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FTRP Tier Lists

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#1Raeburn Gamebell 

FTRP Tier Lists Empty Tue Jul 06, 2021 2:34 pm

Raeburn Gamebell
Lower number better, descending order.

I'm not updating this, it's strictly for glimpsing things. This doesn't take into account aesthetics, moreso design flaws. Just cuz one list has something tier 2 doesn't mean it's the same value in another.

Enhancements
Classes
Races
Tarots
Basic Limited Magic
Slayer Magic
Takeovers
Weapon Tiers
Customs
Companions (the in-development special)
Thematic Shop
Mysterious Merchant
Relics and Necklaces
Rings
Quests and Locations
Forge



Last edited by Raeburn Gamebell on Tue Jul 06, 2021 2:54 pm; edited 3 times in total



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FTRP Tier Lists ALGZMuz
#2Raeburn Gamebell 

FTRP Tier Lists Empty Tue Jul 06, 2021 2:37 pm

Raeburn Gamebell
Enhancements

Spoiler:
Tier 1:

Spell Phasing (makes it so your offensives won't dissolve by vague manipulators. can stack spells for the fastest damage.)

Damage Over Time (more DMG)

Life Steal (simply good)

Limb Cripple (simply good, lots of healing on-site)

Debuff on Strike (if going by my past spells, you can mix range. extra spell-type isn't as good as you're not saving spell slots. debuff on strike can be extra dmg if lowering con/end.)

Invisible Magic Circles (purely good for Crash Magic, Tier Ass otherwise, very near Tier 2 as there's legendary effects to see through it)

Flat Cost AoE (this is mainly good for the healing and buffing. summons and companion army is always better than Berserker self-buffs.)

Spell Fury (the speeds of spells at base are plain bad. this brings them up to pseudo-tier 1, but still slower than most people.)

Spell Overcharge (DMG, used to upscale every aspect of a spell. still does for non-offensives maybe, can be useful for supplementaries at a lower char rank.)

Tier 2:

Holder Magic (good for werewolves and avoiding CD increaser effects)

Spell Knock-Back (can annoy people, but there's ways to interrupt it and just be immune)

Blind on Hit (it's not reasonable to fight blind, but there's many ways to bypass blinds and null)

Armor Piercing (you don't break items nor bypass spell clashing)

Double/Triple Elemental (simply versatile, since some elements have effects you'd need to get in spell otherwise, and elemental damage isn't affected by the Overcharge cap)

Tier Ass:

Self-Immunity (firstly, it's 2.5m. besides that, people should be immune to their spells already, it's just a hit connection "gotcha" your spells hit yourself when it's easy to avoid doing so.)

Race Focus (there needs to be a different racial effect. +1 ranks/Overcharges don't stack, so this enhancement is useless)

Body Defense (there's magics that do those, or simply make a higher rank spell)

Elemental Superiority (why get this when you can get Triple Elemental with Arcane)

Resistance (you can get that everywhere on-site)

Deafen on Hit (I still see you or have sensory effect on-site)

Bind on Effect (mana or Strength deal with it fast enough, or you spell clash it)

Focused Healing & Buff (just do so beforehand)

Focused Debuff (just 1v1, like vast majority of fights)

Mana Burn (you'll never drain someone's mana with non-percentage, and Void Magic is plain better)

Moving AoE (homing does not matter if you simply defend yourself, and there's actual homing stuff on-site)

Increased AoE (no matter how big your spells are, X-ranks and Z-ranks still can't destroy anything of value nor does it upscale spell clashing)

Combo-Elemental (all it does is divide your damage, and you probably can't get the supplementaries for those elements. if your items have a magic requirement, you might not be able to use those items.)

Fast Cast Type (there are many effects to increase cooldown reduction, waste of an enhancement)



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FTRP Tier Lists ALGZMuz
#3Raeburn Gamebell 

FTRP Tier Lists Empty Tue Jul 06, 2021 2:38 pm

Raeburn Gamebell
Classes:

Spoiler:
Tier 1:

Adventurer (they don't have any inherent flaw now, so having items only they can use makes them versatile enough to compete with casters)

Spellsword (2 item slots, speed increase)

Paladin (has the most spell-types I believe/Divine Magic can give all, has 2 unique effects you can't get elsewhere on-site beside tarot)

Tier 2:

Singer/Howler (can get the effects elsewhere on-site, except for casting supplementaries on others)

Hunter (Pseudo-tier 1 since it's better than the other tier 2s. There's useful Hunter items on-site and Fear Immune's pretty nice.)

