... You mean you're making that many characters? <_<
Memory conch, if you know what you're making later. And you can always change the name/look so may as well bank at least one of each class you're not using?
Oh yeah, that's a good point.
I'm starting to get some 'grass is greener' thoughts, looking at other party setups. This one isn't swinging as hard as I want at the start and it'll be a while before it comes online.
Ah, this one snuck up on me. My copy should be here shortly. How much choice shock am I gonna have when starting out?
There's 19 classes and most of them have two not-so-subtle distinct build lines associated with them.
Roger that, I remember that. And this is using the 1R and 2R angle of having the "main" character have a special class, Hero, right?
... Wait I just realized you mean there's 19 classes with 38 overreaching builds. And subclassing. Oh lord. Is there any class generally considered needed? I mean, what are my choice for healer, for example?
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
Ah, this one snuck up on me. My copy should be here shortly. How much choice shock am I gonna have when starting out?
There's 19 classes and most of them have two not-so-subtle distinct build lines associated with them.
Roger that, I remember that. And this is using the 1R and 2R angle of having the "main" character have a special class, Hero, right?
... Wait I just realized you mean there's 19 classes with 38 overreaching builds. And subclassing. Oh lord. Is there any class generally considered needed? I mean, what are my choice for healer, for example?
Medic, War Magus, and Sovereign are around for healing. That's all.
Very tempted to grab a 2DS to play this since I always played the EO demos but never got around to playing the full versions before selling my 3DS.
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
Y'know, to heck with it. I'm gonna play it safe and roll my team from EO1 (the original). One exception though; instead of an Alchemist (or Zodiac in this case) I'll use a Survivalist.
Ah, this one snuck up on me. My copy should be here shortly. How much choice shock am I gonna have when starting out?
There's 19 classes and most of them have two not-so-subtle distinct build lines associated with them.
Roger that, I remember that. And this is using the 1R and 2R angle of having the "main" character have a special class, Hero, right?
... Wait I just realized you mean there's 19 classes with 38 overreaching builds. And subclassing. Oh lord. Is there any class generally considered needed? I mean, what are my choice for healer, for example?
Medic, War Magus, and Sovereign are around for healing. That's all.
Harbinger and Arcanist are potent healers with special resources to spend.
Gunner, Hero and Protector offer limited but reliable recovery-options.
Highlander wants to help, too!
Gotta say, my party is kind of rough early. Zodiacs run out of tp incredibly fast, and arcanists just kind of stand around while the circles tick before you get some points into the dismiss skills. Later on the arcanist could be useful as an itemuser, but early on items are rather scarce.
running arcanist and sovereign is probably kind of overkill defensively, but I like the idea of turtling. I just need some skillpoints so they can deal a little damage as well. Zodiac+imperial is a pretty sweet boss damage combo at least once the zodiac gets more TP. Pop zodiac force boost a turn or two before the imperial is getting low on tp, pop ignition same turn as the zodiac force breaks for a zero tp drive. Then second turn ignition another drive to 0 tp and finally break for more tp and a final drive before it actually goes on cooldown and I spam other skills instead. Timing sovereign force break on the turn I do the zodiac break will be a decent damage boost as well.
Ah, this one snuck up on me. My copy should be here shortly. How much choice shock am I gonna have when starting out?
There's 19 classes and most of them have two not-so-subtle distinct build lines associated with them.
Roger that, I remember that. And this is using the 1R and 2R angle of having the "main" character have a special class, Hero, right?
... Wait I just realized you mean there's 19 classes with 38 overreaching builds. And subclassing. Oh lord. Is there any class generally considered needed? I mean, what are my choice for healer, for example?
Medic, War Magus, and Sovereign are around for healing. That's all.
Harbinger and Arcanist are potent healers with special resources to spend.
Gunner, Hero and Protector offer limited but reliable recovery-options.
Highlander wants to help, too!
Highlander...
Wait, the special classes from 1R and 2R are in this? I thought they were basically from 1 game up -- 1R's special class came from 2, 2R's came from 3? Only they were renamed? Or was that me misunderstanding?
So I messed up, and have one Digital, and one Physical copy. Anyone near the Philadelphia area want to buy the physical off me? It costs 7.50 just to send back to Amazon.
Ah, this one snuck up on me. My copy should be here shortly. How much choice shock am I gonna have when starting out?
There's 19 classes and most of them have two not-so-subtle distinct build lines associated with them.
