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Etrian Odyssey: The Advice Thread

There's no real point to picking any song after you have bravery and relaxing since immunize will take up your third buff slot.
 
lyre said:
That makes 50 points

Plus:
Cure (3)
Salve (3)
Cure 2 (3)

This makes it 59 points. With the rest of the 11 points, put them all in HP up so your Medic can survive in the front row.

And if you have a Medic from a retired lvl70 character, put 3 points into Cure 3 then 1 into Revive.

Exactly. Even level 1 Cure III is good and Revive is always handy.

Also, for the love of god don't put your medic in the front row until level 25 or 30, It'll get creamed. Build it up in the back row then unleash it later.

My troubadors always look the same

10 Divinity
10 Bravery
10 Relaxing
10 Stamina

and the prereqs. If everyone else is done leveling I obviously rest and get rid of divinity.
 
firex said:
There's no real point to picking any song after you have bravery and relaxing since immunize will take up your third buff slot.
I typically don't use Relaxing until I'm low on TP and if I have a Boost to go with it.

Also, for the love of god don't put your medic in the front row until level 25 or 30, It'll get creamed. Build it up in the back row then unleash it later.
Oh of course. I wouldn't suggest putting a Medic in front until they at least have level5 HP Up, since that's probably the last skill I suggest to improve. Hell I'd put a Troubadour up front before a Medic. :p
 
My combat medic from a level 70 healer medic had all the typical combat medic stuff maxed out, plus HP up, and level 5 TP up along with level 1 revive. It's pretty much the perfect build, and also the only character worthy of a level 70 retiree to build them up. Well, ok, I guess the extra points from a level 70 retiree would go well with a hexer or alchemist, but hexers suck too much and alchemists don't really need extra points that badly (they'd just go into scavenge anyway).
 
lyre said:
Need some suggestions. Some extra characters of mine (extra since I've already done everything but get wyrm/oid and drake/oid rare drops) have extra Skill Points floating around not being used. What should I do with them?

LandsknechtM, Ax, lvl 51
HP Up: 05 +5
Atk/Def Up: 10
Axes: 10
Crush: 10
TP Up: 7

Leftover Points: 12

Note: I don't want to get Silencer because I found the chances of it happening with an L is too low to be useful. Also the damage it deals is not worth the points. Really, when it comes to ax L's, Crush is all you need. Anything else is gravy.
You already said it. If you're going pure axe, Crush is all you need, so just max out HP and TP. Since you retired, you can eventually max out 2-Hit, which works well for groups of weaker enemies, or when you want to conserve TP.

Dark HunterM, Sword, lvl51
TP/Atk Up: 10
Swords: 10
Drain: 10
Bait: 07
Petrify: 05
HP Up: 3
Leftover Points: 3

I'm not sure if I want to max out Bait or not but if I do, the next stat to max out would be HP Up. Dunno if I want to put any points to Boost Up.
A pure sword Hunter is another easy build, like axe Lands. Drain is the only necessary special attack, then max out HP Up before anything else.

RoninM, lvl51
Atk Up: 10
Katanas: 10
Overhead: 10
Zamba: 10
Midareba: 10
Leftover Points: 07

I've already got a Ronin with Masamune as my boss killing team and this one is just to fill up space ... that and this guy was there anyway. Chances are I'll ignore other skills, ignore Orochi and fill up on HP/TP Up.
Seeing as you already have a main Ronin, do whatever you want with this one. I, personally, don't like the Ronin, since the stances take up a buff slot, and waste a turn setting-up.

TroubadourM, Bow, lvl67
HP/TP Up: 10
Songs: 07
Bravery: 10
Shelter: 10
Erasure: 01+2
Blaze/Frost/Shock: 01
Relaxing: 10
Stalker: 01+9
Return: 1
Leftover Points: 12

My best character. I only raised Songs to 7 because I don't really care to get Divinity; don't need it, don't want it. I'm thinking of giving him Ifrit since of all the characters I have, the element represented the most is fire, well at least that's the main element of my Alchemist.
Don't bother with Ifrit. Immunize negates Ifrit's defensive benefit, making it the equivalent of dousing an enemy with oil, in Final Fantasy. 'Nuff said. Stalker is great for those deep treks, and the extra lvls allows you to train a lvl of Return.