Berserker (has the least spell-types maybe. unlike Spellsword, there aren't really good fist items in shop so you'd have to get a custom.)

Tier Ass:

Summons (no summon enhancements, no Limited Magic specially for them, Limited Magics currently have no real effect on them besides Sanguin potentially. attribute reduction in the class.

can't remote cast (not even in water or mid-air), so your offensives are potentially slower at beginning/during fight.

potentially can only move off vocal/gestures.

can't use items. can't be healed. can't use many spell-types. if they get nulled/destroyed, you're shit out of luck in whatever spell slots they have.

requires a lot of investment for no versatility. the only thing you can do with summons is buff them, when you can just do that with higher-stat allies and companions.)

Sorcerer (can get the effects elsewhere on-site, has little versatility in spell-types)



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FTRP Tier Lists ALGZMuz
#4Raeburn Gamebell 

FTRP Tier Lists Empty Tue Jul 06, 2021 2:39 pm

Raeburn Gamebell
Races:

Spoiler:
Tier 1:

Elves/Dwarves (they have Weapon Mastery reduction, so with Adventurer people can get high-tier Weapon Mastery easier. additionally, rune event lets you switch races, which make these some of the best races.)

Vampires (the healing is just OP lol, and it can stack)

Lich mana (for the mana only, if you can bypass the risk of being in a red topic)

Tier 2:

Angel/Demon (only good temporarily too, as they give grind bonuses but can be hunted down by effects)

Humans (this is the race you switch to after grinding, since many magics require it and you don't have any weaknesses)

Tier Ass:

Non-Vampire Non-Human Races (Hunter-like effects put you at a disadvantage when you don't really have any effect unique on-site. Lich can have their hiding spot found by multiple things.)

Nekomata (furries can get these effects and not be crippled in stats compared to humans)



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FTRP Tier Lists ALGZMuz
#5Raeburn Gamebell 

FTRP Tier Lists Empty Tue Jul 06, 2021 2:39 pm

Raeburn Gamebell
Tarots:

Spoiler:
Tier 1:

Death (revival, the anti-heal can actually be a boon against people that have on-hit/offensive healing)

Hierophant (healing is an unused but good spell-type, this allows you to avoid Paladin class)

The Fool (Triple Elemental or extra spell type. first, you can go Adventurer and likely be the only one to get Master+ on-site. either way, this or Death are simply the best tarots.)

Tier 2:

The World (it doesn't give anything you can't get normally, and it's not applicable in most situations. the brief description thing is in multiple magics and effects. if I had this tarot, i'd kick and scream for the 50% weapon mastery reduction back over all else.)

Tower (Magical and Physical Resist/Debuff are frequent on the site.)

Devil (Transformation is simply better than self-buffs later-game)

Fortune (you're going to make more than you would from fight rewards potentially.)

Hermit (it's good for storylines for lower muse people.)

Lovers/Emperor/Empress (grind perks)

Tier Ass:

Buff Tarots (you get a self-buff aaaaand that's it)

Star (this was only good with Overheat, it'd be somewhat nice with Adventurer items)

Temperance (lol, if you're doing storylines you have the money already)

Hanged Man (if you wanna be evil, you can avoid bounty consequences anyway and there's ways to heal Orange for free. fight reward bonus is too infrequently usable.)

High Priestess (there are many other ways to increase range and it's not a worthwhile effect in itself)

The Magician (when you get to the point where this makes a difference, you could just buy mana items)



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FTRP Tier Lists ALGZMuz
#6Raeburn Gamebell 

FTRP Tier Lists Empty Tue Jul 06, 2021 2:40 pm

Raeburn Gamebell
Basic Limited Magic

Spoiler:
Personally, when I think of base Limiteds, I think "ah yes, mostly anything I choose can be copied by Copy Eye or Mimic Magic". I picked Void in the past as it was useful for buff-stacking One Punch Man, interacted with Berserker in a way hard to copy too, and had Debuff on Hit in a unique way.

