Good lord, am I behind the times. So I'm on L12 with my party of RPS/GM, and I'm kind of flirting with swapping out my Survivalist for someone else in the front. Up to this point I haven't been doing anything with binding skills and I was thinking about investing in a DH, but I think having her up front with the already poor defense of the R might be asking for too much trouble, unless I just have the P front-guard the entire time. Any suggestions?
Also, somewhat relevant to the thread: Has anyone heard anything about that batch of new dungeon crawlers coming out this year, Dark Spire (DS) and Class of Heroes (PSP)? I feel like there's another one on the DS but I can't think of the name off-hand.
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited February 2009
All I know is that Class of Heroes is on the goddamn PSP and has a bunch of different race / class combinations. The focus of character uniqueness seems to be in the massive variety of races. I like Atlus' take on dwarves.
And don't worry too much about the defense, DH/S have similar equipment.
Bindings aren't all that reliable even at max rank (45% chance I think), but they do good damage and a single binding can completely disable a lot of Bosses/FOEs major attacks.
Are there any other games like this on the DS? I've been trying to find one. I don't mean the map drawing element of course...
Chalkbot on
0
cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
edited February 2009
Dark Spire comes out in a month or so? It looks more like Wizardry than EO(re: bleak), but it should still be excellent if it's anything like Wizardry's standards.
Ok, so I just steamrollered the second stratum boss with force skills and revenge, beating him in three turns on my first attempt.
I think my party might be a little overpowered.
Dark Spire comes out in a month or so? It looks more like Wizardry than EO(re: bleak), but it should still be excellent if it's anything like Wizardry's standards.
According to the preview, The Dark Spire even has a wireframe mode for that good old-school feel. Only four party members, though. I'm curious, but I'm just now getting into the second half of EO2 so I might not want to jump straight into another dungeon-crawler.
I'm on 15F and just beat Artelind and Wilhelm; thanks to my brand new DH with Cuffs mastered, it was fairly easy. I was wary about letting my S go, but the D is more than compensating. I also finally spent points into getting Smite on my P and it's an impressive skill for only 10TP. I'm hoping to ride this party config (RPD / GM) through to the end, though I don't think I'm hard-core enough to grind through the post-game. I almost never am, nowadays.
I'm trying to figure out how to beat the floor 30 boss without depending on Dominate or Revenge. There doesn't seem to be a way to survive Solitude or Hymn when they can do 4-digit damage to a Protector with 200+ defence.
Got a Swordsman (Kamina), Roinin (F2), Alechimest (M), Gunner (M2) and a Medic (Dr. Styles) and I'm going with a 2/3 formation
Got about, I'd say 3 or so hours on the clock, got to f2 and I've mostly gone for Skill upgrades over [Stat] up, this ok or am I going to regret it later?
I haven't tried it (happy with my builds thus far- key thing is to learn to max out most skills- few are useful at level 1), so unsure.
You do lose five levels, however.
Picking this game up again to try to beat Scylla is reminding me why I stopped playing it in the first place. Level 40 and she can still kill 4/5 of my party on round 1 if she opens with a bad cry soul. She's hard as hell to bind, too.
Got a Swordsman (Kamina), Roinin (F2), Alechimest (M), Gunner (M2) and a Medic (Dr. Styles) and I'm going with a 2/3 formation
Got about, I'd say 3 or so hours on the clock, got to f2 and I've mostly gone for Skill upgrades over [Stat] up, this ok or am I going to regret it later?
That's fine and great. Stat ups are just icing on the cake, for the most part. Skills are vital.
LR / GAM, that's what I've been rolling with so far (through 3rd stratum). Once you get a few skills, put some points into stat ups. For the back row at least, the TP-Up skill will be great for extended exploration, and for the front row, STR Up really ups the damage you deal.
Got to F3 and found the Red boss thingy (that's the AOE, right?) So far my set up is
Knight (6) Ronin (5) Alchimest (6) Medic (6) Gunner (6). Having unsucessfuly suicide attacked the FOE from the first floor, it's safe to say that I shouln't even try the AOE right now?
And where's that fuckin' watter for the first pub quest. I've checked everywhere to no avail...
Got to F3 and found the Red boss thingy (that's the AOE, right?) So far my set up is
Knight (6) Ronin (5) Alchimest (6) Medic (6) Gunner (6). Having unsucessfuly suicide attacked the FOE from the first floor, it's safe to say that I shouln't even try the AOE right now?
