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Posts posted by smileless
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SpoilerCan't seem to land a single hit on Genova unless I use a spell. Is this intentional?
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Taking the party from what I planned to use but update slightly let's see if I do it right:
Swordmaster LUK capstone (party crit resistance)
Miss Power Up, Moon Saber
Sabers, Energy Ball, Analyse
Crit build with his final weapon switching in between with another crit weaponNinja Master of course with LUK capstone for crit resistance and damage
Miss Thunder Saber, Analyse
Possibly crit build as wellVanadise VIT capstone
Ditch Holy Ball (or Speed Up but you will have only Duran self Speed Up), Thunder Saber
Buffs, Heal
Tank/Healer build, that auto-buff armor seems really nice to have for Lise so might plan ahead for that.I assume Lise's INT capstone can allow her to equip cursed equipment beyond level 60 correct?
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Find it really cool that it got the Sin of Mana written now in game.
That's a lot to take in, but for now, I definitely will try using the patch that removes messages of status alinments/buffs/debuffs. And less Snowman woo
Hopefully it will run better now, look forward to try these new features.
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17 Angels Grails sheesh.
Well I still haven't finished my run, I beat 2 GB, stopped playing the game at Mispolm due to the bugs again, like the item ring wont assemble and would freeze the game, happened to me twice in that fight. And it's not the same rom I used before, I downloaded a different one but still similar problems pretty much in all my runs occur. Despite how amazing this mod is, these bugs kills the enjoyment to me at the same time also.
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So a question when it comes to Ragnarok does it take the STR stat into consideration (since it does 1 damage regular attacks)? Or is it a purely LCK reliant weapon?
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I copied a save file just before doing the final class changes, Level 38 Ninja, Valkyrie Gladiator. I will try both Nightblade and Ninja Master with Swordmaster at some point, for Ragnarok max potential you would want Ninja Master with Analyse I feel. While building Ninja Master to use Counters since this team lacks anti magic, while Hawk's spells are physical. Silence is really a valuable tool tho as well and Deadly Weapon. Will try both anyway and see which one I fare better with, never used Swordmaster before this should be fun.
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Yeah I was thinking to try Swordmaster and do a build around his final weapon, Warrior Monk Seems like a perfect partner for him.
Swordmaster, Warrior Monk, Wanderer so it can do also some magical damage mainly when you get his final weapon via Half Vanish, but also got Anti-Magic, Lunatic, Magic Shield. Kevin heals, debuffs. Swordmaster got all sabers, self speed up and energy ball. Team lacks a def down reducer tho, and a def up so you would have to use Duran to draw agro and have Hawk to cast Magic Shield on him when fighting mobs. Or use Transshape on him
Swordmaster, Vanadies, Ninja Master - similar to a team I used with Duelist instead but this time focusing on crit build for Swordmaster. You have no heal light till after the final class change (level 43 or something), you really want to use have those weapons that heal HP till you get Heal Light. And no Anti-Magic. But besides that it got Buffs, debuffs, Sabers, Transshape for your agro user. If it comes down to spells and you really have to use it on a certain boss then it might be a good idea to get Lise's final Weapon just in case for those few fights, Duran with sabers would allow her to attack with any element using her summon. But most of the time she will be the healer/tank role preferably, with the few exceptions where you need spells like one of the two Zable Fahr heads for instance.
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After a long time, I think I want to try out a Rogue, Warrior Monk, Star Lancer set up. Rogue seem like will be the spell caster in that team, Star Lancer buffs and can boost further Rogue's dark/light spells, has Marduke, Warrior debuffs, Rogue also got a def debuffing spell, where the Warrior Monk lacks it. MT Sleep Flower. Team lacks more elemental sabers and Anti-Magic tho.
Building it around the curse upgrade, you could also use the dark saber on enemies since Rogue and WM got Dark resistence with Star Lancer equiping some equipment that resists dark and weakness removing equipment.
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Between level 38 where you have your final class change and level 99 is a lot of space without some other bonuses. Very cool ideas overall.
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I think you take more damage thanks to the reflect physical damage armors.