Keep in mind, base magic gets 2 free enhancements. One of those enhancements is an extra one to your cap, so if a shop magic has only 2 enhancements in enhancement shop then it's useless. 2 enhancements with 1 being special? Depends on if you NEED that and want to waste jewels for 1 enhancement.

Tier 1:

Saiyan Magic (I mean it's only tier 1 cuz it's better than other choices. Some of your spells can't be copied.)

Sacred Water Magic (Regeneration's nice)

Red Beast Magic (until the tier increase is removed)

Mirror Magic (...I swear this got changed outside of it's clarifying, you couldn't use Offensive with it before.)

Mimic Magic (since you just copy and get a better version of Limited Magics)

Heavenly Body (Flight range increase to avoid people, teleporting to avoid people which can't be nulled really besides a mythic staff, and spell reflect.)

Diviner Magic (because of the staff in shop and this lets you use all spell-types with Paladin)

Crash Magic (it's 3 decent enhancements, the invisibility can be used with Invisible Spell Circles)

Bubble Magic (3S damage, can make people fly technically)

Avalanche Magic (it's versatile, not really Tier 1 where it can dominate a fight.)

Tier 2 (anything not 3+ enhancements but special):

Void Magic (Overcharge, special mana burn)

Requip Magic (can't use light armor, staffs, or books. can't be Adventurer. pay lots of jewels for what you might regret for being weak and lose in AC. even if you have all the methods on a site, are those methods good and ones you're experienced with?)

Nullification (generic trope, need the fuel and doesn't work on everything)

Poison Magic/Biophilia (I mean technically it's multiple debuff on hit enhancement. Biophilia is better as you get enhanced healing and can use offensive healing+debuff. Plague masks are also immune to poison.)

Overgrowth Magic (better than the bind enhancement, saves mana.)

Mud Magic (generally, the Limited Magic shop bind effects are better than the bind enhancement and thus tier 2.)

Magma Magic (the sustained offensive is different than Damage over Time)

Lunar Magic (good luck making a difference with this, but it does have multiple unique effects)

Lukewarm/Hurricane Magic (this is essentially multiple spell phasing)

Gravity Magic (it has a unique bind and 2 debuffs on hit weaker than normal. the user is limited in spell types and affected by their own spells. pseudo-tier 2.)

Flame Emperor (sustained damage isn't an enhancement you can get normally)

Chain Magic (multiple unique effects)

Caelum Sword Magic (in a way, you have a lot of defense and damage. I dunno how it interacts with lots of things on-site, and the enhancement note confirms some enhancements might work on it.)

Annihilation Magic (the Elemental Strength perk is interesting, and should be used in balance in other places on-site. This magic's close to tier 1 with many enhancements, the spell too as it's sustained offensive technically.)

Tier Ass (anything not 3+ enhancements or bad):

Woodland Queen/Swamp/Nymphian (double elemental or the weaker combo, you lose basic magic enhancements)

Tsunami Magic (drawback, with a weaker Debuff on Hit)

Torpor (has 3 enhancements, but they're all bad ones lol)

Tempest Magic (only 2 enhancements)

Sub Zero (2 unique effects, but you can simply get an enhancement for Water+Wind's weakness. Freezing all water? In a way, that's immunity to water, it'd get nerfed if you got it and it'd have limited use.)

Storm/Steam/Solar/Blizzard Magic (Combo Elemental is weaker than double+. Half-deafen is a weak effect. Regardless, 2 enhancements only. Steam/Solar/Blizzard are similar, Blind is better.)

Shinkuu (only 2 enhancements)

Quake Magic (has a drawback, the only 3 generic enhancements you can get from Sorcerer and elsewhere. the enhancements aren't good either.)

Napalm Magic (the spell is the "3rd enhancement" but the "enhancements" are all weak. the disadvantages are too many.)

Green/Avatar Magic (you can kind of just get this by Combo and Triple Elemental but with different elements like Arcane.)

Greed Magic (it's weaker than Halloween and Custom Magics with similar effects, it's flawed.)