And where's that fuckin' watter for the first pub quest. I've checked everywhere to no avail...
They're called F.O.E.s, but yeah, avoid them like the plague when you've just hit that floor - especially red ones.
Ok I've been playing this since it came out and I suck. I have a Landshreckt, a new Defender replacing my Dark Hunter because he sucks, a Medic, a Troubador and an Alchemeist. Somebody tell me how to build these guys because my stuff just is not working.
And what's the deal with resting or whatever? They lose levels but get them back later with bonuses? Should I do this with all the other guys since my Defender is new?
Ok I've been playing this since it came out and I suck. I have a Landshreckt, a new Defender replacing my Dark Hunter because he sucks, a Medic, a Troubador and an Alchemeist. Somebody tell me how to build these guys because my stuff just is not working.
And what's the deal with resting or whatever? They lose levels but get them back later with bonuses? Should I do this with all the other guys since my Defender is new?
Dark Hunters definitely don't suck, though I can see why you'd say that at lower levels. Resting makes you lose five levels, but you can reassign all your skill points. Only do that if you want to rework a character. On actual builds - since you have a Landsknecht and Alchemist, it'd be worthwhile to go for some of the Lands' chaser skills. Lands are pretty slow, and using chaser skills like that will help offset that weakness. I'd recommend maxing one or two of the Chaser skills (of the same element that your Alch majors in) and keeping a single point in one other Chaser, so as to have a low-cost alternative for use in general exploration/questing.
Troubs are kind of the worst class in general, so I wouldn't be surprised if you swapped him for someone else, but Divinity (+EXP) is a great skill to have. After that, go with something that complements the rest of your build - maybe some points in the elemental weapon imbues to help your Lands out with chasing things. (It does work that way, right?)
Man, I sort of want to wipe my file and start anew, but I'm up to the sixth stratum and am kind of loathe to lose all that progress. I already did that with my 100% complete TWEWY file, and sort of regret it (though i probably got more playtime out of it overall as a result...)
I think it is about time for my 1.0 version of a class ranking guide.
DISCLAIMER: There is going to be some opinion here. While I have tried everything this game has to offer I may not have come across some awesome move or another that effects the rankings. My rankings also assume that you have access to end game gear, which by and large is easier to get than in EO1, as long as you don't mind being a bit, well, unsporting to the mobs. Doing a gearless comparison is fruitless.
I think for version one I'll start by grouping them by roles (Melee, Caster, Range) just like the end game boss! Then I'll do an overall later.
Melee
1. Protector.
Hard to believe that throughout most of the game I would have rated them last or next to. But man alive, you get the Dragonsbane sword on them, full hp,vit,shields, and some skills and these become solid damage dealers that won't die and can use their other skills to keep the party up. They have the best force skill in the game and some of the best skill priority. Sure the damage and proc rate on Smite went way down but in the end it really doesn't matter. Boy what a difference a few levels and end game equipment makes.
2. Dark Hunter.
For most of the game Dark Hunter would be at the top of the list. High percent binds. Instakill on most things at 55% plus a heal. All of its skills do decent damage to anything without ridiculous defense and resists. Easy to get early final weapon that adds to its force skill, which putting speed aside is one of the best in the games, and feeds into its highest damage attack. In the very end the ungodly defense, survivability and general utility of the Protector wins out. In fact DHs will probably end up as your least defensive front row unit at the very end, unless you nerf their output by switching over to sword spec, that is...
3. Ronin.
Would have won the award for most improved unit except that the Hexer is now clearly the best caster. Starts off bad. No defense. No TP. Ends up with a bunch of unique equipment, the best weapon in the game, and the ability to turn it into a frontline revenge hexer of much dodging. At 1 HP with both of its defensive passives all the way up the Ronin has a near 60% evade rate. Not bad. Works very well with a Revenge Hexer, a Beast, and a Revive 1 Medic. Regardless, these guys at the very end will do more damage with regular attacks than any other frontline, and have a host of other abilities including AOE attacks.
