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Posts posted by SleepingBearZ
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Most of the builds are roughly balanced to make sure each character has decent enough HP and MP as well as with their other stats. Each one doesn't count for equipment or relics and is based on their base level 30 stats with 20 Esper Levels and level 50 stats with 25 Esper Levels.
TerraWent for a Stamina build to support her Morph Ability.
Terra - Level 30
20/25 Esper LevelsUnicorn 8 (8 STAM + 240 HP)
Maduin 8 (8 MAG + 8 STA)
Carbunkl 4 (4 STAM + 100 MP)VIG-MAG-SPE-STA-HP-MP
30-50-30-50-1260-326Terra - Level 50
25/25 Esper LevelsUnicorn 8 (8 STAM + 240 HP)
Maduin 8 (8 MAG + 8 STA)
Carbunkl 4 (4 STAM + 100 MP)
Tritoch 5 (10 STAM)Celes
Went for more of a red mage build to help support her teammates whilst also being able to contribute with either weapons or magic.
Celes - Level 30
20/25 Esper LevelsRamuh 3 (6 VIG)
Siren 4 (4 MAG + 4 SPE)
Shiva 3 (6 MAG)
Phantom 4 (4 VIG + 4 STA)
Seraph 6 (180 HP + 90 MP)VIG-MAG-SPE-STA-HP-MP
46-46-40-40-1260-301Celes - Level 50
25/25 Esper LevelsRamuh 5 (10 VIG)
Siren 4 (4 MAG + 4 SPE)
Shiva 5 (10 MAG)
Phantom 4 (4 VIG + 4 STA)
Seraph 7 (210 HP + 105 MP)VIG-MAG-SPE-STA-HP-MP
50-50-40-40-2330-335Locke
Still a traditional Rouge but can still heal if needed.
Locke - Level 30
20/25 Esper LevelsRamuh 5 (10 VIG)
Kirin 4 (4 STA + 120 HP)
Ifrit 1 (2 SPE)
Phoenix 10 (300 HP + 150 MP)VIG-MAG-SPE-STA-HP-MP
46-30-44-40-1446-331Locke - Level 50
25/25 Esper LevelsRamuh 7 (14 VIG)
Kirin 4 (4 STA + 120 HP)
Ifrit 4 (8 SPE)
Phoenix 10 (300 HP + 150 MP)VIG-MAG-SPE-STA-HP-MP
50-30-50-40-2486-350Edgar
Went a lot in on Siren to make him into a support character helping to provide MP fuel for the mages.
Edgar - Level 30
20/25 Esper LevelsSiren 10 (10 MAG + 10 SPE)
Unicorn 6 (6 STAM + 180 HP)VIG-MAG-SPE-STA-HP-MP
36-40-40-30-1212-181Edgar - Level 50
25/25 Esper LevelsSiren 10 (10 MAG + 10 SPE)
Unicorn 15 (15 STAM + 450 HP)VIG-MAG-SPE-STA-HP-MP
36-40-40-39-2522-200Sabin
Also a stamina build to support the team with and can still provide damage.
Sabin - Level 30
20/25 Esper LevelsStray 9 (18 STAM)
Golem 2 (2 VIG + 40 HP)
Terrato 9 (540 HP)VIG-MAG-SPE-STA-HP-MP
50-24-36-60-1684-181Sabin - Level 50
25/25 Esper LevelsStray 9 (18 STAM)
Golem 2 (2 VIG + 40 HP)
Terrato 14 (840 HP)VIG-MAG-SPE-STA-HP-MP
50-24-36-60-3024-200Cyan
Vigor build who can also tank.
