>EO Information, Music, Artbooks, etc.
>EO2U Grimoire Collection
>EO2U Recipe + Advertisement
Uhmm I'll need help with this one.
Monk or Mace-Gladiator/Bushi could work but I'm not sure.
Help me, Mediko. I've fallen ill and my throat is in pain, what can you recommend?
So thanks to the $10 sale I got EO4. This is my first EO game, and I've been playing it literally for 20 hours straight. I'm now in the third land(snowy place), and things are falling apart for me. The monsters are incredibly difficult relative to the rest of the game(I'm level ~26) and I'm generally struggling a lot more with the mazes. I'm able to stay in the caves and dungeons for a much shorter period of time because of the difficulty, and I just feel stuck.
Is this zone an unusual difficulty spike? Am I possibly doing something wrong? Should I be a higher level? I haven't really taken time to grind because things have felt fairly smooth until now.
Also, I haven't unlocked dual class or whatever its called, and looking up some information for the previous cave I was in I saw mention of it. Did I miss this somehow? Is it tied to an optional quest or anything like that?
I know this is a messy post, but I hope someone more versed in the game can help me, because my motivation has gone from through the roof to disappointment. I just feel like I'm missing key information somehow. Other hurdles like the big ghost boss where i had to learn what leg binding was were one thing, but here I feel like the entire experience of beginning the third land is just overwhelming.
I'm using one of the tank guys with a setup that is admittedly a little all over the place, but pretty much 100% focused on taunting/defending and helping others survive encounters with necessary AOE damage.
I have a nightwhatever focused on damage but I use sand throw/nerve throw with spread throw pretty frequently for difficult encounters.
I have a landswhatever using the link abilities mostly.
I have a medic with what I assume is a very basic healer build. I don't really have any of the offensive options.
And I have a runemaster or whatever they're called and her main spells are glacier and the first lightning one you get.
It just feels like my party is really weak. Like my attacks do 1% of some enemies health, and while I can use heavy spells to get past enemies fairly easy, the fights just take too much out of my party for me to be able to stay in the places long enough to figure them out. I almost wiped in the bat cave and never did find anywhere to go past the third room. I attempted the labyrinth or whatever but I got to a place with a big turtle who was going to kick my ass if I tried to go any farther and I couldn't find any alternative routes. This area just seems a lot more punishing, and because I'm very new to the game I'm just assuming I'm doing something critically wrong(again, I didn't even know about leg binding until the end boss of the last zone)
Should I just grind levels? Is that really a viable solution? Levels come so slow fighting weak monsters that I don't want to waste hours to find it was something else setting me back.
By mandatory do you mean I will naturally unlock it? What I'm saying is that I have not encountered anything about it, but in glancing at a guide for tips on the final boss of the last zone I saw it mentioned without context of how it is obtained. Again, I'm brand new to the series, so I don't have any idea if it just like becomes an option at a certain level or if I have to do a quest to unlock it or what
You can avoid nearly all the FOEs in the game so it's best to try to find away around them if you can't fight them directly. For the 3rd labyrinth specifically, there are 2 entrances to the dungeon so try to look for that if you already haven't. If you need to, you can rest your party, losing 2 levels but gaining the chance to re allocate your skills to try out new things.
I've actually just found my way around the FOE I felt stuck on. I finished the first heat pillar thing, but lost a couple party members in an encounter right after. I've gotten my head straight and I'm not as concerned about the puzzle aspect of the dungeon, but I still feel abnormally weak, so any advice on my general party comp/mistakes I may be making as a new player would be great.
A fort is meant to take hits, so you're okay there.
You should never be hurting for damage with a nightseeker, considering their class skill makes them hit like trains against ailing enemies. You should focus on the ailment skills that you prefer and shadow bite/assassinate for max damage.
Your landy and runemaster should have an easy time dealing lots of damage by working together using elements.
Medics heal, as expected.
You're appropriately leveled and your party comp is fine, so it seems like your issue is with what skills you're using. Also, FOEs are typically not to be fought the first time that you encounter them.
Hexer or Arcanist.
