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[ Azure Fang ] Water Main needs improvements

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  • Registered: 2017-07-24
  • Topics: 34
  • Posts: 41
On 2018-09-16 01:01:05Show All PostsDescending Order
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I don't know about you guys, but I think Azure Fang need some tweaks on her talents.

Here are some reasons:

1. Mystery

- Poison fog: No use at all, unlike Midnight Blade "Sealing Slash" which cause pretty high damage plus acupunture.

- Shark Bomb Jutsu: Not a bad one, but maybe the target of the attack (up to 6 perhaps?) and the critical hit rate could be increased more. Also that full chakra absorbtion is not really useful as most lineup will already cast their mystery, thus has no chakra left to absorb.

- Healing Jutsu: Perhaps the most used mystery of Azure Fang. But I want to make a comment on this one. Let's be honest, Breeze Dancer Mystery (all debuff removal + cooldown reset) and Scarlet Blaze Mystery (all debuff removal plus immunity + shield) is sometimes BETTER than Azure Fang healing. That's because Ignition is a bad enemy for her mystery (no hp recovered, just debuff removal. And you can receive a new debuff for the entire round, unlike Scarlet Blaze Mystery that will prevent additional debuff for the entire round, plus shield that acts like a hp recovery (additional hp), or Breeze Dancer mystery that will reset cooldown).

- The last technique that almost no one using (the one that punch 1 target)


2. Standard

- Knife attack? Almost useless (the critical hit rate of this attack is low)

- Healing? Not bad, but not good either (it's only one mate, "ONE", with small chance of two)

- Water Whip? Acupunture needs combo, and rarely happens.

- Sakura punch? Well, it's Sakura Punch


3. Chase (this where my protest is):

The entire chase of Azure Fang has no effect like Fire Main or Wind Main, nor it has Nin+Tai attribute like Lightning Main or Earth Main (that even has double nature attribute).


4. Passive 1:

Water Main passive is nearly unrelatable to make a versatile lineup. It's water oriented or healer oriented, unlike another Main which can support almost any lineup.


5. Passive 2

The best passive over all other Main. Love it!


So, my conclusion is that Water Main (Azure Fang) needs more tweaks. Here's my suggestion:


Mystery:

1. Poison Fog (little improvements)

Water - Ninjutsu

0 CP

B. Cooldown: -

Cooldown: 2 rounds

Cause water attribute damage to opponent's entire lineup and poison for 5 rounds (stackable up to 5 stacks).

2. Water Bomb Jutsu (medium improvements)

Water - Ninjutsu

20 CP

B. Cooldown: 1 round

Cooldown: 2 rounds

Cause water attribute damage to up to 6 units of your opponent's lineup with a high chance (70%) of causing critical. This attack will absorb all chakras from your opponents.

3. Healing Jutsu (medium improvements)

Ninjutsu

0 CP

B. Cooldown: 0 Rounds

Cooldown: 3 Rounds

Remove all debuff from all units in the selected lineup (it means you can choose lineup, like in Ranked Battle, to heal) and recover 40% of lifepoints.

4. That watery punch (big improvements) (remember, this is the highest mystery skills)

Water - Ninjutsu-Taijutsu

20 CP

B. Cooldown: -

Cooldown: 2 Rounds

Cause damage to a selected enemy unit and high float, will also cancel all its shield and buff. This skill is always critical hit.


Standard:

1. Knife attack (little improvements)

Tai

Attack a unit in front of the row. This skill is always a critical hit.

2. Healing jutsu (little improvements)

Nin

Heals 2 units (10% of lifepoints of the healed unit) with the lowest health from your lineup and remove all debuff.

3. Water Whip (little improvements)

Water - Nin-Tai

Attack a unit in front of the row with a high chance (70%) of causing 3 combos, acupunture (3 rounds), and knockdown.

4. Monster Strength (medium improvements)

Tai

Attack a unit in the front row with a very high chance (90%) of causing high float. This skill will cause double damage to clones and will never misses.


Chase:

1. Water Dragon (little improvements)

Water - Nin

Chase and attack low float unit and cause repulse. Repulsed unit will cause damage to unit in the back (heavy repulse damage just like Naruto Rasengan repulse damage and Third Raikage One Finger Assault repulse damage).

