smileless

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Posts posted by smileless


  1. I love the duelist class, mod did justice to a class known for level 3 tech power, unlike the remake where I heard Duelist got shafted hard.

    And on that note I beat Dark Lich, next is the Lise/Kevin/Angela run, with Vanadise/Death hand/Archmage. Star Lancer, Dervish, Grand Divina could also be interesting, I will think of that option once I reach level 18.

     

    Edit: actually no scratch that, no mind down, going with Vanadise, Death Hand, Archmage definitely.


  2. 2 hours ago, Nesouk said:

    Duelist is one of the few physical character that perform well against Xian Bhe, in fact on Hard I manage to destroy the Furnace with Duelist before Xian Bhe got a single heal out of it.

    Ice Saber + Power Up + Final Weapon + LV2/3 Tech Up Helm = 432 damage to the furnace with LV3 Tech ^^

    Didn't expect Duelist to work that well in this fight he carried hard. He dealt more damage also due to protect down + Duran's AGL capstone increasing saber spell power. Kevin had auto-buff equiped so Duran benefited from his power up, and auto-debuff set all I had to cast was mind down.


  3. @Nesouk exactly the problem my current team has - lack of elemental coverage = Xan Bie will be a painful fight no matter which difficulty. Hopefully Duelist final weapon does decent damage to the furnace, maybe will have Carlie or Kevin with Magitech whichever ends up with the highest int.

    Dangaard, Mispolm, Dolan down, I think I might go for Land Umber next then Xan Bie and get over that fight.


  4. 44 minutes ago, Nesouk said:

    You can also get the LUK Capstone and Power Up by skipping Exorcise.

     

    You are right, but is it really worth to skip Exorcise in Carlie's final dungeon vs those undead enemies where it's gonna be pretty painful dealing with them physically. Tho it's doable with Duran's Lv3 tech and Kevin using counters, Carlie spams her one and only spell but I think Exorcise makes things just more comfortable for a team like this. Still confilcted if I should skip that.

     

    Ideally would have been best to skip Carlie's sabers from her previous class, my spell/capstone planning sucks lol.


  5. On 29/05/2021 at 2:44 PM, smileless said:

    Kevin (main), Duran, Carlie

    Dervish
    Skip Power Up^, Half Vanish
    VIT capstone - draw agro and turn him into a tank so Duran is free from that job. Tho the AGL capstone sounds nice too - when a weapon attack can inflict a status effect even if immune, subtract another 30 or 40 hp on critical, while the party has energy ball and analyze honestly I might consider the AGL capstone.

    Might go for Auto-Debuff equipment set for the most part, when not needed I will just up his defenses or offer status protection, have him wield crit weapon.

    Duelist
    Skip Anti-Magic, Protect Down
    AGL capstone - sword magic +atk gives 20% (party)

    Weapon: CQC Tech/Lv3 Tech up
    Helm: Lv3 tech up
    Armor: Depends
    Ring 1: TP up
    Ring 2: Trials Skill (cursed)

    Bishop
    Skip Flame Saber, Energy Ball, Ice Saber
    AGL capstone - enemies spawn with -20 evade or the LUK capstone with spells costing less MP

    Weapon: Heal Up
    Helm: unsure
    Armor: unsure
    Ring 1: Heal Up/varies
    Ring 2: Spell: Resist (cursed)

    On another note here on Carlie I might have to skip Power Up* instead in order to get the LUK capstone, and learn Flame Saber instead, very clutch. Either that or I will have to go with the AGL capatstone. I think it may have been better to skip the Diamond Saber on her first class change entirely and not learn it at all.

    Oh well, if I decide on LUK capstone for Carlie, at least with Duelist capstone team gets more power out of sabers, and at the beginning of fights Kevin will auto-buff the party with his power up.


  6. 10 hours ago, Nesouk said:

    Regeneration is slighty faster, also cost less MP and give an HP Regen buff, it also gives the auto heal after battle just like Heal Light and is One/All target by default. Nut yeah giving Heal Up to Evil Shaman might be better cause it is indeed weaker than Heal Light. 

    I think it's a fair trade considering you will also have Evil Shaman's final weapon.


  7. 7 hours ago, Nesouk said:

    Having use Dervish with a Crit Build and AGL capstones myself I can confirm it works wonder, these +30 and +40 being fix really help especially against ennemy immune to physical or with an high defense. That being said for an Auto-Debuff set up which means you'll have to wear Auto-Buff armor I think I would prefer skipping Anti-Magic and get Power Up, Auto-Buff would also applied Power on the all team so Duelist would beneficiate from it to. And on the other side I would take Anti-Magic with Duelist instead of Leaf Saber, the team doesn't need to much casting, Bishop with Constant Reg and MP Regen Plus is pretty self substain.