What should my landy be running? I think he is the one I'm closest to needing to respec. His base attacks do ok damage but his abilities all kind of stink. Links are decent value but overall my NS does way more damage and has utility too.
I love my runemaster she carries me in most fights with spells that do as much damage as 3 turns of any of my other character's attacks.
Also, having just beaten Kibagami(the bull dude who requires you to prove yourself), it's becoming a fairly consistent issue that I can't get nerve throw to actually work on higher level enemies. Any advice on ways to apply conditions more reliably given my comp? Is this a flaw of my composition that I need to rework? Nerve throw works perfectly on normal enemies but I just used it like ten times on that guy and it didn't go off once. It's rank 5/6. Assuming the sixth rank doesn't make a huge difference i really need a different means of condition application.
Since you should have subclassing by now, just level up to 40 and sub Arcanist on your NS.
Put some points into Ailment Boost and go to town with Auto Spread + Nerve/Venom Throw.
Ah yes, I just now unlocked that.
Actually, I feel awful for asking so many questions, but can someone explain subclasses to me? Are there "standard" subclasses, optimized ones? Again I have a fortress, land, runemaster, medic, and nightwhatever. I'll definitely try N/A but I can't think of anything that would be useful alongside the other 4. Maybe A for my medic too? Maybe using that girl I got from the previous dungeon and making her A/M would actually be better than keeping the medic? Any advice would be great
Bushi works with any damage dealer
Status/Bind characters can opt for Arcanist
Arcanists use Medic or Nightseeker
Medics can use Arcanist, Dancer or Land
Land and the last bonus class can use Runemaster to boost their elemental damage.
Fortress basically only use Dancer is most cases.
Thank you. Can you elaborate on the following few?
1. I haven't unlocked Bushi yet. I assume, like the Arcanist, that happens after this dungeon. So should I wait to respec my Runemaster and get those 5 points? What does Bushi actually offer RM?
2. What does Fortress get from Dancer? I'm totally inexperienced with Dancers, never even considered putting one in my party, so I can't figure it out in my head.
3. For Medic, what can I actually expect from the subclasses? Do secondary A's get strong enough, say, leg bind circles for me to spec my medic specifically into doing that kind of stuff, or would I be better off subbing her for an Arcanist and just getting the really essential Medic stuff on my Arcanist?
Essentially this is a A/M vs M/A question, from a novice who doesn't quite understand the limitations of subclasses.
1. The main thing you get from a bushi subclass is Blood Surge, which boosts the power of every attack in exchange for some health. It's really front-loaded in terms of power and back-loaded in terms of health drain, though, so you probably won't want to invest more than 1 point. The final unlockable class has a lot of passives for boosting elemental damage and TP sustainability in battle, all without the drawbacks. I personally prefer the final class, but if you rest, the loss won't sting much at all.
2. The biggest thing fortress gets from dancer is an evasion passive, which even at half the maximum point cap from subclassing, provides a huge boost. Late-game, you'll be dodging a third of everything that attacks you and be able to shoulder whatever actually hits.
3. The main reason why people recommend arcanist/medic over medic/arcanist is because the medic's healing is going to be overkill in most cases. The arcanist's active skills aren't nearly as effective at half their point cap, and the class naturally has some passive healing on top of that. Even the higher cost of some of the medic's skills isn't a problem, because arcanists have plenty of passives for TP regeneration. Medics still get some play from their physical attacks, but even those work better on a land main class if you want to maximize their potential and give up on healing.
1. Bushi subs just skyrocket the ammount of damage dealt. They have a Skill named Blood Surge, by a little of HP and TP for every action, the damage is vastly increased. For Physical attackers, make them dual wield and thanks to Blood Surge and Charge the punch they give is tremendous. Bushi / Landsknecht is a consistently damage dealer thanks to Vanguard/Blood Surge, and it can be a makeshift tank thanks to Weapon Parry and other defensive skills of the Lands that make well use of the good HP pool of the Bushi.
This said, Bushi is better as Subs than a main class. Nightseeker / Bushi just deals a ridiculous ammount of damage if built properly.