2. Shark bomb (little improvements)

Water - Nin

Chase and attack repulsed unit and cause low float. Will absorb 40 chakra points.

3. Chakra dissection blade (no changes)

4. Water blast (little improvements)

Nin - Water

Triggered with 10 combos or higher, cause water attribute damage to up to 4 units of your opponents lineup and 4 combos.


Passive 1

1. Water Style Enhancement (no changes)

2. Neurotoxin (little improvements)

All units in your field that cause critical will also cause chaos (for 1 turn)

3. Healing tips (medium improvements)

Increase the healing effect of all unit in your field by 40% (can be overlapped). Also, all healing effects in your field will *e ignition (it means you can treat ignition just like poision, lifepoints will be recovered although under ignition status)

4. Senjutsu Mode (NEW)

Before the first action of each round, recover 40 chakra points for your team, and Azure Fang will recieve Senjutsu status. Becomes immune to all debuff.


Passive 2

1. Water Clone Jutsu (medium improvements)

At the beginning of battle, summons a fire resistant clone based on 100% of Azure Fang lifepoints. This unit is capable of healing jutsu (capable of healing 2 units at a time). If this clones disappear, recover 60 chakra points for your lineup.

2. Poison Tai (no changes)

3. Experimental Jutsu(medium improvements)

Everytime this unit cause critical damage, this unit mystery skill will be reduced by 1 round. For every chakra points you have, this unit will have its critical hit rate and ciritical hit damage increases by 1%

4. 1000 Healing Mark (NEW)

Recover 5% of lifepoints everytime this unit receive a damage. Before the first action of each round, generate a sheild based on 20% of this unit Ninjutsu base attribute.


FEEL FREE to give and advice.




This post was last edited by King engine on 2018-09-16 01:01:05.
  • Registered: 2017-07-24
  • Topics: 34
  • Posts: 41
On 2018-09-16 10:31:43Show All Posts
4#
  • RenjiAsuka On 2018-09-16 01:34:28
  • Wow...the incorrect stuff in the OP is astounding.

    Well here I go...

    "Poison fog: No use at all, unlike Midnight Blade "Sealing Slash" which cause pretty high damage plus acupunture."

    Considering this is an AoE that can crit multiple enemies combined with Neurotoxin and poison them? No thanks (Yes I know Shark Bomb does a lot better job so don't even start)

    "- Healing Jutsu: Perhaps the most used mystery of Azure Fang. But I want to make a comment on this one. Let's be honest, Breeze Dancer Mystery (all debuff removal + cooldown reset) and Scarlet Blaze Mystery (all debuff removal plus immunity + shield) is sometimes BETTER than Azure Fang healing. That's because Ignition is a bad enemy for her mystery (no hp recovered, just debuff removal. And you can receive a new debuff for the entire round, unlike Scarlet Blaze Mystery that will prevent additional debuff for the entire round, plus shield that acts like a hp recovery (additional hp), or Breeze Dancer mystery that will reset cooldown)."

    And this is why most serious water mains run multiple healers. Or just go P1 Shark. Ignition is everywhere, but it is also a mass cleanse, on top of that, combine with Experimental Ninjutsu or even Substitution and she'll be harder to take down and can heal nearly every turn.

    "The last technique that almost no one using (the one that punch 1 target)"

    Incorrect, it is used in 9tails. Not every mystery is meant to be for PvP...

    "- Knife attack? Almost useless (the critical hit rate of this attack is low)"

    You mean just like how most of the 1st standard attacks are generally terrible...especially since you don't need to level to have them? Why would they buff the basic standard attacks? They won't.

    "Healing? Not bad, but not good either (it's only one mate, "ONE", with small chance of two)"

    Used more to disperse a debuff for a real healer to start healing. Or to recover from the Life Lost from Experimental Ninjutsu.

    "- Water Whip? Acupunture needs combo, and rarely happens."

    100% incorrect....it has a HIGH CHANCE to combo...it doesn't "rarely" happen. This is just you having bad RNG.