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With the way physical damage worked in the original you never would want to put Angela in your party. The physical damage was just stupid. The decrease makes sense, hell even Duran in the original I would say wouod be better off by using Level 1 techs when using a saber for weakness. Level 2/3 techs served no purpose when you had such a dumb attack power per hit with power up + saber, might as well always stick with your Level 1 techs.
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1 hour ago, rpschamp said:Did you ever end up running one of these groups? I've been focused on other things this past month, but am now picking up my Ninja Master/Dervish/Sage team again. I'm close to my second class change and deciding between Ninja Master and Nightblade. Having two double-hitters is a lot of fun and a nice break from my usual Angela-driven teams. I'm wondering if you ever ended up playing this or some other Hawk/Kevin/Carlie variation we talked about.
I haven't tried it yet but I left that party at like level 12 or something but I plan on continuing it at some point (the Wanderer/WM/Necromamcer one)
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4 hours ago, rpschamp said:One other bug I previously reported: sometimes one of the helmets in my inventory will become another helmet in the game. I have seen this happen with multiple helmets, but not with any other type of equipment, so I can't verify whether this bug affects other types of equipment. Sometimes the resulting helmet will be for a character who is not in my party, so I know that I did not just purchase it by accident. Sometimes this is nice, as when my Faerie Hat turned into a Ruby Band, which I promptly sold at profit. But most of the time this causes me to revert to a previous save point or backtrack and buy a replacement if it's not too expensive.
This never happened to me.
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51 minutes ago, praetarius5018 said:Do you recall if the mini status was involved?
I just found out that if mini status is active and you perform regular attacks one pointer is wrong and modifies some data it shouldn't, so obviously unpredictable results.Nah didn't have Mini status.
Am trying to remember if the Grell enemy inflicted Moogle status, what are the odds being from that?
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True that.
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That looks pretty good for Duran. Makes sense for Paladin to have access to some damage spell to cast if one wants to play him as a caster with his final weapon, having access to turn undead also.
Tho I would give Lord probably Counter Magic, since God Hand so far is the only class to have it, and Lord would probably benefit from it more than having a spell like Arrows.
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Personally to me the sheet with bosses strength and weakness didn't help even on a single boss. Could be I am that dumb or maybe it's the fault of the games that I played that basically laid out the weakness of a boss easily to you, or am a very casual player.
In general I had to come to this site to figure out how deal with some bosses (Dolan being one of course).
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Hm for Duran and Kevin it's indeed problematic, but yeah for the sake of coinsistency I would still have them learn 10 out of 12 spells, like the rest of the characters.
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I was worried about that idea at first but I think this could actually be fun with the way the spells are being spread out.
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Thing with Dolan is you just gotta take it slow with him.
SpoilerJust set all your characters techs to no tech usage. That way you have better control over tech usage for the fight, than have your AI spam them without control. It drags the battle but it's a safe strategy.
Since 2-3 playthroughs since I used that strat Dolan hasn't killed me once as opposed to before where I was just controling one characters level 2/3 tech, in that scenario he killed me at least once since I had no tech ready to cancel out his energy ball at some point.
But for a first time player sure it may difficult to figure that out, but it's a mod, at least this mod makes these 8 bossed worth calling them God Beasts, in the original when hit with a weakness and level 1 techs the God Beasts were getting wrecked in a minute. All this hype the game gave around them over nothing, they are pathetic in the original.
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Analyze is actually in the mod, but it has a different function in this mod than in secret of mana.
It lowers resistance to critical hits, Ninja Master and Warrior Monk have access to that spell.
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1 hour ago, praetarius5018 said:And nightblades. And bloody wolves
Them too but I specifically think Dark Lord's did the most damage with their level 3 techs or am I wrong?
They one shot me the most out of that group.
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Ah the old days where the Dark Lord's were able to one/two shot your entire party with their level 3 techs whenever they felt like.
Seiken Densetsu 3 Sin of Mana - Discussion
in Seiken Densetsu 3: Sin of Mana
Posted · Edited by smileless · Report reply
Nice also of Tzenker to turn all characters into moogle while having no way to act against that unless you have TP, or had equipped items that resists that status which I had to backtrack for that.
So far, can't say that I am a big fan of the item limitations with Tech Points. I was sceptic about that when I read that feature will be implemented in 2.0 but I still gonna give it a shot and see what to make of it.