2. Fortress subs as Dancer to allow them to Dodge with the passives of the Dancer, so it not only will draw the attacks, it'll evade them. Also, if you have space to use one of the Tango (Attack or Defense), it can use Healing Step for an Emergency Heal. (I don't remember if Healing Step uses Tango or Waltz).
3. A/M > M/A. Maxing Circle Boon and the halved Heal Mastery heals more than the Maxed Heal Mastery and halved Circle Boon; and the first needs 1 Skill Point less.
Arcanist are fragile but they have high luck, so the ailments will land easily with the circles.
Also, their Mace Skills get better mileage by a Landsknecht / Medic. Also the revive Skills aren't based on TEC, so the Landsknecht can make use of them in a pinch.
>no one cared why the royalty never ages
I suppose Gutrune rarely shows herself in front of her subjects.
Just defeated the Warped Savior for the first time, what is the "best" way to beat the Fallen One?
Team is L/B, F/D, D/N, M/A, R/I all lvl 89, non-retired (I want to defeat everything with my original team before I go for retire)
Also, does the Durandal really need you to beat the game three times to forge it?
Just keep the Fallen One's head bound and try not to force your fortress to eat every single hit. Use geo-impact to stun it on every turn that is a multiple of five (or at least, I remember it being multiples of five) if the head is not bound, or else he'll nuke your party with an attack that's guaranteed to kill everyone.
You can re-fight the Heavenbringer by talking with the medium in the vessel village after beating the main game.
Thanks, I didn't realize you could re-fight the Heavenbringer.
Might have to put on some BRS equips to generate enough gauge for the impact though, what setup gives the most BRS?
So I'm the guy these people were replying to.
I've chosen to sub my M/A for an A/M, and while I really love that the A can use nerve circle and bind feet on demand, I'm having some slight problems. Firstly, she lacks burst heal. Her big heals require 2 turns to activate with circle->dismiss, and her passive heals while incredible for most enemies, are just not enough to sustain the entire party taking AoE damage.
Should I be using Medic heals fairly often with her? I feel like this may not even be a viable substitution for my Medic until 40 when she gets the stuff to gain TP from her circles. She just seems so mana heavy to heal. Her heals which are weaker than Line Heal was on my medic cost 6 TP more and take two turns. In return for that I get on-demand status, but I'm just not sure that's worth it, and I'd like to know if I can do something different to lessen the pain.
Also dancer sub on my Fortress with dodge stuff is incredible. Thank you so much who ever said to do that.
You have two party members capable of using dances, so you should be able to generate enough to get the gauge up using the passive. I failed to mention, it's imperative that you use geo-impact on the first turn as well, as the Fallen One will always use a skill that binds all of your team's body parts.
It's absolutely necessary that you have sniper or arcanist stay on top of the head bind and use releasal spell when it wears off. I don't remember being able to use geo-impact on the first turn and again by the time that turn five rolled around.
You can get TP back by dismissing a circle, so there's that. A few points in line and party heal should be good enough early on. Using the circles for every random battle during the mid-game is a waste of your TP, wait until the late-game.
Hey /eog/, could you fall in love with a Vessel?
This is the kind of series where each new installment is objectively better than the last, with the exception of Untold from 4
There are just quality of life improvements added in every game that you will just miss if you play any before that. For example, Untold added fast walking, and U2 added multiple save files.
>Untold added fast walking, the wrong way to play
Nah, he's an impostor. A real one would complain about Floor Jump instead.
Wizardry 6 review
>Why the do indie developers always have to use pixel art nowadays.
This is clearly a stupid indie pixel ripoff of Legend of grimrock, which is a real masterpiece within the RPG genre.
EO4s postgame dungeon is great, especially the second floor which is just a brutal lesson in target priority and shutdowns. Assuming you don't grind past them the 3 dragons are also interesting.
Anyone here playing this?
Anyone here got the soundtrack?
