They had some weird gimmicky uses. I think 2 or 3 of them can kill the optional superboss safely somehow among other things. But mostly they are a broken mess with wonky or not properly working interactions.
Treat them as a subclass. They have good stats and passives. They're immune to some stuff. They don't really need to worry about being bound, and you might be able to refill their TP without too much work.
And you can always find some kind of use for Revenge.
Haha, just got Shogun. Recruited two and subclassed one as a buccaneer and one as a gladiator, then put all their available skill points into combat study.
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
If I ever go back to EO3 I really need to take a hard run at using an Yggdroid. I never did but I liked how their abilities looked on paper. I know people already pointed out there were some errors or situational use surrounding them, but still. I love gimmicks.
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited January 2019
The Etrian Odyssey Nexus NA site has opened and there's a new trailer (though it is pretty weak). https://atlus.com/etriannexus/
More importantly, the game comes out February 5th in NA. We're in the home stretch of waiting now that it's less than a month out.
Edit - Oh my god the innkeeper art.
Edit Edit - The head of the Explorer's Guild is named Mueller and that pleases me like whoa.
Oh. Official guide says that dog-guy in Lagaard and the dragon-slayer in Armoroad are family. I guess that's why they look the same, then.
I find this hard to reconcile still...
(EO1 - EO3 endings)
Since EO3 is on a different planet from EO2. Armoroad's people all descend from an ark ship that left Earth, as an alternative to the project that created the original Yggdrassil labyrinth. And we know EO1 and EO2's cities are still on Earth proper.
Oh. Official guide says that dog-guy in Lagaard and the dragon-slayer in Armoroad are family. I guess that's why they look the same, then.
I find this hard to reconcile still...
(EO1 - EO3 endings)
Since EO3 is on a different planet from EO2. Armoroad's people all descend from an ark ship that left Earth, as an alternative to the project that created the original Yggdrassil labyrinth. And we know EO1 and EO2's cities are still on Earth proper.
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
Yeah Atlus hasn't ruled out a Europe release, which was their standard recently I think? Every source lists EU as TBA.
In preparation for Nexus coming out, I got a new SD card because my current one was apparently just 4GB in size. And Pokemon Sun ate up all of that because it's a jerk. Gotta have room for the DLC I expect Nexus to have.
Oh. Official guide says that dog-guy in Lagaard and the dragon-slayer in Armoroad are family. I guess that's why they look the same, then.
I find this hard to reconcile still...
(EO1 - EO3 endings)
Since EO3 is on a different planet from EO2. Armoroad's people all descend from an ark ship that left Earth, as an alternative to the project that created the original Yggdrassil labyrinth. And we know EO1 and EO2's cities are still on Earth proper.
Cardio.
Where do we get that information?
League of Legends: Sorakanmyworld
FFXIV: Tchel Fay
Nintendo ID: Tortalius
Steam: Tortalius
Stream: twitch.tv/tortalius
Oh. Official guide says that dog-guy in Lagaard and the dragon-slayer in Armoroad are family. I guess that's why they look the same, then.
I find this hard to reconcile still...
(EO1 - EO3 endings)
Since EO3 is on a different planet from EO2. Armoroad's people all descend from an ark ship that left Earth, as an alternative to the project that created the original Yggdrassil labyrinth. And we know EO1 and EO2's cities are still on Earth proper.
Gonna be real hard figuring out which party to use in nexus.
I kind of want to run arcanist/imperial, but both of those are sure to be incredibly underwhelming at lower levels. Especially since I hear imperials are nowhere near as good as they were in EO4. I probably should use a hero since they are new and seem kind of fun, but that means protector/zodiac in the last slots. But then I won't be using nightseeker or gunner, which I also really liked in their respective games. And keeping more than 5 party members trained is such a pain in the other games at least.
Medic and Protector look pretty effective as subclasses. Main classes are very good at what they do. Maybe unnecessarily good.
Apparently Protector is still one of the big boss-killers with fire-damage, late in the game, at least as subclass to something with high STR.
