Guild and Class selection

Discuss the third game of the series.

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Postby SAL » Thu Sep 30, 2010 9:30 pm


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Lord Mutton Chops
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Postby Lord Mutton Chops » Fri Oct 01, 2010 1:18 am

Gladiator: Need way to increase or save their tp with subclassing.

Pirate: I dunno just can't figure out a good sub

Hoplite: Same problem as pirate.

My prince is part hoplite now and my ninja is part zodiac. So now my hoplite can use elec attack, gladiator can use ice, and ninja with zodiac powers will be able to use fire. I can use all three binds with ninja, pirate, and gladiator.

So really I just need to figure what would work well with pirate, gladiator, and hoplite. Any suggestions. I know someone said ninja to gladiator for evasion skills, but that doesn't fix my "Need tp" problem.

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zamisk
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Postby zamisk » Fri Oct 01, 2010 1:29 am

pirate's chaser skills would work well with the [hide]yggdroid's[/hide]

"Everyone else is idiots, Zamisk. And you am idiots. And I are idiots."
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Lord Zombie
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Postby Lord Zombie » Fri Oct 01, 2010 1:48 am

RPTR-00 [Y] , RPTR-01 [Y]

RPTR-02 [Y] RPTR-03 [Y] RPTR-04[Y]

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Postby Sampson » Fri Oct 01, 2010 1:59 am

Some questions regarding my planned postgame party (secret class spoilers):
[spoiler]Well, seeing as I've just reached B20F, I might as well...
Front
Buccaneer/Arbalist: Cheap AoE attacks. Nothing else, really.

Monk/Warrior: Mainly healing, but since that usually happens outside of battle, I might as well give her some offense.

Shogun/Something: Mainly damage. I'm not sure what to subclass him into, though. I was considering Zodiac or Farmer for the TP regeneration skills, and Hoplite for the shields. Any suggestions?

Back
Princess/Hoplite: Mainly Hoplite shield skills, along with Knighthood and Ad Nihilo (Or whatever Erasure is now). She can equip spears, so she'll be able to contribute a little bit to the attacking.

Wildling/Something: Hypno-Owl spam along with Knighthood is a good battle opener (albeit TP costly), but I'm not sure what to subclass her in. Like with the Shogun, I was considering TP regeneration enabling subclasses, and while I know I can always sleep spam with a Farmer, I prefer a Wildling mainly because of the other summon options.[/spoiler]

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Aeiren
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Postby Aeiren » Fri Oct 01, 2010 3:42 am

@Lord Mutton Chops
There's only so few skills that can regen TP since you are having the Gladiator as the main class.

Prince(ss) - Nobility Proof. Regens TP when a buff on the Gladiator wears off.

Zodiac - Etheric Return. Good if your Gladiator is always the one to be doing the killing blow.

Monk - Blood Return. Good if you expect/always have party members getting KO'ed. Like the Ninja's clones, for example. Or, with the [hide]Shogun[/hide], and using the [hide]Auto-Death/Suicide Assistant (Skill Simulator)[/hide] passive skill.

Ninja - Karuwaza. With Senpuku (Increase dodge rate, max. increase 35%) and Kumogakure (lose 1/2 HP, increase evasion, max. increase 75%) and the Gladiator's decent AGI, you might often dodge attacks heading the Gladiator's way and regen TP from it. I'm not too sure if Sarutobi would work and considered as "evasion". Also, Gladiator must be getting hit and dodge to work. Ninja's Otori to provoke attacks to the Gladiator, perhaps?

Farmer - Brave Heart. Good if your Gladiator's HP is always Full, which might be tricky to do for a front liner.

Alternative means:
Prince(ss) - Inspire. But skill description says it only works when you remove Debuffs and not buffs. Needs clarification.

Zodiac - Dark Ether. If you can cast this on the same row the Gladiator is, that's free TP/Zero TP cost for one turn.

Pop an Amrita? :mrgreen:

----

Pirate has pretty much decent/average stats except Luck. With their Trickster skill, any offensive skill (non-chase) is applicable, thus, making them decent Zodiac/Arbalist in my book.

Alternatively, you can go with supportive skills with the sub-class. This however, is up to you. Or boost your combat prowess with perhaps the Gladiator's passive skills like Stun / Wide-Swings.

Some people also prefer having the main class as a [hide]Shogun[/hide] and sub-class as a Pirate for Swashbuckling and [hide]Ikkitousen (Skill Simulator) [/hide]

----

Hoplite has high VIT and pretty much average stats on everything else (even better LUCK compared to the Pirate).

Examples you can go with are like:
- Monk for healing and perhaps Waking Chakra (passive to auto end status effects on self at turn start).
- Farmer for Strange Seeds and exploration skills)
- Gladiator for more combat options
- Prince(ss) for buffs
- Ninja for Karuwaza and evasion (Similar to what I mentioned above for the Gladiator). Combo this with perhaps Provoke. Bunshin would give you another Hoplite for more Defense options.
- Zodiac for Volt Mastery (not sure if it applies to Blitzritter) and Singularity. Alternatively, can make them have access to the element spells. Or Dark Ether. :mrgreen:
- [hide]Shogun[/hide] for [hide]Ikkitousen[/hide] since they have high defense to begin with, the penalty shouldn't be too harsh and it's a decent offensive skill.

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Postby SirthOsiris » Fri Oct 01, 2010 3:45 am

Since I'm now in the second stratum, I changed my party a little due to the boss's item. Mostly, I just changed my Zodiac for an Arbalist. And man, was that a good decision; level 5, and doing as much on a normal attack as the Gladiator's special.

Reading some comments, should I build the Arbalist around normal attacks (Upping Giant Kill, Crossbow Mastery and Proper Form), or build her a bit tanky, and get Front Mortar?

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scy
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Postby scy » Fri Oct 01, 2010 7:01 am


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Aeiren
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scy
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Postby scy » Fri Oct 01, 2010 7:29 am

[hide]Ikkitousen[/hide] is essentially a souped up Chaser skill; it'll follow ANY kind of attack with a 100% success rate. [hide]Dual Wield[/hide] with Self-Taught Swordplay gives you the chance to swing 2-8 times [hide](1-4 per hand)[/hide] and then [hide]Ikkitousen[/hide] can chase them all for 330%-1320% damage.

So, one character attacks 2-8 times and the other chases them. Hence, [hide]Shogun/Pirate[/hide] and [hide]X/Shogun[/hide] for the combo.

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Aeiren
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Postby Aeiren » Fri Oct 01, 2010 9:55 am

Ah, now it makes sense. Thanks! :mrgreen:

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scy
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Postby scy » Fri Oct 01, 2010 3:42 pm

For the record, all chase skills consider multi-hit skills (Meteor, Nine Smash, etc.) as a single attack and, as a result, net a single chase.

Just saying that before something goes off to make a chasing group that revolves around Nine Smash >>

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Postby noodles » Fri Oct 01, 2010 7:00 pm




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