LandsknechtF, Sword, lvl60
HP Up: 05+4
TP Up: 03
Atk/Def Up: 10
Swords: 10
Tornado: 10
Blazer/Freezer/Shocker: 05
Leftover Points: 04

My main point of having a sword L is to compliment my Alchemist (who has the hit all spells with 01 point). Though I dunno if I should use the leftover points to max HP Up or max out Blazer and Freezer. I don't need TP Up because my T is always in my party if I do anything substantial.
Max out HP Up before anything else.
As you can probably see, I'm an advocate of extra HP. It's never situational to have extra HP, and everything else is pointless, if your character's dead. Too bad the character that needs it most, doesn't have it.
 
firex said:
My combat medic from a level 70 healer medic had all the typical combat medic stuff maxed out, plus HP up, and level 5 TP up along with level 1 revive. It's pretty much the perfect build, and also the only character worthy of a level 70 retiree to build them up. Well, ok, I guess the extra points from a level 70 retiree would go well with a hexer or alchemist, but hexers suck too much and alchemists don't really need extra points that badly (they'd just go into scavenge anyway).
Another option for a retired combat Medic is to forgo Caduceus, and equip Shinryuu. That allows you to max all of the major skills, including TP Up, while boosting your Medic's stats and preserving precious TP for Immunize and Salve II.

The Hexer sucks, but the Alchemist can definitely use the extra skill and stat points. Here's my retired Alchemist build:

TP Up -10
Fire Up -10
Ice Up -10
Volt Up -10
Fire -3
Flame -10
Ice -3
Freeze -10
Thor -10
Sight -1
Warp -1

Total = 78pts

10 more points would be great for TP Regen, since the Alchemist is worthless without TP.
 
Thanks for the reply, Dr. Claw.

George Claw M.D. said:
You already said it. If you're going pure axe, Crush is all you need, so just max out HP and TP. Since you retired, you can eventually max out 2-Hit, which works well for groups of weaker enemies, or when you want to conserve TP.
I was actually thinking of putting the points towards Hell Cry, however this pretty much makes a Landsknecht a glorified Ronin. "/ And I had this guy with 2hit before but since that skill is only useful in regular battles and merely a bonus if it happens in boss fights, I try not to rely on it. Though maybe I'll give it a second chance.

Seeing as you already have a main Ronin, do whatever you want with this one. I, personally, don't like the Ronin, since the stances take up a buff slot, and waste a turn setting-up.
Agreed but as said before, this guy is only filler. Hopefully Ronins won't be as gimped in the sequel. Nothing wrong with high attack and no defense, but wasting valuable buff space to do anything worth doing? pfft.

Don't bother with Ifrit. Immunize negates Ifrit's defensive benefit, making it the equivalent of dousing an enemy with oil, in Final Fantasy. 'Nuff said. Stalker is great for those deep treks, and the extra lvls allows you to train a lvl of Return.
The only reason I want to do one of these attacks is not only does it increase your defense against that element (which doesn't really matter to me as you already said, Immunize takes care of that), is because it also decreases the enemy party's resistance to that element. And considering that even a lvl5 Blazer/Freezer/Shocker can do massive damage as it is, dropping the enemy's same elemental defense further only makes it better.
However since it's either one of the elemental buffs or Immunize and not both, well, the latter will always win.

About Stalker: I only put in 1 point for it because having Stalker is much better than having several chimes taking up valuable inventory space, though at my point in the game it's negligible. :p And unlike chimes, which wear off, Warp Wires don't so I don't feel it is necessary to have Warp since Warp Wires takes all of 1 item space.