Harbinger has high average stats in addition to the durability and action-speed from skills. Their direct damage-output isn't very impressive, that's their most glaring weakness. They'd likely do well in almost any type of supporting role. Healing and infliction won't be a problem. Their TP is well sufficient for most subclass-level skills. They're not really squishy enough to be scared of the front row. Even though scythes are melee-range, there's probably not much harm in putting them in the back row, either.
I could bring a Shogun, Ranger or Nightseeker to put some aggro on the Harbinger and see how well it survives as an off-tank.
Ronin isn't bad at inflicting ailments, but initially doesn't have many options for it.
Ninja-subclass makes the randomised components of the Ronin's own kit more reliable by further increasing evasion and infliction. Also helps TP-economy and makes fairly good rates of sleep, panic and weak poison available.
Nightseeker-subclass helps much less than Ninja with evasion and infliction, but it's still there, along with big damage, and a lot of potential tools in decent head-bind, instant death, blind, Decoy Sign and Shadow Cloak.
Pugilist helps a bit with damage and infliction, and provides all binds, paralysis, selfish ailment-healing, ailment-blocking for a row, and Cross Counter, which is just a pretty decent move with good numbers and much better bash-damage than the bash Ronin has.
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
Y'all getting info from people who ported the Japanese version or something?
I haven't given any thought toward what classes I will use besides the Hero. Binds are a favorite strategy for me throughout the series though, so that kinda narrows things down.
Looking at those numbers it's pretty dire. Imperial skills do slightly more damage than gunner skills, but have long cooldowns and cost almost twice as much TP to use. And the gunner has almost twice as much TP as the imperial.
At least arcanists look like they are pretty good, not quite as broken as they were in EO4, but not utterly gutted either.
Imperial was pretty busted in 4, but too much nerf will make me sad - I'm a fan of their sprites.
And by busted I mean Accel Drive easily snaps the final boss in half. In one shot (granted, with their charge active). I was laughing like a madman for a bit after doing that.
Imperial was pretty busted in 4, but too much nerf will make me sad - I'm a fan of their sprites.
And by busted I mean Accel Drive easily snaps the final boss in half. In one shot (granted, with their charge active). I was laughing like a madman for a bit after doing that.
Oh yeah, imperials in their EO4 form were insanely busted. But look at the numbers in the link above and compare them to gunners, it's kind of silly. They even removed the most crazy aspect, that the drives were aoe damage as well. Not only did you alpha strike harder than anything else in the game, you also did it with aoe damage. Imperials essentially deleted random encounters from the game as I remember it.
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
I'm heading out the door but I had just enough time to notice that the passive chance to activate Miasma Armor at the start of battle has been rolled into the Miasma Armor skill itself. If they did that for all the 'stance' type skills I will be pleased as shit.
Imperial was pretty busted in 4, but too much nerf will make me sad - I'm a fan of their sprites.
And by busted I mean Accel Drive easily snaps the final boss in half. In one shot (granted, with their charge active). I was laughing like a madman for a bit after doing that.
Oh yeah, imperials in their EO4 form were insanely busted. But look at the numbers in the link above and compare them to gunners, it's kind of silly. They even removed the most crazy aspect, that the drives were aoe damage as well. Not only did you alpha strike harder than anything else in the game, you also did it with aoe damage. Imperials essentially deleted random encounters from the game as I remember it.
They did, yes.
Imperials look to be second only to Protectors in taking physical hits though here, and with respectable WIS. The TP hit is a bit much though. Luck and agility being trash isn't a big deal but they didnt really need to be worst at them.
Edit: Imperial has a lot of TP restore options built in there. They may not be too bad off, and I can see building less around the drives and just using their combo skills to keep up non stop abilities raining down off their high str score.
Yeah, Harbinger and Ronin can sort of turn their stuff on by just doing their things, now. Ronin takes stances by attacking, Harbinger smogs up by smogging things up.
Imperial has great raw stats for counter-moves like Shield Flare, a hard face to bash into things, but not much in the way of self-buffs that work on counter-moves.
I wonder if they will keep up the tradition of never fixing huge bugs between releases. Because japanese version's Dauntless is a big fucking bug.
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited January 2019
What bug are you referring to exactly with Dauntless?
