smileless

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Posts posted by smileless


  1. 32 minutes ago, rpschamp said:

    1) Star Lancer, Grand Divina, Necromancer/Evil Shaman: Light Lise and Dark Carlie both get natural Light Resistance, so Star Lancer can cast Saint Saber on enemies to minimize physical damage if Angela wears an elemental resistance armor or accessory. Star Lancer and Grand Divina can cover all the buffs, and Necromancer or Evil Shaman can cover debuffs, depending if you want Black Curse or the group-targeted Ghost Road and Demon Breath. Evil Shaman may work better if Grand Divina goes for her VIT capstone as the Necromancer's final weapon might not be of much use. I like Lise with her INT capstone here: she could use Evil Shaman's final weapon for -1/4 boss HP as Nesouk pointed out (and I guess Lunatic subtracts another 20%?), or she could use Grand Divina's final weapon to cover 2-3 extra sabers (Evil Shaman can cover Protect Up) and free up Grand Divina's weapon slot, which would be especially nice if Grand Divina goes for her LUC capstone instead. Evil Shaman would also bring Anti-Magic, though I'm not sure how useful it would be on this team. Carlie could take Regeneration to help out with the healing and Lise could take Resistance.

    You could manage without Anti-Magic id you have enough coverage in terms of elementals and some physical spell to toss around, that spell is mainly needed for two fights anyway, but it you go Evil Shaman you pretty much need it in order for her debuffs to work on enemies that are resistant to Demon Breath/Ghost Road, in that case get Anti-Magic.

    32 minutes ago, rpschamp said:

    . I am tempted to choose Sage to free up Lise and Angela to go Fenrir Knight and Rune Master, but then the buffs would be quite limited, and the sabers spells wouldn't work out as well. There is some optimal configuration here that promises a ton of power, but it doesn't seem as straightforward as the first team. Rune Master would be a lot of fun: I've always wanted to try casting Petrify or Snowman on Lise with a status protection accessory and Thorn Armor (or Curse) off-screen and then let her go forward with a shield and reflect enemies into oblivion.

    Better play save and cover as many of the important buffs/debuffs, you have a caster heavy team so things like mind up, def up (or magic shield) and speed up are needed for their damage and defense.


  2. Limited in options when it comes to Duran,  Kevin, Angela (as far as I can tell) without having to sacrifice either speed up or speed down, spells like that, it all comes mainly to the party similar to the previous job thread that I tried but updated with 2.0+ changes

    Duran - Lord
    Skip Power Up, Energy Ball or Analyze doesn't matter much
    Honestly main build might just give him a PIE weapon, max his PIE stat and just have him heal as he buffs/debuffs in between
    AGI or PIE capstone

    Kevin - God Hand
    Skip Triple Spell, Life Booster
    AGI or LUK capstone so maybe a crit build for him

    Angela - Archmage
    Skip Rainbow Dust, Aura Wave
    Capstone: AGI (party casts faster) or INT (pierce 35 m.def)


  3. 6 minutes ago, Nesouk said:

    Actually since Wanderer's Half Vanish is reliant on ennemies's Max HP why not get Life Booster with him and cast it on bosses ? Might seems counter intuitive but IIRC if you debuff their Max HP with Lunatic their current HP will go down so the boss will have only 80% HP left, but then casting Life Booster increase their Max HP but their current HP doesn't move, so cast Lunatic so they have 80% HP remain then cast Life Booster on them twice to put their Max HP at 120% of their.

    If I'm not mistaking going so with Wanderer would end up with Half Vanish doing 2,34375% of the boss remaining HP per cast, as an exemple if a boss at 10k Max HP Wanderer's Half Vanish at base will do 156 damage, you then reduce it to 8k with Lunatic and increasing it back 12k with 2 Life Boosters, so the boss has 12k Max HP but 8k remain and due to it's 12k mak Half Vanish will do 187 as oppose of 125 if you let him at 8k, compare to the base 156 that would increase Half Vanish Damage by 20%. Of course pointless to do if the boss has already 20480 Max HP or more at which point Half Vanish cap at 320 already but I don't think many boss have that much HP, also probably not safe to do on Zable Fahr.

    That looks like a viable strat, but then would have to give Paladin Anti-Magic and either skipping speed up or protect up. But that team might counter a variety of elementals througj Carlie and Duran to some extend so really Anti-Magic might be only needed for two bosses, gotta think about that.

    9 minutes ago, 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.

