slaughterking
Member
No, you can entice the Stalker away from the choke point and slip through.
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Pureauthor said:Nope. The Stalker at the choke point only moves when you are in the same row as it, therefore you can lure it out, then circle around it and it won't attack you.
slaughterking said:No, you can entice the Stalker away from the choke point and slip through.
Ricker said:I'm almost ready to kill Fenrir,the Wolf Boss...i'm level 17 for all my guys,currently mapping the 5th floor... at this point i can afford to buy warp chimes and there's a refill point along the way(thank god) so levelling and exploring and mapping the area's is a little less stressful now.
Considering what i have seen so far,Fenrir will probably kick my ass one my first try though hehe.
mclem said:The protector's Anti-skills to L5
Something from a Troubadour - Erasure, possibly?
Anything else I should be specifically working towards that's essential for some of the nastier bosses?[/spoiler]
And lower TP cost. It becomes more cost effective than Cure II pretty fast.Haeleos said:Is it necessary to grab Immunize AND Defender? I don't have Salve I, just Salve II, so...
And what is the benefit to more points in Cure III? Just speed?
mclem said:I should have mentioned, I'm running PLSMT. I started out as PLAMT, but left the A behind early on; still, it should be possible to get him up to speed if absolutely necessary. Are we talking impossible-without-an-A, or just challenging?
Thanks for the help, I'm sitting on about 30 talent points on the T 'cause I've been too nervous to spend them on the wrong thing!
Immunize is the superior buff, and for all I've seen up to the end of the story, Immunize alone is quite sufficient.Haeleos said:Is it necessary to grab Immunize AND Defender? I don't have Salve I, just Salve II, so...
Unlike other spells, Cure III gets *cheaper* the more points are in it. At max-level it's a full heal for 10TPAnd what is the benefit to more points in Cure III? Just speed?
Situationally, Cure III has its uses, I find; while it's not perfect it's the only other healing spell I find that's worth making use of. Although having said that, I don't think you can have Cure III with a combat medic setup reliably, I'd have to check the numbers.Man God said:Ignore all healing spells that aren't Salve II.
Man God said:By the time you actually see any real difference in HP heal between Salve II and Cure III you should have more TP than you know what to do with and the ability to gain more with either a constant troubador buff or items.
Cure III is useless, non combat medics are useless.
Pureauthor said:You never have more TP than you know what to do with with any character unless you pack a Relaxing Troubadour along for the ride.
Well, that or Labyrinth 'excursions' consists of all of five steps.
Halycon said:How useful are S's as damage dealers? Or are they only useful for getting more items?
oh, the A isn't necessary. It's just that a T is useless against the final postgame boss because his buffs make the boss go batshit, and you need a boosted level 10 immunize up nearly every turn, so that takes up 5 of your allowed 8 buffs. I went with an A because it was my highest level character sitting in reserve, and I had unlocked some of their uber gear, and I didn't want 2 S's.mclem said:I should have mentioned, I'm running PLSMT. I started out as PLAMT, but left the A behind early on; still, it should be possible to get him up to speed if absolutely necessary. Are we talking impossible-without-an-A, or just challenging?
Thanks for the help, I'm sitting on about 30 talent points on the T 'cause I've been too nervous to spend them on the wrong thing!
charlequin said:Always remember to buy warp wire.
Llyranor said:I'm ambivalent about the game. The combat is nice and challenging, and the exploration has been fun. However, it's becoming quite tedious to me.
Part of it is my own fault. I started the game with creating too many characters (2 of each starting class, so everyone was underleveled). Once I eventually decided to get rid of half of them (keeping 1 of each class), things got better. Then when the ronin and hexer became available, I spent some time getting them leveled up, which ended up being a mistake, since I didn't find them that useful. Then I rested all the rest of my party, so I ended up underleveled as well. All these things made the game a bit more tedious than it should have been. Not to mention that since I was away for the past month, I spent a lot more time on the game than I should have.
I've decided to ignore the extra characters and just focus on my LPDTM, which are in their 40's (M50). I'm at about B20-21F. Is it still worth it to go on? How much more is there? I suppose since I'm almost at lvl 50, I could go with encounter-lowering items to lower the tedium.