Edit - Wow so I'm poking through that calculator, and the damage negate passive has been moved to the end of the Protector tree. They gave it a more substantial chance of activating, but still, that's a heck of a move.
That was super messy. I think that Dancer's version of Speed Boost didn't give any evasion, and any version of Speed Boost, even one that does give evasion, overwrites the evasion of Fan Dance.
So you can't use Fan Dance with Speed Boost, and Dancer's Speed Boost isn't great for subclassing, either.
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited January 2019
That was EO4 but yeah, Dancer's fan dance + speed boost resulted in a nerf.
Has anyone determined in EO:N if War Magus is stronger with staff or sword yet?
Edit - Oh hello, Landsharks have a passive ability that increases damage dealt based on how few elemental crossovers there are. At max rank it's +20% damage for a single element, +6% for 2 elements, and +2% for 3 elements. The hell? I assume this takes into account the physical stuff (bash / slash / stab).
Medic has some decent staff-stuff, I guess. Don't know if there are any notable swords or staves with special abilities.
War Magus takes some work to fulfill conditions for, but War Revive by itself is a pretty aggressive revive.
The site for Nexus is oddly busted when I'm flipping through the character profiles/pictures... the profile panel isn't updating every time the character image changes, so I get stuff like this:
Cole's Law: "Thinly sliced cabbage."
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HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
I know I'm going to run with a Hero, Landshark, and Medic, but my other two slots I'm in debate over. Though I'm thinking of getting a War Magus instead of the Medic which would really open up what I can have. War Magus clears up needing a status infliction character aside from healing pretty decently (and the Hero has some passive healing, effective tanking). I like how the Landshark's elemental chase works and how it can be buffed down that line (chases can crit and once you get a crit all further chases automatically crit?!).
I might go with Pugilist for my Bind oriented play, mostly because of how disappointed I am that the Gunner doesn't have any Bind synergy within its own tree. If I get a Pugilist though, that effs up my front row if I decide on a War Magus (which is to say, the WM ailing slash gets taken out of the picture thanks to being in the back row).
aaaaugh I can't decide, this is the hardest party assembly I've thought about in the series since EO3.
If anything, I kind of want to see a Hero/Imperial. Take the afterimage line, then use Charge Image > Accel Drive to set up the double boosted drive hit. Their defense buff but go last is a BIG buff and almost cancels out the damage taken from drives...
No idea what I'd subclass from Imperial - maybe Protector for taunt, or Highlander for the various "when hurt do X"? There's no real obvious option - Imperial has some obvious ludicrous damage setups, and I only even look at drives because their boost is "no overheats for 3 turns", which screams "dump all your TP on massive damage".
If anything, I kind of want to see a Hero/Imperial. Take the afterimage line, then use Charge Image > Accel Drive to set up the double boosted drive hit. Their defense buff but go last is a BIG buff and almost cancels out the damage taken from drives...
No idea what I'd subclass from Imperial - maybe Protector for taunt, or Highlander for the various "when hurt do X"? There's no real obvious option - Imperial has some obvious ludicrous damage setups, and I only even look at drives because their boost is "no overheats for 3 turns", which screams "dump all your TP on massive damage".
Drives seem reaaaaal bad unless you get them to max rank. Rank 4 elemental drives and rank 5 accel drive seems kind of lackluster to build everything around. Regiment rave+fast damagedealers would probably deal a ton more damage.
I still might try a imperial/zodiac, but gunner/zodiac seems to do the same thing but better with a side of binds as well.
If anything, I kind of want to see a Hero/Imperial. Take the afterimage line, then use Charge Image > Accel Drive to set up the double boosted drive hit. Their defense buff but go last is a BIG buff and almost cancels out the damage taken from drives...
No idea what I'd subclass from Imperial - maybe Protector for taunt, or Highlander for the various "when hurt do X"? There's no real obvious option - Imperial has some obvious ludicrous damage setups, and I only even look at drives because their boost is "no overheats for 3 turns", which screams "dump all your TP on massive damage".
Drives seem reaaaaal bad unless you get them to max rank. Rank 4 elemental drives and rank 5 accel drive seems kind of lackluster to build everything around. Regiment rave+fast damagedealers would probably deal a ton more damage.