Cyan - Level 30
20/25 Esper LevelsKirin 9 (9 STA + 270 HP)
Bismark 9 (18 VIG)
Crusader 2 (120 HP)VIG-MAG-SPE-STA-HP-MP
60-24-30-45-1482-181Cyan - Level 50
25/25 Esper LevelsKirin 14 (14 STA + 420 HP)
Bismark 9 (18 VIG)
Crusader 2 (120 HP)VIG-MAG-SPE-STA-HP-MP
60-24-30-50-2672-200Shadow
He hits fast and hits hard.
Shadow - Level 30
20/25 Esper LevelsPhantom 16 (16 VIG + 16 STA)
Fenrir 4 (8 SPE)VIG-MAG-SPE-STA-HP-MP
58-36-50-52-984-181Shadow - Level 50
25/25 Esper LevelsPhantom 18 (18 VIG + 18 STA)
Fenrir 7 (14 SPE)VIG-MAG-SPE-STA-HP-MP
60-36-56-54-2024-200Gau
Stamina build as the only other stat is speed.
Gau - Level 30
20/25 Esper LevelsStray 18 (36 STA)
Fenrir 2 (4 SPE)VIG-MAG-SPE-STA-HP-MP
42-36-40-60-972-181Gau - Level 50
25/25 Esper LevelsStray 18 (36 STA)
Fenrir 7 (14 SPE)VIG-MAG-SPE-STA-HP-MP
42-36-50-60-2012-200Setzer
Chunky healer.
Setzer - Level 30
20/25 Esper LevelsShoat 8 (16 MAG)
Seraph 9 (270 HP + 135 MP)
Starlet 3 (6 STA)VIG-MAG-SPE-STA-HP-MP
36-46-30-30-1290-316Setzer - Level 50
25/25 Esper LevelsShoat 10 (20 MAG)
Seraph 12 (360 HP + 180 MP)
Starlet 3 (6 STA)VIG-MAG-SPE-STA-HP-MP
36-50-30-30-2420-380Mog
Balanced so he can Dance and Jump.
Mog - Level 30
20/25 Esper LevelsMaduin 9 (9 MAG + 9 STA)
Palidor 9 (9 VIG + 9 SPE)
Terrato 2 (120 HP)VIG-MAG-SPE-STA-HP-MP
40-46-46-40-2456-200Mog - Level 50
25/25 Esper LevelsMaduin 10 (10 MAG + 10 STA)
Palidor 10 (10 VIG + 10 SPE)
Terrato 5 (300 HP)VIG-MAG-SPE-STA-HP-MP
40-46-46-40-2456-200Strago
Can attack hard with magic and enough MP to not need to support from Sabin or Edgar.
Strago - Level 30
20/25 Esper LevelsShiva 5 (10 MAG)
Carbunkl 3 (3 STA + 75 MP)
Zoneseek 12 (12 MAG + 240 MP)VIG-MAG-SPE-STA-HP-MP
24-70-24-45-978-556Strago - Level 50
25/25 Esper LevelsShiva 5 (10 MAG)
Carbunkl 8 (8 STA + 200 MP)
Zoneseek 12 (12 MAG + 240 MP)VIG-MAG-SPE-STA-HP-MP
24-70-24-50-2018-700Relm
Glass cannon mage to hit hard and fast.
Relm - Level 30
20/25 Esper LevelsIfrit 2 (4 SPE)
Zoneseek 18 (18 MAG + 360 MP)VIG-MAG-SPE-STA-HP-MP
24-60-40-30-966-586Relm - Level 50
25/25 Esper LevelsIfrit 7 (14 SPE)
Zoneseek 18 (18 MAG + 360 MP)VIG-MAG-SPE-STA-HP-MP
24-60-50-30-2006-605 -
Any chance we will get an update?
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Nice to see a new mod from one of my favourite FF games. I'll be giving this a go over the weekend and will give some feedback, but congratulations on the project and I hope to see more from the future and thank you as well for the effort put into this.
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Does the patch work with 1.9 and can someone provide a .txt or post here how to use each blitz? Thanks!