Though now that I check my cart, Return only requires Stalker lvl3, so that might come in handy, afterall I got 12 points just sitting there. :p

George Claw M.D. said:
As you can probably see, I'm an advocate of extra HP. It's never situational to have extra HP, and everything else is pointless, if your character's dead. Too bad the character that needs it most, doesn't have it.
Good advice. Many of my characters don't have maxed HP Up which means I'm constantly scrambling to get their HP back up to respectable levels.
Though I find the biggest problem with Alchemists is not that they don't have enough HP, they're back row characters anyway, but they're soooooooooooooooo slow. And because of this, a sword Lands is really limited in effectiveness. Afterall, if an Lands dies before your Alchemist can attack, what's the point? Even the extra 5 in speed for an Alchemist with Azure Coat (the only reason why my Alche has that over their best armour, also 4 extra Def points) doesn't really do much for Alches.
 
George Claw M.D. said:
Another option for a retired combat Medic is to forgo Caduceus, and equip Shinryuu. That allows you to max all of the major skills, including TP Up, while boosting your Medic's stats and preserving precious TP for Immunize and Salve II.
That, my friend, is where a boosted Relaxing comes in. With a high level Medic, even without putting any points into TP Up, boosted Relaxing recovers 22 TP every turn; more than enough to cast level10 Salve 2, Immunize or Caduceus once. Even a non-boosted Relaxing recovers 11 points, still quite significant.

The Hexer sucks, but the Alchemist can definitely use the extra skill and stat points. Here's my retired Alchemist build:

TP Up -10
Fire Up -10
Ice Up -10
Volt Up -10
Fire -3
Flame -10
Ice -3
Freeze -10
Thor -10
Sight -1
Warp -1

Total = 78pts

10 more points would be great for TP Regen, since the Alchemist is worthless without TP.
My Alche is a bit different but not quite not maxed out yet:

Level 61
TP Up: 10
Fire Up: 10
Ice Up: 05
Volt Up: 08 (working on this right now)
TP Regen: 07 (3 more points to regain 1 TP? pfft)
Fire: 03
Flame: 10
Inferno: 01 (for sword Lands)
Cocytus: 01 (for Lands again)
Volt: 03
Thunder: 10
Thor: 01 (you guessed it, Lands)
Total: 69

And this guy was retired from a level 70 Medic.
 
As far as I'm concerned there is only one Alchemist build worth a damn

TP UP 10
Fire Up 10
Volt Up 10
Fire 3
Flame 10
Inferno 10
Volt 3
Thunder 10
Thor 10
Warp 1

TP regen sucks on an Alchemist, too damn slow. Ice is marginally useful in the endgame, Fire is usually useful and Bolt is essential for Iron Crabs.

If you are running out of TP either bring a Troubador and farm up points on weak mobs or buy more items.
 
After experimenting with a battle Medic, I'm inclined to agree that TP Regen isn't really worth wasting the points for. However, I can't be arsed to rest my Alche only to put the points into a skill that's wholly useless due to Troubadour's Frost skill or sword Lands Freezer skill.

And for Iron Crabs (and Metalions) I either use the Shock buff or Shocker skill. If the former, put it on a character with Arc Drawer and you're guaranteed a Holed Limb from an Iron Crab.
 
Yes, one could spend multiple turns killing Iron enemies, or one turn, with one move. Getting Holed limbs is pretty fun though. Plink. Plink.
 
lyre said:
That, my friend, is where a boosted Relaxing comes in. With a high level Medic, even without putting any points into TP Up, boosted Relaxing recovers 22 TP every turn; more than enough to cast level10 Salve 2, Immunize or Caduceus once. Even a non-boosted Relaxing recovers 11 points, still quite significant.
Valid point. It's really all about tradeoffs between these two builds, for me. I, personally, don't keep a troubadour in my main party. I mainly use them for certain fights, where they are pretty much a necessity. My main party consists of Lands, Prot, Surv, Med, and Alc. I guess the Prot and Troub could be interchangeable, depending on the situation. The Alc is there, pretty much just for Iron Crabs. That's one of the great aspects of this game. No single party is best for the entire game. It takes strategy in mixing up different classes and skills, depending on the situation you're facing.

