Nesouk

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Everything posted by Nesouk

  1. 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.
  2. The character are limited to 10 spells, if already have 10 spells and equipped one ring that teach spell, you will learn nothing.
  3. Party Suggestions 2.0

    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.
  4. Party Suggestions 2.0

    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.
  5. 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).
  6. I have never see it happen so I suppose no.
  7. Party Suggestions 2.0

    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.
  8. HP/Stamina build for Cyan is pretty good, Stamina affect a lot of thing in the case of Cyan : -His Dragon Bushido is Stamina base. -The Wind katana proc are stamina base. -He also can learn Regen which is Stamina base. -As an all Stamina slightly reduce Magic Damage the character take. But Cyan's HP/Stamina build idea is to be a tank, Stamina also affects the chance of statut effect to land on you, and also increase the chance of Cyan to Cover character if he has the Relic for it and the chance to Counter. But of course if you want to wait another esper you can do it, just don't spend points for that character until you get the esper you want.
  9. Well Lise is a great support but yeah Hawk tends to be more usefull for a melee team. I'm tempting to try doing a man power team run later, been a while since I've done one.
  10. Well Dark Lise is pretty damn good in a caster party regardless of which class, Dragon Master amplify Anti Magic making the target weak to everything if they have a weakness is a good asset especially if your caster(s) can't cover every element, and Fenrir Knight counter is very good for MP management. There is also the combo Prae mention in his suggested party where you can get Evil Shaman and Lise with INT capstone and get twice the effect of Evil Shaman's Final Weapon (the biggest benefite being that with 2 Evil Shaman's Final Weapon and Lunatic you effectivly reduce boss's HP by 38-39% ^^), TBH this INT capstone has some great potential combo, with Angela's Archmage final weapon get both with this weapon and you'll be able to deal double damage on weakness with both (think that combo work best with Starlancer, Dragon Master has more Element coverage but her Final Weapon is to good to pass, Starlancer has 3 element covered and her Final Weapon while nice (especially for Marduke) isn't as important + Archmage cover debuff already). One combo I'd like to try one day is with Death Hand, get INT capstone Death Hand final weapon and tech build on both break these defenses into pieces XD.
  11. Still cost 8MP according to the doc.
  12. Party Suggestions 2.0

    Guess I now understand why Swordmaster has a self Power Up as an option ^^
  13. Party Suggestions 2.0

    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).
  14. Party Suggestions 2.0

    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. 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.
  15. Party Suggestions 2.0

    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.
  16. Party Suggestions 2.0

    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.
  17. Party Suggestions 2.0

    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%.
  18. When I say spacing your character, I mean with the character you control to attack, the glitch can happen even if you have only one character attacking, and I think Kevin and Hawk double hitting especially doesn't help.
  19. This is a glitch as far as I can tell it happens, if he receive to much hits to fast, combine with the hits his mobs receive, it seems the game just can't keep up at one point, my suggestion to avoid this would be try to space your attack, let the game catch a breath here and there and it should work.
  20. Equipped your characters with either Dream Res ring from Byzel or MindStatutResist helm from Dwarf Village to get immune to Moogle, doesn't make Tzenker easier per say but at least it prevent being fucked up by Moogle.
  21. Party Suggestions 2.0

    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.
  22. Party Suggestions 2.0

    1) Well so far in my only run I opted for not taking the Regeneration ring, so to be fair I don't know how it performs early game, without it on boss fight you definitly want to save your TP and get the HP Drain ring ASAP to stand a chance, my issue is according to the Doc unlike Heal Light, Regeneration can't be made MT as such I fear you might still need someone with Heal Light in the team to keep up with the bosses damage especially on Hard. Granted I don't know how the Regen Buff from the spells works, and admitadly if it stack with Sage's Final Weapon and HP Regeneration it might get some good results. The good news is later in the game when you get access to TP increase gear and Aura Wave, the TP Cost on items become much more manageable, the early game is tough cause you have no way around it. 2) That bug had been bothering me through all my playthrough, and everytime it occurs I was never able to reproduce it despite being extra carefull and trying various method, the bug actually transforms some of the items you have in your ring into Round Drop or Puipui Grasses (never notice with any other items just these 2), when it happen you might sometime notice you have 2 slots of your ring filled with Round Drops or Puipui Grasses, at one point I decided to remove them from my Ring Menu and the bug didn't reoccur ever so at least you can avoid it that way, but you'll fucked if you don't have someone with Tinkle Rain in your team without Puipui Grasses unless you immune yourself to Statut Effects (which due to the TP cost for items and Spell casting not blocking them now have become much more dangerous, and by the way piece of advise buy Dream Res ring for your 3 characters for Tzenker trust me on this one). 3) I find his regular to be more dangerous so I opted for Physical Defense (keeping the Heal Up armor however as you don't want your Magic Defense to be to low either), one good thing to note is since he takes his time to enter the screen and make your character draw out their weapons, before they draw out there weapons you can use items for free so you can take advantage of this to buff your defenses with consummables. 4) I'm not gonna spoil it but basically Dolan's pattern completly change and is overall harder than before at the expense he can be killed faster, and as an heads up you need high HP to survive this fight, when I reached I ended up having to backtrack and buy the HP Regeneration ring to increase Hawk and Carlie's Max HP cause otherwise they couldn't survive, as a sidenote on Discord Prae told me that the Debuff Gard ring was suppose to include immunity to Max HP Down, it sadly doesn't work as intended if it was working you could certainly get this Ring for your characters and cast Life Booster on your team and this fight would be more manageable. Also I got a glitch on this fight where after some time (random of course) Duran was taking about Double Damage from Howl and Graviton Press for no reasons (needless to say on Hard it make the fight near impossible to beat as Duran had no way to survive) and when Duran is dead the bug was expending to Hawk (and I assume it would have expend to Carlie afterward), I wasn't able to Pinpoint what was provoking that, I have my suspicions on a certain Cursed Armor but have no way to test it at the moment.
  23. I'm wondering tough how does attack with 2 elements count for Kaiser, like Cyan has Storm for Wind/Water, how does that spell count.
  24. Dadaluma might need nerfs

    I didn't have trouble with him, but he is what I would called the "wake up" boss and the first serious one, there is one way to cheese him however if you have Edgar, you can confuse with Noiseblaster an ennemy formation of 4 ennemies in Zozo, I don't remember the name of ennemies, but when confuse they cast Vanish on you, Vanish your all team, and enter the fight. Dadaluma has only 1 attack that bypass Vanish which is Schockwave, all the other one will be missing on Vanished character, which make the fight a lot easier, Gau has also a Rage that allow him to cast Vanish. Sap and Slow are also very helpful. As for damage you have obviously Cyan with Dispatch, Sabin with Poison Claws also work and Locke with Butterflies are Boomerangs can work.
  25. Well I was gonna say this isn't the appropriate place to put this. But honnestly I don't mind, I was wondering where all these descriptions for classes and weapon I read on some websites came from, I thought they were pretty cool but the websites didn't have it for all of them, and sad that they were nowhere to be found in the actual game. So by all mean I'm a sucker for these and really interest to read the descriptions for all classes and final weapons ^^.