    Yeah good point I should skip Leaf Saber. Dervish learns Power up on self, will auto-buff apply it other party members too?

    7 hours ago, Nesouk said:

    Maybe could use TP By Cast for Vanadis to get TP Faster, since she has some fast spell to cast like Holy Ball, tough going LUK capstone would probably be easier, not sure Riesz when on Healing duty would be suited for a double LV3 Armor Break strat.

    Yeah I think LUK capstone would be the safest option here while have Lise save TP for items instead. INT capstone for Vanadise would work mainly with passive weapons like evernate spawn, Sage's weapon and such. Could make use of Bishop's weapon too, since she's the healer maxing out PIE stat and go for counters acting as a secondary healer, but weapons like that would probably be more preferable like Starlancer.

    7 hours ago, Nesouk said:

    Out of subject of this team, but one thing that could be interesting with Death Hand is the Invert Buff armor, since he has an MT Lunatic with this armor this makes him the only character able to apply Life Booster on everyone in one spell, tough you lose Protect Down from Thunder Jutsu you gain Speed Down through Speed Up* which might be better debuff for defensive purpose. And I don't think Sabers and Aura Wave are affected by this armor (technically could apply Mind Up and Protect Up through Thunder Jutsu and Demon Breath but the fact they inflict damage isn't really ideal).

    That could work too, a lot of times I prefer speed up/down combo more than having protect down. Kevin's final weapon reduces defense over time anyway, while Archmage gets still increased spell damage with mind up/down + kevin's weapon.

    7 hours ago, Nesouk said:

    Maybe could use TP By Cast for Vanadis to get TP Faster, since she has some fast spell to cast like Holy Ball, tough going LUK capstone would probably be easier, not sure Riesz when on Healing duty would be suited for a double LV3 Armor Break strat.

    Out of subject of this team, but one thing that could be interesting with Death Hand is the Invert Buff armor, since he has an MT Lunatic with this armor this makes him the only character able to apply Life Booster on everyone in one spell, tough you lose Protect Down from Thunder Jutsu you gain Speed Down through Speed Up* which might be better debuff for defensive purpose. And I don't think Sabers and Aura Wave are affected by this armor (technically could apply Mind Up and Protect Up through Thunder Jutsu and Demon Breath but the fact they inflict damage isn't really ideal).

    Having use Dervish with a Crit Build and AGL capstones myself I can confirm it works wonder, these +30 and +40 being fix really help especially against ennemy immune to physical or with an high defense. That being said for an Auto-Debuff set up which means you'll have to wear Auto-Buff armor I think I would prefer skipping Anti-Magic and get Power Up, Auto-Buff would also applied Power on the all team so Duelist would beneficiate from it to. And on the other side I would take Anti-Magic with Duelist instead of Leaf Saber, the team doesn't need to much casting, Bishop with Constant Reg and MP Regen Plus is pretty self substain.

    Actually when I was having fun with the Randomizer it gives this party with Ninja Master, Magus and Evil Shaman I thought that would be an odd team, and so did a little theory crafting with it and thought this could actually work like this :

    Main Hawkeye Ninja Master

    Spells :
    1-Thunder Jutsu
    2-Earth Jutsu
    3-Water Jutsu* (LV41)
    4-Fire Jutsu* (LV43)
    5-Ice Saber
    6-Transshape
    7-Shuriken*
    8-Cresent
    9-Analyse
    10-Thunder Saber

    PIE Capstone : using a Lv2/3 tech spreads the current saber element to the party and makes pseudo saber real unless resisted

    Gear :

    Weapon : TP Gain Up
    Helm : LV2/3 Tech Up
    Armor : ???
    Ring 1 : TP Gain Up
    Ring 2 : Accessory of Elemental weakness of the boss/???

    Teammate 1 : Carlie Evil Shaman

    Spells :
    1-Regeneration
    2-Holy Ball*
    3-Tinkle Rain
    4-Unicorn Head
    5-Machine Golem
    6-Ghoul
    7-Ghost
    8-Protect Up (LV42)
    9-Lunatic (LV44)
    10-Anti Magic (LV47)

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

    Weapon : Enervate Spawn
    Helm : Constant Regen
    Armor : MP Regen Up
    Ring 1 : Regeneration
    Ring 2 : Vary

    Teammate 2 : Angela Magus 

    Spells :
    1-Power Up (LV39)
    2-Mind Up^ (LV41)
    3-Earthquake*
    4-Thunderstorm*
    5-Mega Splash*
    6-Explode* (LV45)
    7-Dark Force* (LV46)
    8-Poison Bubble (LV48)
    9-Ancient (LV50)
    10-Lunatic (LV52)

