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[GAME ON] Etrian Odyssey DS - May 15th

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Posts

  • NailbunnyPDNailbunnyPD Registered User regular
    edited May 2007
    How do I get quests after the first one? I keep going to that castle to get new quests and report monsters and items, but they don't have anything new.

    NailbunnyPD on
    XBL: NailbunnyPD PSN: NailbunnyPD Origin: NailbunnyPD
    NintendoID: Nailbunny 3DS: 3909-8796-4685
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  • urahonkyurahonky Registered User regular
    edited May 2007
    I think when you reach your first FOE, and head back to the town they should have more missions. I've only got the first Quest, however, and I'm on the 3rd floor. So probably afterwards.

    urahonky on
  • solsovlysolsovly Registered User regular
    edited May 2007
    If you are struggling with money early on you can do a couple of cheesy things like I did. I got sick of grinding out level 1 for drops and needed some hardwood for a quest. I created 5 more survivalists, gave them all 3 wood harvesting skills and sent them to the first floor to harvest. Usually end up with a couple red fruits, tons of mugwort and hardwood. With 5 lvl 1 survivalists with 3 traits into the chop gathering skill, you get 30/30 per day. Easily ranking in about 600-700 gold per run. After they level up just from running to the harvesting point, they should get lvl2/3 in no time, netting you even more per run.

    Good way to unlock a couple items and get more gold without mindlessly grinding for an hour or two.

    solsovly on
  • orpheusorpheus Registered User regular
    edited May 2007
    How do I get quests after the first one? I keep going to that castle to get new quests and report monsters and items, but they don't have anything new.

    If you mean after the quest to map out the first floor, then all the quests after that seem to come from the sexy girl in the other inn. (Not the one you sleep in)

    orpheus on
    But, if you are after mere parlor tricks, you will be sorely disappointed. For if I reach behind your ear, it will not be a nickel I pull out, but your very soul!
  • Magic PinkMagic Pink Tur-Boner-Fed Registered User regular
    edited May 2007
    orpheus wrote: »
    How do I get quests after the first one? I keep going to that castle to get new quests and report monsters and items, but they don't have anything new.

    If you mean after the quest to map out the first floor, then all the quests after that seem to come from the sexy girl in the other inn. (Not the one you sleep in)

    The Pub has Quests. The guild hall has missions. There won't be another mission until halfway through level 3.

    Quests seem to be unlocked with reaching new floors and completing prior quests although some may be character-level or character-created unlocked too.

    Magic Pink on
  • JensenJensen Registered User regular
    edited May 2007
    solsovly wrote: »
    If you are struggling with money early on you can do a couple of cheesy things like I did. I got sick of grinding out level 1 for drops and needed some hardwood for a quest. I created 5 more survivalists, gave them all 3 wood harvesting skills and sent them to the first floor to harvest. Usually end up with a couple red fruits, tons of mugwort and hardwood. With 5 lvl 1 survivalists with 3 traits into the chop gathering skill, you get 30/30 per day. Easily ranking in about 600-700 gold per run. After they level up just from running to the harvesting point, they should get lvl2/3 in no time, netting you even more per run.

    Good way to unlock a couple items and get more gold without mindlessly grinding for an hour or two.

    yea someone else recommended this to me when I mentioned having money issues and it works great. I put an alchemist in the group with chop also because i hated bumping into clawbugs without one.

    Jensen on
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  • NailbunnyPDNailbunnyPD Registered User regular
    edited May 2007
    Magic Pink wrote: »
    orpheus wrote: »
    How do I get quests after the first one? I keep going to that castle to get new quests and report monsters and items, but they don't have anything new.

    If you mean after the quest to map out the first floor, then all the quests after that seem to come from the sexy girl in the other inn. (Not the one you sleep in)

    The Pub has Quests. The guild hall has missions. There won't be another mission until halfway through level 3.

    Quests seem to be unlocked with reaching new floors and completing prior quests although some may be character-level or character-created unlocked too.

    That explains it. Thank you.

    NailbunnyPD on
    XBL: NailbunnyPD PSN: NailbunnyPD Origin: NailbunnyPD
    NintendoID: Nailbunny 3DS: 3909-8796-4685
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  • urahonkyurahonky Registered User regular
    edited May 2007
    I was thinking of making an entire group of 4 Survivalists and 1 Medic.

