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I finally finished up my first runthrough last night, of Angela/Duran/Hawk. The game is really fun! I have tons of nostalgia for the original, and by the end I didn't really have any complaints with the remake. I even wound up sticking with the remastered music almost entirely -- I love the old MIDI stuff, but I have a pretty solid set of speakers and the remaster just has a lot of depth to it and it sounds great. Lots of credit to Square for getting the original composer involved, as messing up the music would be the easiest way to ruin the remake.
I'm embarassed to admit I had my first and only party wipe on the post-game boss. One of her attacks brought everyone from 100 to 0 so fast that I was convinced it was a plot death for a second, but nope I was just lazy from the other bosses not casting a bunch of instant death attacks. On the offensive side, it's hilarious how much Light Angela destroys her -- weak to light and the AOE of Lucent Beam hits her like 5 times.
It's been said before, but yeah end game Angela is completely filthy. AOE Lucent Beam will wreck pretty much anything on it's own, and once you get to the 3rd class you can pretty much spam it all of the time if you want (I went Light Light for the 15% mana restore on victory, and you quickly get lots of chain skills for more mana regen around that time too). 4th tier makes her pierce resistances (not absorbs), so it works on virtually everything. At that point you don't even really need to target other elemental weaknesses because of the extra base damage of Lucent Beam and not needing to conserve mana anymore.
Which means it's now time for the bad voice acting party of Kevin/Charlotte/Riesz! I honestly don't mind Kevin -- I'm not really sure what everyone was expecting from the original but he sounds about right to me -- and Charlotte grew on me a bit from the times she was around in my first runthrough. Her sassyness/arrogance is kind of fun and the voice actor is clearly trying her best. I'm most worried about Riesz's inability to use contractions, but hopefully she's better than she was in the scenes in Laurent.
Am I the only one who thinks Riesz's character model looks kind of weird? It's hard for me to place, but something just seems weird and off with it. Hopefully it just has something to do with her base class armor, and future classes look less creepy.
So, while I do like Charlotte’s Necromancer class for Dark Curse, I literally never cast Dark Saber. Is anything actually weak to Dark at that point in the game, aside from Lightgazer? And I did Lightgazer before getting class 3, so haha on me.
Lol damn, yeah, that is a bit of an unfortunate costume. I was strongly considering Dark because the debuffs sound neat in this, but hey buffs are cool too!
So, while I do like Charlotte’s Necromancer class for Dark Curse, I literally never cast Dark Saber. Is anything actually weak to Dark at that point in the game, aside from Lightgazer? And I did Lightgazer before getting class 3, so haha on me.
Yeah, they're scattered around. Dark was noted as being one of the weaker elements in the original because there was less holy stuff weak to it though. It feels like they may have sprinkled in more holy enemies this time around, but maybe I just noticed it more as someone who was spamming holy magic a lot.
The most notable ones are the...papotos? Whatever they're called in this game -- the papa potos that look kind of like dog-shaped slimes that will heal sometimes. There were some holy werewolves in the Beastmen areas too, probably to keep me from spamming only holy magic at all of the dark werewolves.
So, while I do like Charlotte’s Necromancer class for Dark Curse, I literally never cast Dark Saber. Is anything actually weak to Dark at that point in the game, aside from Lightgazer? And I did Lightgazer before getting class 3, so haha on me.
Yeah, they're scattered around. Dark was noted as being one of the weaker elements in the original because there was less holy stuff weak to it though. It feels like they may have sprinkled in more holy enemies this time around, but maybe I just noticed it more as someone who was spamming holy magic a lot.
The most notable ones are the...papotos? Whatever they're called in this game -- the papa potos that look kind of like dog-shaped slimes that will heal sometimes. There were some holy werewolves in the Beastmen areas too, probably to keep me from spamming only holy magic at all of the dark werewolves.
All kinds of potos, and I think maybe the jellyfish guys?
Also the Light Benevodon. But yeah that's basically it.
So, while I do like Charlotte’s Necromancer class for Dark Curse, I literally never cast Dark Saber. Is anything actually weak to Dark at that point in the game, aside from Lightgazer? And I did Lightgazer before getting class 3, so haha on me.
Yeah, they're scattered around. Dark was noted as being one of the weaker elements in the original because there was less holy stuff weak to it though. It feels like they may have sprinkled in more holy enemies this time around, but maybe I just noticed it more as someone who was spamming holy magic a lot.