    "Sakura punch? Well, it's Sakura Punch"

    This was "Decent" when reserve seal was a thing without its buff/nerf thing it recieved. But water main isn't meant for damage (slightly debatable but I'll go into detail later). So why would you run this standard?

    "3. Chase (this where my protest is):

    The entire chase of Azure Fang has no effect like Fire Main or Wind Main, nor it has Nin+Tai attribute like Lightning Main or Earth Main (that even has double nature attribute)."

    Doesn't even matter, Water Main is generally used as a main interrupt CC through Chase. Very rarely will she use the other chases that isn't Dissection Blade or Trumpet.

    "4. Passive 1:

    Water Main passive is nearly unrelatable to make a versatile lineup. It's water oriented or healer oriented, unlike another Main which can support almost any lineup."

    So wrong...each main supports teams in a different way. First, they all have an elemental enhancement, so we won't talk about Water Enhancement. You have Neurotoxin which offers a lot of versatility for your team for a guaranteed CC. Or be able to chaos multiple enemies. You have Healing Tips to support water main as a healer and other healers. Gathering Energy is used in specific line ups and isn't really needed outside of that niche few. Also you should be more specific about this.

    "5. Passive 2

    The best passive over all other Main. Love it!"

    Be more specific. the 4th row talents overall are really good and depends on line up depends what you need. A lot better than Fire Main on last bit of talents for example. (Sorry Fire Mains)

    " Water Bomb Jutsu (medium improvements)

    Water - Ninjutsu

    20 CP

    B. Cooldown: 1 round

    Cooldown: 2 rounds

    Cause water attribute damage to up to 6 units of your opponent's lineup with a high chance (70%) of causing critical. This attack will absorb all chakras from your opponents."

    Man...I feel sorry for wind mains, be able to have a higher chance to hit their team while they generate clones....totally not balanced.

    "3. Healing Jutsu (medium improvements)

    Ninjutsu

    0 CP

    B. Cooldown: 0 Rounds

    Cooldown: 3 Rounds

    Remove all debuff from all units in the selected lineup (it means you can choose lineup, like in Ranked Battle, to heal) and recover 40% of lifepoints."

    No, god no...that isn't a medium improvement. WIth Experimental Ninjutsu, it has a 2 round CD and I can just keep my teammates alive....no....god no....Especially in Bonds/GNW (for example) they'll be targeting the Water Main immediately. Rather not be an immediate target.

    I can't even get throught he rest of the post for how bad they are...

    Water Main is fine where it is at. You have P1 Water Main that runs Han/Kage Madara, you have Water Main in Immortals (Which sadly doesn't work as well as other teams.) You just single handedly break water main....

Well, thank you for your feedback.


Here's my response:

I like the way you explain the details of my advice on Water Skills, but seriously my only comment is actually the orientation of the water and healing lineup (Passive 1). Azure Fang could not stand alone as a support, she is very vulnerable, especially ignition. My advice to tweak her so she could standalone. Let's see another Main


Wind, could support almost any lineup:

- Clones swarming

- Mystery reset

- Chakra battery (every chase)


Lightning:

- Attack increase by 25% too all units in the FIELD with additional leech (life recovery), without turn limitation (it means it is non-removable, cause it is not countes as a buff)

- Single unit killer (That 3 simultaneous attack, add it with Bloodthirsty demon, you could easily clear out clones or low level enemy in one turn)

- Massive slash damage (oh, and plus acupunture)


Earth:

- Shield? Yes!

- Buff removal plus debuff clearing? Yez! Oh, in you can do it in Round 1 also!

- Defense & Resistance increase that could not be cleared by Han or another buff removal? Aw Yeah!

- Combo immunity and defense stacking! That's too!


Fire:

- Debuff CLEARING & PREVENTION plus additional shield that acts like a life point (that has nothing to do with ignition)? Yes!

- 10 combos trigger in one attack? Yes

- Lovely mirror? Yes!


The problem with Water Main is that she is limited to Water or Healer lineup only. And most of the time could not stand alone as a support, unlike another Main.

I love that Poison Tai, the only universally capable for every lineup.

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