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You can also have them use the spell as an item and there's a chance they'll learn the spell. Even if they can't normally cast it either.
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# ? Sep 19, 2012 23:13 |
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# ? Apr 28, 2024 22:07 |
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Wizards are the early game spell casters and have a lot of options for magic. You can choose between Fire, Wind, Air, Earth (the classic four Ogre elements), Ice, Thunder (two elements that seem to be completely new for this game), and Dark. So, which one should you choose? For the record, any use of AoE means the spell has a five square radius in a plus shape. It all comes down to their support effects. Some are objectively better than others and no unit really has an innate elemental weakness (undead nullify dark-based damage, though, so I wouldn't recommend using Dark for your main damage spells). So, an Ice Dragon will take the same damage from an ice spell as a fire spell, all things being equal. It's up to the player to determine how many elements they want their wizard to use, but I find two to be good enough. It's really best to focus on one element for the Augment skill, since is really slow to level up. Before I go into a quick overview of the elements, I'll go over the Wizard's skills. Meditate is the big winner here; for a cheap 15 TP the character recovers 5*skill level in MP (+ 0-5 extra). Wizards don't gain TP through casting spells, so this isn't usable too often (unless you let them get hit, but why would you do that?) but a high level Meditate will keep the caster topped off for those MP intensive spells. On the bright side, its usable by most offensive caster classes and several mage armors add to Meditate's skill level. The other two skills, RT Conserve and Engulf, aren't so good. RT Conserve isn't great because magic really isn't that time intensive so there isn't much gain to be had by using it. To illustrate, a level three missile spell is 19 RT while swinging a short sword is 17 RT. Engulf sounds great since it adds three panels to your casting range, but at 70 TP it'll almost never see use unless you save for it. And why save when you can spam meditate and not eat all your magic leaves? As for the elements, each one has a missile spell and an indirect spell. Missiles are cheaper, deal more damage, and have a slightly bigger max range but are hampered by terrain much like crossbow bolts. Indirects are much more expensive and are a bit weaker, but at higher levels get bigger AoE. Each element also has an Instill and Guard spell, but Wizards can't use those so I won't go over them at the moment. As for the support spells... well, there's a lot so I'll go over it quick and list only a few for each. Air - The heavy lifters here are Balmy Breeze and Black Williwaw (AoE Sleep and AoE Bind respectively). Bind prevents the affected unit from moving. Earth - Duststorm and Petrifog give earth mages AoE Slow and Petrify. Nothing more to say here. Lightning - Stunslay and Stormspark are its best support spells. Stunslay is an AoE spell that resets the units RT while Stunslay is a single-target Shackle, which prevents targets from attacking. 'Resetting RT' means the unit gets their RT set to maximum, so their turn is being delayed. Another thing, Lightning also gets an AoE paralyze spell, but for some reason it costs double its Dark equivalent. Water - Water is... well, its the worst of the bunch. Quench is AoE healing, but its base is 20 while plain Heal is 40 making it terrible out of the gate. It also gets Poison Mist, which is AoE Poison... something Dark can do. It also has Stagnate, which inflicts Hobble on multiple units to lower movement by one. Yeah, not terribly useful. Fire - Brimstone zeroes out the TP of multiple units, making it very good at denying enemies their finishing moves and other troublesome skills. Otherwise, Misery is an AoE Attack lowering debuff. Ice - Ice is also pretty bad, but it has one thing that might make it worth using: Indomitable Will. Indomitable Will grants a unit Battering Ram, which allows them to ignore Rampart Aura. Very useful, but not essential. There's also Numbing Cold, which is an AoE spell that inflicts Spellslip, which I believe lowers spell accuracy? Can't say I've really used it. Dark - Dark has a ton of status effects, but most of them are single target. The only multi-target ones are Paralyze and Poison. Charm is a notable condition exclusive to it and it also gets a suite of Drain moves (HP, MP, and even TP). Another interesting spell is Paradigm Shift, an AoE spell that sets the RT of multiple targets to 0. Doesn't work on the caster (his/her RT is already zero) and its accuracy is pinned to 66%. That's about it, I think. The main downside to the Wizard is that, while good, later caster classes are simply superior to it, whether in stats or the additional spells they can learn. Staticpulse fucked around with this message at 01:37 on Sep 20, 2012 |
# ? Sep 20, 2012 01:00 |
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Even late-game wizards can remain competitive because of a certain TP skill they have that I am not certain the other casting classes can even equip. (This does not mean I use them.) Water and Ice are useless, everything else is pretty tops. I'm running somebody as a water specialist right now, though, and I gotta say removing indecision as to what to cast has really sped up my "kill them all with a massive watery nuke" playtime.
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# ? Sep 20, 2012 01:05 |
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Staticpulse posted:Water - Water is... well, its the worst of the bunch. Quench is AoE healing, but its base is 20 while plain Heal is 40 making it terrible out of the gate. It also gets Poison Mist, which is AoE Poison... something Dark can do. It also has Stagnate, which inflicts Hobble on multiple units to lower movement by one. Yeah, not terribly useful. Water is a horrible trap. It actually looks really appealing early on--Quench is AOE healing for wizards!, and Poison Mist does reasonable damage from an utterly absurd range, and they're both available quite early. But healing does not scale in this game, and later on other elements have juicy buffs you'll want to be casting if there's no enemies in range. For that matter, this game has really, really good consumable item effects available, so you can't use the "well this spell is better than nothing" argument because you have fallback options beyond using your spells.
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# ? Sep 20, 2012 01:25 |
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Doesn't Brimstone set TP to zero instead of RT? I seem to remember using it to stop things from hitting me with some of the nastier skills.
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# ? Sep 20, 2012 01:33 |
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Gabriel Pope posted:Poison Mist does reasonable damage from an utterly absurd range... Personally, I have my mages roll with two elements. Their primary one I use for damage/augment and their secondary which I use to shore up status effect coverage. JTDistortion posted:Doesn't Brimstone set TP to zero instead of RT? I seem to remember using it to stop things from hitting me with some of the nastier skills. Staticpulse fucked around with this message at 01:38 on Sep 20, 2012 |
# ? Sep 20, 2012 01:35 |
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Staticpulse posted:Actually, you're misremembering this. You're thinking of Acid Rain, a water skill a certain monster has which has absurd range and power and also poisons and No I'm not. By "reasonable damage" I mean the damage from poison is a reasonable amount, not that the spell itself does damage--if that's what you thought I meant. The part about having absurd range is definitely true, though.
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# ? Sep 20, 2012 01:39 |
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Gabriel Pope posted:No I'm not. By "reasonable damage" I mean the damage from poison is a reasonable amount, not that the spell itself does damage--if that's what you thought I meant. The part about having absurd range is definitely true, though. That's exactly what I thought, my bad.
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# ? Sep 20, 2012 01:43 |
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I generally keep all my mages practicing one element with it augmented, and their second elements being something different. Elements become the dominate element in battles and you can influence what it is by constantly casting spells of that element. Also enemies being adversed when hit with a spell. So all my mages are hitting enemies with the same element, they get adversed, more damage is done, then the element becomes dominate, even MORE damage gets done. Its great.
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# ? Sep 20, 2012 01:48 |
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Staticpulse posted:Wizards are the early game spell casters and have a lot of options for magic. You can choose between Fire, Wind, Air, Earth (the classic four Ogre elements), Ice, Thunder (two elements that seem to be completely new for this game). Actually Ice and Thunder have been with the series since the beginning. The original Ogre Battle used as Elements Fire, Ice, Thunder, Dark, and Light. The game also included Acid and Wind attacks, but those were actually fancy-looking physical attacks. Fire/Earth/Water/Wind as the main 4 started with OB64 and carried on into the GBA game. This game as it came out after OB but before 64 is basically in the middle of that transition.
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# ? Sep 20, 2012 03:26 |
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So looking at the enchantress and rune fencer - do male and female units essentially get the same classes now?
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# ? Sep 20, 2012 03:35 |
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PFlats posted:So looking at the enchantress and rune fencer - do male and female units essentially get the same classes now? Yeah pretty much. Some classes have different names depending on gender, but are otherwise identical.
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# ? Sep 20, 2012 03:36 |
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Cake Attack posted:Yeah pretty much. Some classes have different names depending on gender, but are otherwise identical. This game looks so familiar, but is so oddly different. It's like going back to your elementary school as an adult; so many little things are just off. I think I played through all 3 alignments of the PSX version, plus all the endings of the the GBA game. It's disconcerting.
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# ? Sep 20, 2012 03:39 |
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Okay, so there's one thing about Water that I have to give it credit for. Quench is an AOE heal/poison cure. It's not just a heal.
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# ? Sep 20, 2012 07:11 |
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I feel a bit compelled to say that a great number of behinds the scenes things were changed when TO went from the PSX/SNES to the PSP. For non-spoilery things, the way that stat gains were calculated were greatly changed, and several spells work differently.
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# ? Sep 20, 2012 18:58 |
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Update 6: Keep Yourself Alive Alright here was the plan. I was going to use our new friend to recruit a lizardman before the fight, but after one battle I realized by the time I got enough SP to learn the necessary skills I would be over leveled for the fight. Hey, doomfunk is a Bakram. Our army is becoming more multicultural. Denam is going to be a knight for this next fight. I need a defensive rock. Qadriga Fortress: These ruins of an ancient keep marks the scene of a great battle between King Dorgalua and King Rodrick, who once vied for control of the islands. Let’s get to it. She harbored a rare appreciation for my research. She was a special kind of crazy, the amoral kind of crazy. Sad to see her pass, though I envy her newfound vicinity to death! Yet it is not time to join her company. Perhaps we might come to an... understanding? I care not who rules this island. Take it, it's yours. My siege of Almorica was a purely business venture, you see. A deal struck with the heirophant to satisfy my...curiosities. And what of it? Your precious castle is returned. What's done is done! I propose you let me go free. The alternative, of course, would be for us to do battle. But no... the time it would take to destroy you is that much less time for my research! Hardly efficient. If there's anything I detest in this world, it is inefficiency! For someone who hates inefficiency he sure does drone on and on and on... Besides he’s by himself so this shouldn’t take too long. Since you guys were so enthusiastic about fighting this guy Denam isn’t going to play Mr. Nice Guy. You have me wrong. My intellectual curiosity and your blind loyalty are not so dissimilar. Both inspire us equally to action, and there is little difference in the number of resulting dead. But you see, while you leave only death in your path, I leave a species of life. Let's see whether your false piety can prevail! Oh, this might take a while. ___________________________________________ But before we begin here is what a less bloodthirsty Denam would say. Lay down your arms, and you will come to no harm. But you cannot go free. If you would do penance for your crimes, come to Almorica. I promise your life will be spared.... Though, you will be our prisoner and treated no better than you deserve. I approve! You forsake the chaotic nature of youth for the twin lights of reason and order! Yet, I must decline. You may mean well, but there is no shortage of others who would see me hang. Even as I ask why we must fight, I accept the inevitability of the coming battle. Freedom's wage must be paid in full. Now, an experiment! Let us mix youth with danger and observe the reaction! Hey, I know that reaction! It’s a redox reaction. As in I’m going to reduce his amount of limbs with my sword and oxidize his corpse with fire. That’s how chemistry works, right? ___________________________________________ Back to the show. In this battle the enemy has all the advantages. They have the high ground, while we start on terrible ground that lowers my accuracy. The high walls will block bows and magic. Plus Nybeth and his undead hoard hit for a ton. So here’s the battle plan. Our main force is going to charge to the point marked 1 on the picture above, and the frontline will hold the enemy there. Our weaker units will stay behind and hopefully avoid the onslaught of arrows. Canopus will make his way to point 2 and play the part of the short bow sniper. While he is doing that our main force will keep the enemy distracted so they don’t go murder him. Then at the first chance available we will charge point 3 and assassinate Nybeth. Since they have the high ground the enemy Archers can start picking off our units right at the start of the battle. On the field we have three Clerics, a Knight, and a Valkyrie and all of whom know heal spells. We’re going to need them. Canopus is not speed demon he usually is. That is quite the long shot. After about three turns, Canopus makes it into position. And starts raining down his very own barrage of arrows. The battle continues on. Some of the enemies have fallen but in three turns they will be back again. As per a request I am not going to use items to cast the exorcism spell. Keeping our units HP up is key because if at any point the enemy isolates or focuses on just one unit they’re going to need all the HP they can get. Canopus keeps on warrin’ till he reaches the highest ground. And yes, this attack will work. See. For the next several turns, the enemy has a field day with my back line. Denam tries to top off Staticpulse’s HP. Before advancing the line. Staticpulse follow along. While bring along his two-handed sword, of course. Our Clerics use some of the MP they saved to perform an exorcism or two. Take a moment and notice the two bags of loot. After enough time passes for the clouds to part and the light rain to break, Denam finds himself in Nybeth’s attack range. Nybeth attacks! And so does this guy. Denam