The most notable ones are the...papotos? Whatever they're called in this game -- the papa potos that look kind of like dog-shaped slimes that will heal sometimes. There were some holy werewolves in the Beastmen areas too, probably to keep me from spamming only holy magic at all of the dark werewolves.
All kinds of potos, and I think maybe the jellyfish guys?
Also the Light Benevodon. But yeah that's basically it.
Welp, I went back and took down the extra boss under the first time trial for one overpowered skill, and then went and beat the Black Rabite for an even more busted one. I think that’s that for this save file, for now. Sometime later I’ll start an Angela/Duran game. Not sure who to bring with, though.
Welp, I went back and took down the extra boss under the first time trial for one overpowered skill, and then went and beat the Black Rabite for an even more busted one. I think that’s that for this save file, for now. Sometime later I’ll start an Angela/Duran game. Not sure who to bring with, though.
The extra boss's final time trial makes the black rabite skill look tame.
So I’ve finally reached the third class change, and wanted to confirm: easiest route to make sure all class options are available is to wait until I have 6 ???? seeds before I plant them, right?
So I’ve finally reached the third class change, and wanted to confirm: easiest route to make sure all class options are available is to wait until I have 6 ???? seeds before I plant them, right?
Yes. It seems like there's something that makes your first 6 be 6 different ones, if you plant them at once. It happens to too many people for it to be a coincidence, but at the same time, it doesn't seem guaranteed?
So I’ve finally reached the third class change, and wanted to confirm: easiest route to make sure all class options are available is to wait until I have 6 ???? seeds before I plant them, right?
It's safe to plant them as long as you don't use them, I think.
Wait. There's a time trial challenge to the extra boss? What?
After you beat it the first time go back (thankfully there's a shortcut right to it). You have to clear them in order, but they each give a potent chain skill.
Trials are:
6 min on normal+
4 min on hard
2 min on hard
My record is 2:3x on hard atm in the high 70s. It shouldn't be too bad for a lot of parties.
The 6-minute trial gives you a skill that adds 100 to everyone's Class Strike meter at the start of any battle. Really nice in a party full of mages, or one abusing a Class Strike Kevin build.
Of course, if you're time-trialing the extra boss, there's not a lot to use those busted skills on.
The 6-minute trial gives you a skill that adds 100 to everyone's Class Strike meter at the start of any battle. Really nice in a party full of mages, or one abusing a Class Strike Kevin build.
Of course, if you're time-trialing the extra boss, there's not a lot to use those busted skills on.
The first reward is somewhat redundant if you've completed the cactus hunt. The last one is utterly broken.
Items don't get consumed in battle. So now you just spam spells because infinite walnuts, you have infinite rezzes and full heals and status heals and spell items... Anything that doesn't kill the whole party instantly is survivable.
The 6-minute trial gives you a skill that adds 100 to everyone's Class Strike meter at the start of any battle. Really nice in a party full of mages, or one abusing a Class Strike Kevin build.
Of course, if you're time-trialing the extra boss, there's not a lot to use those busted skills on.
The first reward is somewhat redundant if you've completed the cactus hunt. The last one is utterly broken.
Items don't get consumed in battle. So now you just spam spells because infinite walnuts, you have infinite rezzes and full heals and status heals and spell items... Anything that doesn't kill the whole party instantly is survivable.
Though, the stronger items, like all-heal pots and stat scales, have a cast time to them. So if you use it at the wrong time, you could get yourself killed. Of course, if you blitzed the extra boss in 2 minutes, that's probably not gonna happen.
Also, Walnuts become obsolete if you beat the Black Rabite. He gives you a chain skill that removes MP costs for the character using it.
So dark Hawkeye has a skill in Spirit that grants 5% CS whenever a ninja ability is "successful". I assumed that meant per target, but thought it might also just mean per cast. It's neither. It's per hit.
The earth spell hits once, lightning hits twice, and fire and water hit three times. So if Hawkeye as a Ninja Master casts a fire jutsu on a group of four enemies, that's twelve hits for 60%. Ninja Master also has another tier of that ability at 7%, so if you stack both that should be 144% CS gained per cast. For seven MP.
I just wish I had more points to spare, since ninja Hawkeye already wants to invest heavily in LCK, STR, and INT.
I'm thinking that investing in Str might not be necessary due to natural stat growths in this game vs the original. I mean, as long you go full luck to get Critical Hits he does fine. And the game currently doesn't have content where you have to go full Strength for max damage.
