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 ba
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 ba
FEEL FREE to give and advice.
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....
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.
water main isnt necessarily limited to healer lineups when a whole shark bomb cancer exists.
you mentioned that chakra absorbtion is a useless side effect of the skill, but player dont use that skill for the chakra absorbtion. it's really just an added bonus to suppress further mystery casting the same way kisame and madara 5kage's chakra absorptions are bonuses. when you have units like kurenai or madara, you'd appreciate that bonus.
not sure what u mean here by standalone support. light main could easily be taken out with masked man, clone deaths buff edo dei amd kisame and sword-user mysteries. some of the talents you listed for earth main and fire main (steel body, blue fire) those aren't commonly used talents and i think you might have a bit of a mis perception there
i don't have the means to discuss your argumemt in full right now, but i don't think you're coming at this in the correct direction.
anyway, most teams use 2 supports, regardless of how good the main is
They all have strengths and weaknesses & they all benefit certain line ups separately.
Water Main is the only main that can reliably sustain over a large portion of rounds- no other main can do this, how do you balance that advantage? Should we allow all the other mains to heal, so we have a balance there? No because that's what creates the individuality between the classes.
THERE ISN'T SUPPOSE TO BE A BALANCE BETWEEN THEM.
Azure Fang is the only class that has the potential to crowd control an entire line up, how do you balance that? Should every class have the potential to crowd control an entire line up somehow? Do you see the pattern here? They're not suppose to be replicas of each other, that would be pointless of 4 DIFFERENT classes.
She has her glaring strengths and she has glaring weaknesses, like any other class does- the only argument I'd place in favour of water mine is that she has a very small pool of line ups that she can really shine in, but those line ups are incredibly strong line ups but that's what also makes each main strong & weak, it's not the talents they hold but the line ups you create around them, if you don't have anything that your Main c*e very effectively then, yes, that main can look incredibly weaker than other mains you fight because you can't utilize that mains strengths, that's the reason we're able to switch between mains and are not locked to a specific one.
Out of every class, I'd pick Earth Main as being the weakest he has straight up insane ability to buff, generate chakra & shield the crap out of his team- but he is incapable of utilizing any ninja that clears buffs- 5 Kage Madara/Han will never be used by him & is a ninja that completely negates everything an Earth Main can do in just one Ninja, think about that.
Although he is used heavily in CN & at later powers, because people have noticed that his shields scale so hard that they basically become 2nd life pools- but he still has a such a harsh counter- just like any of the other 4 classes, this fixation on you wanting to play Azure Fang & that you need it to do everything is counter productive & wont get you anywhere.
Pick something you can utilize, enjoy & play it, don't fixate on what something else can do & why your main should do it because that's what you want to play, if you think Mirror Vision is better, use it, if you think shields are better, then Earth Main it but don't come into the forums like you have the solution to the balance & buffing Azure Fang is the core solution when things don't work out for you.
Play longer, learn more about the game- It's a rock, paper, scissor experience & that's the way the balance should remain, this isn't world of warcraft where everything should do everything..
Also I glimpsed through your "desired buffs" & your neurotoxin improvements clearly confirm to me that you have very limited knowledge about how to play the game & most likely haven't even played for very long, I'd recommend you play through it for a few more months & work on some Ninja like 5 Kage Madara that go very well with Azure Fang just to see how *ly broken Azure fang can actually be.
A lot of what you suggest would put Azure Fang miles a head of every other class, it actually made me chuckle at some of the things you came up with- you literally want to rain dominant on Azure Fang, bro, branch out a little.
i took a look at your arguments again, OP, and i honestly am not going to bother dismantling them one by one because there's a very common trend in all of them.
you're overly dismissive of literally everything. you downplay and sometimes completely ignore the benefits to these talents, while speaking only well of the other mains' talents. on occasion, you don't even bother to elaborate on why you feel that the talent is underpowered or imbalanced
"Sakura punch? Well, it's Sakura Punch"
this isnt even a valid argument at all. it explains nothing, suggests nothing for improvement, contributes nothing to your position.
while discussing passives, you just completely left out any coherent argument. regarding passive 1, you conveniently decided not to talk about chaos and sage chakra gain while insisting that water lineups are only of the water/healer nature. in passive 2, you just. didn't. do anything.
i see the improvements you suggested. i don't think you understand what you're trying to suggest. no other main has similar high chances of landing crits, heavy damage or widespread control. it honestly, genuinely sounds like you've only played water main, gotten frustated at the lack of success you were promised with a cancer main, and proceeded to suggest "improvements" just so you can succeed with this new main. i'm not even sure if you've played the other mains. I'm really thinking you just looked at their skillsets and thought they sounded better than what you currently have.
you're giving all these unnescessary buffs to water main for why? always critical hit on a standard? no other ninja in the game has a 100% chance to land a control/crit stat on a standard. all these increases in chances? you don't need them. as a late game player, you'll probably get all this high rates regardless because you've stacked your secondary stats.
in conclusion, your suggested improvements are very very much unnescessary. what you just need is some good carry ninjas and a proper pos1 stack.