Fulmination Magic (doesn't practically do anything, can just coat or activate the AoE when ready. additionally, it doesn't really include whether the AoE can be sustained or not.)

Coldheart Magic (only 2 enhancements)

Bullet Magic (weaker than Spell Fury, range doesn't outweigh it's drawbacks)

Bastion Magic (I'm guessing this is for mana or moving, but still weak)

Baratuq (having enhanced durability to all spell-types depends on how durability rules are. you don't need multiple Overcharge just for durability, so not really more than 2 enhancements.)



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FTRP Tier Lists ALGZMuz
#7Raeburn Gamebell 

FTRP Tier Lists Empty Tue Jul 06, 2021 2:41 pm

Raeburn Gamebell
Slayer Magic

Spoiler:
Keep in mind you lose an enhancement for lots of these.

Tier 1:

Frost DS (uh huh. for those that had frost element. gives a tier debuff and +1 rank debuff, better than all shop debuffs.)

Thunder DS (custom-made, cripple effect is one of the strongest Forge effects rare on-site)

Inferno DS (unique DMG effect that can stack with other DMG effects)

Chronos/Dimensional/Devourer (self-explanatory)

Sanguine (only magic that can make Summoner relevant imo. directly better than Woodland DS. Any 2 of the effects make it tier 1.)

Tier 2:

Corrosive DS (this is a usable effect, better than Armor Piercing, and likely stacks with Overcharge. if you get it though, you somehow feel inferior to the "higher darkness" which is arguably weaker.)

Ocean DS (multiple phasing, there's some shop magics with similar. multiple phasing is better than the base phasing enhancement. why do you need it besides for offensive really tho?)

Helios DS (depends on how spell m/s is capped, it does still have multiple enhancements though)

Empyrean DS (if you don't have sensory or prepare sucks to suck and it might as well be tier 1.)

Demon/God Slayer (Double Elemental/Overcharge in a way, ignore resists, and Consumption.)

Tier Ass:

1st Generation (unlike the show, there's no reason to have it over Demon/God Slayer.)

Hurricane DS (it's directly inferior to it's other option and directly inferior to the shop enhancement)

Volcano DS (directly inferior to it's other option)

Blizzard/Storm (directly inferior to other size increases. inferior to helios. range/size increases not something to be excited about, even if they stack across site when they likely don't.)

Gale DS (directly inferior to Helios)

Metal DS (extends your range, it's like Logia in One Piece lol, increasing the range you can get hit)

Solar DS (shop magics do this and aren't taken as they're bad)

Monolith DS (multiple shop magics do similar)

Poison DS (Biophilia is better, you also lose an enhancement for this)

Mountain DS (CD reduction doesn't make it better than Limited Magic defensive magic)

Miasma DS (spell clashing and equipment make this irrelevant till the fight's already over. for many people, mana doesn't matter even if this does hit. Lunar Magic and CD Takeovers are better as they don't take an enhancement slot and they're way cheaper.)

Galaxy DS (you lose 1 enhancement. you can use spells if it doesn't match your class, but classes aren't that limiting.

-the b-rank is a basic spell that can be made by any magic.
-the flight is just 2 basic spells in one.
-the buff is just 2 basic spells in one.
-the palm is just a knockback offensive, so a one-instance weak enhancement.
-the gravity is a two-instance weak enhancement since it can affect multiple people without multi-cost and the user's immune, yet it's still just one debuff spell.
-Black Hole and White Hole allow interesting interactions, but in the end they're just an offensive/defensive spell, as Heavenly Body's best trait is avoidance.
-For the last spell, you're autohit within 25 meters presumably and pulled in. After pulled in+damaged, you're pushed out.

For 6.5m, all the effects are basic ones on-site and they're easily avoidable. You can get better enhancements for the cost.)

Woodland DS (multi-debuff is multi-enhancements at once and saves spell slots. why is this bad? sanguine. sanguine has the same effect along with 2 arguably better ones.)



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FTRP Tier Lists ALGZMuz
#8Raeburn Gamebell 

FTRP Tier Lists Empty Tue Jul 06, 2021 2:42 pm

Raeburn Gamebell
Takeovers:

Spoiler:
There's many canon and custom ways to improve Takeovers.