The 6-minute trial gives you a skill that adds 100 to everyone's Class Strike meter at the start of any battle. Really nice in a party full of mages, or one abusing a Class Strike Kevin build.
Of course, if you're time-trialing the extra boss, there's not a lot to use those busted skills on.
The first reward is somewhat redundant if you've completed the cactus hunt. The last one is utterly broken.
Items don't get consumed in battle. So now you just spam spells because infinite walnuts, you have infinite rezzes and full heals and status heals and spell items... Anything that doesn't kill the whole party instantly is survivable.
Wouldn't it stack with the cactus skill for 300%?
That lets characters with fullscreen tier 3 attacks do them every fight. I cleared stuff really fast with Paladin Duran's tier 3 class strike.
The 6-minute trial gives you a skill that adds 100 to everyone's Class Strike meter at the start of any battle. Really nice in a party full of mages, or one abusing a Class Strike Kevin build.
Of course, if you're time-trialing the extra boss, there's not a lot to use those busted skills on.
The first reward is somewhat redundant if you've completed the cactus hunt. The last one is utterly broken.
Items don't get consumed in battle. So now you just spam spells because infinite walnuts, you have infinite rezzes and full heals and status heals and spell items... Anything that doesn't kill the whole party instantly is survivable.
Wouldn't it stack with the cactus skill for 300%?
That lets characters with fullscreen tier 3 attacks do them every fight. I cleared stuff really fast with Paladin Duran's tier 3 class strike.
If you have two CS3/CS4 AoEs, you just alternate which character does them and cactus fuels it anyways.
Whoo. This postgame narrative setup is... not trying very hard, is it?
Edit: Just calling it “Class 4” is killing me for some reason.
Yeah it's very much an "anime movie" to the main story. Suddenly, right before defeating the world ending evil, this other evil appears that is maybe even more deadly! And the "Class 4" just adds to it.
Whoo. This postgame narrative setup is... not trying very hard, is it?
Edit: Just calling it “Class 4” is killing me for some reason.
Yeah it's very much an "anime movie" to the main story. Suddenly, right before defeating the world ending evil, this other evil appears that is maybe even more deadly! And the "Class 4" just adds to it.
I had only just gotten started when I wrote that. I am legitimately more engaged with the story now that it’s gone full nonsense. It’s delightful.
Whoo. This postgame narrative setup is... not trying very hard, is it?
Edit: Just calling it “Class 4” is killing me for some reason.
Yeah it's very much an "anime movie" to the main story. Suddenly, right before defeating the world ending evil, this other evil appears that is maybe even more deadly! And the "Class 4" just adds to it.
I had only just gotten started when I wrote that. I am legitimately more engaged with the story now that it’s gone full nonsense. It’s delightful.
I think that's part of the reason I like Angela as a main so much. Her entire attitude is just kind of mildly sarcastic annoyance whenever it doesn't deal with her mom -- her response to half of the benevodons is "Eww, why's it have to be a [lizard/snake/other creepy creature]?"
Whoo. This postgame narrative setup is... not trying very hard, is it?
Edit: Just calling it “Class 4” is killing me for some reason.
Yeah it's very much an "anime movie" to the main story. Suddenly, right before defeating the world ending evil, this other evil appears that is maybe even more deadly! And the "Class 4" just adds to it.
Duran is metagaming, because from the very start he wants to talk to the priest in Wendel to learn about "class change".
Finally got into this. I recently hit the second classes, and I'm noticing that party members just seem to not be automatically using any moves whatsoever. Is that just an issue in general with this game, or is there a way to fix it?
Finally got into this. I recently hit the second classes, and I'm noticing that party members just seem to not be automatically using any moves whatsoever. Is that just an issue in general with this game, or is there a way to fix it?
There’s a strategy menu that lets you adjust their behaviors.
I had everyone set on “use class strikes without conserving meter” all game, and that mostly worked out. I did occasionally need to swap to a character and have her use a class strike manually, but it mostly worked.
Finally got into this. I recently hit the second classes, and I'm noticing that party members just seem to not be automatically using any moves whatsoever. Is that just an issue in general with this game, or is there a way to fix it?
Check their tactics settings - a lot of them default to saving most of their MP.
Finally got into this. I recently hit the second classes, and I'm noticing that party members just seem to not be automatically using any moves whatsoever. Is that just an issue in general with this game, or is there a way to fix it?