Troubadour or Sovereign in EOU2? This is the conundrum I have currently. As I see it:
>party wide buffs
>fast but frail
>amazing Force Skills especially when paired with Force Shield
>meh portraits IMO
>can only buff lines
>shit Force skills
>passive healing up the ass
>better portraits IMO
Anyone mind helping me make up my mind?
Depends how your rows work out. If you can push all the offence or the fragile shit onto one row or if you have elemental chasers going, then Sovereign is great. Wouldn't overestimate their toughness though, it's much less than in EO3.
Which EO3 classes do you want to have in the main cast of EO3U?
I think Royals are out of the question because of EO2U.
I unironically want a farmer in there one way or another. I don't know the exact term but I think it's "clumsy moe", she would be hilariously cute always saying sorry and tripping everywhere. And I think everyone should go through having a farmer in their party the whole way once in their life.
I could go on but I'd just keep describing lolis...
Gomenasai, my name is Kujura-sama.
I'm a 27 year old Etrian Bushido (Ronin for you American Gaijin)
Persona Q is on sale for $20 on the eshop. I love Etrian Odyssey games, and haven't played persona(but would probably hate the main games).
Is PQ enough of an EO game that I should enjoy it regardless of the story, or should I just not worry about it?
I've played the EO games to death, are there any other RPGs on the 3ds that focus on team building and have a fairly high difficulty? I'm not as concerned with the dungeon crawling as I am team building.
it has very nice dungeons and EO gameplay but a lot of the enjoyment comes from knowing the characters
it's also really easy because 99% of all enemies are weak to light/dark instakill spells so every random encounter becomes an instant sweep, especially since you effectively have infinite TP if you only use one spell per fight per character
it's probably worth getting for $20 if you just forego all light/dark spells
The combat's super easy, even on expert mode, and the game balance is a mess that overpowers physical attackers across the board and light/dark users for random battles.
The story is actually pretty cute, but it doesn't really start moving until the 5th stratum.
The character interaction is nice, but some characters were written as caricatures of how they are in their original games, and I don't know how much you'll get out of them if you're not already familiar with the casts. There's a lot of dialogue, even mid-dungeon.
The dungeons, though, are pretty good, with the third stratum being better than even Etrian's best, but some of this comes with caveats.
>1st: Totally forgettable, if inoffensive
>2nd: Fun to play through in the moment with good music/mood, but again, kind of forgettable afterwards
3rd: GOAT dungeon to come from an Etrian engine so far
>4th: Apparently really polarizing. I really liked it, but I used a ton of auto-mapping to make getting through the puzzles easier.
>5th: Would be great, but the dungeon goes on too long, since you deal with a ton of smaller floors before hitting two full-sized ones.
The game doesn't have a post-game, unfortunately, meaning no 6th stratum, either.
I also forgot to mention that Q is often at odds with itself mechanically, since it's trying to gel two separate RPGs together. There's little point to manual mapping, since the game forces you to walk on every tile to unlock certain treasure chests, and the game still primarily uses Persona-style skills. It also gives you things like links and circles (even blood surge), but everything except for links doesn't get a ton of support skills to make those builds viable, with links being the most overpowered skill set in the game.
Definitely not worth full price, but $20 sounds good if you don't mind a franken-Etrian game.
I dunno, just off the top of my head I would do Scribe, uses staffs and would be used as namely a support class, skills are namely stealing abilities from monsters by recording them, recording skills of other classes in your party by using a skill I'd call Perfect Memorization (the said party member would have to use that skill during the turn he uses the memorization skill), another skill that could allow him to deduce new enemies info.
I always do the "Therica A turn 1" and save the impact for when he isn't head bound or blockable on a 5. Should I use Origin Rune, or Galvanic? He always ends up beating me if I go for full rune damage.
As it is a lot of attackers get cool skills with time delay. I'd like to see that from a support role. Say, instead of giving one ally Quick Step, force the enemy to go after everybody, but in two turns time. Or a strong buff cancel effect, but again not immediate (you might put up the buff after deploying it). A weak buff which fills a slot for two turns, then becomes a really powerful buff for the next three. Maybe even a hide type skill like the bard in FF4.