    INT Capstone : pierce 35 m.def

    Weapon : Magic Up/AoE Mastery
    Helm : Magic Up (or maybe Constant Reg)
    Armor : MP Regen Up
    Ring 1 : Meta Multi
    Ring 2 : Meta Curse

    So :

    -Evil Shaman assume the healing role with Regeneration but can also deal elemental damage ST with her spells, she also take the Protect Up role thanks to Dark Hawk she can skip Ghost Road and Demon Breath

    -Ninja Master : Main debuffer, running a Tech build since you are going to use his LV2/3 Tech to spread Sabers with his PIE capstones

    -Magus : AoE elemental damage and set Curse, need Meta Multi for Mind Up, also skipping Meta Curse and equipped Meta Leaf Coat to increase Hawk's Tech damage could be an option

    So to sum up :

    -All Debuff
    -All Buff except Speed Up
    -Technically all Saber
    -Anti Magic
    -Decent physical damage with Ninja Master
    -Good Magic Damage
     

    Sound actually pretty solid, the healing might be a little weak tough.

    This seems very good overall but weak on the healing side, Magus will still be your main attacker. Evil Shaman might need a heal up slot to strengthen regeneration. Is that spell at least faster than heal light when raising AGL high enough?


  8. 1 hour ago, rpschamp said:

    Funny enough, I've actually been thinking about this team for a while and considering it for my next run.... I'll list some thoughts here; I think 2.0 gives some nice new options to try.

    I've used a team similar to this in pre-2.0, and I don't think you will be lacking spell damage: Grand Divina and Necromancer make a strong casting team, and with Wanderer even more so. Just stock up on Sahagin's Scales for Mind Up during boss fights when you need a damage boost; later in the game when you need it, you will also be able to boost your damage with sabers from Angela's final weapon. Speaking of sabers, it might even be worth considering going for Hawk's PIE capstone to take the burden off of Angela and free up her final weapon. By the later part the game, Angela is going to be a fun lead character here since her elemental spells will be close to instant, giving you no reason to switch off her before casting them, and having a choice of weapon will be nice (Magic Up, Heal Up, Magitech, etc.).

    Also, this doesn't apply to your setup as listed, but I wonder how Angela's VIT capstone would interact with Necromancer wearing Undead armor or ring and her final weapon: would it heal or hurt her by 50 HP? If it heals, this could be used to create a stable low-HP Necromancer build; basically increase Necromancer's defenses with Undead equipment so the damage she takes is decreased significantly, and heal her as necessary 50 HP at a time while keeping her HP down as much as possible. It seems to me that a balance could be achieved here to keep Necromancer dealing massive damage with her Level 2 elemental spells. If it hurts, then you would need some other way to achieve the balance while Angela chips away at Necromancer's HP to keep her in the high-damage zone; otherwise you could go all out with Death Bringer gear. In both cases, Wanderer's Life Booster and Half Vanish should help to get Necromancer into the zone of high spell damage from the start. If any team can play to Necromancer's final weapon, this should be the team to do it.

    Don't thinkthink there are better teams for Grand Divina to her final weapon, I think Archmage with her final weapon is great without even a mind up when hitting with weakness the right enemy. I think another way to play this team would be Magus, Nightblade, Bishop (no Anti-Magic but unless really needed you got a variety of physical and magical damage) and you can  do a sharet element resistance strat here as well. Or a no heal light team but relying on Regeneration spell and maxed PIE stat (which you will do that to your PIE spell caster anyway), I saw in one of Nesoul's videos Vanadise with Regeneration spell and no heal light so it's possible with that too.

    Magus, Wanderer, Necromancer but have one of them equip Regeneration spell ring. Self Mind up for Magus, Magic shield to cover for defenses, all stat down. Wanderer with the capstone to cover for sabers. You have Necromancers Dark Saber for shared resistance strat.

    In the end you could go with Archmage, Nightblade, Bishop, very straightforward but I don't want to use Archmage too many times now, I want to try more of Angela's other classes, dang it randomizer.

     

     


  9. More randomizer team choices for my next runs - long clusterfuck of a post:

    Lise (main), Kevin, Angela

    Vanadise
    Spells:
    Skip Fire Saber, Power Up.
    INT capstone - can equip any weapon and armor
    LUK capstone - party takes 1/8 less damage from spells

    Weapon: L3 armor break/Heal Up
    Helm: Depends
    Armor: Auto-Buff
    Ring 1: Meta: Multi
    Ring 2: Depends or heal up

    Death Hand
    Skip Dark Force, Demon Breath
    INT capstone - sword magic +atk gives 20% (party)
    Or LUK - party takes less damage from critical hits - if I choose Lise's INT capstone this one for sure then.

    Weapon: L3 Armor Break
    Helm: Lv2/3 tech up
    Armor: Depenss
    Ring 1: TP gain up
    Ring 2: Trials Skill (cursed)

    Archmage
    Skip Body Change, Aura Wave
    AGL capstone - party casts 20% faster

    Weapon: Exploit Weakness/Magic Up
    Helm: Magic Up
    Armor: MP regen
    Ring 1: depends
    Ring 2: Meta: Curse

    Funky set up lol, unsure if I will comit to double L3 Armor Break users, a bit too risky, but if yes Lise's PIE should still be maxed out for Heal Light, her purpose will be mainly healing, but if she can sneak a level 3 tech to reduce targets defenses then good, but maybe I will play more defensively and let Kevin do his job there

     

    Kevin (main), Duran, Carlie

    Dervish
    Skip Power Up^, Half Vanish
    VIT capstone - draw agro and turn him into a tank so Duran is free from that job. Tho the AGL capstone sounds nice too - when a weapon attack can inflict a status effect even if immune, subtract another 30 or 40 hp on critical, while the party has energy ball and analyze honestly I might consider the AGL capstone.

    Might go for Auto-Debuff equipment set for the most part, when not needed I will just up his defenses or offer status protection, have him wield crit weapon.

    Duelist
    Skip Anti-Magic, Protect Down
    AGL capstone - sword magic +atk gives 20% (party)

    Weapon: CQC Tech/Lv3 Tech up
    Helm: Lv3 tech up
    Armor: Depends
    Ring 1: TP up
    Ring 2: Trials Skill (cursed)

    Bishop
    Skip Flame Saber, Energy Ball, Ice Saber
    AGL capstone - enemies spawn with -20 evade or the LUK capstone with spells costing less MP

    Weapon: Heal Up
    Helm: unsure
    Armor: unsure
    Ring 1: Heal Up/varies
    Ring 2: Spell: Resist (cursed)

     

    Angela(main), Hawk, Carlie

    I want to try something different than Archmage for the 20th time, so what I got so far:

    Grand Divina
    Skip Evil Gate, Sleep Flower
    As for capstones am thinking of either of the three:
    AGL capstone - party cats 20% faster
    VIT capstone - primary elemental (fire, ice, earth, wind) spells heal party by 50 HP
    INT  - pierce 35 m.def

    Weapon: Dual Tech
    Helm: Magic Up
    Armor: Heal Up?
    Ring 1: Dark resistance (when mob fighting)
    Ring 2: depends

    Wanderer
    Skip Body Change (do that from first class change) and Aura Wave
    INT capstone - when a weapon can inflict a status effect even if immune, subtract another 30 or 40 hp on critical

    Weapon: Crit by TP
    Helm: Crit Up?
    Armor: Depends
    Ring 1: Status infliction ring
    Ring 2: Depends

    Necromancer
    Skip Half Vanish, Black Rain or Great Demon, more thinking needed on that, probably will keep Black Rain for curse.
    LUK capstone - spells cost less MP

    Weapon: Magic Up
    Helm: unsure
    Armor: MP regen
    Ring 1: Magic Up/Meta: Multi (for dsrk saber
    Ring 2: Meta: Curse

    None of them as access to protect up so you need at least a Magic Shield user, and maybe do some sharet resistance strat by equiping resist dark on Angela, having Carlie cast Dark saber on enemies.  I am not entirely sure on this party, mind up no capstone to increase the saber power, for a spell casting team this might be a weak one in terms of damage. Maybe I should try Magus/Nightblade/Bishop.


  10. 3 hours ago, Nesouk said:

    Honnestly I'm in a position where I would like to mix both, the mobs fight are actually balance on Normal they still pack up a fight but are more manageable, while they tends to be on the ridiculous side on Hard, meanwhile however the bosses are for the most part much more fun on Hard, while on Normal they feel a bit to much on the easy side. Also Hard's 100% chest spawn rate makes the grinding for Seeds more bearable.

    Well more of a subjective opinion, I personally don't see it that way in Normal. You can easily buy seeds if you don't get the desired class change item from the seeds you farmed even if you don't get seeds at all. Weapon/armor seeds are probably harder to come by but for the most part you really only need one/two at best, you rarely would need to get for all three characters class weapons, or prioritize which one you need the most. By the near the end of the game I still manage to get about 2-3 more weapon seeds unless you skip enemies.

    As for bosses if you find them too easy on normal or don't find them fun well maybe go on the tough difficulty then.


  11. 1 hour ago, Nesouk said:

    I don't think Angela would beneficiate that much from Magitec considering her already vast array of spells, I can however definitly see Hawk work with Magitec considering several of his spells have a really short castime, and all of his class has decent spells to learn in INT so you are likely going to invest in it. Lise can work with this weapon as Starlancer the LV1 spell are decetly fast to cast and she has Aura Wave, for Duran I think Paladin is the best class for this weapon.

    Anyway I'm quite satisfied with Normal for now, I feared coming from Hard it would be to easy, but it still maintain a decent challenge just less brutal, Tzenker and Gorva are still pretty annoying tough, I like Ranger for Bucca Island him having Body Change make these freaking Cockabirds so much easier screw them, probably going to put the game back on Hard for ??? Seed farming, the 100% chest rate is so convenient for that.

    I like Normal mode the most, not too easy or not too difficult.

    For ??? Seed farming I try to get to Snowfields as low leveled as possible without being complete fodder and farm them till around pevel 36/37, go buy whichever intended class item I didn't get and change class after beating Machine Golems (or you could travel to Wind Stone if you feel you are going to overlevel to 39 after beating the Machine Golems before class change). Takes more time but hey you pretty sure we all have fast forward buttons for quick travelling.

    Anyway I beat Dark Lich

    Spoiler

     Speed is the key, you wanna go all out at the beginning before the HP draining becomes worse. 

    My set up for Dark Lich fight:

    Necromancer:

    Weapon: Magic Up

    Helm: Quick Cast

    Armor: MP Regen Up

    Ring 1: TP by Cast

    Ring 2: Meta Curse

     

    Paladin:

    Weapon: Heal Up

    Helm: Constant Regen

    Armor: Auto-Buff

    Ring 1: Death Resist

    Ring 2: Silence Resist

     

    Wanderer:

    Weapon: Magitech

    Helm: MindstatusRes

    Armor: MP Reg. Up

    Ring 1: TP Regen

    Ring 2: Spell: Resist

     

    Lunatic+Black curse, Magic Shield on Duran, then go just go all in with spells. Wanderer was the one used for disabling Focus Charge buff, along with items here and there while Carlie and Duran conserved their TP for items.

     


  12. Spoiler

    Dark Lich became quite more powerful than last time than I fought him lol. Wanted to conserve Hawk's tp to deal with focus charge, Duran heals but honestly with all the status effects and the HP drain would have been best to have him equiped the ring that resists all statuses, with a shield to draw agro.

    Will do a rematch later and just go ham with the Exorcise spell as fast as possible early on, you really don't want to drag this battle it gets pretty bad as time goes.

    And I will throw away the strat with Carlie's final weapon for this fight it doesn't work well,  would probably work more if it was Dragon Emperor but here you need fast spell casting, while blood magic extends cast time even with quick cast helm.

     

    18 minutes ago, Nesouk said:
      Hide contents

    Yeah Poison is the cheesy way to beat Heath ^^

    Magitec weapon seems really interesting for character that have Heal Light (aka must cast a lot) and have a FST, like Paladin and Vanadis, heck I even argue for Paladin this might actually be better than Exorcise + on regular mob as casting a Tech is obviously faster than casting Exorcise and Exorcise has quite a heavy MP cost.

    Actually kinda off subject butspeaking of spells with heavy cost, I'm actually wondering if Annilhator's MP cost shouldn't be reduce, with 20 MP this is the most costly spell of the game and it has the second longest casttime out of all the spell, I don't know if it was still the guaranteed 999 damage I would be fine with it, but for a LV4 Offensive spell that can only be Single Target this seems quite a lot.

    Heavy spell casters in general seem to benefit from Magitech weapon, I personally like to conserve the TP on healers for healing items for the most part, well depending on team composition. I might change that approach and give that job mainly to other character whichever one has a way to build TP faster.


  13. 37 minutes ago, Nesouk said:

    Lise's LUK capstone reduce ennemies spell damage by 12.5%, this is actually pretty valuable on Hard against bosses, not sure on Normal tough. That being said her STR capstone could also be interesting I assume that 20% Attack Bonus apply to Counter and Tech, tough I think getting STR high enough would be pretty tricky.

    For Xian Bhe Lise also some spells for magic damage, but yeah chances are Wanderer's Half Vanish will be key or Poison Bubble (IIRC the furnace doesn't have a lot of HP so Poison Bubble might end up doing more damage), worst case scenario I could get the Magitec weapon, on one of my character which would turn the LV2/3 Tech into Neutral spells.

    So outside of that how is Necromancer Final Weapon + Bloody Magic going ? Is it good ?

    You know what, nothing wrong with playing more defensively, Lise's LUK capstone might be a good pick.

    Didn't know Poison Bubble works on Xan Bie, if it works then it's a good alternative then.

     

    Necromancer def seem to be doing a lot of damage really fast with that set up, to some enemies with around 50%hp give or take when hitting weakness it deals near 999 and to some 999 damage, and having no source of offensive part of mind up that's a good alternative to some fights especially if you lack sabers (with Hawk's PIE capstone that set up wasn't needed but for mob fights perhaps). Carlie's biggest strength still remained the curse upgrade through Gremlin/Black Rain.

    I tried actually Magitech on Hawkeye, works really well actually, I decided to keep that for the rest of the run, good source for TP regen also (should have equipped that on him that before the Mirage Palace). On Heath after Lunatic/Black Curse, I just used Arrow, one of Carlie's 4 main elemental summons, Duran heals, once Hawk's tech bar filled the weapon worked really well for this fight, or for item use.

    Spoiler

    Apparently you can inflict Poison on Heath, casted Poison Bubble just to test it out on him. 

    All that's left is Dark Lich.


  14. 2 hours ago, Nesouk said:

    Well in the end I just can't get enough of this mod, however I'm gonna play Normal mode from now on, Hard is fun but I think I want a more chill experience now.

    Anyway I decided that I'm gonna test a combo have been dying to try out since pretty much the time I started to really looking into the mod's files and really get into planning, namely Lise as Fenrir Knight and Duran as Lord, I don't think I need to explain why I was interest in this 2 just they just have a great synergy on paper my plan is as follow for now.

    Main Lise as Fenrir Knight

    Spells :

    -Unicorn Head
    -Ghost Road
    -Mind Down*
    -Lamia Naga
    -Protect Down*
    -Power Down*
    -Moon Saber
    -Black Rain
    -Speed Down*
    -Leaf Saber

    Capstone : I hesitate between AGL and LUK capstone, AGL capstone would allow to attack more often but on the other side LUK is a good one for defense, then again since I'm playing Normal, maybe won't need for to much defense.

    Gear :

    Weapon : Drain Counter
    Helm : Attack Up
    Armor : Unsure
    Ring 1 : Meta Sudden
    Ring 2 : Break Counter/MP Drain

    My idea with Meta Sudden is since between Leaf Saber/MP Drain ring and Drain Counter she will recover her MP very fast, Meta Sudden will allow to cast her Debuff and Saber with close to no casttime as a result, outside of that typical Counter Build.

    Second Party Member Duran :

    Spells :
    -Ice Saber
    -Protect Up*
    -Speed Up*
    -Life Booster
    -Heal Light*
    -Tinkle Rain*
    -Arrows
    -Diamond Saber

    I'm not sure for the last 2 spells and the capstones, I hesitate between a few :

    -AGL Capstone : Well because he has 2 Sabers already, and I'm wondering about if this capstone's effect will work with the next party member.

    -PIE Capstone : +10 Max MP on the healer is always nice.

    -LUK Capstone : Crit Rate Reduction doesn't sound to bad

    Regardless I definitly will learn Power Up, the last spell can be any tough I'm encline toward Speed Down*

    Gear :

    -Weapon : Subterfuge
    -Helm : Magic Up/Quick Cast
    -Armor : Auto Buff
    -Ring 1 : TP By Cast
    -Ring 2 : Heal Up

    TP By Cast is so he can still get TP while casting Healing Spells or rebuffing if necessary and also can use Arrows short cast time to to get some TP back

    For the third member, I originally thought of Carlie as a Sage, but in the end decide to choose Hawk as a Wanderer.

    Spells, for his Spells I'm actually wondering if I can skip Body Change and Sleep Flower by not raising his INT as a Ranger, if possible then his spells list would be :
    -Arrows
    -Half Vanish
    -Magic Shield
    -Aura Wave
    -Poison Bubble
    -Lunatic
    -Anti Magic
    -Body Change*
    -Sleep Flower*
    -Transshape

    Going for the PIE capstone, so that I can get any Sabers by just equipping him with the Accessory of the Element I want, and I'm wondering if getting Saber this way is affected by Duran's AGL capstone or Kevin's INT capstone.

    Gear :
    -Weapon : Half Vanish+
    -Helm : Quick Cast
    -Armor : Unsure yet 
    -Ring 1 : Elemental Weapon of boss's weaknesses if any or Corresponding Day (if Element isn't resisted)
    -Ring 2 : Unsure, maybe Meta Leaf Coat for making use of his Poison Bubble and increase Duran's Tech damage or TP by Cast

    So cover the last missing buff with Magic Shield, Aura Wave for Tech Point, Lunatic fr Max HP Down, Anti-Magic if needed, and also bring some magic damage with Half Vanish. 

    So to sum it up :

    -All debuff are covered by Fenrir Knight
    -All buff except offensive Mind Up which this team doesn't really need anyway
    -All Sabers through Hawk's PIE capstone
    -Good MP Recovery with Fenrir Knight
    -Some kind of Magic Damage with Wanderer's Half Vanish
    -Some statut effects with Wanderer

    I love counter based teams that involves Lord final weapon. One fight this team is going to suffer the most is pronably Xan Bie, but I am not sure how effective counters will be effective on the furnace this time, but they will probably work more than usual physical attacks, and you have half vanish too.

    And Crit resistance will probably still be valuable for Normal but with Fenrir Knights weapon might be better to attack more often instead, also helps healing. 

     

    Almost done with Necromancer/Paladin/Wanderer, just beat Deathjester, onto the final area, and just bought the life saver armor for Carlie will see if it's worth to give her two Magic Up equipment or her final weapon (spell revenge) with the life saver armor and blood magic ring (cast from HP)  for damage, quick cast helm. I feel like two magic up slots would outpower that setting as you need lower HP for higher spell damage.

    I will probably feel more comfortable with the more simple setting but will see.

     


  15. On 20/05/2021 at 3:26 PM, smileless said:

    Take 2 doing it more organized Nesouk's style after more carefully looking at equipment:

     

      Reveal hidden contents

    Carlie (main) - Necromancer
    Spells - no order:
    Holy Ball*, Tinkle Rain, Unicorn Head, Machine Golem, Ghost, Ghoul, Black Curse, Dark Saber, Gremlin, Black Rain
    Skip Great Demon and Half Vanish

    LUK capstone - spells cost less MP

    Weapon: Magic Up/Spell Revenge
    Helm: Quick Cast
    Armor: MP Reg/Life Saver Armor/other needs
    Ring 1: Magic Up
    Ring 2: Blood Magic/varies

    Duran - Paladin
    Spells - no order:
    Diamond Missile, Sleep Flower, Holy Ball, Heal Light*, Exorcise, Magic Shield, Saint Saber, Tinkle Rain, Ice Smash, Speed Up
    Skip Anti-Magic (Wanderer cover that) and Protect Up (you have two Magic Shield users)

    PIE capstone: + 10 maxMP

    Weapon: Heal Up
    Helm: Constant Regen (curse)
    Armor: MP Reg.
    Ring 1: Shield
    Ring 2: Heal Up/varies

    Hawk - Wanderer
    Spells - no order:
    Arrows, Sleep Flower*, Body Change*, Poison Bubble, Lunatic, Anti-Magic,Transshape, Life Booster, Half Vanish, Magic Shield
    Skip Energy Ball, Aura Wave

    PIE capstone - using a Lv2/3 tech spreads current saber element to the party and makes pseudo saber real unless resisted

    Weapon: Half Vanish+/TP up (unsure)
    Helm: Quick Cast/varies
    Armor: MP Reg
    Ring 1: TP Regeneration
    Ring 2: saber element accesory/varies
     


    In terms of equipment Hawk, as the ultimate support for most part will probably aim to regain MP fast as well as quick cast (while gain some TP as he supports with his spells), Quick Cast helm is questionable as party has speed up and speed down, it will probably vary most of the time. I might also go for Meta Curse ring for Carlie.

    Thinking maybe I should skip Paladin's Sleep Flower and teach Regeneration with the cursed ring instead, but I think I will probably just equip remove weakness helm or armor equipment when necessary. I think I am now set for the next run.

    Lol, small correction here as I nadr a mistake (almost cost me good I realized sooner),  you can't skip protect up from Paladin as he already learns that as Knight, so might well multi target it, will skip Sleep Flower instead too.

    Might consider now teaching Wanderer the Resistance spell, since there's no need for two Magic Shield users anymore.

     

    Carlie gets the Meta Curse ring (Cursed), Hawk the Spell Resist ring (Cursed), Duran the healer and buffer gets the Constant regen Helm (cursed), each character at least one cursed equipment. Maybe I will give Duran the Auto-Buff Armor too.


  16. Take 2 doing it more organized Nesouk's style after more carefully looking at equipment:

     

    Spoiler

    Carlie (main) - Necromancer
    Spells - no order:
    Holy Ball*, Tinkle Rain, Unicorn Head, Machine Golem, Ghost, Ghoul, Black Curse, Dark Saber, Gremlin, Black Rain
    Skip Great Demon and Half Vanish

    LUK capstone - spells cost less MP

    Weapon: Magic Up/Spell Revenge
    Helm: Quick Cast
    Armor: MP Reg/Life Saver Armor/other needs
    Ring 1: Magic Up
    Ring 2: Blood Magic/varies

    Duran - Paladin
    Spells - no order:
    Diamond Missile, Sleep Flower, Holy Ball, Heal Light*, Exorcise, Magic Shield, Saint Saber, Tinkle Rain, Ice Smash, Speed Up
    Skip Anti-Magic (Wanderer cover that) and Protect Up (you have two Magic Shield users)

    PIE capstone: + 10 maxMP

    Weapon: Heal Up
    Helm: Constant Regen (curse)
    Armor: MP Reg.
    Ring 1: Shield
    Ring 2: Heal Up/varies

    Hawk - Wanderer
    Spells - no order:
    Arrows, Sleep Flower*, Body Change*, Poison Bubble, Lunatic, Anti-Magic,Transshape, Life Booster, Half Vanish, Magic Shield
    Skip Energy Ball, Aura Wave

    PIE capstone - using a Lv2/3 tech spreads current saber element to the party and makes pseudo saber real unless resisted

    Weapon: Half Vanish+/TP up (unsure)
    Helm: Quick Cast/varies
    Armor: MP Reg
    Ring 1: TP Regeneration
    Ring 2: saber element accesory/varies
     


    In terms of equipment Hawk, as the ultimate support for most part will probably aim to regain MP fast as well as quick cast (while gain some TP as he supports with his spells), Quick Cast helm is questionable as party has speed up and speed down, it will probably vary most of the time. I might also go for Meta Curse ring for Carlie.

    Thinking maybe I should skip Paladin's Sleep Flower and teach Regeneration with the cursed ring instead, but I think I will probably just equip remove weakness helm or armor equipment when necessary. I think I am now set for the next run.


  17. On 18/05/2021 at 8:31 PM, Nesouk said:

    Also Hawk's PIE capstone could be an alternative for increasing Carlie's spell damage without Mind Up, all you need is to equip the accessory that give regular attack the Element you want to get as Sabers and throw his LV2 Tech to turn it into a proper Saber effects (so giving it the +10% attack and boosting spells of corresponding element) and extend it to the entire party.

    A question on this to be sure, in order for that to work do those accessories need to be equiped on Hawk or it doesn't matter who equips them?


  18. 12 hours ago, Nesouk said:

    Actually the Randomizer give me Duran, Kevin and Angela with Paladin, Death Hand and Archmage, I actually think this can work to as such :

    Kevin as Death Hand

    Spells :
    1-Flame Saber (LV40)
    2-Diamond Saber^ (LV44)
    3-Speed Up* (LV46)
    4-Dark Saber* (LV50)
    5-Body Change* (LV51)
    6-Thunder Jutsu (LV55)
    7-Aura Wave (LV60)
    8-Lunatic (LV65)
    9-Rockfall (LV67)
    10-Leaf Saber (LV70)

    INT Capstone : sword magic +atk gives 20% instead of 10% (party)

    Gear :

    Weapon : LV3 Armor Break
    Helm : LV2/3 Tech Up
    Armor : ???
    Ring 1 : Tech Gain Up
    Ring 2 : Trials Skills

    Angela as Arch Mage 

    Spells :
    1-Saint Beam* (LV40)
    2-Dark Force* (LV41)
    3-Mind Down (LV43)
    4-Power Down (LV44)
    5-Earthquake* (LV45)
    6-Thunderstorm* (LV46)
    7-Mega Splash* (LV47)
    8-Explode* (LV48)
    9-Anti Magic (LV50)
    10-Rainbow Dust (LV53)

    Raise AGL to 22 (LV55)

    AGL Capstone : party casts 20% faster

    Gear :
    Weapon : ExploitWeakness/Magic Up
    Gear : Magic Up
    Armor : MP Regen Up
    Ring 1 : Meta Curse
    Ring 2 : Vary

    Duran as Paladin :

    Spells :
    1-Magic Shield (LV39)
    2-Saint Saber (LV42)
    3-Protect Up* (LV45)
    4-Holy Ball (LV47)
    5-Heal Light* (LV51)
    6-Exorcise (LV55) 
    Raise PIE to 25 at LV56
    7-Diamond Missile (LV57)
    8-Tinkle Rain (LV58)
    9-Ice Smash (LV62)
    10-Speed Up* (LV65)

    PIE Capstone : +10 MP Max

    Weapon : Heal Up
    Helm : Constant Regen (Curse)
    Armor : MP Regen Plus/Life Saver
    Ring 1 : Shield
    Ring 2 : Heal Up

    So this team has :

    -Every buff except Power Up and offensive side of Mind Up
    -Every Debuff except Speed Down (Protect Down achieve with Death Hand's Thunder Jutsu), and beyond that has Death Hand's Final Weapon for reducing the Physical and Magic Defense even further.
    -4 out of 6 Elemental Sabers only Ice Saber and Thunder Saber with Kevin's INT capstone to stregthen these buffs
    -Exorcise to deal with Undead ennemies very easily
    -Spell for all element with Anti Magic and non elemental spell as well as physical damage

    Going tech build with Death Hand for Defenses debuff, support with Paladin with occasionnal offensive spell and debuff with Angela before spell casting.

    This looks very good and well planned also. Both Death Hand and Paladin have Speed Up, maybe skip Paladin's Speed Up instead for another spell? Tho from what I can see it learns only single target Sleep Flower so maybe having another Speed Up user is better than just learning single target sleep flower.