Tier 1:

Lucifer (reflection's good in general, this is easy to activate and can reflect a lot potentially)

Mammon (cheap nullification if someone spams you)

Belphegor (this can cheese single instance magics if they don't have cooldown reduction. it's not really going to come into effect otherwise, unless spells all start on cooldown after it's cast.)

Leviathan (this also can cheese magics. i dunno how it works though, it'd require metagaming in many cases or having already fought someone and that'd make it super niche.)

Phoenix (revival)

Tier 2:

Pixie/Slime (you can argue it's hard to fight you in close quarters and you can surprise someone. gimmicks.)

Asmodeus (it's an autohit, that's about it)

Tier Ass:

Yeti (the fight already ends)

Raiju (if you can stack speed buffs, you can afford losing more mana)

Bastetia (2 self-buffs, that's all the magic gives potentially)

Sasquatch (2 self-buffs with decreased cost, that's all the magic gives potentially. larger size more to hit.)

Harpy (you can use feet to wield weapons, that's about it)

Dryad (you can just get Overcharge: Supplementary)

Demon Baal (the only merit in this is you don't need a spell motion. not having spell motions isn't really that much of an advantage. besides that, you're potentially wasting a spell slot/can just get a spell slot for the same spell with a different name.)

Demon Beelzebub (lol, by far the worst, self-explanatory. maybe the worst Limited Magic for it's price.)



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#9Raeburn Gamebell 

FTRP Tier Lists Empty Tue Jul 06, 2021 2:43 pm

Raeburn Gamebell
Weapon Tiers

Spoiler:
Tier 1:

Spears (Null with an autohit, DMG, most unique effects over swords.)
Staffs (they have the most damage)
Axes (Frying Pan only. Otherwise, they're only good for extra DMG.)

Tier 2:

Swords (while they have the most diverse effects which aren't exactly good ones, they don't really have anything game-changing that you'd expect of the most popular weapons.)

Guns and Bows (projectiles all have to hit something besides Stormcaller. They're essentially just spells.)

Tier Ass:

Fists (they have the least amount of things, and while they do have special effects they're not that meaningful. Berserkers are inferior to Spellswords as shop shields are better than fists, and without customs you're limited to the shop.)

Daggers (all of these that do anything are on-hit. you break the dagger, or the dagger's on-hit is simply weak.)

Heavy helmets (armor's balanced, so this is a special mention that heavy helmets aren't and don't have anything effective)



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FTRP Tier Lists ALGZMuz
#10Raeburn Gamebell 

FTRP Tier Lists Empty Tue Jul 06, 2021 2:43 pm

Raeburn Gamebell
Customs:

Spoiler:
Tier 1:

Encyclopedia Elementica (it's a better version of one Demon Takeover and it interacts well with lots of Limited Magic spells. changing Arcane element to advantageous one is also an Overcharge that can stack.)

Byakko Armament (teleporting, MS increase, and debuff conversion. might need to be reworked off last part.)

Armored Titan (the effect and healing are both useful.)

Tier 2:

The One Ring (homing and ms increase are good effects for tier 2. this is a mythic tho? I'd try to get it pulled if it was me, cuz spell speed MS should cap and can say you didn't know le shrug.)

Heavenly Headdress (I dunno about the drawback, early Forge users should tots be able to reforge with all the changes though lol. M/S increase and 2S spell aren't terrible.)

Totsuka Blade (like the Fire Slayer that does this. but that's all this does, and it's a legendary.)

Singularity (if it was a shop item it'd be tier 2, since it's decent in durability over the heavy armors currently.)

Kaom/Jaeger (God of War sensory is nice, sensory is generally useful.)

Battle Cast Hood (there's no buff/debuff order officially, but if item bonuses are changed this sort of effect can be useful.)

Zhav's Amulet (ignore the ignore lol. if Fear debuffs were bigger and there weren't other counters still it'd be more effective.)

White Lightsaber (lightsabers for a unique is good.)

Nymph's Necklace (having 2 cooldown reduction on a Unique isn't that bad, pretty nice when Overheat was around)

Tier Ass:

Tal Rasha Ring (it's just CD reduction, when you can get spell scrolls and Pocket Dimension's for convenience)

Battle Cast Cuirass (there's items in shop that do things like this but better, and it relies on allies.)

