Scalpel Knight
Member
I can't wait to really dive into this game and yet I'm totally intimidated by it, having struggled through the first few floors alone. I might just start over and use one of those recommended builds.
Awesome, for some reason I didn't think of doing that. I'll be giving it another try soon in that case!lyre said:That's the beauty of the game. You don't have to start all over with the game; all you have to do is reset your characters or just retire them and get new ones. You get a new party and STILL keep your map.
Some useful Protector skills need you to have a few more points pumped into HPup and Defup. I don't have my copy with me but there are far better uses for those points you put into the Anti-skills. And I suggest you try to get Formation, which ups the defense of your entire party.Aadil said:Protector
Defender - Max
Antifire - 5sp
Anticold - 5sp
Antivolt - 5sp
HP up - 1sp
DEF up - 1sp
Don't bother with Def, HP or TP if you're only going to put one point into them. If you're gonna put any points in skills, have either 5 or max. Also I have my Landsknect with a good level 2-hit, and it seems to be working out well for me (even though at max it's only 30% chance of working statwise and only with basic attacks), though that's me.Landsknect
Allslash - Max
Swords - Max
ATK up - Max
DEF up - 1sp
HP up - 1sp
TP up - 1sp
Ambush is a really useful skill to have. Try to max that out next. And while it should be obvious, Multi-hit is best used with Boost.Survivalist
Bows - Max
Apollon - Max
Multihit - Max
Ambush - 5
1st Turn - 5
There's no point in maxing out attack since Medis are back row characters and will always suffer from doing half the damage they should be. Put those points towards Refresh and Salve 2. Also be sure to max out TPup asap and then TP regen afterwards. Medics will need it.Medic
Immunize - Max
Healer - Max
Caduceus - Max
ATK up - - Max
No point in wasting points in Fire if you're maxing out Flare (which is Fire2). And as with Medics, max out TP up asap and then TP regen afterwards; same reason as with Medic.Alchemist
Fire up - Max
Fire - Max
Flare - Max
Flame - Max
madara said:Not to hijack but anyone know if Sickwoods on B17F respawn? I beat them before the Work Stoppage quest and I swear at least 15 days must haev passed by now and still no Foe's.
lyre said:Some useful Protector skills need you to have a few more points pumped into HPup and Defup. I don't have my copy with me but there are far better uses for those points you put into the Anti-skills. And I suggest you try to get Formation, which ups the defense of your entire party.
There's no point in maxing out attack since Medis are back row characters and will always suffer from doing half the damage they should be. Put those points towards Refresh and Salve 2. Also be sure to max out TPup asap and then TP regen afterwards. Medics will need it.
lyre said:There's no point in maxing out attack since Medis are back row characters and will always suffer from doing half the damage they should be. Put those points towards Refresh and Salve 2. Also be sure to max out TPup asap and then TP regen afterwards. Medics will need it.
The way I did it was continuously using Immunize from my Medic. The last boss refused to attack while this was in effect, and would use his skill to wipe out all of my status boosts. So in during that time when I knew he wouldn't attack I could attack with everyone, even the ones that would normally die without defending (just my alchemist I think). So it took a long time but it worked, and I also pretty much needed my Troubadour there to cast Healing and Relaxing whenever possible or I might have run out of MP for some party members. There are probably a lot better ways to go about it, but that's how I managed with my party.madara said:Jesus, what level are you suppose to be for final boss? I spent 3 days with boring repetitious leveling to get level 64 and this guy wipes out my whole back row with one hit each time. Aparently my healer needs to have over 400 hp now :lol Sigh, any place I can level fairly quick that isnt with same creature models from floors 21-25?
Classic. I love when games make fun of themselves like that.grandjedi6 said:
madara said:Okay a few questions now that I am on floor 26. How do you hurt the crabs? Fire, ice, physical, they all do 2-5 damage. Secondly I'm getting stoned alot now and I never looked into this as it was a rarity, is there something that will cure that instead having go back to town?
I wish all this was true, but the protector really does stink for the normal game. it's the postgame where they're good. I mean, they're a good survivor, but utterly useless if you want a damage class when a landsknecht can equip most of the same armor and deal way more damage.JayDubya said:People's comments about the Protector are hilarious.
Yes, you put him in the front row - for Christ's sake he can wear the thickest armor and has the naturally highest defense of any other character. Yes, he can do reasonably good damage - it's called Smite, and you should have enough MP to do it a LOT.
A good Protector is the core of any party. Couple him with a Medic and you can beat anything once you level up sufficiently - your other choices just decide how quickly you actually manage to do so.
That floor's actually a puzzle, and a pretty cool one at that. I suggest you go back and try to solve it. You can quit in the map afterwards which actually is just tedium. That's where I quit anyways.madara said:Doh, yeah revive does not cure a person that is stoned. Well I beat the game but these bonus floors are just brutal to be brutal. At some point you have ask yourself if your having fun, crabs that no one in my party can harm unless I redo skills, having to go back town repeatedly for stoning andfloors where 70 percent of it drops you, yeah time to hang it up.
firex said:Depending on the class there's 2-5 must have skills for them, excluding passive stat-ups and HP/TP up skills. here's what I recommend:
Medic - Immunize and Salve 2 must be maxed out, no questions asked. You can also go with a maxed out Cure 3. it's a good grinding skill, especially for early on in the game before you face monsters that hit multiple people. way later in the game you can rest your Medic and redo them so they have maxed Immunize and Salve 2, and level 1 Revive (anything more is a waste in this skill) and then go for Caduceus to allow your Medic to do more than sit in the back row and defend.
