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The Good, The Bad, and The Hopeful? (an attempt at a balanced initial review of Beyond Light)

Fore word:
I originally started this as a response to recent video review, but once I got rolling decided the more verbose thoughts should probably go here, and eventually I'll be posting something similar on Steam. I've seen a lot of cheerleading, and badgering of the new expansion, and while both sides make points I think they skew heavily one way or the other and do not provide a new or returning player a good perspective to judge Beyond Light on so far. So here we go:
The Good, The Bad, and The Hopeful
TLDSummary: I think this expansion has to be viewed in 3 ways. The Good(new subclass, interesting story, Europa, condensing of activities, new meaningful solo content, new equipment perks/mods), The Bad (lost content, initial implementation of sunsetting) , The Hopeful (under the hood engine changes, establishment of a recurring gameplay loops, more content please* [opinion pending new content drops each season]) and finally parting thoughts(tidying up Armor 2.0, episodic PvE content done right)
The Good: The new subclass, the storyline, Europa, the solo "Nightfall" Lost Sectors with Exotic rewards, condensing of activities and the new equipment perks/mods.
New Subclass: So far I've tried the Titan and the Warlock darkness subclasses, and I am enjoying the changes to the way we customize the class, and the Icy darkness powers themselves. The various grenades introduce all sorts of new tactics in PvE and PvP that have you thinking about possible options and responses to all sort of situations. The melee attacks are visceral and feel powerful, and as more fragments unlock I suspect they will be even more fun to play with going forward. I know a lot of people are complaining in PvP and while I think some balancing is required, I've quickly come to learn how to handle and deal with all 3 of the new subclass types and none of them are close to being insurmountable, even if playing one of the older light classes. Personally if anything I'd rather see the new Stasis darkness class kept largely intact, and the Light classes maybe reworked to take advantage of the new subclass Aspect/Fragment system for customization, and brought up to Stasis' power level.
Storyline: Without getting into too many spoilers, I love the lore being revealed in this installation of the story. How Darkness was discovered by Golden Age Tech barons, tie backs to the collapse, altered timelines... stuff that's been hinted at in various portions of the lore from D1 are all making a comeback here. Good stuff and I want more of it dammit.
Europa: The new engine really shines here. An Icy snowball of a planet, this place just feels cold. The Bray installations feel creepy, and I very much get vibes from John Carpenter's "The Thing" when I visit many of these places. The Blizzards and even lighter snowfalls are gorgeous and provide a bit of dynamism to the field of battle. You think cloaked Fallen were a joke before... try finding them when you can't see 10 yards in front of yourself.
Condensing the Playlist activities: This may seem like a minor thing, but I will say that since this change I have seen a much higher quality of match making than previously. Gambit and strikes especially has felt very crisp, and far more rarely do I lose teammates to disconnects. Even Crucible which still has a variety of play modes seems to be benefitting from this as well. Granted this may also be due to a surge in the player base, and only time will tell, but I do think channeling players into fewer activities is having a net positive effect on lag and match making.
Solo Content: The new solo Lost Sector content that can reward exotics is a wonderful change. With stats on armor being a bigger deal in Armor 2.0, being able to target a specific exotic so you can try to get a better role provides a nice goal to chase for players and makes it something that can give you that feeling of achievement in an evening spent playing alone. Great step in a new direction, and personally I would love to see this for more world dropped armor. Couple this with the group Exotic quest "strikes" like what used to be for Whisper of the Worm, Outbreak Perfected and Bad Juju and I think they have a great recipe for chasing exotics/catalysts and a vehicle for storytelling all in one.
New Equipment perks/mods: The new equipment perks/mods system is another understated pro for this expansion as well. I like that several of the new weapon perks are steering away from trying to come up with gimmicky ways to increase weapon damage, and instead seem to be focused on helping you get your powers back more quickly or convey some other benefit, like getting healed on kills. There are a lot of sandbox tuning knobs that the D2 team have yet to use well, and they really need to branch out more with ideas beyond faster reloads, temporary weapon damage buffs, or better stability/handling. The new wellspring perk especially has my interest piqued and I can't wait to get my hands on a weapon with that perk.
The addition of a "seasonal" slot in which all season mods are usable within really helped to streamline the number of armor pieces one has to keep track of. This was a fantastic change. Furthermore removing the element requirement from the weapon perks really broadened out the build potential for a lot of guardians so again, good move. Finally having 2 tiers of stat mod, one that provide a +5 and the other +10 is a great move that allows players to really maximize their modding allocation. Jury is still out on the new Raid armors with Raid mods, but I'm cautiously optimistic about the system as it will provide a bit of a loot hunt for re-running raids, but hopefully won't bog down players by forcing them to get a full set of optimized raid armor.
The Bad: Losing content, both in terms planets, and weapons is a little on the painful side. However given that we are getting this instead of a Destiny 3 in which we would've started from square 1, it's not as bad as a whole fresh start.
Destinations: Losing so many of the planets was definitely a blow to the overall content availability in PvE Destiny. But I understand why they needed to pull them given the new engine updates (which I talk more about below). What compounded this issue in my opinion was the the lackluster return of the Cosmodrome. The Cosmodrome is neat and nostalgic, but it could've been done WAY better. I would've really loved for them to have improved the Cosmodrome with similar types of weather effects that they can produce on Europa... perhaps sandstorms, or wicked lightning storms (perhaps a side effect of the encroaching darkness?). Along with perhaps a new side story that really brings the Cosmodrome back into it's own, this destination could've gone a long ways to fill the gap from the destinations we lost. For now it just feels like an empty rehash of the old D1 destination. A missed opportunity for Bungie, and one that could've really taken some of the sting out of losing Mercury, Mars, Titan, and Io.
The Implementation of Sunsetting: I want to make this point very specific because I think long term sunsetting is a healthy thing for the game, but the manner in which they introduced it is where I think Bungie bought a lot of unrequired pain. Instead of having so many of our weapons and armor become immediately useless, they should've allowed all old equipment to attain power level 1260 (this season's cap). This would've allowed a more generous grace period for players to begin acquiring new armor and weapons to replace the outgoing stuff. I think a great UI element that could've been further enhanced is have equipment that is incapable of reaching the new power cap have the upper left corner of the icon turn Red, equipment that is only capable of reaching the current season's power cap turn grey, and equipment that is able to exceed the current season's cap to be left transparent. They already have the transparent and grey change as an indicator, but having that third classification would really help in maintain a clean and relevant armory as sunsetting rolls on going forward.
The Hopeful:
Engine Changes: I really do hope that the changes under the hood allow them to produce higher quality content with fewer bugs/exploits, and hopefully at a faster pace than prior years. For a long time now, I've said Destiny's worst enemy is the engine they've built this whole thing on. Other games have far more complex mechanics, way bigger maps, and a much more rapid pace of story telling because their engines can handle it. Here's to hoping these under the hood changes give Bungie the tool box to iterate more quickly, and with fewer bugs.
