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Re: EOIII Rantage!
Posted: Tue Jul 12, 2011 12:06 am
by PLA
Wolf Howl, too.
Re: EOIII Rantage!
Posted: Tue Jul 12, 2011 6:54 am
by Twat
My Arbalist keeps getting one-shotted in random encounters, and left unprotected in FOE encounters.
And I have not even put her into the front-lines yet.
It is a touchy subject, because I do not want to start stacking HP and screw over Giant Kill. Going to try Vit for a bit to see if that at least lets her live a turn. At the very least, she will have Line Guard when the time comes. Perhaps I will end up gimping her to have a defensive subclasses instead of Gladiator? Does not sound feasible.
Curses...
Edit - Still dying in one hit.
Does not make sense. By all accounts she should be nearly as tough as my Prince, and far more resilient than the rest of the back-row by a fair margin.
Re: EOIII Rantage!
Posted: Tue Jul 12, 2011 9:38 am
by PLA
Does she take more damage from attacks, or does she simply take more attacks?
Re: EOIII Rantage!
Posted: Tue Jul 12, 2011 9:49 am
by Twat
She is rarely attacked. Just dying in one hit when she is attacked.
Re: EOIII Rantage!
Posted: Tue Jul 12, 2011 2:57 pm
by scy
It's pretty hard to add enough HP to an Arbalist to get them to be in non-Giant Kill activating territory. That aside, dying in random encounters? Huh? I mean, sure, they're pretty frail but it really shouldn't be an issue, especially in random encounters. Appropriately leveled? Fully decked out in actual decent Armor?
Who else is in the row with them? May be worth raising that person's HP to higher than the Arbalist.
Re: EOIII Rantage!
Posted: Tue Jul 12, 2011 7:02 pm
by Twat
Currently in the third stratum, around level 27 (which is about right). Best armour you can possibly have. Sharing the row with a Zodiac and Ninja.
Re: EOIII Rantage!
Posted: Tue Jul 12, 2011 7:05 pm
by scy
If they're all 27, the Arbalist is the priority target for the row (21% chance to be hit instead of 8%). Really shouldn't be dying in one hit, though, except for a few of the bigger enemies of the stratum. May be in one of those weird spots of enemies outclassing your current Armor but haven't unlocked better yet.
If you raise the Zodiac's HP a bit, it can take over as primary target and, as a neat bonus, has the highest VIT of the trio. Not that it will matter in the long run.
Re: EOIII Rantage!
Posted: Tue Jul 12, 2011 7:27 pm
by Twat
Re: EOIII Rantage!
Posted: Tue Jul 12, 2011 7:31 pm
by scy
Those Turtles are a rather special case (well, not really "special") in that they have a whopping 27 STR, I believe. Ghost Ship is similar with his (...its) 35 STR. In these instances, the low VIT is a bigger deal.
Re: EOIII Rantage!
Posted: Tue Jul 12, 2011 11:13 pm
by PLA
Anyhow, how do the options on the solo-ing front look? Mostly clone setups, or what?
Re: EOIII Rantage!
Posted: Fri Jul 15, 2011 4:11 am
by Twat
Eh. Pure-damage parties are kind of boring. I think that is why I lost interest in my current file.
I honestly really enjoy Buccaneers and I kind of want to start again to get one in my party. While it is not the best, they deal pretty decent damage all-game round considering it is mostly free and Hanging is an amazing ability. Thinking of doing:
Hoplite/Ninja + Buccaneer/Gladiator
Wildling/? + Zodiac/Arbalist + Monk/Prince
Not sure if I want a Wildling/Hoplite with spear skills or Wildling/Farmer with status control. Thoughts? The spear skill damage multipliers seem kind of low, but with that little bit of supplementary beast damage they can sort of make up for it.
The only fear with this sort of party is damage may be too low and I will exhaust the possible status resistances before I can bring things down. The only real hard-hitter is the Zodiac, which is not even on a Meteor build so he would be carrying the team pretty hard.
Edit - Or I can even drop the Hoplite for a Ninja and try an Otori-tanking team. Hmm...
Re: EOIII Rantage!
Posted: Fri Jul 15, 2011 4:29 am
by Yoonah
i like how Hanging became my Buccaneer's regular attack XD
Re: EOIII Rantage!
Posted: Fri Jul 15, 2011 4:34 am
by Twat
I know! The whole synergy with Lights Out level 1 + Trickster is a lot of fun. Nice to have characters that can actually use their skills without a Dark Ether tool.
Re: EOIII Rantage!
Posted: Fri Jul 15, 2011 8:32 am
by PLA
Well, personally I think /Farmer has more fun stuff and the spear skills are a bit meh. Though I guess the row switching can be mildly entertaining.
I was thinking of making an Izuna Wildling, but it's a shame the synergy is stats rather than skills.
Gunner was my EO2 favourite, so I wish gun-buccaneers were less underwhelming. Dualwielding Shogun is another option, but meup. Arbalist is the fun projectile class this time.
Re: EOIII Rantage!
Posted: Fri Jul 15, 2011 9:44 am
by Twat
Ah yes... you are right. Farmer skills are definitely much more interesting.
I do not really understand why they made guns weaker than rapiers. Is it because it can be used from the back row? The whole thing with that logic is they do not really need to make it comparable if they specialize in different areas. Like, rapiers with higher speed and skills focusing more on desirable status effects and binds while guns would just be more about solid damage.
That and being in the back row is not always a good thing. For some parties it can get awfully crowded back there.