Guild and Class selection

Discuss the third game of the series.

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Postby greycolors » Wed Feb 09, 2011 5:51 pm


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Postby Doktor_Q » Wed Feb 09, 2011 6:08 pm



In case of implosion, look directly at implosion.

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Postby scy » Wed Feb 09, 2011 6:09 pm


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Postby scy » Wed Feb 09, 2011 6:17 pm

Eh, I don't fine Slap Awake too useful but, at the same time, I don't find much reason to have Ressurect (Monk) either so...yeah. Comes down to how often do you see yourself using an out-of-combat-only ressurect.

To Market isn't bad, though. If nothing else, saves an inventory slot and you never have to worry about not having a [s]Warp Wire[/s]Ariadne's Thread.

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Postby Doktor_Q » Wed Feb 09, 2011 6:39 pm


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Postby Doktor_Q » Thu Feb 10, 2011 1:24 am



In case of implosion, look directly at implosion.

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Postby zamisk » Mon Feb 14, 2011 4:07 pm

I restarted last night, it's been too long since I played. I'm running with

Buccaneer Hoplite Princess // Arablist Farmer

The arablist is for elemental and mob skills, with the raiper-using pirate chasing. the hoplite is higher hp than the princess to keep her from being attacked so royal veil works until i get more healing skills. He'll get the elementals when needed. The farmer is for gathering and money saving, such as slap awake and return to town, and later on the one that nullifies hazard damage.

Working pretty well so far, i think. The farmer is actually really useful, which surprised me.

"Everyone else is idiots, Zamisk. And you am idiots. And I are idiots."
-PLA

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Postby Doktor_Q » Mon Feb 14, 2011 5:21 pm

Once you unlock subclasses, you can give your princess a sub in hoplite and learn "Recuperate". Then, when you need some healing you can just defend constantly and she'll hit full HP in no time.


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Postby zamisk » Mon Feb 14, 2011 5:35 pm

I did that last time, the problem is prince is a fast class, so their turn is near first, so they heal near the beggining of the turn. This put the prince at the highest hp in the front, then he almost certainly gets hit before the turn's end. It's a good idea in theory though.

"Everyone else is idiots, Zamisk. And you am idiots. And I are idiots."
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Postby Yoonah » Mon Feb 14, 2011 5:39 pm

farmers are useful in my opinion =)
i restarted not too long ago and im at the third stratum
running with
B/G/P
A/N

Punching people is very romantic, and don't let anybody tell you otherwise.
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zamisk
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Postby zamisk » Mon Feb 14, 2011 6:07 pm

You don't need to waste nectars out of battle, warp wires are free, you don't take much damage from hazard floors, you can gather stuff without having an individual farmer party, and a few more useful things. The exp boost will be nice too. And increased items. They're useless in battle though... The seed skill never works, and the sleep one isn't any good... They have low defense, attack...

I'm going to keep him though, it's not like you need all 5 people to be high-hitters.

Also arablist and pirates work together quite well on mobs.

"Everyone else is idiots, Zamisk. And you am idiots. And I are idiots."
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Postby Yoonah » Mon Feb 14, 2011 6:32 pm

i kept my farmer up till the sixth stratum.
Strange seed works sometimes at higher levels, i never used the sleep skill after the first stratum.
Subbing as ninja helps alot because you can use their sleep skill, which works more often. The ninja's poison counter works until the fifth stratum, then the monsters go before the counter sets. Never bothered with the status spreading one.
Oh yeah, forging his weapons with status effects works more than you think it would
Farmers really are reliable in battle, they hardly get hit and die. Even standing next to my zodiac. Having farmers use healing items in battle (instead of damage dealers) also helps

Punching people is very romantic, and don't let anybody tell you otherwise.
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Postby Doktor_Q » Mon Feb 14, 2011 7:22 pm



In case of implosion, look directly at implosion.


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