Sunsetting, or Establishment of recurring gameplay loops: As I mentioned earlier, sunsetting was implemented poorly, and too quickly, which I think accounts for a fair share of the negativity it is receiving. However long term I think this is a good change, and if Bungie manages things well, will lead to a new recurring game play loop centered on acquiring an ever relevant cycle of loot as new episodic content rolls in. I happen to also be a long time player of ARPGs, specifically the Diablo series and Path of Exile. Both of those games eventually developed systems where on a regular basis (quarterly usually) they would have seasonal resets in which you would roll up new characters and race them to highest tiers of power you could attain in three months. This would allow them to regularly update the game with new loot, powers, and mechanics that never had to be fretted over too much because the content was temporary, and if mistakes were made they could quickly be fixed or never visited again in the following seasonal reset. While a full reset would probably not be the way to go for Destiny, I do think having a regularly rotating set of gear (and now abilities given the new subclass fragment/aspect system) really opens up the door for Destiny to keep it's combat mechanics evergreen with new metas and strategies arising and falling over the years. Long term I think this will be good for the game so long as they introduce a steadily rotating list of weapons that can replace outgoing weapons. I don't want to always have to learn a new weapon style because my favorite weapon of choice is on the way out. But if I can acquire a new replacement perhaps with a few minor tweaks in the form of new perks then I'm ok with it. It gives me something to chase and keeps me on my toes when sorting through new gear. All and all I am very excited by the ARPG aspect that sunsetting both in terms of equipment and potentially powers opens up for the future of Destiny2. I think this was a key change to help keep the game from going stale over the long haul.
More Content Please\*: I say the following with a BIG asterisk that is dependent on what the new season is about to bring us and future seasons will bring over the year. However, while the new content that was introduced has been FANTASTIC so far, I was able to run it all twice in 1 week with a pretty relaxed amount of play time, and many players were able to run it three times (once for each class) in one week. I know the pace of player consumption will always outpace what developers can produce, but again, there was a golden opportunity missed with the Cosmodrome and the new guardian vendor present there. I know there is a new player experience that I have yet to check out , but even with that I think they could've done more for the existing player with that location and a storyline running in tandem with the Darkness storyline on Europa. Hopefully Bungie has learned a thing or two from last year's seasonal release of content, but they need to do more than just providing a loot hub each season with flavored gear (although the loot hubs are nice). There is SO much rich lore and story in this universe, and Destiny has always had a problem engaging the player with that lore.
Final Thoughts:
Tidying up Armor 2.0: I do think they need to tweak armor just a bit. I fall into the class of player who is above casual, but not full on hardcore and even with a solid 20+ hours a week of play time my current armor sets range from stuff I picked up in Season of the Undying (a year ago) to the current season. It shouldn't take a year to build an optimized set of armor, especially if it's going to be sunsetting at around that rate. I think a big step towards fixing that is getting rid of the "wasted" stat points on armor. There are three potential ways I see to handle this. The first way and perhaps easiest, is instead of 11 Recovery or 13 Strength, they need to round those stats out to the nearest 5 or 0 so it is easier to mix and match armor to gain whole stat levels when you swap armor around. The new mods in BL which support 5 and 10 point stat boosts fit very nicely with this concept as well and would allow players to pull up a "half level" of increase with a cheap 1 or 2 point stat mod. The second way to fix this is to keep the current stat distribution, but provide value for those currently "wasted" stats by giving some sort of increase for every point in a given stat. I think the second method would be more difficult to implement as it would require major changes to the sandbox and providing 100 points of granular gain for each stat point but it would truly make every stat point have value and there would never be a truly "wasted" stat point ever again. The third method would be a sort of hybrid system where you you provide meaningful gain at every 5 points instead of 10, and you would have armor drop with stats rounded to the nearest 5 or 0. This again would mean every stat point has value and it would only require 20 levels of granular increase instead of 100 as suggested in my second solution. I'm sure people have other ideas, but those were the three that came to mind that kept the system as close to Armor 2.0 as possible.
Episodic PvE Content Done Right: Destiny really needs to look at episodic PvE content releases that have MEANINGFUL and long standing staying power if they really want to compete in the RPG-lite market. Anthem for all it's faults showed it did have the capability to dramatically introduce major content in relatively short order (compared to Destiny), and games like Outriders, and Anthem 2.0 and I'm sure a number of others who want to take a slice of this market will learn and improve and eventually come for Destiny's crown. Bungie has been resting on their laurels for too long, and they better innovate if they want to remain competitive. To that end I think they need to look at seasonal content in a little different light. Last year, each season introduced one thing for a three month span that has very little appeal on the week to week, or even month to month appeal to the player. Introducing new activities is great, but again, I think they are really missing out on a core attribute they could be harnessing so much more fully.
Their lore! Instead of(or more so in conjunction with) quarterly updates, I think they should really introduce monthly miniature stories, perhaps as a replacement for the old "adventures" and "dungeons" content they had, that has your guardian going on various missions for various characters in the universe, pushing the proverbial ball down the field for each thread in this story. Destiny has a large cast and complex narrative that could easily support a lighter level of Firefly or Mandolorian style story telling. They wouldn't even need to produce new assets to do this either. The dungeons that were introduced make great stages for the actors that could be reused for each characters arc over time. Perhaps Mara Sov wants you to go into the Shattered Throne to depose Taken agents working within. But next month a new version of the dungeon becomes playable in which, Zavala hears of a new Cabal effort to wrestle some weapon from the Taken within the Shattered Throne, and so if you run that version you get a different combination of enemies to fight and narrative to enjoy. This could be done over and over, each telling a different part of the story, but not bloating out the world with new maps (even sections of the existing world maps could be instanced off for a given narrative) that the Destiny engine does not seem to compress well. It would also produce that need to "tune in" each month to see what the next chapter holds for intrepid heroes and villains, producing that talk at the water cooler effect as new plots and turns come forward on a regular monthly basis. And these adventures should ideally stay within the game as permanent features so that all players, whether old veterans or newbies alike could go back and experience the story over and over.
There was a lot of grumbling on the Feeling of Missing Out (FOMO) aspect of last year's seasonal content drops, and I think a lot of that had to do with missing out on potential gear that could impact a player negatively in future seasons, rather than missing out on a "cool moment". When you have a fanbase like Firefly, Mandolorian, Game of Thrones, or Marvel Universe fanbases, the FOMO feeling is more about not sharing in the joy of seeing the story unfold with friends and then talking excitedly about the plot twists and turns, and Destiny can produce THAT kind of FOMO, while avoiding that negative type of FOMO that comes from missing a piece of gear that is now part of the new Meta, or nearly required for certain raid encounters. And Destiny would be wise to put equipment related FOMO behind so that all players new/old, casual/hardcore could always have the chance to catch up in mechanics, even if they miss out on that cool surprise story twist.
Anyhow, if you made it this far, thanks for sticking it out through my thoughts on this very beloved game. Hopefully if you are a new or returning player this gives you a balanced perspective on what Destiny is doing right, wrong and in between, and what I hope for in the future of this wonderful franchise.
Edited to fix grammar, spelling, and left over draft segment.
submitted by Karghen to DestinyTheGame