I still might try a imperial/zodiac, but gunner/zodiac seems to do the same thing but better with a side of binds as well.
Imperial also fills the tank role though - massive HP is still passive aggro right? And they have sustain options.
That said, gunner probably does do the charge shooty thing better - they don't have overheat, are in the back and ranged, etc. and only slightly weaker output.
The reason to use Imperial basically has to be their tanky stat line and the combo skill tree.
Edit: Not really sure gunner has better zodiac synergy though. Or that I'd even pick zodiac as the sub. Hell, Imperial has good passives for a charge shooting gunner even.
Looking at it they just gutted passives all over the place. Almost all the zodiac stuff is zodiac only, and imperials also only offer 9% elemental damage in total.
Ronin might be the best sub for damage dealers in general unless there is some decent synergy, 14% damage from upper stance and 12% from duel.
Looking at it they just gutted passives all over the place. Almost all the zodiac stuff is zodiac only, and imperials also only offer 9% elemental damage in total.
Ronin might be the best sub for damage dealers in general unless there is some decent synergy, 14% damage from upper stance and 12% from duel.
Stances are buffs though and need upkeep. But yeah passives seem to have taken a hit.
Posts
They had some weird gimmicky uses. I think 2 or 3 of them can kill the optional superboss safely somehow among other things. But mostly they are a broken mess with wonky or not properly working interactions.
And you can always find some kind of use for Revenge.
https://atlus.com/etriannexus/
More importantly, the game comes out February 5th in NA. We're in the home stretch of waiting now that it's less than a month out.
Edit - Oh my god the innkeeper art.
Edit Edit - The head of the Explorer's Guild is named Mueller and that pleases me like whoa.
I find this hard to reconcile still...
(EO1 - EO3 endings)
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
In preparation for Nexus coming out, I got a new SD card because my current one was apparently just 4GB in size. And Pokemon Sun ate up all of that because it's a jerk. Gotta have room for the DLC I expect Nexus to have.
Where do we get that information?
FFXIV: Tchel Fay
Nintendo ID: Tortalius
Steam: Tortalius
Stream: twitch.tv/tortalius
I kind of want to run arcanist/imperial, but both of those are sure to be incredibly underwhelming at lower levels. Especially since I hear imperials are nowhere near as good as they were in EO4. I probably should use a hero since they are new and seem kind of fun, but that means protector/zodiac in the last slots. But then I won't be using nightseeker or gunner, which I also really liked in their respective games. And keeping more than 5 party members trained is such a pain in the other games at least.
Apparently Protector is still one of the big boss-killers with fire-damage, late in the game, at least as subclass to something with high STR.
Harbinger has high average stats in addition to the durability and action-speed from skills. Their direct damage-output isn't very impressive, that's their most glaring weakness. They'd likely do well in almost any type of supporting role. Healing and infliction won't be a problem. Their TP is well sufficient for most subclass-level skills. They're not really squishy enough to be scared of the front row. Even though scythes are melee-range, there's probably not much harm in putting them in the back row, either.
I could bring a Shogun, Ranger or Nightseeker to put some aggro on the Harbinger and see how well it survives as an off-tank.
Ronin isn't bad at inflicting ailments, but initially doesn't have many options for it.
Ninja-subclass makes the randomised components of the Ronin's own kit more reliable by further increasing evasion and infliction. Also helps TP-economy and makes fairly good rates of sleep, panic and weak poison available.
Nightseeker-subclass helps much less than Ninja with evasion and infliction, but it's still there, along with big damage, and a lot of potential tools in decent head-bind, instant death, blind, Decoy Sign and Shadow Cloak.
Pugilist helps a bit with damage and infliction, and provides all binds, paralysis, selfish ailment-healing, ailment-blocking for a row, and Cross Counter, which is just a pretty decent move with good numbers and much better bash-damage than the bash Ronin has.
I haven't given any thought toward what classes I will use besides the Hero. Binds are a favorite strategy for me throughout the series though, so that kinda narrows things down.
You can play around with this, in the meantime.
https://reinasakuraba.github.io/EO-Skill-Sim/eox/
Ailments and binds use STR + LUC or INT + LUC if the skill deals damage, now. Skills what don't deal damage have a bigger LUC-multiplier, instead.
