praetarius5018

Party Suggestions 2.0

253 posts in this topic

To be more precise it seems to require Round Drops in the item ring, I now remember I didn't report this to you because I started testing, and wanted some time playing before concluding, and I forgot about it when I decided to take a break. 

I'm not sure if I played long enough so this might require more testing, but I did about 4 God Beasts dungeons and the dungeons before Zable Fahr with no Round Drops in the Ring Menu (I had Puipui Grasses tough) and the glitch didn't occur a single time, where I had it almost 1 time per dungeon prior to removing the Round Drops.

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IIRC you start with some free round drops at the beginning of the game right? The duplicate round drop could be from when you bought it/dropped from enemies, I think I remember that happening to me, just put them into storage, then put them into your ring menu.

Edited by smileless

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I haven't figured out this item ring bug, but I'm paying close attention to it, i.e. checking it before every save. Hopefully something will reveal itself. I have, however, decided to move forward with my fantasy team of Hawk / Angela / Carlie (either Wanderer / Grand Divina / Necromancer or Dark Hawk / Dark Angela / Light Carlie), and I'm thinking about some of the new changes from pre-2.0. A few quick questions:

1. Does Orihalcon-enhanced Half Vanish damage cut in half mean maxHP/4 instead of maxHP/2 and maxBossHP/64 instead of maxBossHP/32? Has the 320/400 cap been changed?

2. Annihilator does Level 4 PIE damage. What is the max spell level now for all spells? (I'm thinking of Almighty Magic armor.)

3. Do the equipment set bonuses require both accessories or just one?

4. Does auto-debuff effect all enemies for single-target spells?

5. Does Angela's LUC capstone affect just her or everyone in the party?

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9 hours ago, rpschamp said:

I haven't figured out this item ring bug, but I'm paying close attention to it, i.e. checking it before every save. Hopefully something will reveal itself. I have, however, decided to move forward with my fantasy team of Hawk / Angela / Carlie (either Wanderer / Grand Divina / Necromancer or Dark Hawk / Dark Angela / Light Carlie), and I'm thinking about some of the new changes from pre-2.0. A few quick questions:

1. Does Orihalcon-enhanced Half Vanish damage cut in half mean maxHP/4 instead of maxHP/2 and maxBossHP/64 instead of maxBossHP/32? Has the 320/400 cap been changed?

2. Annihilator does Level 4 PIE damage. What is the max spell level now for all spells? (I'm thinking of Almighty Magic armor.)

3. Do the equipment set bonuses require both accessories or just one?

4. Does auto-debuff effect all enemies for single-target spells?

5. Does Angela's LUC capstone affect just her or everyone in the party?

1. yes; still capped at 320

2. "cap" would be 10, though not possible to reach

3. readme:
All 4 non-weapon slots must be filled with a compatible item.
Using the same accessoire in both slots is allowed.

4. it affects all enemies when they are "spawned"

5. only her

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Also IIRC Half Vanish cap at 360 on Luna Day now instead of 400 due to the bonus from the day system being reduce from +25% to +12.5%. 

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On 4/22/2021 at 5:36 PM, praetarius5018 said:

2. "cap" would be 10, though not possible to reach

That's great to hear. As a follow-up question, does Almighty Magic armor's +1 spell level apply to Regeneration and Heal Light? (I know it says "damage" spells, but these spells have a level associated with them.)

Just saw the new release today; just in time for a new game. Thank you!

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Well since I'm now starting the third route might as well review the teams I played so far.

But first some general notes :

1- Statut Effect matter : Now that we can no longer block them by being in a casting stance, gear that protect against Statut Effect have become much more valuable, in fact unless you plan to use the new Ailment Res ring (which is curse), I advise to not equipped Cursed Armor and Cursed Helm until you defeat Mispolm (and of course defeat him early if you plan to do so), this way you can have both MindStatut Res helm and BodyStatut Res to be immune to all the statut he can throw at you. In general the most dangerous statut is Moogle, but thanks to last update only Lightgazer has an AoE that can inflict this statut, snowman also can't be guard (except Ailment Res) but this statut is mainly use by Fiegmund and almost nobody else.