Future Watch: DPS - What's with this handbasket and where are we going?

Future Watch: DPS - What's with this handbasket and where are we going?

So several months ago I posted a series of Mini-Reviews of Future Units to assist people in planning. My first focused on the Big Three of Akstar, Lighting and Bartz. Since then Gumi obviously decided to blow any plans we all made clear to hell via the GLEX Big 3 Elena, Esther and Zeno. They’ve shown a tendency to dramatically alter the landscape not just via GLEX units but via GLEX enhancements/latent abilities. However on the “release” side of things we’ve seen relatively little change. Akstar was NOT changed massively as some people expected, and recent dps units like Red XIII and Sabin saw only minor adjustments or none at all. I personally expect this to be the norm. Gumi knows that extremely powerful units sell, and so do fan favorites. As such their best path to Selling seems to be through keeping “fan favorites” relevant while making “surprise” units powerful. As such I feel like we can expect most of the units discussed here to remain relatively unchanged. If any of these units were to be changed I would expect it to be CG Lightning as she’s a tad “behind the curve” and requires only a modest bump to her modifiers to be “on top” when she’s released. I think that tends to be the secret recipe for a tweak or two.
 

A few notes before we begin.

 
-I love numbers and I think when used correctly they can help flesh out an understanding of a unit. However I also realize that there are a lot more to units then simply numbers. As such I will be using numbers (generally my Own found here https://docs.google.com/spreadsheets/d/1wKy4eGnbfsmMaG0jz9Q4i0U1XC71cs3zeO-fmbug9kA/edit?usp=sharing ) but please don’t get too caught up on them. I will mostly be rounding (heavily) using B for Billion to provide a somewhat clean reference point. If you see a mistake with my numbers please let me know, but understand that my calculations will NOT be the same as anyone else’s. All the spreadsheets maintained have different assumptions/parameters and as such numbers will vary. Generally what’s far more important then the number itself is it’s comparison to other units. Let’s be honest, 12B average DPT doesn’t really tell you whether the unit will make Gilgamesh easier for you. However knowing that the unit does 15% more damage then Zeno, or 30% more then Esther does probably tell you that with them you'd be able to finish him off instead of getting stuck at 7%. I generally run my calculations based on an STMR-Free BIS build from ffbeequip.com (Lyrgard is the man!). STMR’s can change things quite dramatically and we’re getting to the point in the game where most Vets are going to have at least a few. As such it’s important to know that My numbers might not be YOUR numbers and Your numbers could be quite different. After all if your Elena has her STMR and Florid Hairpin + Ravenheart then she’s going to have very different numbers , probably 25-30% higher. As such I encourage people who are industrious or curious to make their Own copy of my spreadsheet and change the numbers to accommodate their own ffbeequip.com build.
 
-We all get enjoyment in different ways, especially in a game like this. At the end of the day FFBE is a game that is meant to be fun. (I assume it’s also a game at the beginning of the day too but I sleep in a lot so I can’t confirm) The BEST reason to pull for ANY unit is because it’ll increase your enjoyment of the game. If CG Cloud is an awful piece of crap of a unit with only a single move that does slightly less damage then Ashe I’m still going to pull for him. And you should too if doing so will increase your enjoyment.
 
-These reviews are brief. Where possible I’ll include links to more thorough reviews.
 
-For overviews I’m quoting (From my original article) I’ll be Italicizing NEW comments.
 