4. War Magus.
Fourth might seem harsh, but Melee is a tough field for a hybrid to excel in. WMs are suprisingly fast, by far the fastest healer, can take a decent hit, and can transfer and absorb TP, which no other class can do. Being able to equip either the Dragon Bane or the Dragvandil helps out their utility, but so can the classes ahead of it. Great Force skill for surviving tough situations. They also have an array of mini troubador buffs and debuffs that can come in handy, and man alive is it ever awesome that their *cut skills do non-elemental damage.
5. Beast
Beast is a weird but very useful class. The class is designed to take hits for your teammates. Can come in real handy throughout the game, but really shines against the floor 30 mob I won't shut up about and the floor 28 boss. Being completely luck based hurts it, as it has many passive abilities you want to activate all the time. Also being the only frontline unit that can't use Dragonbane also lowers its ratings, as does its general lack of good equips. You can make up for it by giving it some fun accessories, but man, it's just not the same. Great force skill though. Tons and tons of depth to this character, has a lot of fun moves in its tree that can really help a party out. That's the thing with a beast though, it really needs a good party built around it to shine.
6. Landsknecht
It's at the bottom. I know. It's not a bad little class either. Great armor, second only to the beast and Protector in HP, solid STR, can take a hit. Double Attack is a great skill for not using TP, chasing spells can work great in the right party. But look at it this way. Beasts and Protectors can take a hit better. Ronins and Dark Hunters can deal more damage and faster. War Magus are faster and can heal. Decent damage on the force skill, the only really good source of Bash damage comes from an Axeshreck, but so few things are weak to bash that it hardly seems worth it. I do usually keep one around, but they are the least useful front row melee attacker of them all. Still, I like to throw a ton of points into just improving their stats and just firing away with them. They do have a wealth of good weapons to choose from in the end game after all.
Caster
1. Hexer.
Most improved character from last game. Poison for early on. Cursecut combo later. Revenge for the best single target damage by far, for cheap TP. Dampen for boss drops. Poison for boss drops. Decent secondary binds. Decent stuff to do when you terrify or do any of the lesser used status effects. These guys can do it all. Hilariously enough, they don't even use their best stat for anything useful. Their force skill ain't half bad either, hitting all enemies with some random status 100% of the time, assuming they are not immune. From blind to instadeath and everything in between. To top it of they also gave them Scavange. I have three of them for farming up dragonbane swords.
2. Alchemist.
Tons of people on other boards rag on the Alchemist. "Oh, they are sooo slow!"(They love the Gunner, who is even slower) "Oh, their damage is lower than last game!" (Still the best source of AOE damage, now for all elements) "Oh, why do I need one when I have a revenge hexer?" (Revenge hexer can't do shit against an elemental AOE, it's already dead. Alchemists are the best unit for taking a TEC based hit, having the highest TEC stat) Alchemists are great. When all the chips are down and I've been assaulted by 5 very unfriendly mobs, the Alchemist is the one guy in the party who might make it through and kill them all in one go without any force skills. You need to load out your Alchemist for whatever you are going to fight, and keep TP up, but besides that?
3. Medic
From top of the Melee charts to bottom of the caster charts? Oh how the mighty have fallen! Not really, it's just that Atlus decided that the Xena, warrior healer thing just wasn't working for them. Only character who can revive, only character that can get rid of all status. Can revive the rest of the party to full health for the onetime cost of its own life. Heals slowers than the War Medic, but if your planning is solid a Medic can still be a lifesaver. Healing touch is a great force skill too. Full revive, full restore, max health to all. Interestingly enough, Caduceus is still worth putting points into even if you are going for a backrow healer, as it retains it's absurdly high stun rate and is easily one of the medic's faster skills. Also the Medic is the only unit that can self TP regen. Scavange is great too, just like on the Hexer.
Ranged
1. Gunner.
Gunner is basically what a Survivalist used to be when it comes to damage output. Richochet is Multihit on steroids, Riskshot and the elemental versions are like one turn, no chance of stun, slow and dangerous Apollons. Medishot is a great alternative to a medic for status clearing (most of the time) and Double Hit is great for saving TP, and is less of a points sink than the L's version of it. Elemental shots are great when you are lacking an Alchemist and Riot Gun is the second best Force Skill in the game, giving you essentially a free turn against all but one single monster. It's also of some note that with a little work you can get the Gunner's best weapon by floor 8, by far the earliest in the game. The next closest final weapon drop is on floor 17!