This spreadsheet has class-stats. https://docs.google.com/spreadsheets/d/10r-cwgX1_xGaIU6VddkLsK1dCiC3jeEpAAXibtCiY2w
At least arcanists look like they are pretty good, not quite as broken as they were in EO4, but not utterly gutted either.
And by busted I mean Accel Drive easily snaps the final boss in half. In one shot (granted, with their charge active). I was laughing like a madman for a bit after doing that.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Oh yeah, imperials in their EO4 form were insanely busted. But look at the numbers in the link above and compare them to gunners, it's kind of silly. They even removed the most crazy aspect, that the drives were aoe damage as well. Not only did you alpha strike harder than anything else in the game, you also did it with aoe damage. Imperials essentially deleted random encounters from the game as I remember it.
They did, yes.
Imperials look to be second only to Protectors in taking physical hits though here, and with respectable WIS. The TP hit is a bit much though. Luck and agility being trash isn't a big deal but they didnt really need to be worst at them.
Edit: Imperial has a lot of TP restore options built in there. They may not be too bad off, and I can see building less around the drives and just using their combo skills to keep up non stop abilities raining down off their high str score.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Imperial has great raw stats for counter-moves like Shield Flare, a hard face to bash into things, but not much in the way of self-buffs that work on counter-moves.
I wonder if they will keep up the tradition of never fixing huge bugs between releases. Because japanese version's Dauntless is a big fucking bug.
Edit - Wow so I'm poking through that calculator, and the damage negate passive has been moved to the end of the Protector tree. They gave it a more substantial chance of activating, but still, that's a heck of a move.
Wow. Usually the skill bug for a game isn't that ridiculous.
Though iirc EO3? had a dancer passive that was a debuff instead of buff past a point.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
So you can't use Fan Dance with Speed Boost, and Dancer's Speed Boost isn't great for subclassing, either.
Has anyone determined in EO:N if War Magus is stronger with staff or sword yet?
Edit - Oh hello, Landsharks have a passive ability that increases damage dealt based on how few elemental crossovers there are. At max rank it's +20% damage for a single element, +6% for 2 elements, and +2% for 3 elements. The hell? I assume this takes into account the physical stuff (bash / slash / stab).
Medic has some decent staff-stuff, I guess. Don't know if there are any notable swords or staves with special abilities.
War Magus takes some work to fulfill conditions for, but War Revive by itself is a pretty aggressive revive.
I might go with Pugilist for my Bind oriented play, mostly because of how disappointed I am that the Gunner doesn't have any Bind synergy within its own tree. If I get a Pugilist though, that effs up my front row if I decide on a War Magus (which is to say, the WM ailing slash gets taken out of the picture thanks to being in the back row).
aaaaugh I can't decide, this is the hardest party assembly I've thought about in the series since EO3.
No idea what I'd subclass from Imperial - maybe Protector for taunt, or Highlander for the various "when hurt do X"? There's no real obvious option - Imperial has some obvious ludicrous damage setups, and I only even look at drives because their boost is "no overheats for 3 turns", which screams "dump all your TP on massive damage".
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Drives seem reaaaaal bad unless you get them to max rank. Rank 4 elemental drives and rank 5 accel drive seems kind of lackluster to build everything around. Regiment rave+fast damagedealers would probably deal a ton more damage.
I still might try a imperial/zodiac, but gunner/zodiac seems to do the same thing but better with a side of binds as well.
Imperial also fills the tank role though - massive HP is still passive aggro right? And they have sustain options.
That said, gunner probably does do the charge shooty thing better - they don't have overheat, are in the back and ranged, etc. and only slightly weaker output.
The reason to use Imperial basically has to be their tanky stat line and the combo skill tree.
Edit: Not really sure gunner has better zodiac synergy though. Or that I'd even pick zodiac as the sub. Hell, Imperial has good passives for a charge shooting gunner even.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Ronin might be the best sub for damage dealers in general unless there is some decent synergy, 14% damage from upper stance and 12% from duel.
Stances are buffs though and need upkeep. But yeah passives seem to have taken a hit.
9% for 4 points isnt bad though.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy