Yggdroid or Arbalist? Or?
Posted: Wed Nov 14, 2012 7:47 am
Okay so I'm nearing the end of my EO 3. All I really need to do is kill the final final boss, the final boss for the sea quests, some drops here and there, and I need to get six more emblems on my guild card. My main team, which I've never changed and has gotten me this far, is level 93 and is as follows:
Front Row:
Princess/Farmer: for buffs, some healing, Brave Heart, and Strange Seeds.
Gladiator/Hoplite: for physical damage, Parries, Line Guard, and the Antis (just for the Dragons or forever?).
Monk/Ninja: for healing, Blood Return, Karuwaza, Kagerou, and Bunshin (no fists, club for added damage: is that a good idea?)
Back Row:
Zodiac/Ninja: for elemental damage, Singularity, Etheric Charge, Meteor (should I keep this?), Karuwaza, and Kagenui (Kraken and Pasarans).
Arbalist/Monk: for pierce and elemental damage, Giant Kill, Extend, Smoke Grenade, and Blood Return.
My team revolves around dealing damage but regaining TP. Hence the Farmer, Monk, and Ninja subclasses. Is that a good idea?
But here are my problems:
1. My Arbalist is great. But her low defence is a bit of a problem in boss battles. Should I retire her for a Yggdroid with an Arbalist subclass or what (Front Mortar+Overheat?)?
1a. With the Arb, Blood Return is useful but will I get more TP from the Ygg's binds (Sleep Mode)?
1b: Is it even a good idea to put a Glad and an Ygg on the same team but with none using the Hoplite's true purpose (tank)?
1c: Which is better : Huge Kill or Overheat?
1d: Should I just leave my Arb/Monk as is or choose a better subclass?
2. Should I instead retire my Gladiator into a Ygg/Hop for whatever good reasons (I heard Ygg/Hop were slightly better than Hop)?
With either plan, I already see some benefits: with Glad and Ygg in front row, less damage to Princess and Monk goes safely to the back row where she can Bunshin ever more safely. So, any advice or tips to better improve my team? Or should I leave them as they are?
Front Row:
Princess/Farmer: for buffs, some healing, Brave Heart, and Strange Seeds.
Gladiator/Hoplite: for physical damage, Parries, Line Guard, and the Antis (just for the Dragons or forever?).
Monk/Ninja: for healing, Blood Return, Karuwaza, Kagerou, and Bunshin (no fists, club for added damage: is that a good idea?)
Back Row:
Zodiac/Ninja: for elemental damage, Singularity, Etheric Charge, Meteor (should I keep this?), Karuwaza, and Kagenui (Kraken and Pasarans).
Arbalist/Monk: for pierce and elemental damage, Giant Kill, Extend, Smoke Grenade, and Blood Return.
My team revolves around dealing damage but regaining TP. Hence the Farmer, Monk, and Ninja subclasses. Is that a good idea?
But here are my problems:
1. My Arbalist is great. But her low defence is a bit of a problem in boss battles. Should I retire her for a Yggdroid with an Arbalist subclass or what (Front Mortar+Overheat?)?
1a. With the Arb, Blood Return is useful but will I get more TP from the Ygg's binds (Sleep Mode)?
1b: Is it even a good idea to put a Glad and an Ygg on the same team but with none using the Hoplite's true purpose (tank)?
1c: Which is better : Huge Kill or Overheat?
1d: Should I just leave my Arb/Monk as is or choose a better subclass?
2. Should I instead retire my Gladiator into a Ygg/Hop for whatever good reasons (I heard Ygg/Hop were slightly better than Hop)?
With either plan, I already see some benefits: with Glad and Ygg in front row, less damage to Princess and Monk goes safely to the back row where she can Bunshin ever more safely. So, any advice or tips to better improve my team? Or should I leave them as they are?