 

CG Lightning

Expected around August /Has DR, AT and AR chaining moves
 
Why Should we care?
I mean just the fact that pulling a Lightning out of a Rainbow Crystal won’t necessarily ruin your day should count for something. Plus Lohruk told me she’s one of FF’s best protagonists ever and I believe him. Other than that there’s the Damage thing again. Tends to be a recurring theme with these Damage Dealer types. I apologize. Also she brings with her the real start of the TDW Meta. Alim got a little creative in attempting to balance TDW and TDH. They raised the cap to 200% for these TDW units (sorry older units not named Reagan). On top of that they raised the chain multiplier cap to 6x. This is meant to allow TDW units to compete with TDH and it did a good job of doing so. Maybe too good a job. Gumi decided to bring the TDW meta to GL quite a bit earlier then they did to JP, as a result it’s not exactly new to us anymore. In terms of damage I’m calling CG Lighting’s output about 10.5B, which puts her a tad behind Zeno and similar to Elena. So without any improvements she’ll still be a top 3 DD right out of the gate. Her TMR is basically Buster Style for TDW and may (but probably will NOT) become just as important.
 
What makes her different?
A lot of the strengths of TDW are very apparent with her including the fact that TDW basically nixes the W T and Q casts which can make chaining with a non dupe a lot easier. I wouldn’t actually say you should use her as a breaker but she can actually do the job pretty well. She can imbue and imperil herself like Akstar but also brings some Curaga and Full Life to the party. You'll probably get unfriended if you share “Healer Lightning" with 1400 SPR and 300 ATK on your friends list but still it's important to note that she has quite a bit in her kit. Lastly she begins (I think?) the CG LB era. Which basically means her LB goes up to level 40 (start hoarding them Pots) and she starts each battle with her LB filled. Which, if nothing else, makes those “use 3 Limit Bursts” missions in 3 round fight a lot easier. LB, Repeat, Repeat. Lastly she has chaining moves for the DR, AT and AR chaining families. Like most units you'll get the most out of her using a dupe, but the flexibility is definitely nice. Zeno stole a lot of her Thunder by being the first TDW powerhouse and not even needing her Materia to hit the TDW Cap. Still Zeno is pretty limited in his weapon selection whereas CG Lightning is not. On top of the normal Sharp-pointies that Zeno can equip (Dagger, Sword, Katana, Greatsword) she adds in Spears, Guns and Bows. Which may finally let you get some use out that 190 ATK spear or STMR gun you have sitting around.
 
How do I get her?
Her banner in JP was a standard 25k Step up to that she shared with Hope. Reviews on Hope are mixed but I’ll quote Trag here and say “Hope is what Nichol should've been, a Buff breaker.” Hope does quite a bit, he can imperil, he can buff, he can break, he can deal some damage. However his on demand breaks are pretty weak, even by current GL standards at 50%. That means that although he might be good for newer players he probably won’t be great for GL players in 7 months who are planning such things now. Here’s TragGaming’s in depth review of both Hope and CG Lightning for those who want to learn more.
 
What do I need to make her shine?
TDW is a wonderful thing. At some point we'll start getting into a TDH vs TDW debate but for now it's important to note (or remember) that a big advantage of (T)DW is that it allows you to branch out with your weaponry. CG Lightning is the perfect unit to highlight this with her broad array of useable weapons. She can use Daggers, Swords, Greatswords, Katanas, Bows, Spears and Guns. Her Imbue isn't ideal in her damage rotation so you're better off packing a lightning weapon on her. But you have a lot of leeway here. Important to note is that by her release we should have a TMR that gives 70% ATK to spear users. Her innate abilities favor using a Sword and a Gun so you might want to lean that way but it’s not a necessity. So if you’re one of the many sitting on a less popular STMR weapon wondering when you’ll get to use it well Lightning might be your answer. Honestly just putting what you have right now today on her with her own TMR is going to be a pretty strong build. If you want to go all out then her STMR is a 169 ATK sword that increases TDW 50% and LB damage by 30%. The awkward part about getting the most out of her (Assuming NO GLEX changes, which would surprise me) is that with her TMR she only sits at 150% TDW, 50% shy of the max. Which means that if the schedule stays the same (And I wouldn’t be surprised if it didn’t) then you’d need either an STMR or a future TMR to hit the TDW max with her.
 
Why would I want to pull for her?
Her TMR could give new life to past DW units and could be BIS for future ones. She’ll also be a top tier DPS while having a fair amount of utility.
 
Why might I want to skip her?
She shares a banner with Hope which could make it both difficult to get her and more upsetting when you fail to. CG Bartz will be following soon after and his TMR is arguably more important than hers and his damage output is almost inarguably superior. On top of that her Sprite is going to elicit mixed reaction methinks.* Unless the changes to her are fairly large (her breaks not costing her damage, big damage upgrade etc…) there aren’t a lot of compelling reasons to move on from Esther, Elena, or Zeno (or Sabin). *
 
Pros:
  • Sports new TDW Buster Style
  • STMR is awesome (and arrives right after potential STMR Moogle)
  • Easier to gear than a lot of previous DDs
  • Sports a ton of utility with breaks, healing and full life
  • Has DR, AT and AR chaining moves
 
Cons:
  • Banner split with Hope
  • Needs future TMR (Bartz) or STMR to hit TDW cap
  • Takes a while to ramp up
 
 

SOL

Expected August. CW Chaining Family.
 
Why should We care?
This is going to be controversial I know, but unless they really really change him or you really love the unit then you probably shouldn’t. I’ve been telling people forever that damage-wise he’s about an Elly. In JP it didn’t matter so much on the MAG side because everyone was, unfortunately in GL we have Circe and Mediena and probably soon Christine that all absolutely dwarf Elly’s damage output. We even have Elena who can do vastly more magic damage!
 
What makes them different?
Although his kit is reminiscent of Elly he brings some new additions. Stop, Paralyze, Petrify, and Confuse Immunity, 50% Light and Dark immunity, 10% Physical and Magical Damage Mitigation, a 100% chance to ignore a Fatal Attack once. A 100% constant Mag Buff as well as 10% MP Recovery and some LB filling traits. It’s really this “beefiness” that was his claim to fame in JP. In GL though, between Esther, Elena and Zeno we already have a much steeper expectation for what “beefy” means.
 
