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Prompto [Free Unit|FFXV Collab]

Discussion in 'Unit Reviews' started by Zenith, Jul 9, 2018.

  1. Zenith

    Zenith Active Member

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    [​IMG]
    Foreword
    Prompto is a mid-ranged mixture out of a ranged unit and a support. He may seem underwhelming when you compare him to other ranged units, but he has some very charming albeit gimmicky aspects about him that other units do not offer.

    General Usage
    Prompto has extraordinarily high 11% base thunder elemental resist and 58% paralyze resist. This makes prompto more of a unit suited to maps where you fight Thunder units, not only because he can take more hits against those, but because they are typically the ones that induce paralyze status. Similar to machinists, he offers a cross paralyze, but he also offers a cross bind additionally. Prompto is able to hit units with his unlimited height on some of his skills. His strongest point, however, is access to skills that are otherwise always reserved to melee units. He is able to support your team from a safe distance by transferring jewels, lowering enemy pdef and CT. Optimally, you would run him on a mono thunder team with one of the many other ranged thunder units like Caris and Magnus or on any team that needs ranged support. The ability to restore his own jewels from a distance allows prompto to fit into this niche while still being able to chip away at enemies health with comparable damage to that of other ranged units.
    Prompto does not need his camera gear to fit this role, but if you do have his camera, he is able to pull off a strong gimmick against any sub 124 agi units: Since his camera has 3 charges and reduces CT of his target to 0, he can amass jewels until he has 135 jewels saved up and then unload his WA onto his target to basically force his enemy to skip turns up to 3 times in a row. This may seem like a weak effect compared to e.g. Stop status, but the strongest opponents in this game are always immune to most or all status effects. But they are never immune to getting CT reduced, so this ability of prompto turns out to be surprisingly powerful in situations where you have time to focus on a strong opponent with your team, especially if that unit heals each turn for massive amounts of HP.

    Prompto's primary moves are:
    - Trigger-Happy: His WA is surely one of the best things about him. Since it's a thunder damage move, you want to use it on water units for the 50% extra damage. On most maps you will just use it on any unit whose turn you want to skip and on others you want to save jewels to use it 3 times in a row on a specific target.
    - Gravisphere: Cross AoE with 25% chance to bind and unlimited height, one of his most used skills since it has more range than most of his other moves and the utility is good.
    - Shock Drop: Cross AoE with 40% chance to paralyze around him. You don't usually get up into range of an enemy to use this. But if something comes too close, it's a decent paralyze chance.
    - Scintilla: Prompto's reactive. While you have no control over when it will proc, it's actually one of the main reasons for using prompto in my opinion. I have often found that simply having prompto around and letting him get hit for his reactive to proc is reason enough to carry him into fights. It has a 30% chance to counter with a 100% daze with 4 range. Certainly not needed if you use Noctis or other units who can actively daze with high chance, but still a powerful reactive.
    - Snapshot: Prompto can refill jewels easily with his ranged normal attacks, unlike merchants who have to walk up to their targets while exposing themselves to attacks. And snapshot gives 15 of his easily refillable jewels to an ally. The skill has 10 charges, so you can spam it like crazy.
    - Piercer: Prompto reduces 20% of his targets Pdef. It's not much, really. But also usable from a distance.

    Gear that benefits Prompto greatly
    - Camera
    [​IMG]
    An extremely powerful gear that gives you 50 Dex, 20 hit and 10 missile dmg at 5*. It's incredibly useful, not just on prompto, for increasing a unit's hit chance and to boost ranged attacks. Prompto unlocks his WA with it, whose main use is to reduce CT to 0. It's also one of the very rare WA's with 3 charges and one on a ranged unit that features the same element as the user with a decent multiplier, so it gives him access to 3 powerful shots against water units and allows him to serve as damage dealer and not just as pure support.

    - Snowman Hat
    [​IMG]
    Since Prompto only has 132 max. jewels at 85, he needs the snowman hat to pull off the gimmick of shooting his WA 3 times in a row. The snowman hat also has an active ability that allows prompto to give 25 of his jewels to allies, which strengthens his supportive nature of supporting jewels to allies even further.

    - Wanderer's Hat
    [​IMG]
    The max jewels of this hat also allow prompto to pull off his 3-shot gimmick and additionally this hat gives prompto enough initial jewels to use his WA on turn 1. It's a good alternative to Snowman hat, especially if you want to use him offensively or for his WA-gimmick.

    - Blue Crystal Rose/Curious Doll
    [​IMG] [​IMG]
    Prompto is squishy and the rose is a god-sent to him. With the resistance of this rose he can gain decent bulk in maps with mainly water enemies from the 25 Water resistance on this gear. The teddy gives decent bulk as well, but is more focused on gaining the +15 jewels for refilling. The rose only gives +6 jewels obtained.