    You think that'll work? Bows for the Back Row, and Swords for the front row. Max AGL for all of them.

    That's alot of damage.

    urahonky on
  • RamenRamen Registered User regular
    edited May 2007
    theprice wrote: »
    1) Does anyone who's tried smite for the protector have any thoughts on its usefulness?

    I'm currently at BF11, and my party got around to about lvl 30-ish. I currently have a party of:

    Protector - (Front) - Maxing Defender, En Garde, Smite
    Protector - (Front) - Carbon copy, but maxing Smite first
    Alchemist - (Back) - Tri-elemental, with focus on tier-2 spells. Fuck the hit-all spells. And poison!
    Survivalist - (Back) - Ambush, Multihit, Apollon.
    Medic - (Back) - Healer, Cure III (Cure II sucks in comparison at max level), Salve II, Immunize, Refresh (at 8 only)

    I screwed up some skill points earlier, so I rested my whole party, and I basically gave one Protector Defender, and the other Smite. At around lvl 20-ish, Smite deals about 200+ damage non-boosted. At this level, the only thing that matches it's damage is the Alchemist's poison (Maxed, it deals 255 every turn, but only if it connects).

    Also, like some have said earlier, poison for Alchemists is a great skill. I recommend putting one point in toxins, and 9 in poison. You'll deal the max of 255 at skill 9, and at skill 10, it just increases the chance of it landing.

    I'm thinking of retiring the second Protector for something else at some point. Possibly a Ronin. I really want to try a Troubadour too, but then I wouldn't be able to fit him in the back row. Suggestions?

    Ramen on
  • Magic PinkMagic Pink Tur-Boner-Fed Registered User regular
    edited May 2007
    urahonky wrote: »
    I was thinking of making an entire group of 4 Survivalists and 1 Medic.

    You think that'll work? Bows for the Back Row, and Swords for the front row. Max AGL for all of them.

    That's alot of damage.


    I'd replace the front row with Landrechts. Yeah, slow, but a good twice or triple the damage of Survivalists.

    Magic Pink on
  • urahonkyurahonky Registered User regular
    edited May 2007
    Ohhh, good idea. That way I could use crush 3 times, and then have the back with a survivalist bow (with max AGL or bow) and Medic (with max Healing/Patch Up)

    Good call!

    urahonky on
  • RamenRamen Registered User regular
    edited May 2007
    urahonky wrote: »
    I was thinking of making an entire group of 4 Survivalists and 1 Medic.

    You think that'll work? Bows for the Back Row, and Swords for the front row. Max AGL for all of them.

    That's alot of damage.

    The only flaws I can think of for a team like this, is TP consumption, and not having enough defense.

    You might get raped later on by FOEs. A Protector's Defender REALLY helps against some of the AOE attacks they deal, and it lessens the stress load for your medic by a an asston. Cutting off 20-30 damage per turn makes a huge difference on the long run. Alternatively, you could probably just buy the defense raising items from the store, but that's costly, and it eats up your inventory space.

    Ramen on
  • Magic PinkMagic Pink Tur-Boner-Fed Registered User regular
    edited May 2007
    Ramen wrote: »


    I'm thinking of retiring the second Protector for something else at some point. Possibly a Ronin. I really want to try a Troubadour too, but then I wouldn't be able to fit him in the back row. Suggestions?

    Ronin seem neat. Here's their skills shamelessly copied from Gamefaqs:
    Skills
    HP Up - Increase maximum HP
    TP Up - Increase maximum TP
    ATK Up - Increase physical damage.
    Katanas - Increase katana damage. Needed to learn Katana skills.

