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DREW:[RotaryTuner]
04-23-2011, 12:35 PM
Right now, I'm in the process of mastering Feral Chaos's abilities so that its CP usage goes down by twofold. The thing is, what people actually think about him being broken, is compensated by setting some of its Ability CP usage by 300% compared to the other fighters (and I'm not kidding). Given that he has an initial CP of 450 at Level 1 (the equivalent of the CP allowance of a Lv. 100 fighter other than FC), it's already a pain at the start. It was just too good to be true to have it broken by having the same CP usage for other fighters, while its (BRV) moves have literally little to no startup time, just spamming is enough to send other players crying.

If you guys still don't get what I mean:

All BRV moves use up 45 CP each, 30 when mastered.

All HP moves use up a whopping 75 CP each, 50 when mastered.

Block and Dodge Abilities (both air and ground) cost 160 CP in total (40 each), but this is reduced to 25 each (100 CP total) when mastered.

Its Basic ++ Abilities (like Speed Boost ++, Jump Boost ++, and Jump Times Boost ++) require 120 (YES, 120) CP to use, and 60 when mastered, unlike the others which only use 40 or 20 when mastered, giving truth to the 300% CP usage compared to normal fighters.

One thing to note, is that, to add to the CP woes of Feral Chaos, its BRV goes down every 2 seconds (probably) by a small fraction, and its EX Gauge and Assist Gauge deplete continuously, basically depriving it of EX Mode/Burst/Revenge and Assist/Assist Change. To conter this, FC can spend an additional 70 CP to address EACH of the three problems (210 CP in all), but this is reduced to 50 CP each (150 CP in total) to prevent these hindrances.

However, anything outside of these spend the normal amount of CP as the other warriors (SnL, Concentration, Auto Abilities, Fragile Pride). IMO, Feral Chaos is not viable as an all-around warrior, given that his BRV and HP moves cost 300% that of normal usage, meaning I can only assign one or two, if I'm lucky, abilities for both BRV and HP, with aerial and ground combined. That's my two cents on this matter.

So, how will you players address this problem?

Zero_Ruzai
04-23-2011, 02:49 PM
I addressed it by cutting back. I have 2 aerial BRV moves and 1 ground BRV. 2 Ground HP moves and NO Aerial HP. I use No Assist Lock and Riposte as my only 2 special moves (and EXP>HP since it's 0 still when mastered). From there, I just customize as needed. I use controlled recovery as my only real additional move to the default ones.

Out of all of FC's advantages, indeed I would say CP is his weak link, but he's still very powerful overall.

DREW:[RotaryTuner]
04-23-2011, 04:56 PM
What ground HP moves do you use? (I'd take a guess at Deus Iratus and Quo Vadis.) I'm not really a fan of ground HP for FC, because the fight often gets taken into the air... not to mention, Planet's Core and Ultimecia's Castle.

By the way, did all the abilities you mentioned already cover the 450 CP allowance? Or did you put 2 Hero's Spirit and a Hero's Essence as well to allow for more CP?

Tomoki
04-23-2011, 05:07 PM
I put CP increasing accessories and didn't put critical boosting abilities since FC is more versatile with more of his moves and since Deus Iratus is a guard I took off his ground block, put on Disable Assist Lock, Exp to HP, Freeair Dash and have most of his better moves on

Zero_Ruzai
04-23-2011, 05:07 PM
I normally do unequipped matches, so there's no CP boosting items there.

Generally, Via Dolorosa is a must for FC since it's extremely safe and hits the opponents pretty much every other time. But there are so many complaints about how broken FC is already, I don't use it.
So you're right about Quo Valis and Deus Iratus. Generally, no matter what your height is, Brute Force will send the enemy all the way to the ground, making easy Jecht assist, and you can use Quo Valis right as the opponent is at the height (but hasn't been sent flying yet) of Jecht's ground combo.
I remember recently, I actually got rid of Deus Iratus and replaced it with (umm, sorry if I get the name wrong) Ventus Ire (the wing-flapping one) for aerial HP. Quo Valis combos with both of Jecht's combos, so Ventus Ire is a quick close range HP attack for in the air that can combo halfway through the aerial Jecht Combo if you're having trouble touching the ground in time before Jecht sends them flying. So this was the only sure way I knew to get that in.
And that's basically what I do ^^ It works well.

