EOIII Rantage!

Discuss the third game of the series.

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Wolkenritter
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Re: EOIII Rantage!

Postby Wolkenritter » Tue Jun 12, 2012 4:34 am

Wyrm's Red Fang skill keeps OHKOing my Monk. And if my Monk dies, everyone else dies. Stupid Monk, always letting the team down. He would be a pushover if it weren't for that. This seems familiar somehow. I'll probably have to stack cut resist items on her. But honestly, why is it only her that needs special preperation against the post-game bosses? =(

Beat probably one shots her as well, but since Daifuhensha draws all the hits towards my Arbalist, its nothing to worry about. It actually makes my Ninja's Hoplite sub actually worthwhile >_>

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Re: EOIII Rantage!

Postby Katt » Sat Jun 16, 2012 3:46 pm

funny enough, Wyrm was the only one i didn't need help with, but still did that one pretty easy once i stopped relying on beatdown and went for pure element damage. Try Bodyguarding when you're not Anti-ing, even line guard works in a pinch.
Don't forget your buffs and debuffs! Inspire helps a lot thanks to the random tp recovery, even if small amounts, Wyrm seems to throw that thing out whenever you're about to go for buffed damage...

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Re: EOIII Rantage!

Postby Wolkenritter » Sat Jun 16, 2012 4:16 pm


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Re: EOIII Rantage!

Postby Liferake » Sat Jun 16, 2012 7:44 pm

You can create the clone first turn or turns divisable by 5, he always uses Searing on those turns (Drake only uses Ice Block and Frigid, and Dragon only uses Voltage or whatever its called), and Antifire will cover for you (Just make sure you send a protect order, party heal, or something to heal the ninjas the same turn.)


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Re: EOIII Rantage!

Postby Katt » Sun Jun 17, 2012 12:22 am

a word of caution, maybe i was doing something weird, but my dragon's turn 5's weren't always the elemental attacks- not that im saying to NOT use the anti's, but be prepared for alternate effects.

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Re: EOIII Rantage!

Postby Wolkenritter » Sun Jun 17, 2012 5:14 am


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Re: EOIII Rantage!

Postby Katt » Sun Jun 17, 2012 4:34 pm

regroup tactic, or prevent orders already in place are your friends!
And i like the idea of the ninja/hoplite thanks to keburi no sue! Overwatch also gets a boost since you have a lower HP pool... nice!

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Re: EOIII Rantage!

Postby Wolkenritter » Sun Jun 17, 2012 4:58 pm


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Re: EOIII Rantage!

Postby Liferake » Sun Jun 17, 2012 5:36 pm



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Re: EOIII Rantage!

Postby Wolkenritter » Tue Jun 19, 2012 11:34 am


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Re: EOIII Rantage!

Postby Wolkenritter » Mon Jul 02, 2012 7:04 am

Dragon's Fangs skill keeps OHKOing my Monk. And if my Monk dies, everyone else dies. Stupid Monk, always letting the team down. He would be a pushover if it weren't for that.

...

Just kidding! The Dragon was surprisingly easy. Even though I forgot to bring equips that resist paralysis. Time consuming though since I was paranoid about his Corruption (Or whatever its called) skill which meant the only offense raising buff I had active was Daifuhensha.

I guess that leaves only Anemone (All my hate), and left. I doubt I'll be able to kill the latter with my party though.

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Re: EOIII Rantage!

Postby Liferake » Tue Jul 03, 2012 8:17 pm

I know that feeling.

Anemone you will more than likely need some sort of head guard on a party-unbind and party-refresh using monk to remove the binds he inflicts first turn, and to get rid of status ailments lest you want people to die. Bash Mist and other Crush resistance is pretty much a must have, as well as the Elemental Arms or a Zodiac (Ethric Charge + Hellfire and friends will tear a good chunk of his HP off. Zodiacs are much more useful in this game than the alchemist were in EO2.)


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Re: EOIII Rantage!

Postby Katt » Wed Jul 04, 2012 8:49 pm

i always ran an Alchemist, actually. Megido was the godkiller (along with the forbidden seal being lifted on Eschaton to literally 1 hit bosses with at times), and while expensive, their all-enemy spells usually wiped the enemies out even without being the right element. Ace in the hole overall, IMO, especially at higher levels where you can just sling megido's every turn without amrita's abundant.

Zodiac however..... superior in every way i'd have to say ><. The loss of Megido and Eschaton is painful, but subclassing more than makes up for it. Dark Ether, at lower levels Etheric Return, and of course better weaponry for more stable normal damage (through subclassing, of course). And Etheric Charge...... even without the way limits work, Etheric Charge or even just Charge + Meteor.

Personally, I wish the would remake the previous games with Subclassing, and also hopefully access to the new classes. It would be wonderful. I recently picked up my EOII again just to try it out with the new tricks that III has taught me. So many more options really make you think things differently... and III is simply amaaaaaazing.

Just wish certain effects worked better, but its astonishing how well the game works on its own- My team of 5 farmers is by far my best random battle team, and thanks to them i have 2 full sets of 99 retirees that i need to level up manually. If only Combat study were portable to the older ones.....

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Re: EOIII Rantage!

Postby Wolkenritter » Wed Jul 04, 2012 10:18 pm


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Re: EOIII Rantage!

Postby Reynard-Miri » Thu Aug 02, 2012 6:28 am

An iron turtle almost just beat the shit out of me. Stupid turtles, being all made of iron...

Really glad I decided to add Leon (Zodiac) to my team. =|


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