    Sight - Increase attack damage at night or when blinded. (requires ATK Up above LV3)
    Crit Up - Increase chances of critical attacks. (requires ATK Up above LV5)
    Ibuki - Heal HP by taking deep breath. (requires HP Up above LV3)
    Kesagiri - Katana skill of stepping forward whike slicing. (requires Katanas above LV1)

    Overhead - Temporary overhead stance tha increases attack and defense. (requires Katanas above LV3)
    Zamba - Strong katana slice from the Overhead stance. (requires Katanas above LV5, Overhead above LV1)
    Midareba - Repeated katana slashes from the Overhead stance. (requires Katanas above LV7, Overhead above LV3)
    Orochi - Execute an fire katana strike from the Overhead stance. (requires Katanas above LV10, Overhead above LV5)

    Seigan - Temporary Seigan stance that increases attack and defense. (requires Katanas above LV3)
    Mikiri - Deflect an enemy attack with a katana from the Seigan stance. (requires Katanas above LV5, Seigan above LV1)
    Koteuchi - Immobilize an enemy's arms with a katana from the Seigan stance. (requires Katanas above LV7, Seigan above LV3)
    Raizuki - Execute a volt katana strike from the Seigan stance. (requires Katanas above LV10, Seigan above LV5)

    Iai - Temporary Iai katana stance that increases speed. (requires Katanas above LV3)
    Kubiuchi - Chance of an instant katana kill from the Iai stance. (requires Katanas above LV5, Iai above LV1)
    Gatotsu - Extremely powerful, fighting-quick katana stab. (requires Katanas above LV7, Iai above LV3)
    Hyosetsu - Execute an ice katana strike from the Iai stance. (requires Katanas above LV10, Iai above LV5)
    Mine: Uh... mining.

    They seem focused on doing lots of damage quickly. Not real good defense tho.

    Troubadors are neat but really just support and are best in the back. The won't do much damage (well, they do more then a Medic anyway) but they will help with Shelter and Bravery. They play like support clerics. Hexers are sort of like them as well, except the skills that Troubadors have to buff the party are the ones the Hexers use to debuff the enemies. And hexers have the binding skills the Dark Hunters have.

    Magic Pink on
  • urahonkyurahonky Registered User regular
    edited May 2007
    Ramen wrote: »
    urahonky wrote: »
    I was thinking of making an entire group of 4 Survivalists and 1 Medic.

    You think that'll work? Bows for the Back Row, and Swords for the front row. Max AGL for all of them.

    That's alot of damage.

    The only flaws I can think of for a team like this, is TP consumption, and not having enough defense.

    You might get raped later on by FOEs. A Protector's Defender REALLY helps against some of the AOE attacks they deal, and it lessens the stress load for your medic by a an asston. Cutting off 20-30 damage per turn makes a huge difference on the long run. Alternatively, you could probably just buy the defense raising items from the store, but that's costly, and it eats up your inventory space.

    I was hoping to flex some muscle and kill them before they get a chance to attack me, hence the AGL boost. But yeah, as soon as I get jumped from behind (and you'll always have to go a few rounds with FOEs) I'm pretty much f'ed in the a.

    I might still try it (I'm really weird about making my own type of random group... In diablo 2 I always try to spec a really ODD-BALL type of way. IE: my first charged bolt sorc; My Burst of Speed Assassin; Etc.

    urahonky on
  • Magic PinkMagic Pink Tur-Boner-Fed Registered User regular
    edited May 2007
    urahonky wrote: »
    Ramen wrote: »
    urahonky wrote: »
    I was thinking of making an entire group of 4 Survivalists and 1 Medic.

    You think that'll work? Bows for the Back Row, and Swords for the front row. Max AGL for all of them.

    That's alot of damage.

    The only flaws I can think of for a team like this, is TP consumption, and not having enough defense.

    You might get raped later on by FOEs. A Protector's Defender REALLY helps against some of the AOE attacks they deal, and it lessens the stress load for your medic by a an asston. Cutting off 20-30 damage per turn makes a huge difference on the long run. Alternatively, you could probably just buy the defense raising items from the store, but that's costly, and it eats up your inventory space.

    I was hoping to flex some muscle and kill them before they get a chance to attack me, hence the AGL boost. But yeah, as soon as I get jumped from behind (and you'll always have to go a few rounds with FOEs) I'm pretty much f'ed in the a.

    Try Dark Hunters or Ronin then. They seem pretty fast. Or one of each, the Ronin dealing out farktons o' damage and the Dark Hunter using the bind skills to not let the enemy attack anyway.

    edit: It seems that a whip-focused Dark Hunter or a Hexer is going to be another required member, like Medic and Alchemist. I can't imagine getting far without the abilities to cancel some of the attacks; especially the ones that enemy spellcasters have.