tanks all their attacks like a pro. Can you spot Canopus? Bet the enemy can’t because so far they have been ignoring him. The plan is working. Our new archer, Sara, finishes off one of the skeletons. Nybeth, why are you targeting yourself? That doesn’t sound good. Yep, he summoned reinforcements. As if on cue, one of the skeletons revives and attacks us from behind. At this point our army’s discipline brakes down and we charge like a Roman Legion sacking a city after a long siege. Unfortunately we are in no way as deadly. Leal makes it to Nybeth first. But he dodges her spell. Canopus gets the first hit in. The enemy reaction to this is to gang up on Vyce. He doesn’t last long. In a flash of light he runs away. Denam continues the charge. Throughout the fight Nybeth hit Staticpulse for about a total of 3 or 4 times his max HP. I’ve been healing a lot. Donnalto strikes up a conversation with the necromancer. In the name of the great Father Philaha, I condemn you to hell! Oh dear, not one of those. One of those wired people who when they see a corpse they don’t think of it as a play thing. Nybeth sees these kinds of people like a hipster sees someone who likes pop culture. Maybe that means he goes to funeral to be ironic. I find men who go about claiming to speak for the gods insufferable. The tenacity of your belief is admirable, but truly, deities and demons? Rubbish. Avaunt, Mage, for the Holy light that gives me strength is a miracle in truth - as the necromantic heresy you practice is the work of demons! What you call magic is merely another aspect of physical law, and those who call themselves "deities" or "demons" merely flesh. While one man's spirit may be lofty, and another's heart devilish, bowing to one of them does not make you pious.... It makes you weak! To honor the gods and despise demons is to dilute the weight of your words and the import of your actions. A man of your years should have realized this fundamental truth by now. Nybeth must like the sound of his own voice. Enough of this cretin's blasphemy! I was wrong to pay him any heed at all. Nybeth’s minions must have not liked Donnalto’s speech because they all start going after him. Ouch! Don’t worry he’ll be fine, I think. Sometime later, Canopus is finally ready to begin the last assault. He charges in and lets his arrow fly. Bull’s eye! But I am afraid your victory cannot be complete, for there is still vital research to be done, and none to do it but me! Denam, was it? A name I shall make a point to remember. When the war is lost and won, I feel we will meet again. When we do, I will be only too happy to reveal the ripened fruits of my research. Until then. In a puff of smoke he turns himself into some bird-like thing that is real hard to see. Don’t look for it I forgot to get a picture of it. Just believe me you’re not missing much. Congratulations Yep, that’s all we get from those two bags of loot. Notice, since Vyce ran he doesn’t get any SP. That’s it fights over, the necromancer flew away, and next time we will return to the castle for new orders. ___________________________________________ Warren Report Almorica Castle Falls A Hero is Born A Hero is Born Resistance Takes Krysaro Resistance Takes Krysaro Bloody Purges in Cortanae Bloody Purges in Cortanae Procession Attackers Named Procession Attackers Named Consul Obdilord Missing Consul Obdilord Missing Donnalto Donnalto Sara Sara Sara Voltare Voltare Voltare Voltare Nybeth Nybeth Moldova Moldova Moldova Helmet 10 Warehouse fucked around with this message at 04:33 on May 30, 2013 |
# ? Sep 25, 2012 02:55 |
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Nybeth's ability to call reinforcements is probably the toughest thing about the fight. You think everything is going well, exorcising undead left and right, then BAM, neck-deep in zombies again. It's a good thing you have Canopus to circumvent both the terrain and his rear end in a top hat reinforcements because it'd be a slow, painful, unfun slog. I think Summon Darkness only triggers after you've killed three or four of his guys, so in theory if you never exorcised the undead he wouldn't use the spell. I've never tried that before, but trust me in that you want to minimize the amount of undead you've exorcised at any given time. Nothing worse than having him summon six guys all at once who decide to gang up on your fighter that was just about to strike him down.
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# ? Sep 25, 2012 03:24 |
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Hey, you did it! And hey, I'm a Bakram! Bakram's a pretty cool group of people, I guess, considering. Completely understand not wanting to grind the SP. I took a similar approach, but I think I also used a certain item to blink one of my other characters up there with Canopus - he's really tough but I don't like isolating any of my units.
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# ? Sep 25, 2012 03:55 |
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My god, you actually did it. I remember the first time I did this, fondly going "loving finally, got rid of some of these undead. Should be smooth sailing now..." Summon darkness! Its a kick straight the stomach on an already difficult battle
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# ? Sep 25, 2012 04:30 |
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Wait, so Moldova's thing was a veil? I thought she was made of sand, or something.