2- Capstone on Hard : So to sum it up, you need defensive stat on Hard at one point or another and so I found that in general it's better to go for capstones of stats you are going to invest for spells for the class you choose (and generally they happened to go well with said class) or capstones of said defensive stats, just so you are free to spend points in the defensive stats (namely VIT and PIE and if you don't use the Trials Skill ring LCK).

3- Since I did the mistake, might as well alert anyone else, if you go for the Archdemon route unless you plan on learning the Resistance spell or equip the cursed Trials Element ring (both of which you can't do once past the LV61) do not equipped a Curse Helm and Curse Armor (I mean by that locking both slots), if you do so you'll have no way left for covering your weaknesses which might put you in big trouble for Archdemon's first form as his Antimagic will make your characters weak to every element if you have a weakness left.

4- With the rework on the Rage system, spell casting and Evasion Build feel much more worth it than they were in previous ring.

Ok the first team I played was the one I planned first :

Main - Duran as Duelist, his spell list was (in order I learned them) :

1-Diamond Saber
2-Thunder Saber
3-Dark Saber
4-Ice Saber 
5-Mind Down 
6-Anti-Magic 
7-Flame Saber 
8-Transshape^ 
9-Aura Wave
10-Life Booster

STR Capstone : enemies spawn with -15 p.def&m.def

Gear : Equipment vary from fight to fight, but for Duelist I was geared toward a Tech build so I used mostly his CQC Tech (LV2/3 Tech Up or Tech Gain Up until then), LV2/3 tech up and Tech Gain Up ring. For some fights tough I used the Meta Multi ring. I also give him the Trials Skill ring so that I didn't have to bother with AGL and LCK 

Originally I wanted to go for the AGL capstone, but this is one of the case where it's just to much work I would have to delay Anti-Magic (which require 25 STR), raise AGL up to 23 (so 7 LV) wait for LV60 to get the capstone (and not invest in VIT to not lock the last slot by Leaf Saber) and only then learn Anti-Magic and only then raise VIT and PIE, yeah to much work and to long until I can get some defenses so I ended up picking the STR capstone, not sure if that -15 defenses made a true difference at the end of the day tough.

Anyway Duelist was a beast once set outside of VIT and PIE I obviously focus on his STR and INT, INT is such a great stat for him it increase his LV2/3 Tech damage, increase Max MP and MP Regen and reduce his casttime. A bigger MP Pool allowed me to give him the Life Saver armor end game, this is a great armor for him to increase his survivability. Also let''s talk about Aura Wave which has become an even better spell than before, since Duelist doesn't have a lot of casting to do, thanks to Carlie's Magic Shield and LCK Capstone he can just cast 2 Aura Wave in the row to get his LV3 Tech ready, and with Aura Wave short cast time this is viable especially against a boss that go out of reach (looking at you Fiegmund) or move around a lot (looking at you Lightgazer). So main Damage Dealer with tanking ability and Mind Down, Anti Magic and Aura Wave for more utility an all around great party member.  

Teammate 1 - Hawk as Nightblade, his spell list was :

1-Shuriken
2-Earth Jutsu 
3-Thunder Jutsu 
4-Water Jutsu
5-Fire Jutsu
6-Poison Breath
7-Blow Needles
8-Fire Breath
9-Deadly Weapon
10-Silver Dart

AGL Capstone : +40% counter damage (party)

I'm a sucker for Counter Build with Hawk, tough in retrospect his PIE capstone would have a better synergy with Duelist as Duelist only have ST Saber spell, also would probably swap Silver Dart by Black Rain, I wanted Silver Dart for the potential pressure upgrade but in the end it wasn't that usefull. In any case Nightblade was my main debuffer and Counter base character with Break Counter to reduce ennemies defense, I also ended up putting him the Spell Dodge armor with an Evasion Build which works quite well. Also Poison and Silence are usefull statut effect, I especially learn to appreciate Poison a lot more, especially when using the area to my advantage, nothing funnier but stucking a mob with an obstacle between him and you, poisonned him and just wait for him to die (particulary usefull as a safe to deal against Knight type ennemies). I focused main on AGL and the defensive stats.

Teammate 2 - Carlie as Bishop, her spell list was :

1-Diamond Saber
2-Heal Light *
3-Tinkle Rain *
4-Magic Shield 
5-Thunder Saber *
6-Power Up * 
7-Saint Beam
8-Saint Saber 
9-Flame Saber * 
10-Resistance

LCK Capstone : spells cost 20% MP less, min 1 (party); does not change displayed cost

Noticeable gear :
-Constant Regen helm (Curse)
-MP Regen Plus
-Resistance Ring (Curse)

Ladies and gentleman I present to you the ultimate heal bot ^^. Seriously Magic Shield + LCK Capstone + Constant Regen + MP Regen Plus Carlie will just never run out of MP and can pretty much spam Heal Light non stop once she is done buffing, her LCK capstone is just amazing that 20% MP reduction for the all party is crazy usefull (this is what allow the 2 Aura Wave back to back with Duelist for instance), and I never stress out enough how good Magic Shield is for MP management and buffing. Power Up comes up as a nice bonus and Saint Saber which Duelist lack, the new resistance spell is really usefull for covering weaknesses. This is just an amazing support character.

Overall this was a great team, the weakness of this team however is that it lacked Magic Damage, having only Saint Beam (Hawk's spell hit against P.Def so he isn't gonna do great against ennemies with high P.def), which was an issue particularly for Land Umber and Zable Fahr's right head.

My second team for Archdemon route was :

Main - Lise as Vanadis, spell list :

1-Protect Up
2-Speed Up
3-Regeneration
4-Body Change 
5-Thunder Storm 
6-Mind Up 
7-Freya 
8-Tinkle Rain 
9-Holy Ball 
10-Thunder Saber

LCK capstone : party takes 1/8 less damage from spells

Giving her the Regeneration Ring to have an healing spell as soon as Maia. I also give her the Constant Reg helm and Auto-Buff armor (both are curse, yeah this was a mistake for Archdemon), I then focus on her VIT, INT, PIE and LCK for a good support with good survability, mainly use the Heal Up weapon, the second ring was for either Meta Multi, another Heal Up or Statut Protection. 

Overall she was my buffer and healer, teaching the Regeneration spell was a good way to not wait for Heal Light a good short term option, tough Regeneration was lacking a bit toward the mid game but it eventually picked up again later. Auto Buff is pretty usefull with Vanadis as she has good base HP and only the ST version of buffs, as a side bonus having to invest in INT and PIE for her healing capability and reduce cast time makes her a good spell damage dealer with Thunderstorm and especially Holy Ball in the late game. Also Body Change has it's use against some obnoxious ennemies (like Cockabird or Crawler). Her LCK capstone is also very usefull for survive.

Teammate 1 - Kevin as Dervish, spell list :

1-Fire Breath 
2-Power Down 
3-Antimagic 
4-Poison Breath 
5-Energy Ball 
6-Power Up 
7-Speed Down 
8-Rockfall 
9-Analyse 
10-Moon Saber 

AGL Capstone : when a weapon attack can inflict a status effect (even if immune) subtract another 30 HP or 40 HP on critical

AGL capstone was glitch originally it was supposed to add the damage only at a rate of the chance to land statut effect, turns out it add the damage on every hit, which was pretty insane before the nerf as it was adding 100 Damage to all regular hit and 134 to Critical, so Prae keep it permanent but nerf the damage. The AGL capstone is a good way for Kevin to guaranteed damage, as the damage add by it is completly fix, perfect for ennemies with high physical defense.

Anyway run him with a Crit Build focusing on VIT, PIE and LCK (his AGL was to 25 just for the spell which was enough for the most part), raise his STR a little too, originally I was planning to use the Petrify Ring but while it was good for mobs it wasn't great for boss fight due to the damage being halved so I took the Poison Ring instead, the fix damage + Crit + Dervish's ehance wolf form makes him does good damage even without heavy STR investment. With Crit by TP, Crit Up helm, Crit Up ring, Energy Ball and Detect his crit rate is quite high.