2. Troubador.
Troubadors have lost a step on their previous incarnations, but I'm okay with it. Honestly besides losing their HP and TP buffs they are the least changed class in the entire game. Stamina is great support with a healer (and even better support for a Revenge Hexer) Bravery is as good as ever and Shelter sees more use now that Immunize and Defender are gone. They have a decent force skill too that gives a bunch of buffs in one go. Basically the only reason these guys are ahead of Survivalists is the simple fact that Divinity now stacks.
Yeah. Important enough to put a space in. Let's say you went with a PSALM party out of a nostalgia attack and want to try out a BRWGH party. Only problem is that you're exploring floor 20 and your party is level 55 and you don't want to go through and level everyone again on the wussy floors. Take one of those characters, a few runs with three divinity troubadors and a revenge hexer and within 90 minutes your new party is outleveled your old one. Must have characters if you ever want to see what a Level 99 Alchemist can really do.
Also for the sheer hilarity of it all you can give them the Dragonbane sword. Sure, it'll nerf their damage, but you might not even care about that considering the speed boost it will bring.
3. Survivalist
Got beat with the nerf bat. Multihit is now a shadow of it's former self. Apollon does less damage and stuns less. 1st turn is great, but no one wants to carry your broke ass around. You've been left behind. You have so many great out of battle skills. You can farm, you can make random encounters go away. You can show all visable FOEs. I still love you, I carry around a party of three of you and no one else all the time (to get pop leaves, sweet, delicious, pop leaves) You're pretty damn awesome in stratum two assuming someone farmed you up a Zamiel bow. But then again, so is a troubador, and they give bonus exp.
Okay, so what the fuck, Scylla? Cry Soul ruins my party on the first or second turn. I kind of don't want to cheese my way by building up my D's force power so I can use Dominate to bind the head; are there any other strategies recommended? I'm running RPD / GM, all in their early 40s.
The main advantage of Troubadors is they can use that nice Zamiel bow if, like me, you don't have a survivalist.
Stamina also goes very nicely with Revenge.
Okay, so what the fuck, Scylla? Cry Soul ruins my party on the first or second turn. I kind of don't want to cheese my way by building up my D's force power so I can use Dominate to bind the head; are there any other strategies recommended? I'm running RPD / GM, all in their early 40s.
I can't remember exactly what I did, but I think I had a Gunner with Riskvolt, a Hexer spamming Cranial, and a War Magus pumping the Gunner with Warmight and everyone else with Rockskin. It still took quite a lot of luck to win though.
Okay, so what the fuck, Scylla? Cry Soul ruins my party on the first or second turn. I kind of don't want to cheese my way by building up my D's force power so I can use Dominate to bind the head; are there any other strategies recommended? I'm running RPD / GM, all in their early 40s.
My first kill on Scylla had me switch out my Hexer and Medic for two alchs, who megido'd the shit out of her. I think I read something about move-usage patterns depending on whether it's day or night? XoB, we need your help!
Nope. Same pattern all the way through. Will use Cry Soul a bit more when it's HP is down below half.
High defense, immune to OHKO, weak to volt, can be head bound.
This is by the way the first boss fight where a Revenge Hexer shows off his or her stuff.
But with that party?
Bind the head. Use Voltshot and the Ronin electric move, if availible, heal a lot, and keep applying head binds. Just gotta be lucky.
I was afraid of that. I was immensely lucky this morning, though, and managed to beat her on my second try this session—it was a total fluke battle. I bound her arms (I only had Gag on rank 5 but have Cuffs mastered), she Cried Soul and killed off everyone but the P and G, and then she managed to miss almost every Embrace after that while I wailed away with Smite and a mastered Ricochet. She flipped between Embrace and the attack that only binds legs, which was a godsend. So now I'm on the 4th Stratum!
What's a good elemental shot skill for my G to specialize in for the 4th and 5th strata? I've only left her with two points in Iceshot and one in Voltshot (the Ronin has Orochi/Midareba kind of covered), but I'm trying to figure out which one to put more points into. I feel like I should probably get at least one of the Risk-type shots, either elemental or the basic physical one.
My gunner specialized in Voltshot, with 5 points each in Fireshot/Iceshot for most of the game and that worked great. At level 5 they do significant damage to things that are weak to them, so they come in handy in a lot of battles.
I found the Risk-XXXX shots way too risky, especially when maxed-out Ricochet does so much damage (by the end-game it could hit for about 300+, 3-5 times).