DREW:[RotaryTuner]
04-23-2011, 05:32 PM
Generally, no matter what your height is, Brute Force will send the enemy all the way to the ground, making easy Jecht assist, and you can use Quo Valis right as the opponent is at the height (but hasn't been sent flying yet) of Jecht's ground combo.

Why not try putting the ability that makes you drop easier? But, whatever floats your boat. Ventus Ire isn't that bad, too.

Zero_Ruzai
04-23-2011, 05:46 PM
Because it uses priceless CP, and I try to be conservative ^^ and when you're on the ceiling of empyreal Paradox and you knock your opponent to the ground, it's hard to drop fast enough to land quo valis in time. So I swapped to Ventus. It's just the best I can find so far =\

Kraid
04-23-2011, 09:20 PM
Why use Quo Vadis when you have Via Dolorosa which has a better vertical range as well as better everything.

Or if you plan to use an assist and not use Via Dolorosa, Ventus Irae is so much better. If you NEED a ground HP attack, use Deus Iratus. =/

DREW:[RotaryTuner]
04-23-2011, 09:38 PM
I shall respect your opinion, Kraid. Provided, Via Dolorosa is an effective projectile HP attack, what with its fast tracking too, but so is Figaro Maximus, to some extent. Buuuuuuut, we were discussing about Feral Chaos's CP usage in the first place, like what can be done to remedy the problem (removal of certain abilities and whatnot, etc.).

Yorunightcast
04-24-2011, 06:19 AM
I added the CP+ items, as there isn't much of an accessory build for Assist. I then did 4 brave attacks, and 3 hp attacks. I stuck to minimal Action abilities, only 0 costing support abilities, and then did Assist unlock, remove brave drain, sneak attack, Precision Jump, and then Gambler's spirit to total a complete 510CP build. It should be in the build thread if you want to see it in detail. BTW Ancient Weapon is amazing on FC, and Lux Magnus is all you need in the air if you have evasion time+ and Raid+Erupt.
Raid/Erupt saves you from needing a fast brave, jump abillities or fall abilities, and they are strong and confusing in use. Lux Magnus for some insane combo damage, and Via Dolorosa+Deus Iratus+Vicious+Brutal Force is very nice.

DREW:[RotaryTuner]
04-24-2011, 08:52 AM
In theory, Lux Magnus is a BRV-raeping HP attack that's good for pwnage, but for the sake of mindgaming and real-time applications, it's not really feasible, unless Assists are thrown into the picture. But... that's another story for another day.

XandrosUltima
04-24-2011, 01:08 PM
This is my current Feral Chaos build. It's a keep-the-opponent-on-the-ground-while-in-the-air-then-launch-a-nuclear-bomb-on-them set.
------------------------------------------------------------------------------
(All abilities mastered)
BRV Attacks:

Vicious (G) - slam in a wall
Brute Force (A) - slam on ground, I spam that quite often.

HP Attacks:

Deus Iratus - Ground block and a useful spam attack while the enemy is nailed on a wall.
Via Dolorosa - "Oh no no no. Being in the air/far away is bad for you."
Lux Magnus - Precision Jump + Lux Magnus = Nuclear bombarding.