"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."
She is only vulnerable if you allow her to be. You have 3 other ninjas to take care of that. This isn't a 1v1 game, its a 4v4 (Or in the case of bonds 8v8 or GNW 12v12).
I love how then you start comparing her with other passives, implying that those are fine yet Water Main isn't? Most of the Mains only run like 1 of 2 possible talents (sometimes 3) of the talents depending on the team. Just like *Gasp* Water main. Same with 2nd row talents. Meanwhile you ignore the fact she has a really tanky clone talent. Which you can summon more through summon mystery.
Then you start saying she only works with water teams or as a healer....
She can be a P1 Shark, P4 Shark (Just a troll idea don't take this one seriously as it involves Madara Konoha Founder + Iruka and Itachi Anbu), Healer, Combat healer.
While not as versatile as Fire Main, but she has a lot better of the talents compared to other mains. A 40% Dodge to dodge 2 attacks, Extra Healing, Reducing CD of Mystery while increasing Crit, Chakra Battery, Tanky Clone, Poison.
Right now, OP, you're really showing that you have no idea what you're talking about. I main Water Main and do just fine but I run 1 of 3 immortal set ups. 1st Immortal Kushina, 2nd Immortal 4th Hokage using Pakura and Jigokudo (FYI this line up takes care of ignition no problem) and Han/Roshi/Sailor Sakura. I can run P1 Water Main, but I don't like it cause it is *my imo.
"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."
First of all, mains are mostly used as supports. At high power battles, mains almost all used as support except.... WATER main. She's the only viable pos 1 main in late game and she has a consistent win record in space time as a pos 1 carry with higher init, not even including her when she is used as a healer. No other main can do this except water, and when she's already so strong, make her even stronger, seems legit. She is the only main able to consistently remove debuffs each round with the standard, no other main is capable of doing that. She is the only main that can heal large amounts and increase the whole team's heal, no main can even compete in survivability, except earth main, but guess what, there is something called poison tai that water main has that goes through shields and can stack 4 times to a grand total of 7996 dmg. She is the only main that can chase with chaos with the addition of neurotoxin, and no other main even comes close. Fire main chase CC is imprison/blind/ignition, earth is ignite, wind is blind, lightning is paralyze; chaos is commonly known as the best cc in the game next to immobilization. But additionally, she can CC MULTIPLE targets with chaos. Her trumpet chase already can hit 2, and with a summon, she can hit 6 units. Is hitting 6+ units with chaos just with the chase not insanely strong already?
But furthermore, like RenjiAsuka said, this is a 4v4 game, not a 1v1. Very few people run any main by him/herself as support. Most top teams usually are 1-2 carries and 2-3 supports.
Some example teams (definitely not limited to):
Water Main (Since this topic is about water main, I'll list most teams for water):
Carry: Water Main; Supports:5k Madara, Guren, Kurenai
Carry: Edo Deidara; Supports: Water Main, Jinpachi, 5k Madara
Carry: Minato [Jonin]; Supports: Water Main, Edo Hashi, 5k Madara
Carry: Angry Kushina; Supports: Water Main, Bee, Sailor
Carry: Roshi; Supports: Han, Water Main, Sailor
Earth:
Carry: KCM, Roshi; Supports:Earth Main, Bee
Fire Main:
Carry: Shisui; Supports:Itachi [Anbu], Fire Main, MM
Lightning Main:
Carry: Shisui; Support:Lightning Main, Madara, Itachi [Anbu]
Wind Main:
Carry: Angel Konan; Supports: Wind Main, Shark Kisame, Sasuke [Suit]
Water main may not be the best main, or she might be (all mains have their strengths), but she is definitely not the worst. Your buffs would make water main the only main being played competitively, with no other main even coming close.
I wanna read this because it's about Azure Fang, but then i saw this line
--- " 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" ..
Instantly comes to my mind to nevermind .. Just saying ..
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