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.
I typically don't use Relaxing until I'm low on TP and if I have a Boost to go with it.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.
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.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.
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.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.
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.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).
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.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.
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.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.
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.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.
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.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.
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.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.
My Alche is a bit different but not quite not maxed out yet: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.
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.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.
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.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.
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.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.
Welcome your new blunt weaponed overlord.Rummy Bunnz said:This thread inspired me to make a combat medic. I wish I'd done it earlier. They're AWESOME.
well the difference is usually just 100 points more of damage :/ I just expected a bit more when it comes to debuffs.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.
Limited buff slots?? shit I knew there was something wrong when some of my buffs faded with no apparent reason :lol :lolfirex 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.
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
DKnight said:Limited buff slots?? shit I knew there was something wrong when some of my buffs faded with no apparent reason :lol :lol
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.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.
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.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.
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.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.
That's what I said.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.
Ronin bugged?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.
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.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?
It's easier to just try to wipe out as many as the underlings as you can first, then take on the boss itself.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.
Fortunately, after the initial jump in difficulty, it's smooth sailing thereafter.Too bad the B6F enemies are quite a step up, oy...
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.
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...