Roger that, I remember that. And this is using the 1R and 2R angle of having the "main" character have a special class, Hero, right?
... Wait I just realized you mean there's 19 classes with 38 overreaching builds. And subclassing. Oh lord. Is there any class generally considered needed? I mean, what are my choice for healer, for example?
Medic, War Magus, and Sovereign are around for healing. That's all.
Harbinger and Arcanist are potent healers with special resources to spend.
Gunner, Hero and Protector offer limited but reliable recovery-options.
Highlander wants to help, too!
Highlander...
Wait, the special classes from 1R and 2R are in this? I thought they were basically from 1 game up -- 1R's special class came from 2, 2R's came from 3? Only they were renamed? Or was that me misunderstanding?
Gunner was a backport from 2, Highlander was new for EOU. Both are in this. The unique class for U2 is not.
Highlander remains interesting but really a build-around to make it work with all that HP spending.
Has anyone had luck with using a Hero and 3 front row members?
I know that some of the moves the afterimages can use are ranged, but how much effectiveness do you lose going this route? I've found I'm not that enthusiastic about the back row, and I would like 3 front row people this go.
I do like the force boost/break mechanics. Some boosts feel unimpactful (Sovereign lol) early on, but all the breaks are useful.
The sovereign break is kind of interesting in that early on their EO2U break would be better (refill tp/hp for the entire team), but it does give some decent combo potential. Doubling the effect of buffs when combined with charge moves/other force breaks/defense debuffs should lead to some pretty decent numbers.
And @Koldanar it seems that a defensive hero might be the best role for it with three frontliners. The mirages won't ever do much damage when spamming defensive skills, but you still get defensive effects when mirages are active apparently. Supposedly these skills also stack if your regular hero uses a skill that a mirage is using from last turn.
I do like the force boost/break mechanics. Some boosts feel unimpactful (Sovereign lol) early on, but all the breaks are useful.
The sovereign break is kind of interesting in that early on their EO2U break would be better (refill tp/hp for the entire team), but it does give some decent combo potential. Doubling the effect of buffs when combined with charge moves/other force breaks/defense debuffs should lead to some pretty decent numbers.
And @Koldanar it seems that a defensive hero might be the best role for it with three frontliners. The mirages won't ever do much damage when spamming defensive skills, but you still get defensive effects when mirages are active apparently. Supposedly these skills also stack if your regular hero uses a skill that a mirage is using from last turn.
Ah, great! I'm still early first stratum, so everyone is a bit of a hodgepodge of skills until I'm high enough to really get it settled in. I'll try that and bring my front liners back in.
3DS friend code : 1375 - 7258 - 4504
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
Has anyone had luck with using a Hero and 3 front row members?
I know that some of the moves the afterimages can use are ranged, but how much effectiveness do you lose going this route? I've found I'm not that enthusiastic about the back row, and I would like 3 front row people this go.
Well they're copying abilities at play, so if your goal is more the effect rather than the damage, it should work fine.
I do enjoy classes that work on both lines to some degree (Sovereign does this nicely, as they have reasonable bulk and use melee weapons anyways). Survivalist has front-line builds as an option later too - they have an evade-tank build.
I do enjoy classes that work on both lines to some degree (Sovereign does this nicely, as they have reasonable bulk and use melee weapons anyways). Survivalist has front-line builds as an option later too - they have an evade-tank build.
I have been finding that many builds I want to use are locked behind the 20/40 level gates. I anticipate tons of re-managing my group in the future, but for now, it's Hero / Land / Shogun then Arc / Gunner for now. Anyone else anticipate tons of shuffling?
I always tend to buy the $2 DLC that lets you get the exp boost - I find it more fun to change up what I do every stratum or there abouts.
I do enjoy classes that work on both lines to some degree (Sovereign does this nicely, as they have reasonable bulk and use melee weapons anyways). Survivalist has front-line builds as an option later too - they have an evade-tank build.
I have been finding that many builds I want to use are locked behind the 20/40 level gates. I anticipate tons of re-managing my group in the future, but for now, it's Hero / Land / Shogun then Arc / Gunner for now. Anyone else anticipate tons of shuffling?
I always tend to buy the $2 DLC that lets you get the exp boost - I find it more fun to change up what I do every stratum or there abouts.
Yeah, the XP DLC is tempting to fuel my desire to try new things left and right. Once I can play again I'll probably drop down from Heroic, it's not worth it to me.