Abilities:

Ground/Midair Evasion (NO BLOCKS EQUIPPED)
Aerial Recovery
Recovery Attack
Controlled Recovery
Wall Jump
Free Air Dash
Ground/Midair Evasion Boost (range)
Evasion Boost (duration)
Always Target Indicator, EX Core and Assist Lock On
Disable Ex Gauge Lock
Precision Jump
Counterattack
Sneak Attack
EXP to HP

Equipment:

Endless Oblivion
Eternal Despair
Phantasmal Abyss
Cycle's End

Accessories:

Hyper Ring
Muscle Belt
Pearl Necklace
Booster/Power Ring/Bravery >= Base Value
HP = 100%
Empty Assist Gauge
Summon Unused (Omega equipped as a last stand)
Pre-Assist
Hero's Essence (+30 CP)
Center of the World
------------------------------------------------------------------------------
That's pretty much it. It's an EXtreme melee powerhouse and a ranged punisher (Via Dolorosa). No problems with CP.

Kraid
04-24-2011, 01:46 PM
what with its fast tracking too, but so is Figaro Maximus, to some extent.

Flagro Maximus is like extremely slow, infact it's his slowest attack and has horrible HORRIBLE tracking =/

Feral doesn't really need much in terms of.. well.. anything. The reason I mentioned Via Dolorosa is because it's so good you don't NEED another Ground HP attack. Also I only equip one brave attack on the ground in general.

Funny thing is: Lux Magnus > Flagro Maximus. It's quicker and has far more applications in a battle over Flagro aside from the fact it can go through walls.

If you guys really want: here's my build I posted earlier:

http://dissidiaforums.com/showthread.php?8141-Desperado-Feral-Build-Discussion&p=253442&viewfull=1#post253442

It has 15 CP spare so far without the use of CP Rings. Really shows the minimal effort you can put into a build whether you want EX, Assist or anything else.

Yorunightcast
04-24-2011, 05:30 PM
;261127']In theory, Lux Magnus is a BRV-raeping HP attack that's good for pwnage, but for the sake of mindgaming and real-time applications, it's not really feasible, unless Assists are thrown into the picture. But... that's another story for another day.
Who said in theory? I've had plenty of time playing him now, and It is probably the best HP attack he has for assist combos, Its is a dangerous punisher for characters like Firion who would try to hit you with LoA upward reach( just dodge forward, back and then let one lose - so long as you don't have Midair evasion boost, you can dodge it.). It also can be used to force dodges and won't let some assist like Zidane punish you.
Even alone, It has some uses, especially after knocking them down with Raid/Brute Force.

Either way, I've noticed Raid gets a lack of love. I'll upload a video VS a 9/9/105 in a little, showing how devastating Raid and Erupt can be. Stopping it early and learning the points you can stop it to hit an area is the key to using it. I barely use it to fall quickly, but even then it is as safe than that quick fall ability, because of priority, the ability to hit, and early stopping for a quick DC if needed.
IMO:
Erupt>Jump++ and Jump times++, Raid>Quick fall ability and auto assist lock on. These underestimated attacks are killer when it comes to locking assists (ones trying to punish VD,DI, or LM), and without Assist lock on needed.

XandrosUltima
04-24-2011, 05:39 PM
IMO:
Erupt>Jump++ and Jump times++, Raid>Quick fall ability and auto assist lock on. These underestimated attacks are killer when it comes to locking assists (ones trying to punish VD,DI, or LM), and without Assist lock on needed.

I don't think anyone would actually equip Jump Boost or Jump Times Boost. We were talking about Precision Jump (5 CP when mastered).

Zero_Ruzai
04-24-2011, 05:46 PM
If you're smart, you would never equip jump boost.
I think everyone knows about these attacks. But the good FCs I've used and fought all have FAD on, as opposed to OAD. In effect, there's not a big reason to use these, since you can just use FAD+Brute Force, and save yourself the 50 CP or so from not using Erupt and Raid. It might hinder him just a little, but seriously, he's a killing machine already, it's not that bad. I do like Raid though, whenever I go for 3 move aerial setup, I include that.

Yorunightcast
04-25-2011, 06:35 PM
I wasn't say you should equip those abilities, I said it acts as and replaces what those would be; I also know about precision jump, its good and I use it on most characters, but it still do what it does better.