I'd label it a tactician, use spears for moderate damage from backrow or staves for TP, but make it fragile as a caster.
>Nobody will ever forget that this is a thing
>New Troubador/Princess/Dancer class in EO5 is Idol.
what would you do in this situation
Sounds good to me.
>there are people in this general that want EO games to remove the first person aspect of the game and they want shit like this >>127058535
for combat instead
>mfw not american
>watching shows like this and american gladiators as a kid
>all my whole life as a kid was being part of program this kind of program
>then I realized they were all hosted in america for americans
The problem with #FE is that idols are the central context of the game when idols do not intrinsically have anything to do with Fire Emblem or Shin Megami Tensei. Having -an- idol in the game, via a class or character, is not in and of itself damning. As long as it's "oh, look, there's a princess/troubador-equivalent class based thematically on idols" or "oh, look, an idol in the context of the demon apocalypse, look how they're faring" and not "oh, look, a game about the idol industry averting the demon apocalypse" then we're good. It will probably be a fun addition.
going into the kowashitai threads on /v/ is fun.
but I'm getting scared reading shit like Atlus finished is contract with Nintendo so every game is going to be on play station for now on.
>pls don't make all the EOV for Vita jokes become true
>but I'm getting scared reading shit like Atlus finished is contract with Nintendo
because a crossover didn't do well? don't be silly anon, it was atlus' idea in the first place to shift focus of the game, it underperforming is all on them
>not playing story mode for her
don't really like the idol theme that much, if they are not funny to play with, they will end as the furry lvl 1 to sleep 14 days at the inn to spawn FOEs and bosses
Hey, question. When one character is a lower level than their peers in these games, will they eventually catch up and be equal level to the other characters? Before maximum level, that is.
All characters gain exp at the same rate, so unless you do crap like benching people or getting someone killed, someone who falls behind is going to stay behind. EOIV has a limited amount of leveling scrolls that can help someone catch up, or possibly even leap ahead of everyone in level though.
They eventually will catch up, but it will never be exactly the same. A level 14 character in a party of level 17s will catch up to be the same level later on in the game. I had a level 15 character in a party of level 30s catch up to be the same around level 50-60 I think.
I feel like maxing out Sword Dance right away was a bad idea.
Especially now that I found out that it was a 33% proc rate at 10. Granted I am fishing it twice per attack command since I subbed NS but still.
There's areas in EOIII's 6th stratum with similar areas you can't map in if that's what you mean, though unlike in EOU2, there's no way to turn those into mappable areas.
First post of 2016 belongs to Feng!
It's now 2016 in the correct timezone. All other posts are irrelevant.
Last year was the year of Ricky.
This year the best girl is...?
Fug, missing a single chest for my card in EO4.
Also, what's the item above soft patagium and the item above frog belly skin?
Happy New Year!
Just started EMD and I got some questions.
Does solo fuck with the balance of the game? It just seems so much easier with the extra xp and no micro.
Does tec affect the strength of the Wanderer's killer skills?
Do Yggdrasil leafs res you if you're solo?
1. Kind of, your burst gauge fills up EXTREMELY quick when you're alone compared to with a group of four, and you don't have to waste it on formation commands. The extra exp is really not that big a deal since you need to level up quickly to survive when alone and guild members gain exp even when not in the party, especially when placed in forts. There's also a lot of optional quests that require soloing, including many for class specific burst skills.
2. I have no idea, but I doubt it.
3. Yes, those work when soloing, and in fact that's the only time I tended to take them with me.
Wrapping up U2 Classic and already starting to think about Story. Did people ever find a way to reliably stick ailments for Chloe? Changing Flavio to DH or something?
Or I wouldn't mind reclassing her to Medic, I've already used a WM in my first run.
I wasn't paying attention until like halfway through the fight.
Then when I noticed, my NS found something useful to do in the fight since he couldn't land a maxed Nerve Throw for the entire fight.