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# ? Sep 25, 2012 05:03 |
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Whew, I'm gone for a couple weeks and I miss all the fun! I'm glad you got through the Nybbas/Nybeth battle, it can be a huge wall for a lot of people, (myself included in my latest playthrough), so it's nice to him get his rear end kicked. True story. I like Rune Fencers in this version, since as was outlined earlier, they get access to some nice buff spells, so they're actually nice support for the 10 archers that make up the rest of the army. Also, I love the hell out of knights. And Voltare starting with hammers is kind of nice, since crushing damage is always handy for some later classes to more easily deal with rear end in a top hat golems.
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# ? Sep 25, 2012 06:11 |
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I've only played the SNES and PSX versions of this game, so all these newfangled changes to the combat are confusing me. But I'm really enjoying the new translation. Nybeth's big speeches here were pretty fun. I always like a bit of morality play drama, and he got a lot more room to ham it up now.
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# ? Sep 25, 2012 11:30 |
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I dunno, I barely even remember this fight Maybe I overleveled or something. I do remember doing it before progressing the plot, though...
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# ? Sep 25, 2012 14:47 |
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The music for this game is really good. It's all remakes of songs from the originals, but they redo it with better instrumentation and better sound quality and it sounds fantastic. This last battle has a special song just for it that's one of my favorites. I think it's called Blasphemous Experiment.
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# ? Sep 25, 2012 19:55 |
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So you don't get anything from the battle unless you exorcise the undead before you drive off the necromancer?
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# ? Sep 25, 2012 20:49 |
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This is true of any battle featuring undead in any quantity. This battle is also sort of important.
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# ? Sep 25, 2012 20:58 |
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Your characters don't DIE when they're knocked out? Shenanigans! Also, I think Nybeth made some much stronger arguments than Donnalto, there. I might have to side with the necromancer.
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# ? Sep 26, 2012 02:01 |
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If you feel like making any Galgastani race traitors, I'd like the part. Well done with this fight, but something caught my eye: You missed a perfect opportunity for a Game of Thrones joke.
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# ? Sep 26, 2012 02:17 |
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Just found this yesterday and was glad to do so. I had been looking forward to it since your sandcastle test post but never saw the thread. The game definitely has it's issues and gently caress crafting forever but it holds a place in my heart and sealed my love for Matsuno's writing. Looking forward to more as this goes on.doomfunk posted:You've wasted your SP and your life with stregthen and fortify.
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# ? Sep 26, 2012 22:07 |
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Quick question, but how similar are the mechanics between the PSP remake of this and Final Fantasy Tactics. Are they essentially interchangeable or would one need to relearn most of what they know (like playing fire emblem makes you do)?
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# ? Sep 27, 2012 14:10 |
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RandomNinja posted:Quick question, but how similar are the mechanics between the PSP remake of this and Final Fantasy Tactics. Are they essentially interchangeable or would one need to relearn most of what they know (like playing fire emblem makes you do)? Not even remotely. That said, this game is fairly straightforward and you can ignore most of the mechanical hoo-dickery that goes on behind the scenes.
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# ? Sep 27, 2012 14:50 |
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Class: Cleric A wielder of divine magic who mends wounds and cures various ailments. Keep one in every battle party. RT: 24 Move: 3 Slow Jump: 1 Up, 2 Down Equip: Hammer, Cudgel, Caster Armor Spells: Divine Skills: Recruit (1), Seraph's Pact (10), Mother's Blessing (12), Mother's Mercy (25), Clerics are the game’s main healers, but there is a problem. Healing spells in this game are basically caped. Notices how the healing spells I have been using have been healing for about 40 HP. Well that is about the limit to this tier of healing spells. So the only way a unit is going to get better at healing is to learn the next tier of spells. A Cleric does have a few tricks to get around this problem. First, is their low RT. Clerics are fast and this means they are going to be able to heal a lot during a battle. In battles I tend to go after the enemy Clerics because if left alone they will drag out a battle with their constant healing. The second is Mother’s Blessing; this skill doubles the HP recovered by the next healing spell. This gives a Cleric a nice boost in the healing department, and helps make them better healers than other classes like Knight and Rune Fencer, who can also use divine magic. As seen Clerics are also the only units who can remove undead from the battlefield without using items.
