psst. those Field actives are also gonna do orb enhances
Oh I know it. I made an oblique reference to that. And maybe I should be looking at them as orb enhancers first and damage ignorers second. If I understand orb enhance it's primarily useful on teams that turn most or all of the board to one color, right? If that's the case then are the elementals ever optimal choices as orb enhancers for a particular colors?
They have about the same stats and arguably about equivalent awakenings to the mythical beasts, so at that point it's a matter of whether you need short cooldowns or not. I guess some teams (hero gods?) want short cooldowns while others (full board changes?) don't care that much.
When compared to the non-mythical beast orb enhancers (Hera-Sowilo, Beelzebub, Shiva, Athena, Hera-Ur, ultimate Hera-Is, etc.) there's no contest due to their much lower stats except in the rare case that one of the alternatives is REM-only. In fact, for the most part those alternatives are more common than the elementals. I suppose some of the descend prize orb enhancers are pretty costly though, so the elementals might make okay stopgap measures until you can afford to pay 60 or 70 for an option with higher stats, but that still doesn't exactly make them fun or desirable.
Yeah, even as orb enhancers they need help. Unless having two enhance orb awakenings actually makes a huge difference now, I don't actually know how it works currently.
At the same time though, are you really going to go to a dungeon with team you know gets hosed by it. I mean, if I'm going to a green dungeon, I might as well just go with my red team.
Yeah, I know right? That's why I say maybe the right way to do it would be to have them shield against their own colors. That way you're not pointlessly overkilling something you're probably going to beat anyway and not deliberately putting yourself into bad situations just to have something to use your effect against.
Although maybe if they did shield against colors they're weak against the best use for that wouldn't be for going out of your way to do dungeons that resist you, but rather to handle midbosses that resist you in dungeons that you can otherwise handle. I know I'd like an active to help against Artemis in Zeus Vulcan, and if I could slot that onto a water team without taking away from my water damage or rows I might actually consider using Undine.