Flavio gets blind, para and sleep skills naturally which can help Chloe. Arianna is better suited for reclassing to DH though, put Flavio in a gunner role for extra elemental damage (MC won't be using his elemental attacks as often as you'd want)
I just picked up EO4 after finishing Untold 2 and I feel like a complete newbie again - maybe it's just because my class choices are so limited.
I want to go with landshark/protector || medic/survivalist/runemaster but it seems like I'm bound to fuck up along the way.
Is this setup viable or do I need something else?
>The general opinion was that Snipers in 4 are mediocre
>End up getting carried by a Squall Shot spammer in Golden Lair because of a mish mash team setup.
I wonder which one of these two teams I should run because Links aren't really working out as well as I planned.
"Atlus Co." to "Etrian."
Commencing development, adverts on.
"Atlus Co." to "Etrian."
Test the gameplay, and hope that players will love you.
This is "Atlus Co." to "Etrian."
You've really made the grade.
And the players want to know which game is next.
Now it's time to make the reveal, if you dare.
I feel finished with EO4. I've never played another EO game. I like 4, but from what I've heard of the other games being harder and having more cohesive dungeons/caves I'm very interested in trying one of them.
Since the stories don't seem related for any of them, I want to know, what is generally the best EO game? Should I play the remakes or originals, noting that with the remakes i likely wouldn't do the story mode or whatever.
I really like the team building aspect of EO4 and I've remade my team multiple times to try something different, so if one of the 3 other games in particular has a lot of flexibility in teams that gives huge bonus points for me
Not them, but it adds a whole bunch of convenient features such as floor jump and running. It also removes the subclass system in favor of skill grimoires (equippable items). There is no lands or caves, and the strata are larger, with five floors each.
This anon is right. EOU and EOU2 are a shit ton more difficult than EO4 (except for maybe the unweakened Savior). You can play EOU2 on a piss easy picnic mode if you want though.
The only reason to play the originals now is to see what they were like, or because you want to play all of the games. They can be easily emulated.
3 is pretty good, but it has issues with class balance. Some classes are too good not to use for a normal playthrough, while others are irredeemable unless you center your setup around making them useful. The difficulty is nonexistent passed the first stratum until you reach the postgame bosses, save a spike in the fourth stratum. Give it a try to see if you like it. It can also be easily emulated.
U and 2U are the most recent installments. Personally, I'd say that standard mode is somewhere around 4 in terms of difficulty, while expert is closer to the originals with changes. Class synergy is still a thing, but there is no subclassing. There are also new features mentioned by >>127134505.
You don't know that he won't like any of the other games. Stop being assholes.
So because I enjoyed 4, I won't be able to enjoy an increase in difficulty? I don't get that. 4 was never really difficult, but I would have welcomed some challenge. Are we talking about some other kind of difficulty here? like quality of life stuff? or are you really just saying that I won't enjoy the first few because they're harder games?
Thank you. I'll just try 3 next I guess. To confirm, with the first sentence you're saying the originals as in I shouldn't play 1/2 because U/2U exist, correct?
Eh, wasn't trying steer them away from it, just agreeing on the difficulty.
Not him, but the first two are just better in the U versions. What he was saying was that if you play on expert (what a lot of people play on), stuff like blue FOEs will almost certainly fuck you if you aren't at least 10-15 levels higher than them (without a story mode party, which has an OP character that is exclusive to story), and some normal encounters will be like a Hollow Magus+Red Lion in terms of difficulty. 3 can be breezed through as bosses can be instakilled/boosted through. I remember one guy beat story mode at around lvl 20.
Man I really hate the level gating on skills in 4. Certain classes get most if not all of their good skills early like Sniper while others have to spend almost the entire game being mediocre as fuck.
The description doesn't mention this, but it also provides an agility boost, making it a really good attack buff for gunners and survivalists.
I kind of like the gating in concept, because it prevents newer players from being overwhelmed by options and limits the player's ability to bumrush the absolute best skills early-on. Plus, since the options are going to be more limited for most players at certain points, that should theoretically make the game easier to balance. IV's execution sucks, though.
I wouldn't mind the gating if it was better balanced.
Some classes don't feel it and others don't really have many options until the end. The only class that really did gating right was Runemaster.