    Magic Pink on
  • urahonkyurahonky Registered User regular
    edited May 2007
    How does binding work? I would get bound from a mob on one of my chars, but I was still able to do everything I did before; With no loss in damage or anything.

    If I bind their hands, does that mean they can't use physical attacks?

    urahonky on
  • Magic PinkMagic Pink Tur-Boner-Fed Registered User regular
    edited May 2007
    urahonky wrote: »
    How does binding work? I would get bound from a mob on one of my chars, but I was still able to do everything I did before; With no loss in damage or anything.

    If I bind their hands, does that mean they can't use physical attacks?

    I haven't got a whole lot of experience with them either but apparently binding a head, "Gag", is like Silence, binding arms is like Paralyze, etc. It stops them from using skills that would require those limbs.

    Gaging the Ragelop, for example, makes his Scream fail. Binding the legs of the huge bull thing would stop him from using Charge.

    Magic Pink on
  • urahonkyurahonky Registered User regular
    edited May 2007
    Magic Pink wrote: »
    urahonky wrote: »
    How does binding work? I would get bound from a mob on one of my chars, but I was still able to do everything I did before; With no loss in damage or anything.

    If I bind their hands, does that mean they can't use physical attacks?

    I haven't got a whole lot of experience with them either but apparently binding a head, "Gag", is like Silence, binding arms is like Paralyze, etc. It stops them from using skills that would require those limbs.

    Gaging the Ragelop, for example, makes his Scream fail. Binding the legs of the huge bull thing would stop him from using Charge.

    Hmm, and that sounds pretty useful. I might have to get my Dark Hunter off the bench, and give him a go. Will have to drop one of my Medics though :( And I'm trying to keep two in my group to keep everyone alive... all the time.

    I might have to respec my Protector, I put two points into Cure; And I hardly use it. I put points into it before because I was trying to relieve some TP stress off my Medic, but now she's got plenty of TP for the entire party.

    urahonky on
  • NamrokNamrok Registered User regular
    edited May 2007
    So wait, how's the whole class thing work? I've been reading a lot of posts about people swapping out on class for another. Is it like a Final Fantasy Tactics type job system where you just switch over the class, or do you hire the character from a pool, or do you have to roll up a level 1 in a new class and delete the old character? Does the came keep characters not in your "active party" so to speak if things with the new guy don't work out?

    Namrok on
  • Magic PinkMagic Pink Tur-Boner-Fed Registered User regular
    edited May 2007
    urahonky wrote: »
    Magic Pink wrote: »
    urahonky wrote: »
    How does binding work? I would get bound from a mob on one of my chars, but I was still able to do everything I did before; With no loss in damage or anything.

    If I bind their hands, does that mean they can't use physical attacks?

    I haven't got a whole lot of experience with them either but apparently binding a head, "Gag", is like Silence, binding arms is like Paralyze, etc. It stops them from using skills that would require those limbs.

    Gaging the Ragelop, for example, makes his Scream fail. Binding the legs of the huge bull thing would stop him from using Charge.

    Hmm, and that sounds pretty useful. I might have to get my Dark Hunter off the bench, and give him a go. Will have to drop one of my Medics though :( And I'm trying to keep two in my group to keep everyone alive... all the time.

    I might have to respec my Protector, I put two points into Cure; And I hardly use it. I put points into it before because I was trying to relieve some TP stress off my Medic, but now she's got plenty of TP for the entire party.

    I thought you were trying 4 Survivalists and a Medic? I'm suggesting a Ronin, Dark Hunter, 2 Survivalists and a Medic instead.

    Magic Pink on
  • Magic PinkMagic Pink Tur-Boner-Fed Registered User regular
    edited May 2007
    Namrok wrote: »
    So wait, how's the whole class thing work? I've been reading a lot of posts about people swapping out on class for another. Is it like a Final Fantasy Tactics type job system where you just switch over the class, or do you hire the character from a pool, or do you have to roll up a level 1 in a new class and delete the old character? Does the came keep characters not in your "active party" so to speak if things with the new guy don't work out?

