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Character Guides - Alberto - Abilities, Mind - May 30, 2020 Light Magic Pros Alberto starts with Light Magic by default in Story Mode and Endless Dungeon. Maxed out, Light Magic becomes a very powerful and versatile tool, healing for 40 HP and placing a 8 HP/second healing Light Zone for 5 seconds, with a cooldown of 10 seconds. During the Mind Field Effect, Light Magic can decrease its cooldown to as low as 5 seconds and increase its power to 60 HP and Light Zone to 12 HP/second -- values that can be improved further with Inner Strength (an ability that boosts healing power and sets Light Magic cooldown to zero on trigger). Cons Light Magic has pretty well no negatives in practice -- even without any passives, a 20 HP healing ability with 15 seconds of cooldown is useful in any build. But, given that Alberto is mainly in parties to act as a healer, investing in Light Magic is pretty well a given, which means he will have less versatility in build choice. Counter Pros Alberto starts with Counter by default in Story Mode and Endless Dungeon. It is a warp counterpunch with zero cooldown that deals up to Attack x 6 damage on trigger, and is very useful for influencing/maintaining the Mind Field Effect. Alberto's choice of weapon gives Counter more usefulness -- Seraphim Nails can boost Counter damage to Attack x 10 and Beast Claws grants Alberto reduced cooldowns to his Mind abilities when triggering Counter. Cons Counter's zero cooldown is not exactly zero cooldown -- Alberto has to have been hit by an enemy since his last Counter to trigger Counter in the first place. The requirement of getting hit, even with Alberto's high Defense stat, is not something to aim for, as Alberto is not a true tank. Inner Strength Pros Inner Strength is a buff that boost Alberto's healing abilities by up to 2.5x power while setting Light Magic's cooldown to zero on trigger, allowing for a powerful Light Magic/Light Zone -> Inner Strength -> Light Magic/Light Zone healing combo in case things get really bad all of a sudden. During the Mind Field Effect, it also boosts Photon Ray's damage by 6x and gives it zero cooldown, giving it a way to quickly exit the Mind Field Effect if needs be for better team offense. Cons Inner Strength drops Alberto's offense by half. Even though he has a passive that nulls this negative during the Mind Field Effect, the Mind Field Effect itself drops his offense by half anyways. If Alberto is relied upon for anything offensive, Inner Strength needs to be planned around. Revive Pros Maxed out, Revive is one of two revival abilities (the second being Cherry's Phantom Break), and heals for 20 HP with a cooldown of 10 seconds. Inner Strength can get this healing value as high as 50 HP. Revive's Soul Triad tree also contains Light Zone for Alberto's Light Magic, which is a must for Alberto as a healer. Cons Revive is useful for turning around an unfortunate situation, but without Inner Strength, its healing value is poor for its investment. Elixir Pros Maxed out, Elixir heals all allies for 25 HP and reduces ALL of their current ability cooldowns by 5 seconds (except Alberto's Elixir used for the cooldowns), making it a versatile support ability. It also can heavily influence the Mind Field Effect with one casting, and is invaluable for influence/maintainance of the Mind Field Effect. Cons Its heal value without Inner Strength is not great for its 30 second cooldown -- the one ability not affected by the 5 second reduction. It can be great for topping up HP and reducing cooldowns frequently during the Mind Field Effect (thanks to Elixir's cooldown weakness being reduced here), but is harder to justify outside of Inner Strength/Mind Field Effect. |