Indepth analysis of specialisations?

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Daige
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Indepth analysis of specialisations?

Postby Daige » Wed Nov 22, 2017 10:33 am

I just got my game and haven't unlocked the class specialisations yet. I'm reading about them but I don't get any real feel for how they actually work.

Would someone like to present the specialisations in a more descriptive way than just numbers and spreadsheets? How do they fight, what tactics do they use, which skills are good and which should you skip?

Or if someone already wrote something like this, just post a link here to that info.

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Wolkenritter
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Re: Indepth analysis of specialisations?

Postby Wolkenritter » Wed Nov 22, 2017 12:36 pm

Here's a summary in brief; it'll take forever to explain all of them in-depth. IF there's any of particular interest you want to know I can probably elaborate.

Fencer
Phantom Duelist - Essentially a dodge-based tank. Drawing attacks to themselves and using high evade to avoid them, whilst also counterattacking dealing damage. Functionally they're very similar to Survivalists in EO2U.
Chain Duelist - Basically the go-to chain specialist. If you want to use Chains like every other Lands variant in the series, this is the one you pick.

Dragoon
Shield Bearer - Straight up tanking. Divide Guard gives them the usual Bodyguard/Cover skill their base skillset is missing as well as getting a bunch of augments to Dragon Roar.
Cannon Bearer - The number 1 choice if you want a more offensively inclined tank. Gains a bunch of highly damaging attack skills and some ailments on the side. The damage skills are extremely impressive damage wise too; building a team around Buster Cannon is extremely viable.

Pugilist
Barrage Brawler - Grants improvements to their bind skills, allowing them to potentially strike twice if a bind doesn't connect. They also get Leading Blow which can deal impressive damage numbers to fully bound targets.
Impact Brawler - Very straight forward damage dealer; punching things extremely hard. Death's Edge is incredibly overpowered with the right team setup.

Harbinger
Deathbringer - A more offensive focused version of the Harbinger. Gaining some impressive damage buffs and skills along with extra choices of ailments to inflict; including the coveted poison and confuse ailments.
Deathguard - More support focused; gaining extra debuffs including a valuable DEF down debuff. Can also deal some pretty decent damage with Ephermeral Reap with the right party setup.

Warlock
Omnimancer - Gains a wider variety of elemental coverage as well as some ailment and binds. Altar is the big appeal here, with its damage increasing the number of times you hit an enemy's weakness; which has perfect synergy with Spread Chant; that this variant gets as well.
Elemancer - More closer to EO2U's Alchemist with big damage AoE skills that become even more damaging with Focus Chant. Clever Strike is also very a cost efficient attack skill; dealing impressive damage for a small TP cost. Shines best in an INT focused party due to the huge damage gains gotten from Common Magic.

Necromancer
Spirit Evoker - A more supportive option; gaining a full party Revive, Petrify as well as helping fuel Hell Slash with Wraith Dance.
Spirit Broker - Changes the Necro into a very respectable damage dealer with Sacrifice, Fair Trade and Negative Energy. They also have the best source of instant death with Zombie Powder. Zombie Powder + Fair Trade is also worth noting; being quite overpowered when used correctly.

Rover
Flying Falcon - Damage dealing variant; with Million Arrows being very similar to EO4 Sniper's Squall Volley. As well as having the ability to inflict head bind and blind.
Hunting Hound - A more specialised healer variant. As well as having Arc Shot to take out nasty critters in the back row.

Masuro
Blade Dancer - Its... Shogun. Trades out armor slots in favor of weapons; as well as having Hell Slash which is functionally identical to Warrior Might in EO3. Sacred Tetrad is also a very cost efficient and powerful skill. Demands a Necro or Shield Bearer Dragoon to protect them though since even a light breeze can kill them.
Blade Master - A more straightforward damage dealing variant. Having direct damage skills with not too many unique tricks attached, as well as being able to crit with them. Helm Splitter is the big appeal here since it ignores defence modifiers, including Petrify.

Shaman
Divine Punisher - Mainly used for Ancient Memory which has a chance of refreshing removed buffs. Very appealing on groups focused on elemental chains or Elemancers.
Divine Herald - A healer buffer hybrid similar to Princesses in EO2U.

Botanist
Merciful Healer - Specialised healer. Having improved AoE on their skills as well as the glory that is Reflex Herb.
Graced Poisoner - An ailment inflicting specialist; functionally similar to Hexer. Can also deal some impressive damage with Smokebomb.

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SteelCrow
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Re: Indepth analysis of specialisations?

Postby SteelCrow » Thu Nov 23, 2017 9:27 pm


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Myssdii
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Re: Indepth analysis of specialisations?

Postby Myssdii » Fri Nov 24, 2017 1:22 pm

French Player :3

Current runs:
EOX: War Magus/Hero - Highlander/Pugilist - Imperial/Nightseeker | Harbinger/Survivalist - Ninja/Ronin

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TheTruthOfPerfection
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Re: Indepth analysis of specialisations?

Postby TheTruthOfPerfection » Sat Nov 25, 2017 10:23 am


The possibilities of the past and future are as various as our imaginations. How far we can think, and what we can think of, is dependent on each of us, and what we believe in.

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Wolkenritter
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Re: Indepth analysis of specialisations?

Postby Wolkenritter » Sat Nov 25, 2017 11:15 am



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