How do I get them? He was the only Rainbow on his banner so he got the traditional 11K step up treatment.
 
What do I need to make them shine?
You’ll want his own TMR, a really nice +65 Mag Robe, and all the standard Mage equipment. Like Elly you’ll want to go with his innate TDW with 2x Rods unless you have a lot of TDH equipment.
 
Why would I want to pull for them?
You like Sol, or you want a strong multi-element Mage with a ton of chaining partners who is a little beefier than most.
 
Why should I skip them?
You’re all set on Mages or waiting for CG Terra. CG Dark Fina.
 
Pros:
  • Does Light, Dark and Fire equally well
  • Strong damage output
  • A lot of innate resistances, immunities and mitigation
  • Can take a hit
  • Can chain with a whole slew of mages
 
Cons:
  • Comes out a little too close to ExDeath and CG Terra?
  • Damage...
 
 

BARTZ

Expected September or October / Can Chain with AT family and has a GC family chaining move
 
Why should we care? Bartz is like the evolution of Lightning (that was lig….errr quick). He continues the powercreep with an eventual DPT of 12B, as well as requiring setup, 3 turns of no damage for this one. He's easy to gear as he can use any weapon. Yup, any of them. His TMR is basically TDW Marshal Gloves which I'm sure will be a staple of TDW builds for a while.* Or at least until CG Onion Knight arrives with an accessory that provides the same 50% tdw, 40 ATK but adds in a 5% refresh.*
 
What makes him different? He isn't the radical change that Lightning and Akstar were. He has a heal and a few breaks like Lightning, he can imbue Wind and Imperil Wind and Earth. What really sets him apart though is that his 3 turn (no damage) setup is permanent. Lightning's and Akstar’s is good for 11 turns then the rotation starts over as all the buffs wear off. Not Bartz, his just keep going so he doesn't need to return to his setup unless he's KOd. Whereas if Lightning or Akstar are without some of their buffs until turn 12 when their CD is ready again if they were to be KO’d. Bartz can just go right back to setting his up. But what's more important is after turn 11. Bartz is still buffed and still putting out gobs of damage. Another important thing to note is that the Self-Buffs of DPS units have been almost exclusively ATK/MAG buffs, Bartz’s is ATK/MAG/DEF/SPR and 200% to boot. This doesn’t necessarily sound super impressive until you punch it into the builder and realize that a fully-potted STMR-free Bartz built for damage (With a cool 3k ATK pre-buff) is also sitting on an 850 DEF and 850 SPR. AND that it’s not dispellable.
 
How do I get him? Again in JP he had the standard 25k banner, shared with Lenna. Now unlike Hope Lenna is an extremely sought after unit. For those looking to learn more here’s an in depth review by TragGaming of both Lenna and Bartz.
 
What do I need to make him shine?
Like Akstar you'll probably want to throw two of his TMRs on him. He sports an innate 100% TDW with his TMR so just with 2 of his TMR he’s hitting the TDW Cap. He imperils wind and though some of his rotation is innately Wind your better off using a Wind weapon then relying on his imbue. Also he has one Passive that increases ATK by 50% when equipped with a sword so that’s a consideration. Beyond that though his weapon selection leaves it wide open. His STMR is a 167 ATK wind sword that is certainly ideal (Sword for passive + Wind) but not as crucial imo. There’s a handy 125 ATK Wind Sword from a 4 star unit (possibly named Atri) that will do fine. Honestly he certainly seems the easiest to gear while still reaching his full potential.
 
Why would I want to pull for him?
In some ways he’s a more refined version of both Lightning and the TDW meta in general. His TMR is almost guaranteed to be BIS for TDW units both before and after him. He shares a banner with a unit so good (Lenna) that Trag called Bartz the consolation prize. Plus I’m told that pulling 2 of him on his banner is guaranteed to extend your life and regrow your hair (My lawyer strongly advises that I tell you the previous statement has not been verified by clinical trials and should be considered an “herbal supplement”).* I feel like of the units coming him and Sol are the two most likely to divide people. In terms of pure damage he isn’t a big step up from Elena or Zeno but his innate and permanent buffs along with his TMR definitely make him enticing.*
 
Why might I want to skip him? His skillset feels less versatile and more “vanilla” than Lightning or Esther or Elena. Also his 3 turn wait is also going to be a turn off to some people. “In under X turns” looks to be a recurring theme from here on out for trials. Many of them in JP have pretty high turn counts like 20 and 25 which should work out well for him as he outdamages more and more units as the turns get higher. However the first one up, Elafikeras reborn, has a 5 turn limit which isn’t great for him considering 3 turns of set-up and his first burst doesn’t arrive until turn 6.
 
Pros:
  • Best damage dealer to date, especially in longer fights
  • All buffs are permanent
  • TMR probably BIS for many units for a long time
  • Very easy to gear
  • Shares a banner with a great unit
  • Most of his rotation chains with AT (AMoE) family
 
Cons:
  • Mostly locked to Wind
  • Takes a while to get going
 
 

CG Magitek Warrior Terra

Expected October. CW Chaining family.
 
Why should I care?
She’s a CG Protagonist which means you know she’s getting all kinds of goodies. Chief amongst them is Damage. Gobs of Damage. Our highest average DPT so far was Sol with 4B, CG Terra clocks in at 8B. On top of that she’s part of the same great chaining family as Sol, has lots of T and IV casts as well as innate TDW and TDH for those high MAG stats. I feel like I’m raining on a lot of parades here but CG Terra only barely outdamages Circe. Couple in the fact that they decided to make Terra incredibly fragile and what was once a really exciting unit is now one that is going to need some serious buffs to be relevant. This is especially true when you look at the nature of mDPS in the game. Outside of Bloody Moon it isn’t really required, the equality between DEF and SPR means that MAG isn’t getting a leg up like it used to, and you can start sprinkling in things like the lack of variance for mTDH or auto-dc for mTDW and you end up needing a really special mDPS unit to make us take notice or care. I also can’t help but feel that Gumi knows that Powerful Units sell and Nostalgia units sell and that they DON’T gain a lot by combining the two. As such we have seen relatively few tweaks to “fan faves” like Sabin, Red XIII etc… and as such we probably shouldn’t expect too much from CG Terra. Though I can hope I’m wrong.
 