    You have a pool of (I think) 20 to create and choose from. They stay at the Guild Registry or some such place and you take up to 5 of them with you at a time.

    Magic Pink on
  • urahonkyurahonky Registered User regular
    edited May 2007
    Namrok wrote: »
    So wait, how's the whole class thing work? I've been reading a lot of posts about people swapping out on class for another. Is it like a Final Fantasy Tactics type job system where you just switch over the class, or do you hire the character from a pool, or do you have to roll up a level 1 in a new class and delete the old character? Does the came keep characters not in your "active party" so to speak if things with the new guy don't work out?

    You register new people at the guild hall. That's how you make new characters.

    I originally made 6 of them, but you can only use 5 at a time. So I leveled them up, and decided to give the other chars a shot; and swapped out two of them.

    It's pretty neat, because you can make a new char anytime you want.

    urahonky on
  • urahonkyurahonky Registered User regular
    edited May 2007
    Magic Pink wrote: »
    urahonky wrote: »
    Magic Pink wrote: »
    urahonky wrote: »
    How does binding work? I would get bound from a mob on one of my chars, but I was still able to do everything I did before; With no loss in damage or anything.

    If I bind their hands, does that mean they can't use physical attacks?

    I haven't got a whole lot of experience with them either but apparently binding a head, "Gag", is like Silence, binding arms is like Paralyze, etc. It stops them from using skills that would require those limbs.

    Gaging the Ragelop, for example, makes his Scream fail. Binding the legs of the huge bull thing would stop him from using Charge.

    Hmm, and that sounds pretty useful. I might have to get my Dark Hunter off the bench, and give him a go. Will have to drop one of my Medics though :( And I'm trying to keep two in my group to keep everyone alive... all the time.

    I might have to respec my Protector, I put two points into Cure; And I hardly use it. I put points into it before because I was trying to relieve some TP stress off my Medic, but now she's got plenty of TP for the entire party.

    I thought you were trying 4 Survivalists and a Medic? I'm suggesting a Ronin, Dark Hunter, 2 Survivalists and a Medic instead.

    Haven't tried the Survivalists yet; My main party is:

    1 Protector
    2 medics
    1 Landsrecht (I'll get that name right eventually)
    1 Alchemist

    But I like to change things up a bit every once in a while. I'll probably try a new party much later on, when money flows in really easily. I've yet to unlock the Ronin either :(

    urahonky on
  • Magic PinkMagic Pink Tur-Boner-Fed Registered User regular
    edited May 2007
    theprice wrote: »
    2) Has anyone built a party around totally binding the enemy (silencer for landschnekt, disable for survivalist, and cuffs for dark hunter, all at high level) and using the dark hunter's ecstacy to finish? If so, any good?

    I haven't but I sure as heck am going to try. "Bondage Party" is just too funny. I'm going to use a Hexer instead of the Survivalist tho. That way she can have backup skills for all the bindings as well.

    Magic Pink on
  • Magic PinkMagic Pink Tur-Boner-Fed Registered User regular
    edited May 2007
    urahonky wrote: »

    Haven't tried the Survivalists yet; My main party is:

    1 Protector
    2 medics
    1 Landsrecht (I'll get that name right eventually)
    1 Alchemist

    But I like to change things up a bit every once in a while. I'll probably try a new party much later on, when money flows in really easily. I've yet to unlock the Ronin either :(


    That seems fine to me. You may want to try switching out a Troubador for one Medic and leaving that Cure on the Protector. The Troubador can use a bow from the back and has some really nice buffing abilities. And when you unlock Divinity she'll be invaluable in powerleveling newbie characters.

    Magic Pink on
  • JensenJensen Registered User regular
    edited May 2007
    Does the protector ever get a passive skill that draws the fire of enemies? provoke doesn't seem to be working well and i hate using it instead of attacking.

    Jensen on
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  • urahonkyurahonky Registered User regular
    edited May 2007
    Magic Pink wrote: »
    urahonky wrote: »

    Haven't tried the Survivalists yet; My main party is:

    1 Protector
    2 medics
    1 Landsrecht (I'll get that name right eventually)
    1 Alchemist

    But I like to change things up a bit every once in a while. I'll probably try a new party much later on, when money flows in really easily. I've yet to unlock the Ronin either :(


    That seems fine to me. You may want to try switching out a Troubador for one Medic and leaving that Cure on the Protector. The Troubador can use a bow from the back and has some really nice buffing abilities. And when you unlock Divinity she'll be invaluable in powerleveling newbie characters.