Everfrost (a character thing I guess, but works on item spells which is interesting. there's other elemental conversion that are plain better, since frost won't work on many people.)

Ring Of The Secret Oath (there's an armor similar to this. percentage increases aren't hard to come by, not usable for a custom.)



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FTRP Tier Lists ALGZMuz
#11Raeburn Gamebell 

FTRP Tier Lists Empty Tue Jul 06, 2021 2:44 pm

Raeburn Gamebell
Companions (the in-development special)

Spoiler:
I'm not including companions that give percentage bonuses, as their value's subjective.

Tier 1:

Will O' Wisp (only tier 1 by buffing the spirit and then combining, the phase effect makes it tier 2 otherwise)

Spur Exceed (damage return should probs be clarified it can't vital hit)

Salem (this can be used for select situations, if it was in Mysterious Merchant it's tier 2)

Tier 2:

Juan Exceed (there's a helmet in the shop that's similar, perhaps can't stack, but the Strength nerf to divide tiers doesn't make this that interesting)

Avispa (if you have mana steal, you're already not going to be able to drain someone, and this pet will just get slapped away into a blood puddle)

Chronia (it's just 1 spell)

Dardian (for it's rarity and price? sure.)

Timcanpy (there's nothing really special here, making it a weaker tier 2, I'd say the 2k mana is useful for draining though)

Puck (similar to Timcanpy)

Storm Tiger (similar to Timcanpy)

Nantosuelta (similar to Timcanpy, just basic spells)

Panther Lily (similar to Timcanpy)

Coda (similar to Timcanpy, though the double heal is more practical)

Tier Ass:

Element dev companions Digimon and lower grade shop companions (similar to the Thematic helmets, these are just miscellaneous effects without affecting combat, like range increases that don't matter)

Nopons (one of them says it wields a gun to shoot Ether lol. the stat buff could be made useful if it couldn't be debuffed, same with shop effects that increase weapon DMG.)

Munnin/Huginn (should be able to summon it at least, people will just metagame without it or primarily meet up with their friends anyway.)

Carla (danger-sense precognition could be nice to deal with auto-hits, that's about it.)



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FTRP Tier Lists ALGZMuz
#12Raeburn Gamebell 

FTRP Tier Lists Empty Tue Jul 06, 2021 2:45 pm

Raeburn Gamebell
Thematic Shop

Spoiler:
Tier 1:

Sea Dragon items (mana's very useful at lower ranks)

Old Nine Heroes (Indestructibles. Midas has nulling, a subjective hinder, and an extra hand slot+super high damage. Rama's has speed and sustained DMG. Musashi has durability and easy buffing. All these effects are valuable and relatively hard to come by through the entire site, and where you'll find them those are good items. Ragnar's old item and the book were similar, the other Nine Heroes weren't that good though along with being untaken for good deal of time. For example, Jeanne is probably better than it was, that's the only one that's better tho.)

Tier 2:

Jeanne (bypassing resistance is unique. lightsaber effect is good. they're only good effects tho, not great. the debuff immune is passable.)

Tier Ass:

Stalkers (weaker than normal null items in the shop, but cost more and need to be adventurer. additionally, Forge allowed them originally but stronger.)

New Nine Heroes (they're untaken for a reason. the spells are just normal spells, some many weaker than you can find on many other places on-site. in exchange, you get lots of drawbacks for 5m.)

Elemental Helmets (for a Mythic of 5m, you just get effects that don't affect combat and are miscellaneous add-ons)



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FTRP Tier Lists ALGZMuz
#13Raeburn Gamebell 

FTRP Tier Lists Empty Tue Jul 06, 2021 2:46 pm

Raeburn Gamebell
Mysterious Merchant

Spoiler:
Tier 1:

Dhan-Galhoul (best sensory on-site)

Ormus (good for disengaging)

Tier 2:

Skeleton Key (free travel yay)

Memory Key (kill Liches, know weaknesses better than the World/RK perk yay)

Vampire Eye (sensory if you don't have it already yay no dark race weakness)

Mordecai (best for werewolves)

Medusa/Ferion (this is really only good if people are running away)

Berial (Overcharge, but there's so many
Overcharges nowadays and probs doesn't stack so nah MM waste)

Asimov (Mythic for...weak spells, that's it. You can just buy S-rank spell scrolls.)