So main physical damage dealer who can buff himself, also throw Antimagic if needed and debuff.

Teammate 2 - Angela as Archmage, spell list :

1-Saint Beam* 
2-Dark Force* 
3-Mind Down 
4-Earthquake* 
5-Thunderstorm* 
6-Mega Splash* 
7-Explode* 
8-Body Change
9-Aura Wave 
10-Power Down 

AGL Capstone : party casts 20% faster

Main magic damage dealer, and debuff at the beginning of battle, Aura Wave has some use if I need to use item fast. With her Final Weapon Angela deals really high damage whenever she has a weakness to exploit, she has the MP to back it up and her AGL capstone is really nice for casting fast. I mainly try to maximize her magic damage output, didn't pout any Curse gear on her, sometime use the Meta Multi ring for MT Power Down and Mind Down.

Overall this team was more on the casting side, and honnestly I have a much easier time with mob fight with this team than the previous one, boss were overall tougher however, with the noticeable exception of Land Umber which thanks to Lise having Thunder Saber and both Lise and Angela having Thunderstorm was noticeably easier as well as Zable Fahr thanks to both girl having Holy Spell.

Edited by Nesouk

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9 hours ago, Nesouk said:

With the rework on the Rage system, spell casting and Evasion Build feel much more worth it than they were in previous ring.

care to elaborate on this?
I don't see the immediate connection

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5 minutes ago, praetarius5018 said:

care to elaborate on this?
I don't see the immediate connection

Well since in previous version, since the way it works was ennemies use a spell/tech immediatly, there was more unavoidable attack throw at you, and spellcasting was triggering such attack.

Most extreme exemple would be Bil and Ben, they were countering with Shadow Dive pretty much every spells they receive, and due to how trigger happy they could be with Shadow Dive an Evasion Build wasn't working on them.

Other bosses like that had the same issue regarding Evasion Build, tough for Spellcasting Bil and Ben were the worst.

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On 4/30/2021 at 2:49 AM, Nesouk said:

Well since I'm now starting the third route might as well review the teams I played so far.

Great review, Nesouk. I would like to add that in general that the game feels very different with limited item use; at least in the beginning of the game, you have to be much more careful with how you spend your tech points, especially during boss battles. Now there are two turn-based action components: spell actions and tech actions, the second of which is only accessible by not casting spells. This balance becomes important for groups that spend more time casting, especially since it becomes important to invest tech points in counters to keep the enemy's rage down. I don't know whether this dynamic lasts into the late game when spells cast faster and tech points come more easily, but at least in the beginning the game feels much more strategic.

On 4/30/2021 at 2:49 AM, Nesouk said:

4- With the rework on the Rage system, spell casting and Evasion Build feel much more worth it than they were in previous ring.

For this reason, and for the reason that I miss her from my Ninja Master/Dervish/Sage run (pre-2.0 when Hawk and Kevin were killing it with tech points and Yellow Damage Heal weapons), I am building my first run around Angela. I'm planning to run Ninja Master and Bishop with her 1) to try a spell damage-oriented team that can pick up physical damage by the end game and 2) to take advantage of a saber-resist strategy through Fire or Earth. Ninja Master/Bishop give access to all of the debuffs and most of the buffs, provide a dedicated healer and saber-resist caster, and make a nice crit team with Analyze and Energy Ball, especially since the LUK capstones look pretty awesome for everyone: Hawk would get crit damage on a crit-oriented team, Bishop would reduce spell cost for the team, and Angela could use any weapon with her LUK stat. Hawk would be the only teammate to go for STR here since Angela and Carlie can pick up physical damage with their LUK capstone and final weapon.

The choice of Angela seems more complicated, though, as there are a couple of interesting options:

- Magus brings Dark Force/Curse Ring that compliments Bishop's skill set and unpins me from Thorns Armor to equip Almighty Magic Armor, fun things with Poison Bubble/Leaf Coat Ring/Explode/Rainbow Dust, and both Power Up and Mind Up (MT with MT Ring). The other major benefit is that no one would require an elemental resistance ring for saber-resist. Angela's AGI, INT, and LUK capstones all look good here, and I may be able to work it to give myself more of a choice as I approach Level 60. If I want all the sabers, though, Ninja Master would have to go for his PIE capstone, which would leave little room on him for Regeneration or Resistance, and Bishop would have to compensate.

