Troubador skillset?
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anyone have any good builds or ideas on one? i like having my troubador for divinity at the moment but i'd like her to do more than stand around raising my defense. i'd really like for her to work really well with my hexer since i've decided to have my whole party be more effective in combination with the hexer. any ideas would be appreciated.
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I have a Troubadour in my EO1 party, and I like that she's a decent attacker (at least in the first half of the game) who can take hits too. Bravery and Shelter are her most used songs, as well as Relaxing. It really helps extend the time you can stay in the Labyrinth before your TP run out. Divinity may seem like a great skill, but don't spend too many points on it. Grinding for levels is also a good way to gather items. The only other song I use occasionally is Recovery. It comes in handy when the Medic is incapable of using Refresh to remove ailments.
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I think my big goal for EOII is making the Troubadour work. I'm still experimenting and only on Floor 7 at the moment, so... still working on it.
That said, if you want your party to be built around the hexer, the HP increase song will help with Revenge.
I also love using the Troub's Force Skill (Crusade) along with my Medic's. The problem with Crusade is that the HP increase only increases the maximum, not the current... so when it's followed up by a full party heal from the medic (or in your case, probably war magus) it means your whole team gets instant massive HP totals. And in your case, ideally a Revenge from the Hexer before the heal.
I play really defensively, though, and I think the Troubadour shines with that playstyle, since his buffs have (as far as I can tell) an infinite duration, including his force skill buffs. If you're aiming for a super offensive team that two-shots bosses, Troub is maybe not for you.
That said, if you want your party to be built around the hexer, the HP increase song will help with Revenge.
I also love using the Troub's Force Skill (Crusade) along with my Medic's. The problem with Crusade is that the HP increase only increases the maximum, not the current... so when it's followed up by a full party heal from the medic (or in your case, probably war magus) it means your whole team gets instant massive HP totals. And in your case, ideally a Revenge from the Hexer before the heal.
I play really defensively, though, and I think the Troubadour shines with that playstyle, since his buffs have (as far as I can tell) an infinite duration, including his force skill buffs. If you're aiming for a super offensive team that two-shots bosses, Troub is maybe not for you.
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