Do most people just stick with a party of 5?
Pureauthor said:Personally, however, I played pretty much the opposite way - like a 'real' guild, I suppose. I started out with a few characters, then as time went on I just kept adding more and more, to the point where I've fill out the entire roster.
sennin said:I have a lot of doubts about balance in EO, in particular the Protector's Provoke skill rate of success is percentile based.
I'm also not fond of the fact that Atlus didn't include arrow icons as part of the mapping tools, although from screen shots I've seen in EOII this apparently has been fixed. It was a challenge trying to map b14f, b16f and b19f.
charlequin said:And I didn't even buy Immunize until the middle of the fifth stratum, and certainly never had to use it in random encounters, really.)
sennin said:I'm curious, how did you survive the treks in the 4th Stratum without Immunize? Actually a better question will be, how did you defeat Fenrir and the various FOEs + Stratum bosses without Immunize?
I didn't really use Immunize until the 4th or 5th stratum either and even then I only used it against FOEs/bosses. Defender worked well enough on FOEs before that. The 4th stratum wasn't that difficult for the most part, I probably burned more TP on special attacks for my L/D/S than in previous stratums but I mostly used the same tactics that I had been using before then (I.E. hold 'A'). It wasnt until around B22/23 (wherever it was that those crabs started showing up) that I needed to uses defensive skills for regular battles.sennin said:I'm curious, how did you survive the treks in the 4th Stratum without Immunize? Actually a better question will be, how did you defeat Fenrir and the various FOEs + Stratum bosses without Immunize?
sennin said:I'm curious, how did you survive the treks in the 4th Stratum without Immunize? Actually a better question will be, how did you defeat Fenrir and the various FOEs + Stratum bosses without Immunize?
Is it just me or was B20F free from random encounters?
A Black Falcon said:You are right that status effects often were tough, though. Poison or Stone, particularly... getting hit by that is a real hassle, and isn't easy for me to remove. And my Refresh is still only level 6, so it doesn't even heal Terror or Stone. So yeah, I definitely try to avoid enemies that can turn characters to stone...
A Black Falcon said:as for Immunize, yeah I'm sure it'd be useful, but without a complete redo of my medic's skills, I just can't fit it in. And I don't want to retire my characters now... building them back up to where they are now would take so, so long, and I don't like grind. At all.
A Black Falcon said:I mean, I have level 10 TP Regen, Attack Up (I use my medic in the front line, this is quite useful), Healer, and TP Up... for healing in battle I rely pretty heavily on Salve II. It's only level 2, though... that's another thing I'd definitely like to make higher, if I could re-distribute points...
Full TP Up and TP Regen means that despite using a lot of spells, the medic is usually one of the last to run out of TP. I also have full TP Up and TP Regen for the Alchemist... I know with a Troubadour you can cast a spell that heals TP, but without one, the Medic and Alchemist pretty much require you to build up those skills. I wish the Hexer had TP Regen too... that'd make things much easier. As it is I often have to not use skills with the Hexer in order to conserve TP, while with the Alchemist and Medic I don't have to much because their TP regenerates.
What I do have is two characters who can bind enemies' head/arms/legs. I also have level 10 Evil Eye. So for bosses, the key is either binding them (preferably in all three places so that I can then use Ecstasy and do huge damage) or successfully hitting them with Evil Eye, upon which time they are instantly rendered helpless for the rest of the match (as long as I have the TP for it, but I've got enough TP heal items to make that not a problem). It's pretty great when something happens like succeeding with Evil Eye on turn one against a Dinolich or something like that...
Manticor was pretty tricky, because it can attack the party hitting all characters and doing far more damage than I can heal (it could do like 250-300 damage to everyone and my Salve II only heals like 175 or so per character) and can also poison too, something I can't easily remove (maybe one character at a time I could? But if they're all hit, it's hopeless), and that poison does HUGE damage... so as I said, my successful victory strategy was get Boost for all characters and then hope that my turn one bind head attempt succeeded. And it did.