- Grand Divina with high INT, Constant Regeneration helm, MP Regeneration armor, Magic Shield, and Carlie's LUK capstone (does this round up or down for MP cost?), due to her low cast times, low spell costs, and the MP regeneration during spell animation offered by the helm, should be able to cast pretty close to constantly. And with the rework of the Rage system, this strategy feels a lot safer. This would negate any need for Poison Bubble, and Grand Divina would still get access to Curse through Evil Gate. Also, since Angela could cover the remaining Saber spells with her final weapon when necessary, Hawk would leave off his PIE capstone for certain and he and Carlie could share the accessory burden of Regeneration and/or Resistance. This would leave the team a bit physically stronger, and Angela could go for her LUK capstone to help out when elemental spell damage is not an option.

At opposite ends of the spectrum in terms of cast times and spell power, there may be quite a gulf between how these teams actually play out. But this Constant Regeneration helm seems so interesting, and on the face of it Grand Divina looks to benefit more. Plus, Light Angela is a killer between the first and second class changes and gets my favorite tech in the game.

I will update as I make progress through my playthrough.

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Carlie's LUK capstone rounds up the MP cost for instance Aura Wave cost 16 with her capstone 16 x 0.8 = 12.8, but the cost is 13.

Another capstone that looks interesting with Gran Divina is the VIT capstone, the 50HP recovery may look small but considering how fast she can cast the Tier 1 elemental spell this could be a good way to recover HP while keeping the damage going on. Another thing I didn't use that much is the Pressure upgrade now that it affect the Revenge heal, it's potentially a very interesting upgrade especially on bosses and both Gran Divina and Bishop have it. 

For physical you could also pick Magus and equipped the Trials Buff armor to double the effect of her Power Up. You could also go for the INT capstone for Hawk and equipped him with weapon that deal statut effect, that would add 30 damage to all his hit and 40 to his Critical, would be nice with his Crit Build as Ninja Master.

3 hours ago, rpschamp said:

Great review, Nesouk. I would like to add that in general that the game feels very different with limited item use; at least in the beginning of the game, you have to be much more careful with how you spend your tech points, especially during boss battles. Now there are two turn-based action components: spell actions and tech actions, the second of which is only accessible by not casting spells. This balance becomes important for groups that spend more time casting, especially since it becomes important to invest tech points in counters to keep the enemy's rage down. I don't know whether this dynamic lasts into the late game when spells cast faster and tech points come more easily, but at least in the beginning the game feels much more strategic.

Actually there is way to get TP with spells, the TP by cast accessories grant you 2TP per cast, and you can combine the Constant Reg helm with the TP Regeneration ring to proggressivly get TP while you are casting, there is also the Magitec weapon which basically change you LV2/3 tech into spells.
Admitadly once you can generate TP faster, this become less true a character with Tech especially can get back up to 4TP per hit enough to use an item, and when you have Aura Wave you can use it to instantly throw an items (tough the spell is quite expensive). It still strategic in the sense of items aren't free anymore so you can't spam them back to back, so your dedicated Tech user may have to save his TP if an item is needed. Same for the Counter build (except may when your name is Lise and you are a Fenrir Knight ^^). In any case 2.0 definitly made me less trigger happy with my item.

Edited by Nesouk

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1 hour ago, Nesouk said:

Another capstone that looks interesting with Gran Divina is the VIT capstone, the 50HP recovery may look small but considering how fast she can cast the Tier 1 elemental spell this could be a good way to recover HP while keeping the damage going on. Another thing I didn't use that much is the Pressure upgrade now that it affect the Revenge heal, it's potentially a very interesting upgrade especially on bosses and both Gran Divina and Bishop have it. 

Thanks, Nesouk, somehow I overlooked this VIT capstone. You're right, it looks great with Grand Divina. She was my favorite class from pre-2.0, and now there are a bunch of new mechanics to try, so I think I will end up going with her.

Can there be such a thing as too much healing? Vanadis (saber-resist through Wind resistance) might be an interesting alternative for Bishop for another good final weapon synergy with Grand Divina, but her stat/spell/accessory build looks awkward; plus, no Magic Shield for Grand Divina's MP Regeneration.

Edited by rpschamp

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1 hour ago, Nesouk said:

For physical you could also pick Magus and equipped the Trials Buff armor to double the effect of her Power Up

to avoid confusion - it only affects the one that has the armor, not the the one power up gets cast at.
e.g. you want it on your physical attackers, not on your buffer

1 hour ago, Nesouk said:

In any case 2.0 definitly made me less trigger happy with my item.

I count that as a win, seeing how especially in vanilla certain items replaced entire characters >.>
who needed heal light when you can throw 20 poto oils, 20 seeds of various kinds, etc. with similar gear to buff the heal potency while completely ignoring mp and cast time mechanics or even learning the spell at all.

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8 hours ago, praetarius5018 said:

to avoid confusion - it only affects the one that has the armor, not the the one power up gets cast at.
e.g. you want it on your physical attackers, not on your buffer

AH Thanks for the clarification, I thought it was strengthening the spell itself. So I guess this would be better for Duran or Kevin, also while in still on this armor does the 2x Power Up buff apply to Critical Hit or just normal hit (I suppose this include Light and Heavy attack).

Edited by Nesouk

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3 hours ago, Nesouk said:

AH Thanks for the clarification, I thought it was strengthening the spell itself. So I guess this would be better for Duran or Kevin, also while in still on this armor does the 2x Power Up buff apply to Critical Hit or just normal hit (I suppose this include Light and Heavy attack).

To all of them.
It is already a 60% damage increase (1.25x -> 2x) having that party wide would be way over the top.

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Alright did the third run and all 3 routes, so gonna review the last team I played :

Main : Carlie as Evil Shaman

Spell learned :

1-Resistance (Accessory)
2-Tinkle Rain
3-Holy Ball*
4-Unicorn Head
5-Machine Golem
6-Ghoul
7-Ghost Road
8-Demon Breath
9-Lunatic
10-Antimagic

LUK Capstone : spells cost 20% MP less, min 1 (party); does not change displayed cost.

I mainly use the Quick Cast helm and MP Regen Up armor, for bosses I was also using the Meta Pressure accessory and of course her Final Weapon. Advantage of Evil Shaman she learn all of her spell pretty quickly by LV48 she had all her spells, she is a debuffer in all sense of term, Debuff offense, Magic Offense and Defense, HP, healing you named it, and she can deal good damage having access to all element but Dark.

The obvious weakness is that in order to debuff, on a lot of bosses she need to apply Antimagic first mainly because of Demon Breath being 3 element at once.

Teammate 1 : Duran as Paladin

Spell learn :
1-Magic Shield
2-Saint Saber
3-Protect Up*
4-Holy Ball
5-Heal Light*
6-Exorcise
7-Diamond Missile
8-Sleep Flower
9-Antimagic
10-Tinkle Rain

PIE Capstone : +10 Max MP

Typical tank/healer, with 10 Max MP, Magic Shield, Constant Regen Helm he is very MP efficient, this huge pool of MP also allow to cast Exorcise more often which cost 17MP. Obviously Exorcise makes him great for Mirage Palace route who has 2 bosses that are undead (Gorva rematch and Dark Lich), against which he is guaranteed to hit 999, due to the last update happening mid playthrough, he lose some performance because I didn't invest in AGL at first. I think now with current version once he learn his spell the best way would be to focus on AGL, VIT, PIE and LUK to raise his spell damage and his survivability.

I also equip him with the Ailment Res accessory so he was immune to all statut effect, at the cost of increasing ennemy's LV by 2, it makes the ennemy hit a little harder, but gives the team more EXP overall (I finish this run at LV96 as oppose to my usual LV93).

3-Lise as Starlancer

Spell learn :

1-Protect Up
2-Speed Up
3-Airblast*
4-Fireball*
5-Mind Up*
6-Energy Ball
7-Ice Smash
8-Marduke
9-Aura Wave
10-Dark Saber

INT Capstone : can equip any weapon and armor (even class locked ones)

The main of INT capstone was to get access to a second character with Evil Shaman's Final Weapon to amplify it's debuff, it also had the conveniance to allow Lise to equip all of Duran's exclusive shield, the one that raise defense in particular, so she could work as the Tank if I need another accessory to Duran.

Originally I wanted to go physical, but I decided to make her a spell damage dealer, the tier 1 spell she has cast very fast, I combine this with TP By Cast allowing her to get TP back faster in case I need items or throw a Tech, and good elemental coverage, Marduke is a good summon for crowd control and Aura Wave a good way to recover TP. Outside she is the usual buffer.

So Overall a very caster heavy team, as a result fight focus where casting isn't that great (Bil and Ben, Lugar, Dolan) were pretty bad, also had a lot of trouble with Gildervine for some reason, however fight like Fiegmund and Xian Bhe were made very easy.

Having a character with Exorcise definitly make Dark Lich a lot easier (tough spamming Heal Light on him can work to), so pretty good for that route, Mirage Palace is still the worst dungeon in the game IMO, screw that place.

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There's a party/team selector that I found on gamefaqs, thought you guys might be interested @Nesouk @rpschamp here:

https://drive.google.com/open?id=0Bx3QTT7Xk4y2MmpnbGdHdjhuLUE

I chose my party members for three routes using that, I got:

Lise (main), Kevin, Carlie - will probably try Prae's class/abilities suggestion for this one, looked like fun

Carlie (main), Duran, Hawkeye

Duran (main), Kevin, Angela - I played a similar party on earlier versions but I will see what I can do with this in latest update.

Other two I will take a look later and think carefully, unsure what to do with their jobs/classes yet.

Edited by smileless

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On 5/10/2021 at 3:00 PM, Nesouk said:

LUK Capstone : spells cost 20% MP less, min 1 (party); does not change displayed cost.

"Min 1" means a minimum reduction of one, correct? For example, a spell that costs 4 MP will end up costing 3 MP, even though the 20% reduction would still round up to 4 MP?

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2 hours ago, rpschamp said:

"Min 1" means a minimum reduction of one, correct? For example, a spell that costs 4 MP will end up costing 3 MP, even though the 20% reduction would still round up to 4 MP?

yes that

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On 21/12/2020 at 7:23 PM, praetarius5018 said:

Lise
Vanadise with INT capstone (equip any weapon), take weapon from Evil Shaman (nerf all enemies)
skip Power Up and Thunder Saber = 3 buffs & heal light; need to get Mind Up asap or the slot might be blocked since the previous spell is only an upgrade
auto-buff armor

Reviewing this again don't you think for this team it's better to skip Speed Up* considering you are likely going to use the multi spell ring and learn either power up or thunder saber instead?

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2 hours ago, smileless said:

Reviewing this again don't you think for this team it's better to skip Speed Up* considering you are likely going to use the multi spell ring and learn either power up or thunder saber instead?

In his comp Power Up is already cover by Dervish, and Dervish is probably the only that will need it, so I don't think it would be usefull to learn it with Vanadis, and the thing is since Speed Up* replace Speed Up it actually doesn't consume an additionnal a spell slot so it's basically a free learn in term of slot.

Edited by Nesouk

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35 minutes ago, Nesouk said:

In his comp Power Up is already cover by Dervish, and Dervish is probably the only that will need it, so I don't think it would be usefull to learn it with Vanadis, and the thing is since Speed Up* replace Speed Up it actually doesn't consume an additionnal a spell slot so it's basically a free learn in term of slot.

I undetstood that for Power Up but I thought Thunder Saber would be more useful than a multi speed up that's gonna get covered by another ring anyway. But what you said makes sense, it doesn't consume another spell slot.

Edited by smileless

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Rewatching the spell list regardless of if you take speed up * or not, to get Thunder Saber while keeping Mind Up and Heal Light you would have to not learn Flame Saber and if you want Power Up you would have to give up on Holy Ball.

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