    This looks interesting to try out, I wasn't sure what capstone to chose with Hawk, since the party lacks saber spells also that's one alternative to go and boosts Carlie's spells.


  4. For my next runs (planned party members by the randomizer), what I got so far:

    Carlie, Duran, Hawkeye
    Carlie (main) - Necromancer
    Skip Great Demon and Half Vanish
    LUK capstone - spells cost less MP (important for Wanderer/Paladin if anything)
    One way to build Necromancer around her final weapon is via life saver armor and blood magic to cast from HP instead of MP, might be a good strat considering this team lacks offensive part of Mind up, has 6 elementals covers

    Duran - Paladin
    Skip Anti-Magic (Wanderer covers that) and Protect Up (you got two users with Magic Shield)
    PIE capstone (10 max mp)

    Hawk - Wanderer
    Skip Life Booster and Energy Ball
    Unsure which capstone to choose, thinking of VIT (20 evade)

    Team lacks the offensive part of mind up, but with Half Vanish you might not need that, especially using Wanderer's final weapon. Got two users with Magic shield And with MP increase and spell cost decreased Duran's exorcise spell comes in handy for Carlie's final dungeon.
    Pretty heavy caster team without Angela lol.

     

    Unsure yet what to make of the Duran, Angela, Kevin choice.


  5. 7 hours ago, Nesouk said:

    The ring spell take one spell slot totally, meaning if you plan to give a character one you only have 9 spell slot left to fill, in other words instead of giving up on 2 of the 12 potential spells the character can learn, you have to give up to 3 (or 4 if for some reasons you plan to learn both Regeneration and Resistance on the same character), needless to say you must plan for it in your game plan if you want to get one of these spells.

    I see thanks for letting me know about that, helps me next time plan spells better.


  6. 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.


  7. 5 minutes ago, Nesouk said:

    That has nothing to do with said bug, this is Gildervine's gimmick when he uses Spine Kinel he consumes TP of the characters to increase the damage of the attack, IIRC for each point remain the character damage are multiply by 1.25 (this stack multiplicaly so at Full TP you take about 7.45x more damage).

    Man I am dumb, that explains a lot about the damage done to the party.


  8. 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?


  9. I think I am doing a lot better this time playing this version than I did 2.0, I just had to get out of the zone of just using techs mindlessly and have at least one character conserve TP's for items, and also the variety of equipment.

    Tzenker is still a bitch fight if she decides to get out of reach but it wasn't as bad this time around.

    My next run will probably be back on Normal difficulty like I used to play mostly.


  10. 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.


  11. 9 hours ago, Nesouk said:

    Alternativly you can give Duelist the Trial Skill Ring which disable Crit entirely for him (he take no Crit and can't Crit himself) but also disable Misses from Accuracy (meaning if a Miss happen it will be for other reason than Accuracy) so with this ring unless you aim at these stat's Capstones you can ignore AGL and LCK for the most part. Hawk's PIE capstone could be good with Duelist since his Saber spell are ST Only, cast them on Hawk then use a LV2/3 Tech to spread it to everyone.

    Yeah that seems like a good idea too. Duelist main forte is his techs with his final weapon might as well be better off with this set.

    9 hours ago, Nesouk said:

    Actually no Auto-Debuff require both ring slot to be taken by eiter Meta Sudden or Magic Up so no more Ring Slot open if you go for Auto-Debuff set, the Bloody Hunter set could be a good idea tough since you aim at landing Counter with Fenrir Knight you'll take the damage which this set would allow to recover HP.

    Really is that mentioned anywhere in a document, just curious.

    Maybe you might need both of those rings but not the same ring occupying two slots?

    But you are right, Bloody Hunter set might be better for Fenrir Knight actually.


  12. 16 hours ago, Serafie1999AD said:

    I've now decided that I want to use Lise, Hawk and Duran on my next playthrough. I haven't decided on the main character yet, though. What kind of class and ability builds would you recommend for them on a) Duran's quest, b) Lise/Hawk's quest?

    You could scroll up for a suggestion I had in mind with this team. Another variant:

    Hawk (Main):

    Ninja Master you could go with STR capstone so enemies spawn with less evade - good for Duelist to miss less this way, now TP being a lot more important to have with items also good for item usage.

    Miss Transshape and Analyse, or Crescent and Analyse. 

     

    Duran:

    Duelist with STR Capstone. Or go with INT capstone if you give him cursed equipments.