    - Battlefield Drama
    [​IMG]
    The 10 agi from the book allow prompto to do his WA-gimmick on enemies with sub 134 agi and just makes him overall faster.

    Recommended Setup
    Main: Camaraderie
    Sub: Basic Camaraderie
    Reactive: Scintilla
    Passive: Long Shot
    Passive: Comeback/Journey Scribe
     
  2. Arananthi

    Arananthi Active Member

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    What none of this tells you is that Prompto uses a sh!tty damage formula [.65(PATK+DEX)] for literally every move he has, and his PATK sucks balls. So unless your map has enemies vulnerable to Daze, you really need to give those Jewels away to some other unit for some important purpose, or you get the Camera in gatcha, he's basically slightly different Edgar.

    Which is what you actually need to know.
     
    nickjr and udon like this.
  3. nickjr

    nickjr Moderator Staff Member

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    But he's a supportive Edgar. A really supportive Edgar. :D

    Also THAT HIGH PARALYZE RESIST. TIME TO SHOW VEDA TOWER WHO'S BOSS BUAHAHAHA
     
    Arananthi and Yeivist like this.
  4. Zenith

    Zenith Active Member

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    I completely disagree.

    You do realize that's the exact same formula that the Gunner class also uses.
    Caris as gunner e.g. has roughly 400 patk, 300 dex.
    Prompto has roughly 300 patk, 400 dex.
    A sniper formula with those 0.05 more scaling respectively isn't all that much different.
    You aren't going to deal much damage with missile-atk units compared to all the other powercreeped units anyway. Their main plus points are either their range advantage or the utility they bring.

    That's why the comparison to edgar doesn't hold, because Edgar is forced to either be used as pseudo-sniper (in which case he has even for a sniper sub-par damage) or gunner (whose only gimmick is the support from pinpoint shot).
    Prompto can't serve with range, but he does (for a missile atk unit) decent damage while offering exactly what you want from a ranged unit, i.e. supporting you from the back line with chip-damage and some utility moves.

    Prompto is a decent to mediocre unit. Edgar on the other hand is a sub-par i.e. just overall a bad unit.
     
    nickjr likes this.
  5. Arananthi

    Arananthi Active Member

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    Yes. The Gunner class also sucks balls. Thus the direct comparison to Edgar. Neither one of them can kill a damn thing. The fact that Prompto can be used to give someone else 15 Gems a time or two before he kicks it isn't putting him higher on the food chain than Edgar's single shot of Stop.
     
  6. Zenith

    Zenith Active Member

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    What is true is that the HP of units will just get more and more over time. So even if a gunner or prompto can deal decent damage right now, your statement that they fail to "kill a damn thing" gets more weight over time.

    But: Edgar =/= Gunner class
    Every unit has their own base stats. Just like every unit has their own class-combination.
    Edgar being bad at being a gunner doesn't make the gunner class bad.

    It's still one of the most powerful silver classes. The current arena alone should prove that.
    The only reason you do not see Gunners in every team dominating the arena right now is because of the 50% missile dmg reduction. The turn 1 ranged stop is powerful if you can back it up with consistent damage.

    Fun fact: I thought it meant 50% missile dmg up, so in the first team I used, I took prompto with gunner caris as lead.

    If I think of how many silver classes are even usable, then it's usually just their subs that are relevant and not the main job.
    Only few silver classes are ever used: Chrono, Twinblade, Magic Swordsman, Gunner, Shrine Maiden and then just the occasional users of classes that just work out for them.
    That speaks volumes about the Gunner class already.

    But prompto's situation is really easy to sum up. If you have his camera, you can use him. If you don't have it, you can still use him as cheap pseudo-merchant replacement, where he's comparable to Elrike as free merchant.
    The material costs are really the only reason keeping you from maxing prompto if you have his camera. If you don't have that problem, which you won't after a certain amount of playtime, he comes in handy on some stages.
     
    nickjr likes this.
  7. Arananthi

    Arananthi Active Member

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    Umm...what?

    I have literally never seen a Gunner in Arena. Not even when it was Missile Effective a while back. Yes, Stop is a strong effect, but so is Daze+Bind, and Snipers can do it from a full additional move away -- and three times. Yes, Stop is a strong effect, but so is ignoring Defense, and Machinists can do it with an in-Job AGI boost -- and three times.

    I'm not even sure what character, outside of Edgar out of necessity and possibly Caris if you really need to peak her stats, you would ever bother leveling Gunner past JL6 in. The RoI on that is almost nil.

    So yeah, actually, Edgar effectively is the Gunner class, because everyone else who has the Gunner class gets a massively superior option at some point in their existence -- and it's usually LB5.
     
    nickjr likes this.

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