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Survivalist + Dragon
[spoiler]You get different flavor text with a Survivalist; the Dragon kills the Beast if you don't bring a Survivalist and it lives if you bring one. If you don't feed the baby Beast in the, "An ethical dilemma," quest, however, it won't appear at all.
Regardless of what you do, the reward is the exact same so it is merely for roleplaying purposes.[/spoiler]
[spoiler]You get different flavor text with a Survivalist; the Dragon kills the Beast if you don't bring a Survivalist and it lives if you bring one. If you don't feed the baby Beast in the, "An ethical dilemma," quest, however, it won't appear at all.
Regardless of what you do, the reward is the exact same so it is merely for roleplaying purposes.[/spoiler]
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Troubadour:
[spoiler]...honestly, there ISN'T any good way to use them. Just want to say that now since that's my honest-to-god opinion of them from a numbers point of view.
That out of the way, Bravery and Shelter are probably wanted; after that, you'll want the appropriate Elemental Songs for the Dragons. Stamina may be nice I guess to raise survivability. To be honest, they don't do that much good as the songs aren't enough to save you from the Dragons and the rest can be done better by a Hexer ... that you don't have anyway. Meh.
Don't expect much from them; purely support and making your numbers bigger and their numbers smaller. The only time this fails is Ur-Child since he can wipe buffs if you stack too many ... which may-or-may not be what you want since you'd need to cycle Elemental Buffs.[/spoiler]
Edit: Antiall is terrible and should never* be used; any all-attack Elemental is now guaranteed to land on someone in the group and practically nothing in the game attacks with a variety of Elementals to even warrant the coverage of all types at once. Sure, it's cheaper than the single Antis but so much inferior that it is NOT worth bothering. These points are a complete waste.
*Spoilers for Floor 15*
[spoiler]Der Freischutz is the only enemy in the game I can think of that will random attack with Elements.[/spoiler]
[spoiler]...honestly, there ISN'T any good way to use them. Just want to say that now since that's my honest-to-god opinion of them from a numbers point of view.
That out of the way, Bravery and Shelter are probably wanted; after that, you'll want the appropriate Elemental Songs for the Dragons. Stamina may be nice I guess to raise survivability. To be honest, they don't do that much good as the songs aren't enough to save you from the Dragons and the rest can be done better by a Hexer ... that you don't have anyway. Meh.
Don't expect much from them; purely support and making your numbers bigger and their numbers smaller. The only time this fails is Ur-Child since he can wipe buffs if you stack too many ... which may-or-may not be what you want since you'd need to cycle Elemental Buffs.[/spoiler]
Edit: Antiall is terrible and should never* be used; any all-attack Elemental is now guaranteed to land on someone in the group and practically nothing in the game attacks with a variety of Elementals to even warrant the coverage of all types at once. Sure, it's cheaper than the single Antis but so much inferior that it is NOT worth bothering. These points are a complete waste.
*Spoilers for Floor 15*
[spoiler]Der Freischutz is the only enemy in the game I can think of that will random attack with Elements.[/spoiler]
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Meh. My Protector build merely got all three of the Elementals at once. Sure, it was a lot of points but it was all she did anyway so I didn't care about the loss of STR and Smite and the rest of the stuff is pretty pointless.
Edit: My Protector builds:
[spoiler]When you approach the end-game stuff, Antis become far more necessary, though they're a whopping 30 points for them all. I'd also assume at least 1 Level 70 Retire, which changes the build a bit as you now have 81 Points to work with:
HP Up: 10 / 10
TP Up: 10 / 10
Shields: 10 / 10
En Garde: 1 / 10
F. Guard: 10 / 10
Antifire: 10 / 10
Anticold: 10 / 10
Antivolt: 10 / 10
Provoke: 7 / 10
78 / 81 Points
The lack of STR Up / Smite hurts but, really, the Protector will either be F. Guard or Anti-something every turn so it's not like they NEED to be able to attack. Still, I wish it could be fit in pretty easily. Also, Provoke is only needed for one fight, really, but it turns an attack that would kill your entire group to a single-target attack, though you can always just use Protector's Force Skill to negate the damage altogether and save yourself 7 points.
Copy-pasted skills~[/spoiler]
Edit 2: To compare, here's the stats on the Antis:
Antifire / Anticold / Antivolt:
Level 1: 2 TP, 50% Dmg Taken, 100% base chance to guard, -90% chance per hit
Level 5: 6 TP, 24% Dmg Taken, 100% base chance to guard, -50% chance per hit
Level 10: 11 TP, 50% Dmg Absorbed, 100% base chance to guard, -0% chance per hit
Antiall:
Level 1: 6 TP, 50% Dmg Taken, 100% base chance to guard, -100% chance per hit
Level 5: 14 TP, 10% Dmg Absorbed, 100% base chance to guard, -28% chance per hit
Edit: My Protector builds:
[spoiler]When you approach the end-game stuff, Antis become far more necessary, though they're a whopping 30 points for them all. I'd also assume at least 1 Level 70 Retire, which changes the build a bit as you now have 81 Points to work with:
HP Up: 10 / 10
TP Up: 10 / 10
Shields: 10 / 10
En Garde: 1 / 10
F. Guard: 10 / 10
Antifire: 10 / 10
Anticold: 10 / 10
Antivolt: 10 / 10
Provoke: 7 / 10
78 / 81 Points
The lack of STR Up / Smite hurts but, really, the Protector will either be F. Guard or Anti-something every turn so it's not like they NEED to be able to attack. Still, I wish it could be fit in pretty easily. Also, Provoke is only needed for one fight, really, but it turns an attack that would kill your entire group to a single-target attack, though you can always just use Protector's Force Skill to negate the damage altogether and save yourself 7 points.
Copy-pasted skills~[/spoiler]
Edit 2: To compare, here's the stats on the Antis:
Antifire / Anticold / Antivolt:
Level 1: 2 TP, 50% Dmg Taken, 100% base chance to guard, -90% chance per hit
Level 5: 6 TP, 24% Dmg Taken, 100% base chance to guard, -50% chance per hit
Level 10: 11 TP, 50% Dmg Absorbed, 100% base chance to guard, -0% chance per hit
Antiall:
Level 1: 6 TP, 50% Dmg Taken, 100% base chance to guard, -100% chance per hit
Level 5: 14 TP, 10% Dmg Absorbed, 100% base chance to guard, -28% chance per hit
Last edited by scy on Wed Sep 24, 2008 4:02 am, edited 1 time in total.
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