What makes her different? She can handle Light, Fire, Wind and Non-Elemental equally well. Because she’s a CG Unit she get’s the CG-LB treatment which means a 40 Level Max LB that begins filled every battle. She brings some utility with Curaga, Full Life, and an AOE 60% Fire/Ice/Lightning resist for 3 turns. She copies Sol a little with some LB fill, innate Fire/Ice/Lightning 40% resist, 10% MP recovery and flat 100% MAG buff. She brings a little Terra to the table with a 30 Physical Dodge as well. On top of this she continues the Evolution of the “Elly Mage” design with Backloaded Chaining moves, and huge MAG buff (250%) that fits easily into her rotation. Lastly she gets Imperils that actually get stronger as you go, from 75% to 100% to 120% over 3 turns.
 
How do I get them?
She was on a crazy 50k Step-up with Locke that you can read about here https://www.reddit.com/FFBraveExvius/comments/ab7pjk/jp_ffvi_7_cg_terra_a_locke_banners_megathread/
 
What do I need to make them shine?
Terra is the Letters and Arms style Mage who will want her own TMR (a 135 MAG sword) along with a Rod for most users. Again if you have a lot of TDH then she can shine that way but using her innate TDW is enough for most. She can hit 2400 MAG on her innate TDW with reasonable gearing. In fact I started playing JP during her banner (why didn’t I reroll for her? Why did I think “a Locke? That’s cool.”!?) and I UOC’d two of her and within two week of playing I had her at 1900 MAG with 2 TMR’s (hers and a +40/%40 MAG accessory) and some +20% Mag Materias. So she’s fairly easy to gear I’d say.
 
Why would I want to pull for them?
You like Terra, or you like powerful mages.
 
Why should I skip them? You don’t like Terra or are happy with your mages. Or are waiting for CG Dark Fina.
 
Pros:
  • * Akstar in Mage form (finally)
  • * Can chain with gobs of other Mages
  • * Chains Fire, Light, Wind and Non-Elemental equally well
Cons:
  • * Squishy
  • * No green hair?
  • * Akstar in Mage form
 

CG Dark Fina

Expected November. CW chaining family.
 
Why should we care?
Summon Fest. If nothing changes then CG Dark Fina will usher in the Summon Fest era to FFBE GL. There are a hundred posts about the subject, with hundreds more coming so I’ll stay away from that entirely here. But CG Dark Fina is a beast. To put the damage into perspective Sol sits around 4B, CG Terra doubled that to 8B and CG Dark Fina triples Sol with around 12B. Unlike CG Terra, CG Dark Fina is fairly beefy. On top of this it marks mDPS being relevant again as 12B will probably be about where the pDPS champs will sit as well. Truly an achievment.
 
What makes her different?
Unfortunately she’s mostly a cookie-cutter CW Mage just much much stronger. Her biggest unique claim to fame is probably that her Imperil moves got CW frames! That may not sound like much but if you were chaining two CW Terra’s you would have to do the exact same moves with both of them to chain. Meaning both would use their non-chaining Imperil move, then their CW moves. This means that a T-cast was really more like a W-Cast, and you were doing a second imperil unnecessarily. With 2 CG Dark Fina’s or CG DF and any CW chainer you can just have 1 CG DF do the imperil move while still building the chain. Much less clunky and more damaging overall.
 
How do I get her?
In JP she was a summon fest unit which means no UOC’s. Her Step-Up was similar to our current 25K ones in that step 3 was a guaranteed random rainbow and step 5 was a guaranteed version of him. They also gave a free “banner” 10+1. Summon Fest banners also feature 5% rainbow rates with 2.5% on banner rates.
 
What do I need to make her shine?
CG Dark Fina has stronger innate mTDH so that’s probably the way you’ll want to go. Luckily in GL mTDH gear is much more prevalent (And boosted) vs JP. So hitting a sky high MAG of 3K won’t be too very difficult.
 
Why would I want to pull for her?
If you’ve been waiting for a mage then she’s probably it (unless GLEX Levnato beat her to it). She’s also going to be neck and neck, most likely, for highest DPS so there’s that too.
 
Why might I want to skip her?
Summon Fest alone might be enough of a reason for some. Outside of that she probably isn’t necessary in any meaningful way and on top of it it’s quite possible that none of the reasons that mDPS < pDPS will be taken care of. Lastly so many good/great DPS having already hit might have you uninterested in the next one.
 
Pros:
  • Huge Damage
  • Very beefy with high HP
  • Imperil move Chains
  • Nearly constant Q-Cast uptime
Cons:
  • Possibly not UOC’able
  • MP Consumption
 
 

CG Rain

Expected December. SR chaining family.
 
Why should we care?
CG Rain is Esther 2.0. TDH, built on the same LB spamming principle and packs a hard punch quickly. Bartz is a little hard to quantify damage wise because it takes so long to get going. Do you cap it at damage by turn 10? 22? His limit? CG Rain is the reverse. By turn 10 he’s sitting around 13B, but if you check it at turn 2? 15.75B. Because he does only a little turn 1 but turn 2 he has a mack-truck like LB (sorry Libertus) that hits for 31B. Add in some GUTS, immunity to the most important ailments and beefyness all around and he shows that TDH is far from dead.
 
What makes him different?
If Esther didn’t exist then he would be far more unique a unit. As is he’s simply her upgrade in most ways. He does bring a unique Armor into play though that increases LB damage. Unfortunately for Esther it’s a Heavy Armor. He can also imbue and Imperil Fire, Earth or Lightning to give you some Elemental flexibility. It’s nice that he can do both Imperil and Imbue with a single move as well, unfortunately the Imperil’s are 80% so for full damage output you’ll be relying on the 120% Fire Imperil attached to his LB.
 
