire CC.

  • Registered: 2017-07-24
  • Topics: 20
  • Posts: 228
On 2018-08-08 11:57:32Show this Author Only
53#

Dont forget about fire main's shield and ignition.Plus,he seems to last longer compared to water and lightning.

  • Registered: 2017-07-24
  • Topics: 190
  • Posts: 3485
On 2018-08-08 12:33:24Show this Author Only
54#

Fumakato, the author of this thread seems like got overwhelmed by the impact of his very first thread made here in forums, i've been following this thread for days without getting involved to the topic since... (i love azure) but i noticed he vanished from the scenes .. well, this "best main" topic is one of the sensitive topics in-game and always expected to start an arguments and debates but at least, your thread grew trending .. congrats

  • Registered: 2018-02-02
  • Topics: 32
  • Posts: 2137
On 2018-08-08 17:56:46Show this Author Only
55#
  • Waka_Man On 2018-08-08 12:33:24
  • Fumakato, the author of this thread seems like got overwhelmed by the impact of his very first thread made here in forums, i've been following this thread for days without getting involved to the topic since... (i love azure) but i noticed he vanished from the scenes .. well, this "best main" topic is one of the sensitive topics in-game and always expected to start an arguments and debates but at least, your thread grew trending .. congrats

He just had a wrong impression that comes from early game playstyle. I fully understand his points if i look at it from the perslective of the server 800+ common player that's under 70k power.

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