Check their tactics settings - a lot of them default to saving most of their MP.
What about their general combat behavior? When I had Charlotte on “Protection is Paramount”, she very rarely used her attacking magic, in favor of saving for healing. “Balanced Attack” has her using summon magic as her first choice in most fights.
What about their general combat behavior? When I had Charlotte on “Protection is Paramount”, she very rarely used her attacking magic, in favor of saving for healing. “Balanced Attack” has her using summon magic as her first choice in most fights.
This! The companion AI actually seems pretty decent when you mess with the tactics. But, the more protective you make them, the less likely they are to use their class strikes or other offensive specials. I did the 2nd "most protective" behavior for Healer Duran, and yeah he just isn't going to use his class strikes as much as if you put him on a more aggressive setting. But, if you want him healing a lot you need to make the tradeoff.
It's not character dependent so much as it is skill dependent. If you have a character with lots of heals or buffs, they will use those heals and buffs a lot more on more protective settings, but use their attacks and class strikes less. You're probably best off putting them on the more protective side. If they have lots of attack skills, then they're going to be better off on one of the more attack focused settings.
And if you want a healing/protecing character, but are annoyed by them not using Class Strikes, it's a fairly quick thing to swap to controlling that character, fire off a Class Strike, then swap back. It's what I occasionally did when I wanted Charlotte to just hit something already; even with balanced attack, she was reluctant to Class Strike.
+1
H3KnucklesBut we decide which is rightand which is an illusion.Registered Userregular
And if you want a healing/protecing character, but are annoyed by them not using Class Strikes, it's a fairly quick thing to swap to controlling that character, fire off a Class Strike, then swap back. It's what I occasionally did when I wanted Charlotte to just hit something already; even with balanced attack, she was reluctant to Class Strike.
Secret of Mana (SD2) had 3 seperate metrics for performance, IIRC. One was a two-axis grid that was "keep your distance" vs "get in close" by "offense vs defense", and then you separately chose how high they should try to charge their attacks.
A game like Trials ought to have a second axis besides protective vs aggressive; one for 'go all-in' vs 'conserve resources'.
And if you want a healing/protecing character, but are annoyed by them not using Class Strikes, it's a fairly quick thing to swap to controlling that character, fire off a Class Strike, then swap back. It's what I occasionally did when I wanted Charlotte to just hit something already; even with balanced attack, she was reluctant to Class Strike.
Secret of Mana (SD2) had 3 seperate metrics for performance, IIRC. One was a two-axis grid that was "keep your distance" vs "get in close" by "offense vs defense", and then you separately chose how high they should try to charge their attacks.
A game like Trials ought to have a second axis besides protective vs aggressive; one for 'go all-in' vs 'conserve resources'.
I mean, it has settings for how much to conserve CP, MP, and items individually?
Posts
I'm embarassed to admit I had my first and only party wipe on the post-game boss. One of her attacks brought everyone from 100 to 0 so fast that I was convinced it was a plot death for a second, but nope I was just lazy from the other bosses not casting a bunch of instant death attacks. On the offensive side, it's hilarious how much Light Angela destroys her -- weak to light and the AOE of Lucent Beam hits her like 5 times.
It's been said before, but yeah end game Angela is completely filthy. AOE Lucent Beam will wreck pretty much anything on it's own, and once you get to the 3rd class you can pretty much spam it all of the time if you want (I went Light Light for the 15% mana restore on victory, and you quickly get lots of chain skills for more mana regen around that time too). 4th tier makes her pierce resistances (not absorbs), so it works on virtually everything. At that point you don't even really need to target other elemental weaknesses because of the extra base damage of Lucent Beam and not needing to conserve mana anymore.
Which means it's now time for the bad voice acting party of Kevin/Charlotte/Riesz! I honestly don't mind Kevin -- I'm not really sure what everyone was expecting from the original but he sounds about right to me -- and Charlotte grew on me a bit from the times she was around in my first runthrough. Her sassyness/arrogance is kind of fun and the voice actor is clearly trying her best. I'm most worried about Riesz's inability to use contractions, but hopefully she's better than she was in the scenes in Laurent.
Am I the only one who thinks Riesz's character model looks kind of weird? It's hard for me to place, but something just seems weird and off with it. Hopefully it just has something to do with her base class armor, and future classes look less creepy.