Man God said:
As far as I'm concerned there is only one Alchemist build worth a damn

TP UP 10
Fire Up 10
Volt Up 10
Fire 3
Flame 10
Inferno 10
Volt 3
Thunder 10
Thor 10
Warp 1

TP regen sucks on an Alchemist, too damn slow. Ice is marginally useful in the endgame, Fire is usually useful and Bolt is essential for Iron Crabs.

If you are running out of TP either bring a Troubador and farm up points on weak mobs or buy more items.
Your build is practically identical to mine, save for the omission of ice attacks. As you said, the Lightning attacks are essential for Iron Crabs, so all you really need is Thor. Iron Crabs usually come in groups, so a couple of Thors will kill them, nicely. More bosses are weak to fire and ice, than lightning, hence my concentration on lvl 2 fire and ice attacks, while my lvl 3 lightning is for groups.

Also, I see your pts add up to 77. I put that extra point toward a level of Sight, which is essential for a certain floor, unless your using a downloaded map.
 
Man God said:
Yes, one could spend multiple turns killing Iron enemies, or one turn, with one move. Getting Holed limbs is pretty fun though. Plink. Plink.
My Alche is only at level 61, so maxing out Inferno or Thor might prove useful, if they're as strong as the upgraded single target spells to individual enemies.


Rummy Bunnz said:
This thread inspired me to make a combat medic. I wish I'd done it earlier. They're AWESOME.
Welcome your new blunt weaponed overlord.
 
the more I play the more Im convinced the Hexer is a meh class, the debuffs dont seem to do anything at all. it's weird I cast Frailty (defense down) and I dont see the different my characters dont do more damage then what's the fucking point? sad really usually like using debuffs in every rpg but the Hexer is which is all about debuffs doesn't seem useful in this game at all, since the debuff don't have any impact afaik. I thought it was because they stacked but nop.

someone convince me I should stick with mine :/

the troubadour is really a fantastic class.
 
Hexer really works as a Support Class. My Hexer and Dark Hunter (along with some Smite Support from my Protector) can tear enemies apart pretty quickly.

Also, I'm not sure where you're getting that Frailty doesn't work. It's not the best choice for the Hexer, sure, but when I use it the effects are still pretty noticeable - esp. when stacked with Bravery.
 
Pureauthor said:
Hexer really works as a Support Class. My Hexer and Dark Hunter (along with some Smite Support from my Protector) can tear enemies apart pretty quickly.

Also, I'm not sure where you're getting that Frailty doesn't work. It's not the best choice for the Hexer, sure, but when I use it the effects are still pretty noticeable - esp. when stacked with Bravery.
well the difference is usually just 100 points more of damage :/ I just expected a bit more when it comes to debuffs.

it's alright with spell combinations (shelter+sapping for example) but my point is that the difference is not too big to warrant a spot that a melee class could take in my party.

plus couple that with incredibly shitty def (can get OHKO easily) I dont really see much point to the class. the 2 unlockables classes aren't very useful, I hope they are balanced better in the sequel.
 
Actually, that's why I said Frailty isn't the best choice. Whatever extra damage you dish out won't actually make up for losing a attacking slot.

With the Hexer, you'll want to go for Status inducing skills. Stuff like Torpor, the Binds, and Relapse. Always Relapse. Relapse is ownage.
 
I know about relapse, I just don't know how useful those status effect spells are. I know the Hexer is good with binds tho.

I guess the hexer usefulness increases when paired with a Dark Hunter, relapse+all parts binded+ecstasy gotta wreck some havoc. Im gonna try that build actually, I need to rest my Hexer then.

edit: Im going to retire all 5 of my character when they reach level 70 and when I finish the 5th stratum and start from scratch with other characters for the post-game.

edit 2: I wonder how effective Curse is, I mean for bosses. it's pretty much an auto-counter effect for the whole party if it hits the enemy which is very nice.

edit 3: how come this game is so good :o

edit 4: Curse is useless if the enemy doesnt do insane damage :/ so Im scratching that.
 
firex said:
There's no real point to picking any song after you have bravery and relaxing since immunize will take up your third buff slot.
Limited buff slots?? shit I knew there was something wrong when some of my buffs faded with no apparent reason :lol :lol
 
DKnight said:
Limited buff slots?? shit I knew there was something wrong when some of my buffs faded with no apparent reason :lol :lol
yeah you can view the current buffs in effect by pressing Y in battles for each character.
 