    I didn't realize the Dancers could use bows! Jeeze, I suck lol. That would indeed work out better. I had one before; But it didn't seem like the DEF UP song she used really did anything.

    Maybe it's just luck of the draw.

    urahonky on
  • Magic PinkMagic Pink Tur-Boner-Fed Registered User regular
    edited May 2007
    Jensen wrote: »
    Does the protector ever get a passive skill that draws the fire of enemies? provoke doesn't seem to be working well and i hate using it instead of attacking.


    Nope, Provoke is it.

    Just make her the first character. She should get targetted more often then as normal.

    Magic Pink on
  • Magic PinkMagic Pink Tur-Boner-Fed Registered User regular
    edited May 2007
    urahonky wrote: »
    Magic Pink wrote: »
    urahonky wrote: »

    Haven't tried the Survivalists yet; My main party is:

    1 Protector
    2 medics
    1 Landsrecht (I'll get that name right eventually)
    1 Alchemist

    But I like to change things up a bit every once in a while. I'll probably try a new party much later on, when money flows in really easily. I've yet to unlock the Ronin either :(


    That seems fine to me. You may want to try switching out a Troubador for one Medic and leaving that Cure on the Protector. The Troubador can use a bow from the back and has some really nice buffing abilities. And when you unlock Divinity she'll be invaluable in powerleveling newbie characters.

    I didn't realize the Dancers could use bows! Jeeze, I suck lol. That would indeed work out better. I had one before; But it didn't seem like the DEF UP song she used really did anything.

    Maybe it's just luck of the draw.
    I sing Shelter three times for any FOE and have my front line defend until she's done. They still hit hard but it's dealable rather then insta-gibs.

    And the Alchemist Poisons so there's lots of damage happening meanwhile. The onlt dead weight is my Medic but..eh. I never would have got there without him.

    Magic Pink on
  • urahonkyurahonky Registered User regular
    edited May 2007
    I see. I'll try that strategy next time. Thank you!

    urahonky on
  • urahonkyurahonky Registered User regular
    edited May 2007
    I just wanted to announce that I am extremely lucky that I have this game in possession.

    I went to EB Games on May 16th, and they said it hasn't come out yet. But some random guy told them to look in the back, and they did. Out of NOWHERE they came out holding the game.

    So if you go in the store, actually ask for the game, and force them to look. It worked for me.

    Also, anyone else find it strange that the game can't be found in major retail stores? Maybe this game is TOO addicting for people, and they're limiting the amount of places carrying it.

    urahonky on
  • Magic PinkMagic Pink Tur-Boner-Fed Registered User regular
    edited May 2007
    urahonky wrote: »

    Also, anyone else find it strange that the game can't be found in major retail stores? Maybe this game is TOO addicting for people, and they're limiting the amount of places carrying it.

    Name any other Atlus game that's been in major retail stores.

    Magic Pink on
  • urahonkyurahonky Registered User regular
    edited May 2007
    Magic Pink wrote: »
    urahonky wrote: »

    Also, anyone else find it strange that the game can't be found in major retail stores? Maybe this game is TOO addicting for people, and they're limiting the amount of places carrying it.

    Name any other Atlus game that's been in major retail stores.

    *opens mouth* ah... *closes it* you're right. Touche. I thought there were a few DS games.... I might have been mistaken. :(

    urahonky on
  • Xenogears of BoreXenogears of Bore Registered User regular
    edited May 2007
    Magic Pink wrote: »
    urahonky wrote: »

    Also, anyone else find it strange that the game can't be found in major retail stores? Maybe this game is TOO addicting for people, and they're limiting the amount of places carrying it.

    Name any other Atlus game that's been in major retail stores.

    Trauma Center, both of them.