Ugh, D/D and D4 outfits for her are so bad. The latter is especially annoying because D/L is just fine as an outfit.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Yeah, they're scattered around. Dark was noted as being one of the weaker elements in the original because there was less holy stuff weak to it though. It feels like they may have sprinkled in more holy enemies this time around, but maybe I just noticed it more as someone who was spamming holy magic a lot.
The most notable ones are the...papotos? Whatever they're called in this game -- the papa potos that look kind of like dog-shaped slimes that will heal sometimes. There were some holy werewolves in the Beastmen areas too, probably to keep me from spamming only holy magic at all of the dark werewolves.
All kinds of potos, and I think maybe the jellyfish guys?
Also the Light Benevodon. But yeah that's basically it.
Silver knights too.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
The extra boss's final time trial makes the black rabite skill look tame.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Yes. It seems like there's something that makes your first 6 be 6 different ones, if you plant them at once. It happens to too many people for it to be a coincidence, but at the same time, it doesn't seem guaranteed?
Steam: TheArcadeBear
After you beat it the first time go back (thankfully there's a shortcut right to it). You have to clear them in order, but they each give a potent chain skill.
Trials are:
6 min on normal+
4 min on hard
2 min on hard
My record is 2:3x on hard atm in the high 70s. It shouldn't be too bad for a lot of parties.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Of course, if you're time-trialing the extra boss, there's not a lot to use those busted skills on.
The first reward is somewhat redundant if you've completed the cactus hunt. The last one is utterly broken.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Also, Walnuts become obsolete if you beat the Black Rabite. He gives you a chain skill that removes MP costs for the character using it.
The earth spell hits once, lightning hits twice, and fire and water hit three times. So if Hawkeye as a Ninja Master casts a fire jutsu on a group of four enemies, that's twelve hits for 60%. Ninja Master also has another tier of that ability at 7%, so if you stack both that should be 144% CS gained per cast. For seven MP.
I just wish I had more points to spare, since ninja Hawkeye already wants to invest heavily in LCK, STR, and INT.
Wouldn't it stack with the cactus skill for 300%?
That lets characters with fullscreen tier 3 attacks do them every fight. I cleared stuff really fast with Paladin Duran's tier 3 class strike.
If you have two CS3/CS4 AoEs, you just alternate which character does them and cactus fuels it anyways.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Edit: Just calling it “Class 4” is killing me for some reason.
Yeah it's very much an "anime movie" to the main story. Suddenly, right before defeating the world ending evil, this other evil appears that is maybe even more deadly! And the "Class 4" just adds to it.
I had only just gotten started when I wrote that. I am legitimately more engaged with the story now that it’s gone full nonsense. It’s delightful.
I think that's part of the reason I like Angela as a main so much. Her entire attitude is just kind of mildly sarcastic annoyance whenever it doesn't deal with her mom -- her response to half of the benevodons is "Eww, why's it have to be a [lizard/snake/other creepy creature]?"
Duran is metagaming, because from the very start he wants to talk to the priest in Wendel to learn about "class change".
There’s a strategy menu that lets you adjust their behaviors.
I had everyone set on “use class strikes without conserving meter” all game, and that mostly worked out. I did occasionally need to swap to a character and have her use a class strike manually, but it mostly worked.
Check their tactics settings - a lot of them default to saving most of their MP.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
I already checked that and loosened it up a bit.
This! The companion AI actually seems pretty decent when you mess with the tactics. But, the more protective you make them, the less likely they are to use their class strikes or other offensive specials. I did the 2nd "most protective" behavior for Healer Duran, and yeah he just isn't going to use his class strikes as much as if you put him on a more aggressive setting. But, if you want him healing a lot you need to make the tradeoff.
It's not character dependent so much as it is skill dependent. If you have a character with lots of heals or buffs, they will use those heals and buffs a lot more on more protective settings, but use their attacks and class strikes less. You're probably best off putting them on the more protective side. If they have lots of attack skills, then they're going to be better off on one of the more attack focused settings.
Secret of Mana (SD2) had 3 seperate metrics for performance, IIRC. One was a two-axis grid that was "keep your distance" vs "get in close" by "offense vs defense", and then you separately chose how high they should try to charge their attacks.
A game like Trials ought to have a second axis besides protective vs aggressive; one for 'go all-in' vs 'conserve resources'.
I mean, it has settings for how much to conserve CP, MP, and items individually?
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy