so magic thrist+hellfire on someone fast in florem gardens(before instakill anyway) is about the fastest I'd imagine you can grind. but enemies will randomly be faster than me and ruin my unscathed aces and it's annoying
Dual-wielding Falcon Daggers can pretty much make sure that never happens
So I'm worried I'm overgrinding, I'm level 15 and doing some sidequest in Chapter 1 revolving around the oasis and water and whatnot.
More worringly is I've unlocked some crazy expensive stuff from the town rebuilding. I can't afford a Mutsu-no-Kami or a Night Emperor, but if I keep grinding I suspect they'll outpace any gear I can get for a long, long time. I do have ~6500 pg now though, so I could buy some of these shields or accessories that I've unlocked...
Random aside: pg as the currency is a pretty sly Japanese pun.
The Kanji for yen is 円, which is p and g next to each other.
Hah. I wondered what that was from.
Anyways, the Angel Bow will last you through the end of chapter 2. Mutsu-no-Kami literally lasts until... well, forever, basically.
so magic thrist+hellfire on someone fast in florem gardens(before instakill anyway) is about the fastest I'd imagine you can grind. but enemies will randomly be faster than me and ruin my unscathed aces and it's annoying
The last job has the 4-point Obliterate passive, which triggers at the start of the battle and instakills anything 20+ levels below you. THAT's the fastest.
Otherwise, Energy Burst or the like.
Critical HP+Red Mage's passive for 0 MP costs would go quicker too.
What about Black Bane and the support that heals you after battle?
so magic thrist+hellfire on someone fast in florem gardens(before instakill anyway) is about the fastest I'd imagine you can grind. but enemies will randomly be faster than me and ruin my unscathed aces and it's annoying
Dual-wielding Falcon Daggers can pretty much make sure that never happens
I assumed he was talking about when they get first strike, which sucks. If it's the two birds and they use tornado you might be screwed.
I wear sleep warding accessories so the tree people never can do anything serious to me.
hellfire kills everything and you will never run out of mana so that's pretty much exactly what you want from a grinding set up. more importantly it only requires one class, so you set it as your sub job and can work on other stuff.
obliterate doesn't work for me yet. conjurer in general looks preeeetty bad. might as well use a performer and buff everyone. only good for a couple abilities to yoink like 50% more exp
so magic thrist+hellfire on someone fast in florem gardens(before instakill anyway) is about the fastest I'd imagine you can grind. but enemies will randomly be faster than me and ruin my unscathed aces and it's annoying
The last job has the 4-point Obliterate passive, which triggers at the start of the battle and instakills anything 20+ levels below you. THAT's the fastest.
Otherwise, Energy Burst or the like.
Critical HP+Red Mage's passive for 0 MP costs would go quicker too.
What about Black Bane and the support that heals you after battle?
That's what I did. Kills everything at no cost and the little plant dudes are weak to dark as well.
Anyways, the Angel Bow will last you through the end of chapter 2. Mutsu-no-Kami literally lasts until... well, forever, basically.
15 is a decent level for ending chapter 1.
I'm already at 18, actually. I have combat on the standard auto+bravex4+physical attack. Monks make the early game a bit... quick... to grind. It turned out that I accidentally set it to 100% encounter rate and forgot to turn it off when entering this first sidequest dungeon.
I have not been able to put this down at all since I started playing! I threw my name on the friend code list, and any adds are appreciated! (0705-4042-8610)
So I'm worried I'm overgrinding, I'm level 15 and doing some sidequest in Chapter 1 revolving around the oasis and water and whatnot.
More worringly is I've unlocked some crazy expensive stuff from the town rebuilding. I can't afford a Mutsu-no-Kami or a Night Emperor, but if I keep grinding I suspect they'll outpace any gear I can get for a long, long time. I do have ~8000 pg now though, so I could buy some of these shields or accessories that I've unlocked...
Random aside: pg as the currency is a pretty sly Japanese pun.
The Kanji for yen is 円, which is p and g next to each other.
I've been buying the Norende Village equipment when it's roughly as expensive (or a little bit more expensive) than the stuff I can buy from the main armories.
The Red Cap is a pretty awesome early game hat. The Blessed and Bloody Shields are awesome for healers and tanks respectively. The Sage's Staff gives you unlimited free Raise spells, and the Angel's Bow is much stronger than other bows for a while. These are all worthwhile Chapter 1/2 pick ups.
So I'm worried I'm overgrinding, I'm level 15 and doing some sidequest in Chapter 1 revolving around the oasis and water and whatnot.
More worringly is I've unlocked some crazy expensive stuff from the town rebuilding. I can't afford a Mutsu-no-Kami or a Night Emperor, but if I keep grinding I suspect they'll outpace any gear I can get for a long, long time. I do have ~6500 pg now though, so I could buy some of these shields or accessories that I've unlocked...
Random aside: pg as the currency is a pretty sly Japanese pun.
The Kanji for yen is 円, which is p and g next to each other.
Hah. I wondered what that was from.
Anyways, the Angel Bow will last you through the end of chapter 2. Mutsu-no-Kami literally lasts until... well, forever, basically.
15 is a decent level for ending chapter 1.
Angel Bow will last all the way up until mid/late Chapter 3 when you FINALLY find a bow that surpasses its damage. The start of Chapter 3 though is when the bow is no longer such a drastic win card as axes and swords start to catch up in power; nice job combinations for the melee combat open up, and mobs are less likely to be machine gunned with their much higher HP pools.
Ugh. Just had my first actual game over from a random battle. Mythril Mines, a succubus + mythril shell combo. Succubus charms Valkyrie Edea, who immediately uses Judgement on Agnes, one-shotting her. Merchant Tiz is useless since Merchant blows and I just want to get Big Pharma, dammit, and Red Mage Ringabel manages to nearly kill the Succubus with Aerora. Next turn Tiz goes to gently tap Edea to break her Charm, but the succubus charms Ringabel, who immediately casts Fira on Edea, causing Tiz' love tap to actually kill her. The mythril shell defaulted last turn, so it Braves, spin attacks Ringabell, one-shots him, and does a normal attack on Tiz for half his health. Next turn Tiz tries to book it, but fails. Succubus fails to Charm, and the turtle uses Reflection Angle instead of attacking. Last turn Tiz tries to run again and fails again. Succubus hits him with a normal attack and kills him.
I was literally three steps from the Adventurer where I was about to save.
korodullin on
- The Four Horsemen of the Apocalypse (2017, colorized)
For all the absolutely lovely quality of life features this game has, they sadly missed the mark with running.
If your run command isn't a 100% success rate, then I'd rather you just not put it in in the first place. The idea behind the run command is to flee if things go south. You're not helping by having me fail running 8 times in 2 turns.
"The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
Half minds about non-100% success rate run options.
Having a 100% chance would really take the edge out of the random battles. Having a failure chance means that you have to make the decision early whether or not to book it, or try to fight out of the situation. Otherwise, you could just wait and see how things go, then escaping at the very last moment.
Even if things get bad, you still have options. Brave up, use Phoenix and potion combos to bring 2 people back from the grave, and do the same on their turn to stabilise. Use friend summons, or just sub-job with something that can be a reasonable fighter.
For all the absolutely lovely quality of life features this game has, they sadly missed the mark with running.
If your run command isn't a 100% success rate, then I'd rather you just not put it in in the first place. The idea behind the run command is to flee if things go south. You're not helping by having me fail running 8 times in 2 turns.
That and the lack of reload at check point option, Sometimes you make a mistake in battle and you know you're going to lose. It would be nice to just reload instead waiting for the battle to end.
If I'm choosing to run, the battle has already gone south. There are two ways it's going to end now. Either I run and succeed, or fail and die since I left myself completely defenseless. There's still risk, I'm forfeiting any resources I used during the fight, be it items or MP. Giving me a low chance isn't adding any edge. Just annoyance.
"The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
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Bravely Default / 3DS Friend Code = 3394-3571-1609
Hah. I wondered what that was from.
Anyways, the Angel Bow will last you through the end of chapter 2. Mutsu-no-Kami literally lasts until... well, forever, basically.
15 is a decent level for ending chapter 1.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
What about Black Bane and the support that heals you after battle?
I assumed he was talking about when they get first strike, which sucks. If it's the two birds and they use tornado you might be screwed.
I wear sleep warding accessories so the tree people never can do anything serious to me.
Your unending forced labor in my village of despair friendship is appreciated.
(my code is 4098-3250-6521)
obliterate doesn't work for me yet. conjurer in general looks preeeetty bad. might as well use a performer and buff everyone. only good for a couple abilities to yoink like 50% more exp
Bravely Default / 3DS Friend Code = 3394-3571-1609
That's what I did. Kills everything at no cost and the little plant dudes are weak to dark as well.
Probably.
But really, at +20 levels you should be able to obliterate the enemies quickly anyways.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
I'm already at 18, actually. I have combat on the standard auto+bravex4+physical attack. Monks make the early game a bit... quick... to grind. It turned out that I accidentally set it to 100% encounter rate and forgot to turn it off when entering this first sidequest dungeon.
Steam
ONE MILLION YEARS GRINDING!
Ah, that's the one!
I've been buying the Norende Village equipment when it's roughly as expensive (or a little bit more expensive) than the stuff I can buy from the main armories.
The Red Cap is a pretty awesome early game hat. The Blessed and Bloody Shields are awesome for healers and tanks respectively. The Sage's Staff gives you unlimited free Raise spells, and the Angel's Bow is much stronger than other bows for a while. These are all worthwhile Chapter 1/2 pick ups.
Also: Darn, my Mammons are both Ethers. =/
But Two-Handed and Hawkeye on a Pirate carrying the Fox Tail is just... it's just super nice, and strong as Hell
Angel Bow will last all the way up until mid/late Chapter 3 when you FINALLY find a bow that surpasses its damage. The start of Chapter 3 though is when the bow is no longer such a drastic win card as axes and swords start to catch up in power; nice job combinations for the melee combat open up, and mobs are less likely to be machine gunned with their much higher HP pools.
I was literally three steps from the Adventurer where I was about to save.
- The Four Horsemen of the Apocalypse (2017, colorized)
If your run command isn't a 100% success rate, then I'd rather you just not put it in in the first place. The idea behind the run command is to flee if things go south. You're not helping by having me fail running 8 times in 2 turns.
Having a 100% chance would really take the edge out of the random battles. Having a failure chance means that you have to make the decision early whether or not to book it, or try to fight out of the situation. Otherwise, you could just wait and see how things go, then escaping at the very last moment.
Even if things get bad, you still have options. Brave up, use Phoenix and potion combos to bring 2 people back from the grave, and do the same on their turn to stabilise. Use friend summons, or just sub-job with something that can be a reasonable fighter.
That and the lack of reload at check point option, Sometimes you make a mistake in battle and you know you're going to lose. It would be nice to just reload instead waiting for the battle to end.