DKnight said:
Limited buff slots?? shit I knew there was something wrong when some of my buffs faded with no apparent reason :lol :lol

Buffs given out by anyone but the Troubador also disappear after five turns, FYI.
 
Oh hey, Etrian thread back on the front page. I've been playing this like crazy lately.

My entire party is in their 60's, save for a survivalist I just started training, who's in his mid-40's. I made it to the boss on BF25, and got my ass handed to me, which makes me think I need to either re-think strategy, or level up just a bit more. I haven't done quests since like BF5, so I figure I might as well go back and knock a few of those out, even though the rewards are a bit trivial at this point.

I farmed money for all the $90,000 items by taking a double team of survivalists with mining at 10 and abused the mining spot at BF21. Is that the agreed upon fastest way to make money? I figure I was making between $15k and $20k per visit (about every 5 minutes real time).

I'd like to rest a few of my party (currently L P M S T) to get back some of my regretfully spent points. Silence was worthless on my L, since it hits so infrequently (I went with axes). TP Regen is an utter waste of points compared to relaxing. I'm not sure that Apollon was such a great use of points, since multi-hit seems to do just as much damage, and on that same turn. My P does some great smite damage, but most of the other protect spells don't seem to be worth much, since I fill the buff slots with Immunize and Brave, and I need to have Relaxing active unless I want to have to teleport out immediately after a long battle. I leveled up the 3 elemental defense skills to 5 per recommendation, but haven't had use for them so far in the first 25 floors. My T does seem to be rather well built, though. Relaxing, Exp+, and Bravery have all been useful, as have the elemental imbuing skills (which I only got to low levels). Even his sneaking spell is useful for mapping out levels when you're tired of random battles and don't want to buy $1000 bells in the store.

I abandoned my A a while back (tough decision), but would like to return her to power, as she was great with crowd control. I'd also like to try out a DH, as I've unlocked a lot of good whips and have never been able to use them. R and H are hard sells, no one has really posted compelling arguments for having them in the party so far, and they really don't sound like they will be a superior replacement to anyone else currently in the party.

Overall, my favorite DS game still, and an excellent pick up and play game. Looking forward to 2, I hope it offers enough variation to stay interesting.
 
George Claw M.D. said:
Another option for a retired combat Medic is to forgo Caduceus, and equip Shinryuu. That allows you to max all of the major skills, including TP Up, while boosting your Medic's stats and preserving precious TP for Immunize and Salve II.

The Hexer sucks, but the Alchemist can definitely use the extra skill and stat points. Here's my retired Alchemist build:

TP Up -10
Fire Up -10
Ice Up -10
Volt Up -10
Fire -3
Flame -10
Ice -3
Freeze -10
Thor -10
Sight -1
Warp -1

Total = 78pts

10 more points would be great for TP Regen, since the Alchemist is worthless without TP.
eh, I guess the extra TEC wouldn't hurt for an alchemist, but the damage difference between level 5 element up and level 10 element up just never seemed worth it to me. I also didn't find Sight that useful, even on the postgame floor where you need it.

I kind of agree about giving a Medic the Shinryuu sword, but that requires such a pain in the ass amount of resetting or resting to unlock that I'd just equip it on a sword L or D instead.

oh, and just in general about holed limbs/Iron crabs: I got my holed limb by casting shock on my S and letting her shoot the thing to death. Apparently it still counts as a pierce attack when it's enchanted.

edit:
Error said:
well the difference is usually just 100 points more of damage :/ I just expected a bit more when it comes to debuffs.

it's alright with spell combinations (shelter+sapping for example) but my point is that the difference is not too big to warrant a spot that a melee class could take in my party.

plus couple that with incredibly shitty def (can get OHKO easily) I dont really see much point to the class. the 2 unlockables classes aren't very useful, I hope they are balanced better in the sequel.
I agree, R and H suck, but the R sorta lives up to its promise of high damage dealt/taken. H can deal some decent damage with Revenge, but that skill is so costly to buy that it can limit a lot of other builds. Hopefully EO2 either has Revenge easier to unlock or has a generic damage spell for Hexers like the non-elemental spell they added to Alchemists. What makes Revenge great in EO though is that it basically ignores defense since it doesn't count as any element (at least that I know of) and you can use the Stamina song to increase its power.
 
firex said:
I kind of agree about giving a Medic the Shinryuu sword, but that requires such a pain in the ass amount of resetting or resting to unlock that I'd just equip it on a sword L or D instead.
Considering the added points that Shinryuu gives doesn't effect a Medic's healing rate at all, I'm more inclined to think it'll be better even in the hands of a Troubadour than a Medic while you can still keep pummelling with Caduceus instead. But that would only be wasting two front row spaces. :p

oh, and just in general about holed limbs/Iron crabs: I got my holed limb by casting shock on my S and letting her shoot the thing to death. Apparently it still counts as a pierce attack when it's enchanted.
That's what I said.
 
The Sword you get from selling the third drops from the three dragons.

Considering Caduceus is the only thing that makes a combat medic worth it, I wouldn't give one to a medic.

They do work well on Protectors, Sword Dark Hunters, Sword Landsharks, and surprisingly enough, Alchemists. I have four.
 
Only beneficial for Medics to be in the front row if you're making a Battle Medic, ie a Medic with Att Up lvl10 and Caduceus lvl10. Since characters do more damage in the front row than they do the back row (spells and arrows notwithstanding), it's obvious a front row Battle Medic would be more appealing. That and also a Battle Medic can do just as much as a Healing Medic with TP Up lvl10 and a bunch of random points distributed to other skills.

About Alchemists with Shinryuu; I wouldn't doubt that the sword's +20 to all skills would be useful to one. That's the same Tec gain as the best staff in the game and only 10 less TP. With an added +20 in HP, Def, and Agi, this makes Alche a lot less prone to being killed in one hit, and even less taking their turn AFTER everyone else.
 
This really applies more to EO2, but on the offchance a jGAFfer enters, know that the Ronin class is bugged to hell and back. Look for Terence's topics on GameFAQS for specifics.
 
I don't think the agi from a Shinryuu would make much difference with an alchemist, but the other stats are good. I have yet to see agi increase the cast speed of any skill, although I think that's something you can customize in EO2.
 
ok, so I just took pureauthor's advice and checked out the EO2 board on gamefaqs. Jesus, all the stuff they've already figured out like skill trees and class skills makes it sound awesome. Now it's going to be even tougher to figure out what skill build to go for...
 
Well, I powered through the 5th Stratum last night for a couple of hours and finally got to
Etreant
, only to find that I should have someone capable of binding his ass (debuffing my immunize is not nice). Would it be more beneficial (for this fight and then the post-game stuff) to raise a Hexer or a Dark Hunter?
 
Pureauthor said:
This really applies more to EO2, but on the offchance a jGAFfer enters, know that the Ronin class is bugged to hell and back. Look for Terence's topics on GameFAQS for specifics.
Ronin bugged?
 
That was easier than I thought. I just 1st Turned my Medic every time he debuffed me, and none of my characters ever died. I guess it's time for the post-game stuff then. Any hints, or should I just power forward into the depths?
 
Currently nearly finished mapping B5F and just came across
Fenrir
and got my backside handed to me. Gutted. Level 16-18 for my team. L and P in front row and S, A and M in back row. Actually started levelling up a Troubadour earlier on just to try it out. Got him to level 8 I think.

Anyone got any tips (or suggested level) for my current niggle?
 