Nihlatak (extra resist essentially, might not work on SS+)

Lucian's (surprise attacks)

Sentinel (you should already have a class with 2 slots)

Dracula's (good for lie sensing, the blood attachment makes you immune to Orange topics I guess)

Icarus (+1 S-rank to durability essentially. if not, it doesn't follow equipment rules.)

Tier Ass:

Anything unlisted, generally a stat bonus not worth paying a legendary.

Ruyi (Mythic with drawbacks and...lets you pierce, that's it)

Lysander (^^^Same, gives limb cripple when legendaries do that, lets you stack damage POTENTIALLY only if you can cast the same spell once)

Mhardoc (gives nothing)

Belserion (why)

Dhivir (worse than all teleporting on-site)

Null eye (worse than the Salem pet (a legendary with lower price possibly) if it can only null once while on CD. salem has larger range too, and a lower mana cost.)



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FTRP Tier Lists ALGZMuz
#14Raeburn Gamebell 

FTRP Tier Lists Empty Tue Jul 06, 2021 2:46 pm

Raeburn Gamebell
Relics and Necklaces

Spoiler:
There's too many, and too subjective. I'll just include bad ones.

Tier Ass:

Wrench (I don't think it's mythical for a scaling-by-strength item to heal other items, especially at low efficiency of just 1S. If it's legendary, I also think it should fully-heal (even without strength) and make it clear you can heal totally-destroyed at any spot in the topic. If someone's wanting to do more than 3S, they have to wait 2 posts uninterrupted.)

Yeti Brace (Adventurer has a reduction already, and this also only affects one Two-handed when you might want 2.)

Nevermore/Dracula (similar effects elsewhere and it's not just the sole effect on an item. I guess you can use birds as emergency food if you're a vampire.)

Magnetic Resonance (if it's like...you have a container, and can put people's spells in it where you can then use them where you want, that's passable. if not, you're autohitting yourself with debuffs voluntarily.)

Gold's Coil (Adventurer-limited, idk about that. 3 posts seems more attractive for a legendary too. cooldown reduction doesn't matter anymore all that much with Overheat removed.)

Sashes (why buy a Sash from necklaces when you can get an amulet that works on more)



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FTRP Tier Lists ALGZMuz
#15Raeburn Gamebell 

FTRP Tier Lists Empty Tue Jul 06, 2021 2:48 pm

Raeburn Gamebell
Rings

Spoiler:
Tier 1:

Eshiga's Guard (Shichiro's shield and with higher weapon mastery. Alternatively, two Forge reflect shields with Eshiga's Wall.)

Tier Ass:

Everything else is bad, arguably the worst sub-section in the shop, not including Greed's for grinders.

Bone Ring was PASSABLE when debuffs were autohits. Pocket Dimension is only convenient.



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FTRP Tier Lists ALGZMuz
#16Raeburn Gamebell 

FTRP Tier Lists Empty Tue Jul 06, 2021 2:50 pm

Raeburn Gamebell
Quests and Locations

Spoiler:
Tier 1

Everywhere else

Tier Ass

Multiverse, no reason to visit. Same with new countries after event, such as Iceberg.

South Fiore besides Hargeon



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FTRP Tier Lists ALGZMuz
#17Raeburn Gamebell 

FTRP Tier Lists Empty Tue Jul 06, 2021 2:51 pm

Raeburn Gamebell
Forge

Spoiler:
Drawbacks are too long when you should always take them and they should just be simply downgraded from the Severe. The 3 sets of drawbacks are 3 paragraphs that members look at annoyed.

Tier Ass

All effects that are weaker than Unique, except for Pocket Dimension. The point system is completely confusing, there should just be limits by effect amount. Durability and damage can simply be effects. Item types can simply determine the base DMG/durability and effect amount, not points, which makes one item inferior to others potentially for a meta people don't want. Size? Come now. Handling? Give an extra effect for a two-handed, no calculations.



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FTRP Tier Lists ALGZMuz

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