Team Composition Help
Posted: Tue Jul 19, 2016 7:44 am
So I recently picked this game back up intent on finishing it before EO5 releases. I am playing on Expert mode Classic and am using one of each class except for Highlander which I doubled up on due to the awesome character designs and needing to round out my third party. Problem is im having trouble balancing three parties with these limitations. Here is what I was thinking
Party 1:
* Whip Dark Hunter focused on Binds and Ecstasy
* Protector focused on Provoke, Front Guard, and elemental walls (any better builds or skills I should look at?)
* Ronin focused on Overhead Stance and Swallow Strike damage
* Medic(?) Focused on Salve, Overheal, and Chase Heal (not sure about this one)
* Troubadour for coating weapons with elements, fantasias, and additional heal capabilities with Life Ensemble (may drop the medic and use in party two if i go with heals for troubadour)
Party 2:
* War Magus focused on War Edge Skills and Vampire. Especially focused on Vampire, binds, and Ailing Slash
* Hit Taker Beast
* Highlander focused on using Blood Fortune to boost ailment rates, replenish TP with Allied Bonds, and deal much needed AOE damage with Legion Skills while healing a bit with Turning Tides. Considering Black Sabbath as well since im going for a defensive build for highlander that can still deal good AOE damage
* Survivalist focused on using status inflicting attacks and...no idea what else to do with a survivalist tbh so ive just been pumping speed so I can get the skill that lets a unit act first
* Hexer focused on Evil Eye and Word of Conflict, Shielding, and Suicide with points invested in ailments as well. Maybe throw in buffs after Curb Attack Boost is maxed.
Party 3:
* Highlander- Offensive build this time focused on Spear Assist. Also going to pick up Limitless and the Delayed/Charge attacks and alternate between them and spear assist.
* Landsneckt focused on elemental chase skills
* Elementalist focused on keeping a balance between the three elements with area of attack skills unlocked for each as well. Beyond that not sure what is good
* Gunner focused on Double Action and Elemental Bullets, especially charged elemental bullets. Cover Fire and Medic Bullet for extra heals
* Sovereign to buff and heal focusing on Guard Order, Attack Order, Prevent Order, Heal Crown, and Link Order II
I need a way to add more healing into party three as well as more defense without sacrificing too much chase power, a bit more DPS to party one (the medic also feels redundant with troub so im going to replace him more than likely but idk with what), and party two is working pretty well over all I just need a way to stabilize the beast more but I havent gotten Vampire yet on my War Magus so I dont know if the medic will be needed there or not. I dont want to completely trash my party members or build new ones, and Id like to focus on an ailment party built around hexer and war magus, a chaser party, and a third party based mostly on dps from DH and his binds and my Ronin's Swallow Strike. I'm in the second strata just now hitting level 21 and I am considering resting to reallocate points to make my parties more efficient. Any assistance is appreciated !
Party 1:
* Whip Dark Hunter focused on Binds and Ecstasy
* Protector focused on Provoke, Front Guard, and elemental walls (any better builds or skills I should look at?)
* Ronin focused on Overhead Stance and Swallow Strike damage
* Medic(?) Focused on Salve, Overheal, and Chase Heal (not sure about this one)
* Troubadour for coating weapons with elements, fantasias, and additional heal capabilities with Life Ensemble (may drop the medic and use in party two if i go with heals for troubadour)
Party 2:
* War Magus focused on War Edge Skills and Vampire. Especially focused on Vampire, binds, and Ailing Slash
* Hit Taker Beast
* Highlander focused on using Blood Fortune to boost ailment rates, replenish TP with Allied Bonds, and deal much needed AOE damage with Legion Skills while healing a bit with Turning Tides. Considering Black Sabbath as well since im going for a defensive build for highlander that can still deal good AOE damage
* Survivalist focused on using status inflicting attacks and...no idea what else to do with a survivalist tbh so ive just been pumping speed so I can get the skill that lets a unit act first
* Hexer focused on Evil Eye and Word of Conflict, Shielding, and Suicide with points invested in ailments as well. Maybe throw in buffs after Curb Attack Boost is maxed.
Party 3:
* Highlander- Offensive build this time focused on Spear Assist. Also going to pick up Limitless and the Delayed/Charge attacks and alternate between them and spear assist.
* Landsneckt focused on elemental chase skills
* Elementalist focused on keeping a balance between the three elements with area of attack skills unlocked for each as well. Beyond that not sure what is good
* Gunner focused on Double Action and Elemental Bullets, especially charged elemental bullets. Cover Fire and Medic Bullet for extra heals
* Sovereign to buff and heal focusing on Guard Order, Attack Order, Prevent Order, Heal Crown, and Link Order II
I need a way to add more healing into party three as well as more defense without sacrificing too much chase power, a bit more DPS to party one (the medic also feels redundant with troub so im going to replace him more than likely but idk with what), and party two is working pretty well over all I just need a way to stabilize the beast more but I havent gotten Vampire yet on my War Magus so I dont know if the medic will be needed there or not. I dont want to completely trash my party members or build new ones, and Id like to focus on an ailment party built around hexer and war magus, a chaser party, and a third party based mostly on dps from DH and his binds and my Ronin's Swallow Strike. I'm in the second strata just now hitting level 21 and I am considering resting to reallocate points to make my parties more efficient. Any assistance is appreciated !