Finished fully exploring the 5th stratum. All that remains is entering into the final room on B25. I got to it, opened up that mercifully positioned shortcut back to the elevator, and beat a hasty retreat to save my game. Oh, and to spend the 6 - 8 skill points I've accrued in the past couple of run-throughs.

My characters (PRSMT) are all between level 70/62 and 70/68. Considering that nothing on stratum 5 has yet posed any kind of challenge, I'm not expecting a nail-biting experience. Anything I should know?

Haha - We both tried to bump this almost simultaneously.
 
nothing I can think of, really. I guess watch out for him wiping buffs and he can sometimes do some relatively powerful attacks, but my party never had trouble with him. Then again I ran PLDMT so my dark hunter bound him fully pretty easily.
 
My T is fast enough to restore Shelter or Relaxing relatively quickly, and my S's 1st Turn will help get my M's Immunize up first thing. Alright, time to have at it, then.
 
For the 5F boss, knock his ass down with a Posion + 10 while you defend with Immunize + Defender. You'll be doing like 250 damage a turn and that'll kill it. I beat him at like level 15 this way.

Too bad the B6F enemies are quite a step up, oy...
 
Mejilan said:
Finished fully exploring the 5th stratum. All that remains is entering into the final room on B25. I got to it, opened up that mercifully positioned shortcut back to the elevator, and beat a hasty retreat to save my game. Oh, and to spend the 6 - 8 skill points I've accrued in the past couple of run-throughs.

My characters (PRSMT) are all between level 70/62 and 70/68. Considering that nothing on stratum 5 has yet posed any kind of challenge, I'm not expecting a nail-biting experience. Anything I should know?
While I'm sure I mentioned it before, but having a Preemptive attack pretty much determines if you're going to get an easy win from the 5th stratum boss or get completely annihilated.

Though if you choose to continue to the post game stratum, do be prepared for a significant jump in difficulty and testing your patience.

TheChaos said:
For the 5F boss, knock his ass down with a Posion + 10 while you defend with Immunize + Defender. You'll be doing like 250 damage a turn and that'll kill it. I beat him at like level 15 this way.
It's easier to just try to wipe out as many as the underlings as you can first, then take on the boss itself.

Too bad the B6F enemies are quite a step up, oy...
Fortunately, after the initial jump in difficulty, it's smooth sailing thereafter.
 
lyre said:
While I'm sure I mentioned it before, but having a Preemptive attack pretty much determines if you're going to get an easy win from the 5th stratum boss or get completely annihilated.

I was watching a movie and fucked up the encounter. My Medic got an Immunize out but died in the second round. (Woops.)

Shockingly, I managed to beat the fucker without losing anyone else. And I didn't even have any healing items. Pretty disappointing boss, actually. Shitty culmination to the game's (non-)story too. Good thing the game itself is so totally awesome.
 
Oh man, I thought B26F took a while to traverse, but B27F is a fucking nightmare. I've got some straight routes mapped out, but this will definitely take a while. As for the 6th Stratum, my party really hasn't come across anything hard (yet). I've wiped the floor with the enemies and FOEs thus far. The only change that I had to make was to invest a point into Shock for my Troubadour, as I dumped my Alchemist in the 5th Stratum.
 
TheChaos said:
For the 5F boss, knock his ass down with a Posion + 10 while you defend with Immunize + Defender. You'll be doing like 250 damage a turn and that'll kill it. I beat him at like level 15 this way.

Too bad the B6F enemies are quite a step up, oy...

Don't have any skill points dedicated to poison at all. I went back later on and retried it. Lured him around the corner from where he was so the henchmen wouldn't get involved. Only my Survivalist and Medic lived to tell the tale though.

Will need to reread the thread to find the best character skill builds now. Don't want to put all the time into it and screw it up. Would be vintage GasMan if I did.
 
Good lord. Just realised there's a 'Resource/Item Point' icon for the maps. I've been using the event icons in light of there being nothing immediately obvious.

/slaps forehead.
 
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