    Xenogears of Bore on
    3DS CODE: 3093-7068-3576
  • urahonkyurahonky Registered User regular
    edited May 2007
    Wasn't Atlus the company that made Superman 64? I thought they'd never come back from that... and for a while, I swore I would never buy anything Atlus. LOL>

    urahonky on
  • Steel AngelSteel Angel Registered User regular
    edited May 2007
    urahonky wrote: »
    Magic Pink wrote: »
    urahonky wrote: »

    Also, anyone else find it strange that the game can't be found in major retail stores? Maybe this game is TOO addicting for people, and they're limiting the amount of places carrying it.

    Name any other Atlus game that's been in major retail stores.

    *opens mouth* ah... *closes it* you're right. Touche. I thought there were a few DS games.... I might have been mistaken. :(

    Trauma Center, both the Wii and DS versions. That's about it though. Atlus's RPGs, ie 90% of what they put out in the states, do not get the same kind of love.

    I'm currently starting floor 13 with most of my party at level 40 except for the Ronin I used to replace my landschnekt who is about 12 levels lower. I wanted to replace my Dark Hunter originally, but that would mean sacrificing herbs as she is my only character with the Take skill. At least my Dark Hunter has come into her own though, doing more damage with her whips than my Protector can with a good sword after maxing out her attack and whip skills. Cuff works a good amount of the time as well at level 6 or so skill and even when it doesn't, the boosted damage from the skill itself helps end fights more quickly.

    The Ronin has already started to outdamage the Protector despite the lower level, partially helped by a quest reward katana. Defense is pitiful though since she's so much lower in level but she already can dish out the pain. One of her skills is 2 to 4 attacks out of a stance and I currently get 3 out of it. Downside is that it's a big TP drain. I have no doubt she will bring on the pain once she narrows the level gap some more.

    Steel Angel on
    Big Dookie wrote: »
    I found that tilting it doesn't work very well, and once I started jerking it, I got much better results.

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  • MashalotMashalot Registered User regular
    edited May 2007
    Magic Pink wrote: »
    urahonky wrote: »

    Also, anyone else find it strange that the game can't be found in major retail stores? Maybe this game is TOO addicting for people, and they're limiting the amount of places carrying it.

    Name any other Atlus game that's been in major retail stores.

    Trauma Center, both of them.
    Yup. Gotta be something else, too... Disgea 2 hit box stores but that was Nis.

    Just picked this up today. Cancelled my amazon order cause it wasn't going to get shipped 'til 2099 or something. No box stores had it. Bought the gutted one from the one EB in the area whose employees aren't douches. Etc.

    Mashalot on
  • ZombiemamboZombiemambo Registered User regular
    edited May 2007
    I really like Survivalists for a number of reasons:

    - Can fight in the back lines without using TP (like Elementalists)

    - Can mine, chop wood and forage

    - Can use helpful skills like Quicken

    - Can cause damage with the best of them

    At level 4, my Survivalist was doing almost as much damage as my level 6 Protector. I know Protectors aren't for dealing large amount of damage, but still I was impressed.

    Zombiemambo on
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  • dantreedantree Registered User regular
    edited May 2007
    SO I went out of town this weekend, and on my way out I went hunting for the game, this was at almost ten at night, most everything was closed, I finally walked into Gamecrazy and they thankfully had a copy, as I walked out the guy closed up the store. lucky lucky...

    This game kicks ass, and kicks my ass.

    One word of advice I can give to people is to not fight all of the FOE's, many of them are almost like a puzzle to figure out, basically figuring out how to run past them, if you thought the Rapealope was bad, just wait. (I am looking at you Stalker, Moa, and that wolverine/bear thingie.

    I was feeling pretty good by around level 5, I had not died in quite a while, wrapped up level 5, then proceeded to get trounced by level 6.

    And for some reason I really don't mind the grinding needed once I get spanked, I actually look forward to getting back to whatever FOE kicked my ass, and kicking theirs right back.

    Anyway, thanks for the recomend, I am so far loving this.

    dantree on
    psn: dantree
  • cj iwakuracj iwakura The Rhythm Regent Bears The Name FreedomRegistered User regular
    edited May 2007
    I saw Super Robot Taisen and Contact in major retail stores, somehow.

    I still don't get how they pulled that off. I think they must've sold retailers on them when they put out that B-DaMan game.

    cj iwakura on
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