The final boss is kind of similar, except he can remove bindings, making him really, really hard for this party. And evidently I'd find the floor 30 boss even harder... bah. I don't want to have to level up my Defender! The only one I have is only level 30 (part of my second party), and I've never found it useful at all... I don't know, I don't like the class much. Survivalists and Troubadours are both great, and really useful, though. Ronin too... if I could I'd have one of each of those in my party too.
sennin said:I'm curious, how did you survive the treks in the 4th Stratum without Immunize? Actually a better question will be, how did you defeat Fenrir and the various FOEs + Stratum bosses without Immunize?
sennin said:This is rather insightful. Most players (and I classify myself under this category) who rely on gamefaqs will have the benefit of hindsight and a consensus on what works best as the EO community has matured, but the price (and I'm paying it now >.>) is a lack of will to experiment. I have learned much from your post, and I would like to express gratitude for your efforts in painstakingly typing out this mini anti-thesis to challenge common EO wisdom.
sennin said:Therica A and B are what I use, and now that I've made it B21F, resources are never a problem again. ^ I'm rich! woohahaha >_>
Rest? 10 levels takes a while to build back, but you can re-distribute your skill points. Much better than starting all over at level 1.
This is rather insightful. Most players (and I classify myself under this category) who rely on gamefaqs will have the benefit of hindsight and a consensus on what works best as the EO community has matured, but the price (and I'm paying it now >.>) is a lack of will to experiment. I have learned much from your post, and I would like to express gratitude for your efforts in painstakingly typing out this mini anti-thesis to challenge common EO wisdom.
A Black Falcon said:Is there any decent way to deal with the enemies that put the whole party to sleep beyond just getting high enough level to be able to survive their attacks?
A Black Falcon said:-How do you find the space to fit in Chop, Take, and Mine? So I drag myself all the way to some take spot I need to get something from for a quest, use my 4 take points (which I really shouldn't have put there, I need them for other things...), don't get the item, and repeat? Do I create special characters with only those skills, take them along at level 1 just for their points, or something like that? I know the "create a party of survivalists to collect stuff" strategy, but I didn't do that. I'd prefer to just use one party... but particularly for classes like the Medic, you can't fit in the points, which gets quite annoying when you need specific collectibles.
A Black Falcon said:-Those quests with really vague descriptions that you'd never have a hope of finishing without a guide are pretty annoying. As you progress, there are more and more of these.
A Black Falcon said:-Thor+Shocker=awesome (vs. groups). One of my most-used skill combos!
charlequin said:Fenrir I beat using the Protector's F. Guard and R. Guard extensively, combined with 1st Turn -> Salve when needed. I had an Alchemist tricked out in whichever element he's weak to (fire?) and used an elemental-weapon item on my Landsknecht, so they were both doing tons of damage. (If I had had a poison Alchemist I think this would've been even easier.)
By Stratum 4 I had a Troubador with maxed Relaxing on top of a regen Medic; I could buff with Defender or the T's defense buff (neither of which are as good as Immunize, but are still fully workable) if I had to, and afford to Salve II every turn of every combat as my MPs flowed rapidly back to me.
sennin said:This is the reason why I rested my Landsknecht to change from 2-weapon to Chaser build. Chasers are cool skills!
Where's the classic Thief, with a classic role to deal with increased drop rates? =/
A Black Falcon said:-How do you find the space to fit in Chop, Take, and Mine? So I drag myself all the way to some take spot I need to get something from for a quest, use my 4 take points (which I really shouldn't have put there, I need them for other things...), don't get the item, and repeat? Do I create special characters with only those skills, take them along at level 1 just for their points, or something like that? I know the "create a party of survivalists to collect stuff" strategy, but I didn't do that. I'd prefer to just use one party... but particularly for classes like the Medic, you can't fit in the points, which gets quite annoying when you need specific collectibles.
Halycon said:So what do Chaser's actually do?
Wat.Pureauthor said:Everytime someone other than the Landsknecht hits with an elemental attack (Alchemist's nukes, Ronin's slashes, Troubadour's Buffs), the L will immediately follow up with it's own elemental attack if it's the same one.
i.e.
Landsknecht activate Flame Chaser
-Others move
-Others move
-Others move
Alchemist uses Inferno
Landsknecht attacks all of the enemies that Inferno hit.
Mash said:I've just started playing this again and I'm a total nooby so forgive such a stupid question but if I use something like shelter does this last the entire fight or only for the next turn?