By the very end, my 2 Gunners skillsets looked like:
10 HP
5 TP up
6 STR up
5 TEC up
10 Guns
10 Fireshot
10 Iceshot
10 Voltshot
5 Ricochet
5 Medishot
The right elemental shot with a powerful gun does more than enough damage to even the Sixth Stratum enemies that the Risk-version just didn't seem worth it.
So I cleared my old save data, which was just getting into the sixth stratum, and started anew. Rollin' with BLM/TA, and I gotta say, I'm in love with the game again. My old file was basically boss grind or bust, and I can't stand that shit any more. Now, I'm leveling in the course of normal questing and exploration and it's great again.
I'm gonna try to stick with just these party members for as long as I can - only other dudes I have are the protector I started with since Beast starts locked and a survivalist I made for the express purpose of cutting wood for another lure bell (which I used to make Chimaera manageable). Didn't get Chim's conditional drop, and that's fine by me - I actually don't have any real shortage of money, somehow, and it is going a lot more smoothly than my first file, even though my party makeup is balls compared to old group of PDR/HM.
It'll work fine. I'd say keep the medic in the back row unless you're prepared for PAIN.
I actually love LMA in this game, and T really isn't so bad.
...maybe?
On the ninth floor and it's going swimmingly. The medic's skill loadout so far is scavenge, revive, 1 pt in Cure, and workin on the stat-up prereqs to Caduceus. Also working on Patrol because of these damnable damage tiles. Single point cure healing output is pretty bad, but for bosses and difficult FOEs I've been able to keep up so far by tossing Medicas from the Troub, and 1 point cure is reasonably efficient for avoiding overheals.
I figure since I'm gonna be sinking so many points into Caduceus and Caduceus accessories I might as well make the medic Cure 3 / salve 3 based, especially with a couple points into the beast's loyalty. My last file had a cure 2 medic, which worked pretty well, but I overtuned him for exploration with massive TP and TP regen so he'd still be at 80% when everyone else in the party was about dry. So far into this file, the medic runs out of TP at about the same time as the Alch, which is a good while after my inventory fills up anyway.
As I repeatedly harped upon in the earlier parts of the thread, Combat Medic still works, but is really bad for the early/middle part. You basically need the points from a good retire to fill in some gaps, and really top notch equips. Cad only gets good at higher levels when it starts procing a bit more.
I really like Alchs though for the early part of the game. Medigo is so damn handy early on, and being able to lose a measly five levels to be perfectly elemented out for a level sure is handy.
Also I start to twitch when I can't teleport. Because I just know I'll forget a warp wire whenever my A is taking a break.
As I repeatedly harped upon in the earlier parts of the thread, Combat Medic still works, but is really bad for the early/middle part. You basically need the points from a good retire to fill in some gaps, and really top notch equips. Cad only gets good at higher levels when it starts procing a bit more.
I really like Alchs though for the early part of the game. Medigo is so damn handy early on, and being able to lose a measly five levels to be perfectly elemented out for a level sure is handy.
Also I start to twitch when I can't teleport. Because I just know I'll forget a warp wire whenever my A is taking a break.
Caduceus is a proc? ...that'll learn me to actually look at what I'm building for, I assumed it was basically Smite.
EDIT: Oh, it procs a stun on hit sometimes. Whoops.
My Alch is getting close to Megido, but might not have it in time for Hellion - I spent points getting a couple of the physical spells so I wouldn't have to increase the levels of the elemental spells for an area attack. Keeping fire/volt/ice all at single-point, too, for the time being - Analysis procs are certain kills on most critters even with rank 1 anyway. Plus, low costs means getting more exercise out of the spells while exploring instead of blowing my entire load in five shots and then flailing with dainty wizard wrists until the next trip.
Front row:Hexer with maxed Revenge and Agi Up.
Medic with maxed CPR and Agi Up.
Protector with all 3 Anti-elements and Aegis.
Back row:
War Magus with Transfer.
Beast with Loyalty and Tenacity.
LOTS of Nectalls.
Hexer's the main damage dealer (of course), everyone else was just there to provide extra lives. Hexer and Medic are in the front cos I want the Beast to cover for them, and if it covers and Tenacity procs, the AOE attack won't target the Beast either, saving 2 people. With Agi Ups your characters are guaranteed to act before Ur-Child. The stupid thing is that even if you use an Anti-element, if a Beast covers for another character the Beast still takes damage. My first attempt with this build failed thanks to a bullshit Wildance that petrified the first 4 characters and killed the last.