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RESERVED FOR CHANGELOG AND PATCH UPDATES
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Hello everyone. My name is Sleeping Bear Z and I'll be posting here to give my own suggestions for the 'best' builds one could make the different classes within One Vision (OV). This topic will be for generic classes whilst the other would be for unique classes. The builds are definitive and of course are subject to personal opinion. Please feel free to add your own feedback and comments throughout. I'll be willing to update this as the changes to OV come along but as a Law student my time will be busy with studies. P.S. I'll update this post to add further classes and changes as time goes on.
ARCHER
Archers tend to always have a big advantage throughout most of the Tactics Ogre games due to having (if not exceeding) the offensive strength of melee classes with the safety and power of ranged attacks. Due to OV restricting bows and crossbows to essentially the Archer class (and a few other unique classes), the archer has essentially domain over ranged weapons. Although you can equip daggers as your only melee option, there is no point as so can a bunch of other classes can do so and can do so better, therefore you should stick with either Bows or Crossbows. I tend to prefer Bows but Crossbows do work just as as good as well.
Skills
- Bows/Crossbows
- Double Shot
- Tremendous Shot / Jump II
- Eagle Eye
- Anatomy
- Tactician II
- Trajectory
- Max TP IV
- Reflect Magic II
- Field Alchemy II
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RESERVED FOR CHANGELOG AND PATCH UPDATES
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Hello everyone. My name is Sleeping Bear Z and I'll be posting here to give my own suggestions for the 'best' builds one could make the different classes within One Vision (OV). This topic will be for unique classes whilst the other would be for generic classes. The builds are definitive and of course are subject to personal opinion. Please feel free to add your own feedback and comments throughout. I'll be willing to update this as the changes to OV come along but as a Law student my time will be busy with studies. P.S. I'll update this post to add further classes and changes as time goes on.
LORD (Denam's unique class)
The MC certainly has a unique class in that it doesn't have anything to learn from it unlike the other classes. You have to learn the skills from the other class and mash them all together here. Being so flexible as compared to the other classes, the Lord really is more difficult to build as it is more up to you how you would want to build him as, be it with melee, range or magic focused. I tend to go a bit of a Jack Of All Trades with my Lord allowing him to attack close with Double Attack and Counterattack, protecting him with Rampart Aura and attacking with range with magic and tactician for finishers.
Skills
- Weapon skill
- [element] Magic
- Augment [element]
- Instill [element]
- Tactician II
- Counterattack IV
- Double Attack/Mighty Strike
- Rampart Aura IV
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5 hours ago, raics said:2H weapons do a good job of punching through armor, which is their primary role, they're generally lighter and faster than two 1h weapons, do more damage with finishers and their stat bonus or status chance are higher, they have their perks and I can always tweak the numbers some more if needed.
Despite that though it still seems they can't compare to double attack. Especially the fact that DA is free to use every turn. I might try and do this run without it since IMO it is really broken. Also this is more of a personal preference rather then for balance but why do Knights no longer have any 2H weapons?
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I think Double Attack (and its variants) are just as over powered as before. I think it should be removed from the game to be honest or at least restricted to one or two classes (maybe just Lord and Ranger) since it basically forces players to stick with two 1-H weapons whilst making the 2-H weapons seem redundant. The differences between Thrown weapons and Blowguns doesn't seem to much and I always prefer the Thrown weapons due to their better range and better attack which are the two most important factors. The install weapons feature is pretty cool and makes having the Augment Element skills feel much more contributive towards damage.
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First impressions are very good so far. Just started a new game so I'll be able to give more in-depth feedback as I go along. Making Bows and Crossbows more restrictive is a definite challenge (no more crossbow Canopus). One thing I might do (with your permission) is start a new forum for people to discuss builds with equipment and skill choices which could help with seeing either OP or UP classes or skills.
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Rough go at some Builds for 2.0
in Character Discussion
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That's a good point to consider, thank you! I'll edit in some low level variants as well.