Protector - mostly passives here. All you really need is level 5 in antifire, anticold and antivolt, and that's only if you want to do some optional bosses after you beat the main game. Otherwise? Just learn smite and invest in HP/TP/Def up and shields so your protector can take a lot of hits.
Survivalist - Apollon and Multihit are the attack skills you want. Trickery is a useful debuff. 1st Turn is really useful late in the game, but not so much for the first 20 floors of the dungeon.
Alchemist - poison is good for the first 8 floors or so. But I would just go with a fire/ice build instead, or you could go fire/volt and add in ice later. The best spells of the 3 elements are as follows: Flame, Freeze, and Thor. Thor is the 3rd tier spell, which does less damage to each monster than the 2nd tier, but hits all. There are more common enemies weak to thunder than fire and ice, but Flame and Freeze are worth it for those enemies that have a lot of hp/defense and are resistant to thunder. You also probably want Scavenge, and maybe a point into Warp too.
Landsknecht - decide if you want to go swords or axes. Axes kill single targets easily, swords clear out groups easily. If you go axes, learn Crush and Silencer and Hell Cry, and put the rest into ATK/HP/TP up. If you go swords you have to learn 2hit to unlock Allslash, and you may as well also get some points into TP up and unlock the "chaser" skills that automatically trigger after the enemy is hit with elemental magic (which makes them a natural pair with the alchemist). In that case the best one is Shocker so you hit all enemies twice when your alchemist uses Thor, but truth be told, Allslash does the job just as well.
Ronin - Overhead stance and Midareba. After you've maxed those, get some HP/TP up, and you may want to learn another stance or learn Kesagiri. If you take another stance, pick the one with the instakill strike since it's useful for an optional boss.
Dark Hunter - decide on whips or swords. If you go whips you will spend virtually all your skill points on maxing out all 3 binds, Ecstasy and Climax. Anything left over goes into HP/ATK up, since Ds get a ton of TP and don't need TP up. If you go swords, max out Drain and then choose Petrify or Nerve and max that one out, or max out Bait. And learn some Boost up along with the HP/ATK up combo.
Hexer - binds, relapse, and their sleep spell. I never really used one because they are so limited and specialized, but those are the skills all the guides/players say to look at.
Troubadour - saving the best for last here. Max out Relaxing and Bravery, fuck the defensive spells like Shelter and Mercury. Those are for cowards. Bravery boosts everyone but your alchemist's damage, and relaxing gives a huge bunch of TP regen. Best of all, these songs don't need to be refreshed like other buffs, unless someone dies and you revive them. To enhance their utility, learn level 1 blaze/frost/shock to give your melee guys elemental damage if you come up against someone with high physical resistance. edit: I forgot, you should also learn Erasure. level 1-5 is fine. Troubadours have tons of skill points to go around since they only need to max out relaxing and bravery, so just decide how many of the enemy's buffs you want to erase at once. I went with erasure 5 just so I could be a bastard, plus there was enough room for me to max out HP/TP up and all the other songs I needed along with it.
If you just want to maul the main game I'd recommend Landsknecht, Protector (or another Landsknecht), Survivalist, Troubadour, Medic. The T will use relaxing/bravery and buff everyone's damage/tp regen, the medic will heal, the landsknechts will tank and slaughter with allslash or axe skills, and the survivalist uses apollon and multihit to own bosses/FOEs. Alchemists don't suck in the main game by any means, but they don't really come into their own until you get postgame gear + run into the insanely physically resistant guys in the bonus section of the game. at least IMO. I used an alchemist early on and dropped him for a Landsknecht before facing the second stratum's boss, and never looked back.
ElFly said:![]()
Landschnekt, Darkhunter, Survivalist,
Alchemist, Medic.
???
Man God said:Medics go upfront. Anyone who says differently gets punched in the face.
Which one? Floor 25 or the real one?
FatalT said:I finally found this today and picked it up, is anyone still playing?
Y2Kev said:I'm diving into this game for a second time tomorrow. I like firex's advice a lot. You recommend what party for the easiest time with the main quest? Troubadour or Alchemist? And two Lands or one land one protector?
I kind of agree, after leveling a second team with an attack medic. Pretty sweet shit.Attack medics are awesome to the extreme. The only other skills a medic really needs are salve II and immunize. A boosted immunize makes your party immune to pretty much everything that's not a Dragon's primary attack or Primeevil, and you can heal through the rest with salve II or items.
djtiesto said:I've only been playing 3 or so hours, my characters (Landschnect, Survivor, Protector, Alchemist, Medic) are ~level 13, and I just reached floor 4. Money seems to be really hard to come by, and the Inn keeps on raising their fee, any advice for getting a decent cash flow at such an early part of the game?
Y2Kev said:Poison is nuts. Took out the first FOE at level 5.
B.K. said:Another question. What do Item Points look like and how do I get items from them? I've learned a couple skills to get items from the points, but I don't know what they look like or how to use the skill.