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited February 2019
On that note the DLC for XP is very powerful. With 3rd floor access in the first primary dungeon, it kicks out 30k xp, which will take level 1 characters up to 15 quite cleanly.
Has anyone had luck with using a Hero and 3 front row members?
I know that some of the moves the afterimages can use are ranged, but how much effectiveness do you lose going this route? I've found I'm not that enthusiastic about the back row, and I would like 3 front row people this go.
You can shuffle an afterimage to the front whenever it seems important, but it's still decent damage in the back row, and everything else has full effect, like the shield-skills, or stuff from War Magus.
I guess the game calls Shogun a frontliner because of the melee-skills, but it has backrow-style defenses, and Commands deal full damage anywhere.
On that note the DLC for XP is very powerful. With 3rd floor access in the first primary dungeon, it kicks out 30k xp, which will take level 1 characters up to 15 quite cleanly.
*whistles* Ok - I'll hold off on that till deeper in the game then, that would be too good before the first real stratum boss.
Has anyone been finding this one a bit tougher from the get-go? I don't remember 5, Untold 1 or 2 being this tough to break into.
Richie Rich-DLC gives you +20 LUC, which is about as much as you'll see from an accessory for most of the game. The other one is WIS, I think, which it neat, too.
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
On that note the DLC for XP is very powerful. With 3rd floor access in the first primary dungeon, it kicks out 30k xp, which will take level 1 characters up to 15 quite cleanly.
*whistles* Ok - I'll hold off on that till deeper in the game then, that would be too good before the first real stratum boss.
Has anyone been finding this one a bit tougher from the get-go? I don't remember 5, Untold 1 or 2 being this tough to break into.
This is absolutely harder than 5, 4, U2, U1, and 3. Original 2 probably as well. It is at minimum as hard as the original game, but I'm thinking it may actually be harder.
I've finally decided to just suck it up and get my half-day exploration pokes in and run with that in my mind as the normal progress pace.
Bugs that can two hit a heavy armor wearer and animals that poison both located on the first floor of the first labyrinth is pretty brutal even for EO standards. Also...
the foul smelling liquid that drains HP and TP while tempting you to unequip gear to remove the debilitating stench until you get clean is an old school Fuck You
Black lives matter.
Law and Order ≠ Justice
ACNH Island Isla Cero: DA-3082-2045-4142
Captain of the SES Comptroller of the State
The initial experience is uncannily akin to EO1, except the classes are actually good and the game in general is far better designed. The sadistic things are there on purpose, instead of feeling like they are there since the game is incredibly barebones.
I'm hoping boss design is closer to 5 than 2U at least, it would be annoying to be forced to read up on every boss because they have far too much health and a strict pattern you have to memorize.
I'm hoping boss design is closer to 5 than 2U at least, it would be annoying to be forced to read up on every boss because they have far too much health and a strict pattern you have to memorize.
Glad I'm not the only one. I've only played fully through 1U so far (sans superboss) and love it but been slow through 2U. Thought I was burnt out on the game style but I think its just the bosses. Expert has been so perfect for trash/FoEs though so I am loathe to adjust it.
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
I just noticed in EON that items sell back for 40% of original value instead of the usual 50%.
Fuck you Napier's Firm, and your shit-eating grin. >:[
I just noticed in EON that items sell back for 40% of original value instead of the usual 50%.
Fuck you Napier's Firm, and your shit-eating grin. >:[
Medic is right there for 20% more loot... (And Farmer/Survivalist both have the skill for more loot from all harvest points, and a later skill for more rare loot. Farmer also can get up to 50% double harvest chance).
I just noticed in EON that items sell back for 40% of original value instead of the usual 50%.
Fuck you Napier's Firm, and your shit-eating grin. >:[
Medic is right there for 20% more loot... (And Farmer/Survivalist both have the skill for more loot from all harvest points, and a later skill for more rare loot. Farmer also can get up to 50% double harvest chance).
I actually put a point into the Medic's drop rate thing because item drops seem lower in this game.
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
1 Stratum 3F
Are you fucking KIDDING ME? Cernunnos just shows up like "SUP BITCH" and rolls over you.
Posts
I'm starting to get some 'grass is greener' thoughts, looking at other party setups. This one isn't swinging as hard as I want at the start and it'll be a while before it comes online.
Plus eventual subclassing (limited to half ranks as in IV)
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Just had to get it out.
I can't wait for the day when we're making another list of best subclass pairings. I'll gladly add it to the OP.
