So what's a good party to go through EO1 with? Any specific skills I need to get? To avoid?
PSLAM is considered by most to be the easiest party to go through the game with.
Medic's Immunize, Survivalist's Multihit and Apollon, and Alchemist's Thunder and Fire AOE attacks are damn handy, and more or less in that order.
Troubador is also a decent sub in for Alchemist when you don't need the Protector up front for extra soak. Divinity and TP REGEN SONG for the massive win in the end game.
...in the beginning until they reach the third or fourth floor, sure.
PSLAM is what I call it because it is a word. The real lineup goes something like this
PSL-AM-first few floors using the survivalist as another soak
PL-SAM-until the medic is sufficently combat ready (Pretty close to the end of the regular game to have enough skill points and good equips to rock this)
Then the final ultimate build
PLM-AS
Suggested skills for all
P-Defender, Smite
S-Multihit, Apollon, First strike
L-Go for axe skills
A-Thunder, Fire
M-Cadecus, IMMUNIZE, party heal, revive
...in the beginning until they reach the third or fourth floor, sure.
PSLAM is what I call it because it is a word. The real lineup goes something like this
PSL-AM-first few floors using the survivalist as another soak
PL-SAM-until the medic is sufficently combat ready (Pretty close to the end of the regular game to have enough skill points and good equips to rock this)
Then the final ultimate build
PLM-AS
Suggested skills for all
P-Defender, Smite
S-Multihit, Apollon, First strike
L-Go for axe skills
A-Thunder, Fire
M-Cadecus, IMMUNIZE, party heal, revive
Are you entirely sure you aren't thinking of PSALM?
Nitpicking aside, I agree. That team will get you through basically anything.
This is what I get for not checking my posts. Yes, and putting the alchemist up front is never a good idea.
Like I said in an earlier post having a Troubador as a sub for Survivalist or Alchemist is also a good idea.
This is not to say that Hexers, Ronins, and Dark Hunters are useless. Well, Ronins are in EO1, but the other two work well.
Survivalist and Medic are top tier for party usefulness. T makes life a lot easier at the cost of having the worst damage output in the game. D,P,H,A are all in the middle. Ronins...kinda suck.
cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
edited May 2009
Troubadour and Hexer were my emergency boss killers. L and S in the front dealing damage, M in the back for healing, and the buffs/debuffs to take out the boss' fangs.
Of course it works well in EO2. You have a Hexer in that party. The ideal EO2 party is basically a Hexer and four people to stand around and look pretty.
Mumblyfish on
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cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
edited May 2009
As in, the buffs/debuffs didn't work as well.
I've never been able to get the hang of this broken Revenge skill everyone raves about.
Even Poison is pretty aces now. In the third Stratum, it's my go-to spell for three or more big enemies at once. My turns go: Defend Defend Defend Defend Poison = Victory.
I started the game thinking my Hexer was a total drain, but he's close to MVP at the moment. Along with Ronin the boss-Midareba'er and Beast the Perfect Meatshield.
I've never been able to get the hang of this broken Revenge skill everyone raves about.
1 hp+10 revenge+10 hp up is enough to make even a low level hexer into a OHKO on bosses.
If you want overkill use the troubador +50% to HP song. Weee.
The best boss killing party in EO2 is two characters feeding axcella 2's to a protector or gunner, and two revenge hexers. Fuck figuring out a pattern on the true final boss or the dragons. Just grind up some pop leaves and cash!
Beating them legit can be fun too, especially the true final boss when his pattern is on random.
Poison is much better in EO2. It's a trap spell in EO1, being godly for two stratums and usless for the next four.
The Hexer still synergizes nicely with the Dark Hunter in EO1, but having two classes to synergize with in EO2 is better. Hexer, Dark Hunter, War Magus can do some nasty things together.
I go fire and ice/poison until I get to retire the first time, then fire and volt for the end game.
Volt really isn't all that special until the iron mongered enemies show up.
Xenogears of Bore on
3DS CODE: 3093-7068-3576
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cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
edited May 2009
Those are nice captioned images in the OP. Frosteey contributed some spiffy EO fanart to that game thread I had a while back, so he should come contribute it.
Still W R B/G H. I guess I can either level my old D back up from 20 or rest my H and train up Cranial, if I have to get binders. Focus attacks might work too, lucky she's pretty close to the stairs down so I can build on the level 14 enemies.
EDIT: What type of attack is the big area one? I can buy the right kind of mist for it, too.
The fourth stratum is pretty, too, although I agree with the poster who said it was very unexpected. Also:
Party of two unusual classes who block your way? Race of creepy labyrinth-dwellers I'll probably have to kill? Floors losing their straight "explore one than go to the next" continuity? It's deja vu all over again!
So, I just got the Key, and lemme tell you, there's not much more humiliating than
having my level 45 dudes torn apart by a group of three moles on the second floor. Granted, they're up-to-date FOEs, but they didn't even change the sprite!
YesNoMu on
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited June 2009
Okay so I recently started a new game in the first one, having not played either game in many moons.
And fuck it's harder than I remember. I finished the first stratum at level 16, but I remember being able to do so at level 13 / 14 before. I'm almost level 30 and I've barely touched the 9th floor (though for the last couple levels I've been more than capable of taking it on, doing that 5-day trial on BF8).
The stronger single-target Alchemist formulas are complete shit, by the way. I don't know why I didn't realize this before. I mean, as far as EO1 goes.
Yes, because the points you could have spent on the level 2 moves can be used for the non elemental bomb instead. Basically what I do is retool depending on which stratum I'm on with the two third elemental spells I need plus the non elemental bomb.
Xenogears of Bore on
3DS CODE: 3093-7068-3576
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited June 2009
More questions!
Did we ever find out if HP up, TP up, and ATK up were retroactive? We found out no right?
Did we ever find out if HP up, TP up, and ATK up were retroactive? We found out no right?
Stat-increasing passive skills are 'retroactive' - it doesn't matter when skill points are added in. For HP Up and TP Up, the character's HP or TP is calculated as a multiple of the base HP or TP that the character would normally have without the skill. For the other statistics, the number of skill points allocated is the amount the stat is increased.
MrBlarney on
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited June 2009
And that's the case in both EO1 and 2 right?
Just now made it to the 4th stratum in the first game again. I forgot how great the music is here. Let alone the change in the random encounter music.
Henroid on
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cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
edited June 2009
The fourth stratum has my favorite music in the whole game.
I think it depends on the class... HP and TP stat ups changed depending on the class in EO 1, but were standardized in EO 2. They were also generally more potent in EO 2, but not in all cases, according to the Japanese wikis. It looks like I was wrong about the other stat ups - in EO 2 they've all been standardized on a 1:1 basis, one skill points for one stat point, but the wiki suggests that bonuses are percentages of the base stat in EO 1. Hmm.
Apologies for necroing here, but Gamespot posted some first impressions of Shin Megami Tensei: Strange Journey, which I'd been watching out of general interest in anything turn-based on the DS.
Whole text of article is below, but they had me at "Using the Etrian Odyssey engine..."
We get our first look at Atlus's latest entry in the Shin Megami Tensei series, which ventures into sci-fi territory.
Recently released in Japan, Shin Megami Tensei: Strange Journey on the Nintendo DS is another addition to the long-running SMT series. Taking on a more sci-fi approach, Strange Journey revolves around a soldier who is assigned to examine a massive void in the South Pole. Atlus stopped by our office to give us a quick look at the game and how it plays, but we'll be able to update you with more details regarding the story at a later date when we get to play the game for ourselves.
Using the Etrian Odyssey engine, Strange Journey is a first-person turn-based role-playing game in which your party members consist of demons that you collect. Our demo started us off a couple of hours into the game where we played as one of the crew members on the Red Sprite and were headed to the South Pole to investigate a strange void. Things went wrong as soon as we arrived, so we had to explore the area alone, except for our demon companions. Up to three demons can be summoned into your party, and they'll level up and grow stronger as long as you use them in battle.
Demons have their own particular alignment and by keeping their loyalties in mind, you can use them to your advantage. A feature known as demon coop allows you to give everyone in your party a bonus melee attack if you or your demons exploit the weakness of an enemy. Everyone in your party who shares the alignment of the one who attacked will automatically throw in an extra melee attack for more damage, so it's important to decide what kind of demons you want fighting alongside you. Your alignment changes depending on the decision you make within the game.
As the human in the party with no special powers but a nifty demonica suit, you must rely on guns and elemental attacks. There are apps that you'll come across--which are like key items--to help you find components for crafting or unlocking specific doors. Sub apps are special items that can increase the chances of getting an item after battle, but these apps take up space--sometimes more than one slot and you have 10 slots. Your demonica suit is what you'll use to access your mission logs, side quests, and tutorials. A forma search app is inherently in the suit, which can detect and track down stuff to trade later.
Demon fusion returns, and you'll be able to create all kinds of combinations; you'll even be able to throw an item into the mix to create a special demon. We didn't have time to go into all the details of this process, but we will once we receive a build of the game. The turn-based battles are self-explanatory if you're familiar with any kind of turn-based Japanese role-playing games. As you get to know the demons you encounter better, an analyze bar will fill up so that you can eventually determine their weakness and use it against them. If you're grinding away and don't particularly want to pay attention to an easy fight, you can hit the X button to have the battle play out for you. It won't make any special adjustments, though, so you have to be sure you'll win if you choose the option to have the battle play for you.
Our demo ended with a boss battle against a giant minotaur-like creature that had an extremely low opinion of humans and decided to tell us all about it. It took awhile to take it down because it had the ability to scare and confuse our demon party members. But it was nice that the target reticle changed to red if the enemy was near death because it allowed us to plan accordingly, which was a helpful feature.
Like all the SMT games before it, Shin Megami Tensei: Strange Journey has a lot more to it, and it can take several hours to really get a handle on it all. We only had 20 minutes with it, but once we get our build of the game, we'll be sure to post updated impressions. Shin Megami Tensei: Strange Journey is scheduled to be released in March 2010.
Posts
PSLAM is considered by most to be the easiest party to go through the game with.
Medic's Immunize, Survivalist's Multihit and Apollon, and Alchemist's Thunder and Fire AOE attacks are damn handy, and more or less in that order.
Troubador is also a decent sub in for Alchemist when you don't need the Protector up front for extra soak. Divinity and TP REGEN SONG for the massive win in the end game.
Edit:
Protector - Survivalist - Landsknecht
Alchemist - Medic?
Survivalist is the archer? And is in front?
PSLAM is what I call it because it is a word. The real lineup goes something like this
PSL-AM-first few floors using the survivalist as another soak
PL-SAM-until the medic is sufficently combat ready (Pretty close to the end of the regular game to have enough skill points and good equips to rock this)
Then the final ultimate build
PLM-AS
Suggested skills for all
P-Defender, Smite
S-Multihit, Apollon, First strike
L-Go for axe skills
A-Thunder, Fire
M-Cadecus, IMMUNIZE, party heal, revive
Nitpicking aside, I agree. That team will get you through basically anything.
3DS: 1607-3034-6970
This is what I get for not checking my posts. Yes, and putting the alchemist up front is never a good idea.
Like I said in an earlier post having a Troubador as a sub for Survivalist or Alchemist is also a good idea.
This is not to say that Hexers, Ronins, and Dark Hunters are useless. Well, Ronins are in EO1, but the other two work well.
Survivalist and Medic are top tier for party usefulness. T makes life a lot easier at the cost of having the worst damage output in the game. D,P,H,A are all in the middle. Ronins...kinda suck.
3DS: 1607-3034-6970
This doesn't work well at all in EO2.
I've never been able to get the hang of this broken Revenge skill everyone raves about.
I started the game thinking my Hexer was a total drain, but he's close to MVP at the moment. Along with Ronin the boss-Midareba'er and Beast the Perfect Meatshield.
1 hp+10 revenge+10 hp up is enough to make even a low level hexer into a OHKO on bosses.
If you want overkill use the troubador +50% to HP song. Weee.
The best boss killing party in EO2 is two characters feeding axcella 2's to a protector or gunner, and two revenge hexers. Fuck figuring out a pattern on the true final boss or the dragons. Just grind up some pop leaves and cash!
Beating them legit can be fun too, especially the true final boss when his pattern is on random.
Poison is much better in EO2. It's a trap spell in EO1, being godly for two stratums and usless for the next four.
The Hexer still synergizes nicely with the Dark Hunter in EO1, but having two classes to synergize with in EO2 is better. Hexer, Dark Hunter, War Magus can do some nasty things together.
Fire is good in the first two stratums and the fourth and fifth, Volt is good in the third and essential in the sixth.
I can't remember what the hell is weak to ice in EO1. Obviously some things are, but not as many as the other two elements.
I go fire and ice/poison until I get to retire the first time, then fire and volt for the end game.
Volt really isn't all that special until the iron mongered enemies show up.
Bind it if you can, come in with a bunch of Focus Attacks, or level even more. What party are you rocking?
EDIT: What type of attack is the big area one? I can buy the right kind of mist for it, too.
Hang on a tick.
You have a hexer. And you can't beat a boss. HOW.
You could head bind it, getting rid of its worst attacks. Or you could revenge kill it in two turns!
I'll feel pretty bad if I end up doing that for all bosses, but I was just sick of this one. Sigh.
And fuck it's harder than I remember. I finished the first stratum at level 16, but I remember being able to do so at level 13 / 14 before. I'm almost level 30 and I've barely touched the 9th floor (though for the last couple levels I've been more than capable of taking it on, doing that 5-day trial on BF8).
The stronger single-target Alchemist formulas are complete shit, by the way. I don't know why I didn't realize this before. I mean, as far as EO1 goes.
Did we ever find out if HP up, TP up, and ATK up were retroactive? We found out no right?
The harder the rain, honey, the sweeter the sun.
Stat-increasing passive skills are 'retroactive' - it doesn't matter when skill points are added in. For HP Up and TP Up, the character's HP or TP is calculated as a multiple of the base HP or TP that the character would normally have without the skill. For the other statistics, the number of skill points allocated is the amount the stat is increased.
Just now made it to the 4th stratum in the first game again. I forgot how great the music is here. Let alone the change in the random encounter music.
Yes, that should be the case.
I think, but am not entirely sure, that they are more potent in EO2, but it might be misremembering them.
Whole text of article is below, but they had me at "Using the Etrian Odyssey engine..."
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