Posts
Also, somewhat relevant to the thread: Has anyone heard anything about that batch of new dungeon crawlers coming out this year, Dark Spire (DS) and Class of Heroes (PSP)? I feel like there's another one on the DS but I can't think of the name off-hand.
They are really good.
And don't worry too much about the defense, DH/S have similar equipment.
Bindings aren't all that reliable even at max rank (45% chance I think), but they do good damage and a single binding can completely disable a lot of Bosses/FOEs major attacks.
I think my party might be a little overpowered.
According to the preview, The Dark Spire even has a wireframe mode for that good old-school feel. Only four party members, though. I'm curious, but I'm just now getting into the second half of EO2 so I might not want to jump straight into another dungeon-crawler.
I'm on 15F and just beat Artelind and Wilhelm; thanks to my brand new DH with Cuffs mastered, it was fairly easy. I was wary about letting my S go, but the D is more than compensating. I also finally spent points into getting Smite on my P and it's an impressive skill for only 10TP. I'm hoping to ride this party config (RPD / GM) through to the end, though I don't think I'm hard-core enough to grind through the post-game. I almost never am, nowadays.
Got a Swordsman (Kamina), Roinin (F2), Alechimest (M), Gunner (M2) and a Medic (Dr. Styles) and I'm going with a 2/3 formation
Got about, I'd say 3 or so hours on the clock, got to f2 and I've mostly gone for Skill upgrades over [Stat] up, this ok or am I going to regret it later?
You do lose five levels, however.
That's fine and great. Stat ups are just icing on the cake, for the most part. Skills are vital.
Knight (6) Ronin (5) Alchimest (6) Medic (6) Gunner (6). Having unsucessfuly suicide attacked the FOE from the first floor, it's safe to say that I shouln't even try the AOE right now?
And where's that fuckin' watter for the first pub quest. I've checked everywhere to no avail...
They're called F.O.E.s, but yeah, avoid them like the plague when you've just hit that floor - especially red ones.
If so, there are at least 2 other ways to get past it besides conventional fighting.
And what's the deal with resting or whatever? They lose levels but get them back later with bonuses? Should I do this with all the other guys since my Defender is new?
Dark Hunters definitely don't suck, though I can see why you'd say that at lower levels. Resting makes you lose five levels, but you can reassign all your skill points. Only do that if you want to rework a character. On actual builds - since you have a Landsknecht and Alchemist, it'd be worthwhile to go for some of the Lands' chaser skills. Lands are pretty slow, and using chaser skills like that will help offset that weakness. I'd recommend maxing one or two of the Chaser skills (of the same element that your Alch majors in) and keeping a single point in one other Chaser, so as to have a low-cost alternative for use in general exploration/questing.
Troubs are kind of the worst class in general, so I wouldn't be surprised if you swapped him for someone else, but Divinity (+EXP) is a great skill to have. After that, go with something that complements the rest of your build - maybe some points in the elemental weapon imbues to help your Lands out with chasing things. (It does work that way, right?)
Man, I sort of want to wipe my file and start anew, but I'm up to the sixth stratum and am kind of loathe to lose all that progress. I already did that with my 100% complete TWEWY file, and sort of regret it (though i probably got more playtime out of it overall as a result...)
Looking back it seems that I've changed my opinion on worst class a bit. Basically I'd just bump beast down to the bottom and move everyone up a peg.
stupid foe infested...
Stamina also goes very nicely with Revenge.
I can't remember exactly what I did, but I think I had a Gunner with Riskvolt, a Hexer spamming Cranial, and a War Magus pumping the Gunner with Warmight and everyone else with Rockskin. It still took quite a lot of luck to win though.
My first kill on Scylla had me switch out my Hexer and Medic for two alchs, who megido'd the shit out of her. I think I read something about move-usage patterns depending on whether it's day or night? XoB, we need your help!
High defense, immune to OHKO, weak to volt, can be head bound.
This is by the way the first boss fight where a Revenge Hexer shows off his or her stuff.
But with that party?
Bind the head. Use Voltshot and the Ronin electric move, if availible, heal a lot, and keep applying head binds. Just gotta be lucky.
I was afraid of that. I was immensely lucky this morning, though, and managed to beat her on my second try this session—it was a total fluke battle. I bound her arms (I only had Gag on rank 5 but have Cuffs mastered), she Cried Soul and killed off everyone but the P and G, and then she managed to miss almost every Embrace after that while I wailed away with Smite and a mastered Ricochet. She flipped between Embrace and the attack that only binds legs, which was a godsend. So now I'm on the 4th Stratum!
What's a good elemental shot skill for my G to specialize in for the 4th and 5th strata? I've only left her with two points in Iceshot and one in Voltshot (the Ronin has Orochi/Midareba kind of covered), but I'm trying to figure out which one to put more points into. I feel like I should probably get at least one of the Risk-type shots, either elemental or the basic physical one.
I found the Risk-XXXX shots way too risky, especially when maxed-out Ricochet does so much damage (by the end-game it could hit for about 300+, 3-5 times).
By the very end, my 2 Gunners skillsets looked like:
5 TP up
6 STR up
5 TEC up
10 Guns
10 Fireshot
10 Iceshot
10 Voltshot
5 Ricochet
5 Medishot
The right elemental shot with a powerful gun does more than enough damage to even the Sixth Stratum enemies that the Risk-version just didn't seem worth it.
I'm gonna try to stick with just these party members for as long as I can - only other dudes I have are the protector I started with since Beast starts locked and a survivalist I made for the express purpose of cutting wood for another lure bell (which I used to make Chimaera manageable). Didn't get Chim's conditional drop, and that's fine by me - I actually don't have any real shortage of money, somehow, and it is going a lot more smoothly than my first file, even though my party makeup is balls compared to old group of PDR/HM.
tl;dr -
Trying to make yourself cry?
It'll work fine. I'd say keep the medic in the back row unless you're prepared for PAIN.
I actually love LMA in this game, and T really isn't so bad.
...maybe?
On the ninth floor and it's going swimmingly. The medic's skill loadout so far is scavenge, revive, 1 pt in Cure, and workin on the stat-up prereqs to Caduceus. Also working on Patrol because of these damnable damage tiles. Single point cure healing output is pretty bad, but for bosses and difficult FOEs I've been able to keep up so far by tossing Medicas from the Troub, and 1 point cure is reasonably efficient for avoiding overheals.
I figure since I'm gonna be sinking so many points into Caduceus and Caduceus accessories I might as well make the medic Cure 3 / salve 3 based, especially with a couple points into the beast's loyalty. My last file had a cure 2 medic, which worked pretty well, but I overtuned him for exploration with massive TP and TP regen so he'd still be at 80% when everyone else in the party was about dry. So far into this file, the medic runs out of TP at about the same time as the Alch, which is a good while after my inventory fills up anyway.
I really like Alchs though for the early part of the game. Medigo is so damn handy early on, and being able to lose a measly five levels to be perfectly elemented out for a level sure is handy.
Also I start to twitch when I can't teleport. Because I just know I'll forget a warp wire whenever my A is taking a break.
Caduceus is a proc? ...that'll learn me to actually look at what I'm building for, I assumed it was basically Smite.
EDIT: Oh, it procs a stun on hit sometimes. Whoops.
My Alch is getting close to Megido, but might not have it in time for Hellion - I spent points getting a couple of the physical spells so I wouldn't have to increase the levels of the elemental spells for an area attack. Keeping fire/volt/ice all at single-point, too, for the time being - Analysis procs are certain kills on most critters even with rank 1 anyway. Plus, low costs means getting more exercise out of the spells while exploring instead of blowing my entire load in five shots and then flailing with dainty wizard wrists until the next trip.
Medic with maxed CPR and Agi Up.
Protector with all 3 Anti-elements and Aegis.
Back row:
War Magus with Transfer.
Beast with Loyalty and Tenacity.
LOTS of Nectalls.
Hexer's the main damage dealer (of course), everyone else was just there to provide extra lives. Hexer and Medic are in the front cos I want the Beast to cover for them, and if it covers and Tenacity procs, the AOE attack won't target the Beast either, saving 2 people. With Agi Ups your characters are guaranteed to act before Ur-Child. The stupid thing is that even if you use an Anti-element, if a Beast covers for another character the Beast still takes damage. My first attempt with this build failed thanks to a bullshit Wildance that petrified the first 4 characters and killed the last.