How do I get him? In JP he was a summon fest unit which means no UOC’s. (He was also the first summon fest unit I pulled on but only managed to get 1 of...but we’re not going to talk about that.) His Step-Up was similar to our current 25K ones in that step 3 was a guaranteed random rainbow and step 5 was a guaranteed version of him. Summon Fest banners also feature 5% rainbow rates with 2.5% on banner rates.
 
What do I need to make him shine? Like Esther the damage is mostly coming from his LB. (His average LB damage is around 20B vs his non-LB turns average damage is around 4B) As such he wants all the LB damage increasing things he can get. His Heavy Armor TMR, War Goddess’ Insignia, Heart of Hatred, Squall’s STMR if you have it. He also prefers Greatswords (his own STMR is a 2H Greatsword that increases TDH 50%) but his non-STMR BIS at time of writing this is actually Aigaion Reborn’s 2H Fist due to the higher variance vs 2H Greatswords. He has 200% innate TDH with his TMR passive so 2 Marshall Glove/Rush Glove/ Khloud’s Cloaks will be pretty standard. If you lack LB boosting gear you oddly won’t hurt his overall damage output too much by simply building for ATK. This has a bit to do with how high his innate LB boosts already are.
 
Why would I want to pull for him? Other than probably Regina he’s the “fastest” DPS in the game. While Regina still claims the T1 damage throne the T2 damage throne is all CG Rain’s. He’ll also, probably, be the DPS King as well.
 
Why might I want to skip him? In JP the “Damage plateau” really started with CG Lightning. Every big DPS after her was a much smaller incremental damage increase compared to what we’ve mostly seen in the past. In GL it probably started with either Esther or Zeno. As such each new DPS unit brings some unique characteristics and notable DPS increases but nothing like the huge 50-100% gains we were seeing between Hyoh’s and Esther’s release. So whether you feel like you need to upgrade at DPS is really up to you.
 
Pros:
  • T2 Damage King
  • Very beefy with high HP/DEF and GUTS
  • Potent LB
Cons:
  • Possibly not UOC’able
  • TDH
 
 

CG Lasswell

Expected January. AMoE chaining family with a few DR and AR moves.
 
Why should we care?
For the most part it's because you like the character or like the Akstar style kit. I actually forgot about him the first time around which tells you a bit about him lol. His damage, around 11B DPT, lags behind most of his compatriots but is still nothing to sneeze at and plenty for most trials.
 
What makes him different?
As is a recurring theme he's pretty much an updated version of an older top DPS, in this case Akstar. While his LB hits pretty hard it's only a small part of his rotation which mostly depends on stacking MoE mods. Just like Akstar if things go south it can be pretty hard to get started again due to the reliance on both these stacks and CD's that might not be ready to go again. Still he's a potent unit when things go right and he has an emergency CD AOE Auto-revive which you hopefully never need but is pretty fitting for the character imo.
 
How do I get him? In JP he was a summon fest unit which means no UOC’s. His Step-Up was similar to our current 25K ones in that step 3 was a guaranteed random rainbow and step 5 was a guaranteed version of him. Summon Fest banners also feature 5% rainbow rates with 2.5% on banner rates.
 
What do I need to make him shine? He's your standard TDH build except his kit favors Katanas so you can expect 2 of Bartz/OK's TMR to be pretty standard along with another 50% TDH like Dark Knight's Knowledge. He imperils and imbues himself and luckily in GL we have a 2H Katana that isn't an STMR which helps him quite a lot. Beyond that he has access to Clothes as well as Light and Heavy Armor, Helms and Hats so you get some flexibility there. His STMR is built for him as it's an 180 ATK 2H Katana that also boosts most of his Mirror of Equity mods. Certainly not necessary but for people really looking to get the most out of him his STMR will go a long way.
 
Why would I want to pull for him? It's Lasspuke!
 
Why might I want to skip him? CG Lasswell's damage is a bit behind his contemporaries.
 
Pros:
  • Akstar 2.0
Cons:
  • Possibly not UOC’able
  • Damage not quite in line with his release date *Akstar 2.0
 
 

CG Onion Knight

Expected January. AR, Onion Slice and SR chaining family.
 
Why should we care? CG Onion Knight is the next foray into ultra flexible TDW. He combines a lot of properties of other top DPS units, which makes a certain amount of sense for an Onion Knight. He also brings an upgraded Bartz TMR that provides the same flat ATK, same 50% TDW but adds in 5% Refresh. He also sports a TDW-Zack like STMR of 100% TDW plus 50% ATK with a Sword. Lastly Damage. If you want to equip him with no elemental weapons then he can still use innate elemental attacks and give you nearly 14B dpt over his 6 turn rotation and 13B dpt over the first 10 turns. On top of that he’ll have some next level burst damage of 35B by turn 4.
 
What makes him different? For starters he has the widest elemental access outside CG Dark Fina. He can imperil Fire, Water, Wind or Earth. He can also provide 70% AOE resistance buffs for the aforementioned elements. His main move is inherently elementless and he lacks imbues, this means you’ll want to equip him with an elemental weapon of some sort but it also means he isn’t even “soft locked” into an element the way CG Rain or CG Bartz is. On top of this he also gets T-Cast, very uncommon for a TDW unit but super useful when Burst damage is a must. Most chainers up to this point are fairly self sufficient providing themselves Buffs that are probably greater than your team can (And with 100% uptime), imperils that as strong or stronger then most support units can provide, and the ability to imbue themselves. CG OK can do none of this. He can’t actually imbue himself, his ATK Buff is big at 200% but he can only maintain it for a little over half of his rotation, and his Evolving Imperil (60% T1, 90% T2, 120% T3) is weaker than usual for half of his rotation. That sounds kind of...awful when you put it all together. But it absolutely is his biggest selling point. With his limitation he still manages a theoretical tie with CG Rain at 13B. But ANY help you can provide him will up that number. Unlike a Finisher (As we’ve seen so far) that NEEDS to really be supported CG OK does NOT, but any extra support you do happen to have on your team will help. Manage to Buff his ATK 150% for the turns he can’t buff himself? That bumps him up to 13.5B (And the undisputed DPS champ), can you also manage a 100% imperil while waiting for his 120% one to kick in? That puts him at 15B. In fact if you can keep up the buffs and an 100% imperil for him then you can equip him with an elemental weapon, completely change his rotation and hit 17B average over 10 turns!
 