Roger that, I remember that. And this is using the 1R and 2R angle of having the "main" character have a special class, Hero, right?
... Wait I just realized you mean there's 19 classes with 38 overreaching builds. And subclassing. Oh lord. Is there any class generally considered needed? I mean, what are my choice for healer, for example?
Harbinger and Arcanist are potent healers with special resources to spend.
Gunner, Hero and Protector offer limited but reliable recovery-options.
Highlander wants to help, too!
I'm going to have so much catching up to do
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
running arcanist and sovereign is probably kind of overkill defensively, but I like the idea of turtling. I just need some skillpoints so they can deal a little damage as well. Zodiac+imperial is a pretty sweet boss damage combo at least once the zodiac gets more TP. Pop zodiac force boost a turn or two before the imperial is getting low on tp, pop ignition same turn as the zodiac force breaks for a zero tp drive. Then second turn ignition another drive to 0 tp and finally break for more tp and a final drive before it actually goes on cooldown and I spam other skills instead. Timing sovereign force break on the turn I do the zodiac break will be a decent damage boost as well.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Law and Order ≠ Justice
ACNH Island Isla Cero: DA-3082-2045-4142
Captain of the SES Comptroller of the State
Highlander...
Wait, the special classes from 1R and 2R are in this? I thought they were basically from 1 game up -- 1R's special class came from 2, 2R's came from 3? Only they were renamed? Or was that me misunderstanding?
Gunner was a backport from 2, Highlander was new for EOU. Both are in this. The unique class for U2 is not.
Highlander remains interesting but really a build-around to make it work with all that HP spending.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
I know that some of the moves the afterimages can use are ranged, but how much effectiveness do you lose going this route? I've found I'm not that enthusiastic about the back row, and I would like 3 front row people this go.
The sovereign break is kind of interesting in that early on their EO2U break would be better (refill tp/hp for the entire team), but it does give some decent combo potential. Doubling the effect of buffs when combined with charge moves/other force breaks/defense debuffs should lead to some pretty decent numbers.
And @Koldanar it seems that a defensive hero might be the best role for it with three frontliners. The mirages won't ever do much damage when spamming defensive skills, but you still get defensive effects when mirages are active apparently. Supposedly these skills also stack if your regular hero uses a skill that a mirage is using from last turn.
Ah, great! I'm still early first stratum, so everyone is a bit of a hodgepodge of skills until I'm high enough to really get it settled in. I'll try that and bring my front liners back in.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
I have been finding that many builds I want to use are locked behind the 20/40 level gates. I anticipate tons of re-managing my group in the future, but for now, it's Hero / Land / Shogun then Arc / Gunner for now. Anyone else anticipate tons of shuffling?
I always tend to buy the $2 DLC that lets you get the exp boost - I find it more fun to change up what I do every stratum or there abouts.
Yeah, the XP DLC is tempting to fuel my desire to try new things left and right. Once I can play again I'll probably drop down from Heroic, it's not worth it to me.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
You can shuffle an afterimage to the front whenever it seems important, but it's still decent damage in the back row, and everything else has full effect, like the shield-skills, or stuff from War Magus.
I guess the game calls Shogun a frontliner because of the melee-skills, but it has backrow-style defenses, and Commands deal full damage anywhere.
*whistles* Ok - I'll hold off on that till deeper in the game then, that would be too good before the first real stratum boss.
Has anyone been finding this one a bit tougher from the get-go? I don't remember 5, Untold 1 or 2 being this tough to break into.
I've finally decided to just suck it up and get my half-day exploration pokes in and run with that in my mind as the normal progress pace.
Law and Order ≠ Justice
ACNH Island Isla Cero: DA-3082-2045-4142
Captain of the SES Comptroller of the State
I'm hoping boss design is closer to 5 than 2U at least, it would be annoying to be forced to read up on every boss because they have far too much health and a strict pattern you have to memorize.
Glad I'm not the only one. I've only played fully through 1U so far (sans superboss) and love it but been slow through 2U. Thought I was burnt out on the game style but I think its just the bosses. Expert has been so perfect for trash/FoEs though so I am loathe to adjust it.
Fuck you Napier's Firm, and your shit-eating grin. >:[
Medic is right there for 20% more loot... (And Farmer/Survivalist both have the skill for more loot from all harvest points, and a later skill for more rare loot. Farmer also can get up to 50% double harvest chance).
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Doctor Mugs' bodypaint is much more visible with some skin-colours.