    Miss Protect Down, Leaf Saber

     

    Lise:

    Vanadise with AGL capstone (weapon cooldown) or with PIE capstone (Heal Light gives +1 TP)

    Miss Holy Ball and Thunder Saber

    Auto Buff Armor.

     

    Another one:

    Duran (Main)

    Lord with LUK capstone (crit resistance for party) or PIE (+10 max MP)

    Miss Energy Ball, Speed Down

    Heals, has two saber spells

    His final weapon works well in combo with Fenrir Knight's final weapon for HP/MP restore

    Could make use of Auto Buff Armor, he got protect up, power up, speed up.

     

    Hawk:

    Wanderer with AGI Capstone (Counter dmg up for the entire party good for Lise's final Weapon), or STR capstone

    Miss Sleep Flower, Body Change

    Magic Shield, Anti-Magic, Aura Wave, and his final weapon makes Half Vanish better

     

    Lise:

    Fenrir Knight with AGI capstone (weapon cooldown)

    Miss Transshape/Poison Bubble (Wanderer got both anyway)

    Got debuffs, Leaf/Moon Saber on top of her final weapon to restore MP/HP with Counters, Counters are also open through Lord's final weapon.

    You could give her an auto debuff set she got all debuffs, and you will have one more ring slot for an other purpose.

     

    Lol that was a lot to think through, hopefully no mistakes.


  13. 1 hour ago, praetarius5018 said:

    d.breath was set as 3 (0x03) not 19 (0x13)...
    you can learn anti-magic without lunatic.
    ...and both check for pie not luck...

     

    From the classes_capstones document it says the LUCK stat for Lunatic and Anti-Magic, Demon breath 19 PIE.

    Evil Shaman:    30/30/28/30/31/31
    class change item: Bottle of Blood
    spell list:
    Holy Ball*, Tinkle Rain
    Unicorn Head, Machine Golem, Ghoul, Ghost Road# (20 INT, replaces Ghost)
    Demon Breath* (19 PIE)
    Transshape (16 AGL)
    Protect Up (17 VIT)
    Sleep Flower* (15 STR)
    Lunatic (19 LUCK), Anti-Magic (22 LUCK)


  14. On 12/24/2020 at 10:32 AM, praetarius5018 said:

    if you've got ideas how we can tweak it to be more workable we can discuss this.
    but dropping it is at this point right out.

    In my opinion, tech points =/= items. It's tech based for a reason, not related to item. It's an inventory, like a bag you carry around. And it wont matter if you can carry up to 20 per healing item when TP only allow you so many items to use. Should I use a tech or maybe conserve it for item? Should I set other two characters that I can't control to not use any tech just so I can use items?

    Maybe limit the amount of items you can carry in battle by turning off TP requirement for items.

    Or if you really want to have that feature maybe lowering it to 2 tech point requirement instead, might be not as bad as just eating 4 tech points, especially now that gaining TP is also limited per swing/attack instead of per hit.

    Multi Moogle based attacks are now as dangerous as multi petrify attacks. Like against Tzenker, not enough hits landed to use a single item boom moogle status, barely enough tech points, just restart the game it's game over, because you had 20 herbs but couldn't use a single one of them.


  15. I understand your reasoning behind your ideas but eh, same problem I ran with Gorva, my characters missing most of the time I barely could have tech points ready for a puipui grass/a fast item heal, or Stardust herb for his black curse spamming.

    By the time my character casted Regeneration Gorva ended up mauling a character that way. Prayed to luck I gained enough tech points to revive the character and my hits would actually land. Managed to do that in the end. 

    Tzenker and Gorva were the toughest fights so far. I beat Genova the second time, not sure what happened the first time I fought him with none of my attacks landing, there were no misses either.

    I think for early game it's best to set your characters to not use techs at all, reserce them for the items in case. And this is ftom my Normal difficulty experience can't imagine how this would be in hard. I might even move down to an easier difficulty for this play to get used.


  16. 10 minutes ago, Serafie1999AD said:

    My second question is about the new spell Regeneration. If you teach that spell to someone, will your party auto-heal after a victorious battle, or is Heal Light required for auto-heal after victory?

    It auto-heals I tried that. But be aware it's a cursed item I am wondering if it can be unequipped at level 61 or not. Otherwise I may have messed up big time. Or maybe not since the character that has it doesn't have heal light on the final class so it might not be too bad, and it still might be worth if you wont have heal light till your final class change.

    But if you have heal light on your first class change skip that ring I would say.