How do I get him? In JP he was a summon fest unit which means no UOC’s. His Step-Up was similar to our current 25K ones in that step 3 was a guaranteed random rainbow and step 5 was a guaranteed version of him. Summon Fest banners also feature 5% rainbow rates with 2.5% on banner rates.
 
What do I need to make him shine? CG Onion Knight only has an innate TDW of 50% (until his SBB Latent Ability is unlocked) which means even 2 of his TMR isn’t enough to cap his TDW, he’ll need some additional help. Beyond that he’s another one that can equip ANY weapon in the game so he should be very easy to gear up.
 
Why would I want to pull for him? CG Onion Knight is a definite step up in damage from his earlier TDW counterparts. He is also “easier” to push the envelope with with external imperils/imbues/buffs. In fact with enough outside help he can average 17B damage per turn! He’s probably the single most flexible damage dealer in the game.
 
Why might I want to skip him?
He’s still just another damage dealer.
Pros:
  • Elemental Flexibility
  • Fantastic DPT average that can be pushed higher with support
  • Fantastic TMR
  • AOE 70% Elemental resistance for Fire, Water, Wind, Earth
Cons:
  • Possibly not UOC’able
  • Just another DPS
 
 

CG Noctis

Expected February. Finisher.
 
Why should we care? Yet another popular CG protagonist in Summon Fest form. An absolute monster finisher. In many ways he’s Regina 2.0 (OK, almost every way) but if her lifespan taught us anything then Noctis could have a very long reign as the top finisher. He also sports a fantastic materia TMR that boosts ATK and MAG 40% and Lb damage 30%. His STMR is a 174 ATK 1H sword that boosts MP 100 and LB Damage 50%.
 
What makes him different? If you’ve used Regina then you know exactly what to do. If not you alternate V-Cast (using 4 powers that boost his mods/killers then his actual attack move) and his LB. Like Regina his V-cast is fairly easy to cap a chain with whereas his LB (20 hits) not as much. Similarly though you can use 2 Noctis with support chainers for max damage or simply try to fit the backloaded part of his LB into a chain. Also like Regina he has no sort of Imbue or Imperil, however unlike Regina he’s a DWer which means getting an elemental weapon into his hands is much much easier so you aren’t as reliant on an Imbue (but an Imperil and a chain are still pretty much mandatory). Beyond that it’s really just his eye-popping damage capability. If you can support him with an 100% Imperil as well as chains then he can potentially reward you with an average dpt of 20B. And that’s not factoring in his innate Killers or Active Killers which can push that higher. He also has that kind of output from T1, in fact, when properly supported his damage is very steady. But just like Regina that damage can drop off heavily if you can’t provide constant chains (or every other turn if running 2 Noctis?) and constant Imperil. Still he has a few other things going for him like built in 65% DEF/SPR breaks and some AOE elemental resistance buffs of 50%.
 
How do I get him? In JP he was a summon fest unit which means no UOC’s. This is where things started to get REAL ugly in JP though. He had the usual 25K Step up (random rainbow added for step 1 and 25k gets you 2 Tix, 5 Tix (60k) gets you Noctis or Rain of your choice) but the banner was split with CG Rain. Yikes. Summon Fest banners also feature 5% rainbow rates with 2.5% on banner rates.
 
What do I need to make him shine? His innate TDW is 100% so 2 of Bartz’s/OK’s TMR is probably ideal for most players. He gets 50% ATK bonus for using a Sword, 30% for GS or Spear so you’ll probably lean that way. He can be an LB damager, in fact his TMR is a 40% ATK, 40% Mag and 30% LB damage materia. However it isn’t as imperative on him as it is others. He hits the ATK cap fairly easily and like most TDW units isn’t too hard to gear. To remove the need for an imbue though you might want to look at at least one elemental weapon for him.
 
Why would I want to pull for him? You like finishers, you want a finisher, you like CG Noctis.
 
Why might I want to skip him?
Finisher’s aren’t for everyone and they certainly didn’t try to reinvent the wheel with this one. They didn’t try to make a more self-sufficient one, but they did succeed in making one that when supported properly handily outdamages current chainers (Sorry Zack).
 
Pros:
  • Huge Damage
  • Solid Killers
  • Fantastic TMR and STMR
Cons:
  • Regina 2.0
  • Needs a lot of support to shine
 
 

A few takeaways:

With the exception of CG Onion Knight + a lot of support, we may be seeing a real "damage plateau" where new DPS offer either incremental damage increases, or functional increases but less Damage Jumps. We also see mDPS virtually catch up to pDPS in a lot of ways. If this does end up being the case it puts a stronger emphasis on the unique properties of these units kits and less on their overall damage. It also allows players to feel free to chase the units they Like rather than just whatever is the strongest without as much regret or worry. Hopefully this is the case. If it isn't then it's because 1 of 2 things happened either a GLEX unit (ala EstheZeno) thoroughly trashed the damage standard or they feel the powercreep needs to continue at a high enough pace to encourage spending. If it's the former then just like we've had since EstheZeno you can expect a new non-vital DPS unit every month that all but the biggest fans will ignore. If it's the latter then you can expect changes to all these units to really push the envelope and we may need to reconsider our plans heavily.
 
 
Thanks for reading and I hope I gave you a reason to pull on your favorite FF protagonists in the future or at least made you a little more excited for them. Cheers.

Edit

Now with 200% More CG Lasswell!!
submitted by jonidschultz to FFBraveExvius

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