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# ? Sep 30, 2012 15:43 |
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Clerics are pretty simple. They're dedicated healers and exorcists. They have no offense or defense to speak of. They are very fast, so you can expect their turn to pop up often. On the flip side, since MP and TP only regens at certain intervals, the Cleric won't have as much MP or TP as other classes when their turn comes around. It really helps if they or someone else throws them magic leaves to keep their MP topped off. Clerics can't use offensive spells, so they're relegated to Divine's support magic. Aside from healing and status recovery (which is the large bulk of divine magic), they can also silence and haste. As you might expect, haste is really good and they should be casting it whenever possible. Silence can be useful if you want to keep Knights or other front liners from using their magic. Skill wise Mother's Blessing is great. Healing magic is very poor and doesn't scale, so being able to double its potency is a godsend. However, since it is TP based (50), it can't be used often unless you expose the cleric to attacks. Mother's Mercy removes all debuffs on the caster and is thus useless as they shouldn't be hit by them. Clerics are good at being dedicated support, but frankly they can be replaced by someone with a good Field Alchemy (item) ability. They can exorcise, but you can buy scrolls for that. They can heal, but Knights and Rune Fencers can do the same, plus items heal more and are MP independent. They can haste, but Rune Fencers can do that too! Items can remove debuffs, grant buffs, grant debuffs, and there's a few that do damage. Of course, you could make your cleric your item user for the ultimate in support. Items and scrolls are incredibly expensive so the cleric remains useful for a long time. Catuia has a variant of the cleric class in her Priest class. I'm not going to go in depth in case Helmet is going to do so at a later date, but it's a straight up improvement on the cleric, having better move and the ability to use offensive spells. It's not a bad idea to throw Spirit Surge on Catuia while she's a Guest so she can help kill some stuff when healing isn't needed.
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# ? Sep 30, 2012 19:41 |
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I highly suggest giving Donnalto a lobber. Not to throw healing items (cause I'm a huge hoarder, I'm the kind of guy that ends his final fantasy games with 99 elixers cause I MIGHT NEED IT LATER!) but for the damage items you'll get later.Staticpulse posted:Catuia has a variant of the cleric class in her Priest class. I'm not going to go in depth in case Helmet is going to do so at a later date, but it's a straight up improvement on the cleric, having better move and the ability to use offensive spells. It's not a bad idea to throw Spirit Surge on Catuia while she's a Guest so she can help kill some stuff when healing isn't needed. It's terrible farming priest classmarks just to realize that ONLY Catuia can be a priestess
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# ? Sep 30, 2012 19:47 |
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Rune Knights make better clerics than clerics. The lobber and Field Alchemy kind of reduce them to meaningless fluff. I levelled the class to 46 recently, and I don't even know why. I haven't used a cleric since my army was in the early teens. There are... other ways to remove undead without using items but I suppose I shouldn't say anything about that until it comes up.
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# ? Sep 30, 2012 20:00 |
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They do get AOE healing, so... there's that, I guess. There's also the fact that you can transfer their Sanctuary skill over to Knights for a hilarious gently caress-you to melee undead units, which at least gives you a reason to use them in the early game to level up.
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# ? Sep 30, 2012 20:11 |
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It really sucks that healing is capped especially late game when you get the high tier heals and they heal less than a mending seed.
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# ? Sep 30, 2012 20:11 |
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How do the class requirements work in this version? Do Clerics/Priests/Terror Knights have any special requirements as in the original (e.g. a Cleric character could've killed less than 10 enemies themselves, otherwise they lost access to that class)?
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# ? Sep 30, 2012 21:56 |
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Pierzak posted:How do the class requirements work in this version? Do Clerics/Priests/Terror Knights have any special requirements as in the original (e.g. a Cleric character could've killed less than 10 enemies themselves, otherwise they lost access to that class)? In the PSP version, all you need is a classmark of the class. Some classes are restricted; for instance, only Catuia can be a Priest. Alignment doesn't factor into classes, but rather something called loyalty. You can buy classmarks after reaching a certain point in the story/after clearing a specific battle, but not all classmarks appear in the shop. All enemies have a chance of dropping their classmarks upon death and you can also steal classmarks.
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# ? Sep 30, 2012 22:08 |
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# ? Apr 28, 2024 22:07 |
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Gabriel Pope posted:They do get AOE healing, so... there's that, I guess. There's a much better place to put Sanctuary but it's pretty much postgame so I'll hold off on anything about that until H10W gets there. Knights, man. All Knight variants are pretty great, IMO, speed issues aside. A Knight is also a better cleric than a cleric.
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# ? Oct 1, 2012 00:05 |