|
| |
TLOunwashed heathen
(guest) IP: Logged |
Class strategy |
|
Posted this in Gamefaqs, but didn't get a response. Looking for criticism/suggestions on my planned party build. Keep in mind that I don't have all of these skills yet so there may be some mistakes concerning how skills operate.
Shu - Devastator - Will put out huge melee numbers Class: Monk X Charge attack 1 Acc +3 2 Long range attack 3 Double Strike 4 Ninja's Swiftness 5 Critical Hit Lift 6 Boost Critical Damage 7 Attack Amp 8 HP Absorb 9 Magic Sword 10 Mow Down 2/quick magic charge? (Not sure if quick magic charge works for attack Amp/charge attack) Zola - Infiltrator - Not as much damage potential as Shu, but with more versatility Class: Monk X Charge attack 1 Acc +3 2 Ninja Swiftness 3 Loot 4 Treasure Hunt 5 Long range attacker 6 Double Strike 7 Attack Amp 8 Mow Down 2/Quick magic charge? 9 Control 10 Absorb HP Maru - Aegis - Self Buffer, highest def/mag def, counter for great damage Class: Barrier Mage X Barrier Magic 1 Acc +3 2 Sentinal Shield 3 Battle Essence 4 Total Guard 5 Beserker 6 Absolute Counter 7 Absorb HP (This doesn't seem to work with counter so I'll probably use Meditation or something instead.) 8 Resurrection 9 Distress Barrier/Double Strike (not sure if Double strike works with Counter) 10 Endure Kluke - Blood Cleric - Nuker with Buff/Debuff capabilites Support Mage X Support Magic 1 Acc +3 2 Black Magic 3 Double Cast 4 Quick Magic Charge 5 Ninja's Swiftness 6 Spell Duration +50% 7 Endure 8 Magic Fence/Defense up (whichever provides the highest MDEF) 9 Sentinel Shield 10 Resurrection Jiro - Fallen Angel - Healer with Nuking capabilities Class: White Mage X White Magic 1 Acc +3 2 Black Magic 3 Ninja's Swiftness 4 Magic Essence 5 Double Cast 6 Quick Magic Charge 7 Resurrection 8 Endure 9 Sentinel Shield 10 Magic Fence/Defense up Explanation: My main melee users are monks. I'd really like one of them to be an assassin, but unfortunately the assassin basic skill seems useless. The monk has the highest atk growth and assassin the highest speed, but the monk basic skill is useful for melee characters. That means an assassin would need both battle essence and charge attack to equal a monk with ninja's swiftness. Sword magic is useful, but the Sword Master class doesn't have as high an attack as the monk. It does have better defense, but with my party setup I shouldn't need it with the HP absorb and my tank. If Quick Magic Charge works on attack amp/charge attack then I'll forgo Mow Down. My tank is a Barrier mage. They have the highest magic defense. I chose this over Guardian because the basic skill Guard is rendered useless by Total Guard and sentinal shield gives me the Guardian's defense. Barrier Magic gives him something to do during turns and a use for his MP. If can double strike on a counter then I'll pick that, if not then Distress Barrier. I can let his HP get low because of Berserk/Endure and Distress Barrier will go well with Berserk. My "Black Mage" is actually Support Mage class since they get the highest Magick attack stat in the game. The defense skills are for survivability for AOEs that Maru won't block. Everything else is self explanitory. I gave my Healer black magic so that he'll be able to do some damage when nobody needs healing. Everything else is self explanitory. In practice I'll probably leave resurrection off of Kluke in favor of a Field skill or something else to lower the cheese factor a bit. It will stay on Maru and Kiro though. Any suggestions or clarifications on the skills I'm not sure of are welcome. Also, feel free to propose your own favorite strategies. | |
quote quick quote edit quick edit del report
| |
| [All dates in (PT) time] | Threads List « Next Newest Next Oldest » |
Powered by neoforums v0.9.8 RC2 (equilibrium)
Copyright Neo Era Media, Inc. 1999-2009