I do like that the gates really encouraged me to rest after level 20 and 40 and optimize my skill point allocations. But it was still too unevenly timed between difference classes.
I prefer how the other games had you feed points into Weapons Masteries to unlock skills, as a more built-in "gate."
I really like how the Untolds handle reach class' main tree, too, since it doesn't lock anything off, while giving beginners a decent idea of what to spend their points on. I think it could use some work, though, such as redesigning the trees so that you unlock a new skill with each level up, all of which give you an idea of the class' general gameplan. They can still branch more specialized or niche skills off from that or throw them into separate trees, but I find it so weird that things like Sovereign links are locked behind TP up, which doesn't auto-level. I would think the point of auto-investment would be to limit the pressure of choosing good skills early on and not regretting choices early-on, when the point pool's so scarce.
EOU3 WITH FAFNIR SLUTS AND SHIITAKE WHEN ATLUS, ITS 2016 COMON
Hey guys so I played Etrian Odyssey Untold: The Millennium Girl on
Story Modeand stopped playing it about a year ago because I got stuck on that tankboss. Can I show pics of my current team build and you guys tell me if it's good enough or what I need to do to beat the fucker?
how about we bump with images that haven't been posted in awhile? it'll be fresher
Quick, kill it before it spreads any further!
>not her qt modern hipster outfit
Jesus, they really can't do anything right.
U2, but IV will always hold a special place in my heart.
That boss is a motherfucker, and a good example of how it's better to rest and specialise than grind. I put all of Arthur's points into Volt, all of Ricky's into charged Volt, had Highlander chase them. Action Boost maxxed, of course. Used Simon's spare turns to apply stat debuffs with grimoires.
Incidentally, the last boss is weak to all elements, so I didn't need to respec to beat it.
Did you just spend an eternity fighting depth dancers on expert or something?
>Swap Step failed, turn order remained the same!
Probably...but what can be behind this post but an even cuter girl?
I was that fucking close to killing U2's Ice Dragon, but fear of Mirror Shield made me too timid. Anyway to predict when he uses it? I've bound up this guy every which way, so I don't think I can prevent it with binds.
So i've started a new game in EO II and i'm thinking of forming a party with a Protector, a Gunner, a Ronin , a Hexer and a War Magus, but i also have a Dark Hunter, a Medic, a Troubadour and a Survivalist
Is a good idea to replace a Medic with a War Magus and a Protector?
Different Anon here, the thought of changing difficulty never even crossed my mind. Grinded Depth Dancers on Expert. They're challenging and fun to fight each time, especially when they used to wreck my face
>Is a good idea to replace a Medic with a War Magus and a Protector?
I'm not sure what you mean by this? A Medic instead of both of those?
A team with a WM and Protector is pretty well off, you certainly don't need all three. And the WM will work well with the Hexer.
Usual stuff like Vanguard, Initiative, and the Proficiency, I suppose. Sword Tempest seems to do a smidge more damage than Swift Stab on average, but I bet you'll have enough skill points for both.
Sword tempest, passives, vanguard, blood surge, anything else you might want. Basically, just use vanguard and go to town using sword tempest, it's consistently good damage with no setup or bind/ailment requirement.
>Using elements on anything besides imperial
Swift stab is better than sword tempest, but they're close. Standard blood surge/charge with one of those and vanguard and you're good to go.
Best thing about it is the debuff it applies on the things you hit.
Let's not get carried away, anon.
Where was this? I'm starting to gather up a list of EO2U localization issues, and it'd help if I knew exactly when this happens.
I've forgotten if he uses it any other time, but he'll use Mirror Shield on the turn following an Ice Heart summon, unless he was queued to use Ice Torrent then. In that case, he'll use Torrent on the next turn and Shield on the one afterwards.
Hawkeye > Drive > Sharp Edge > Impulse Edge > Cool Edge/Charge Edge > Drive
After Ignition becomes available:
Hawkeye > Drive > Drive > Drive
I actually prefer Ni/Im to Im/Ru because they can get off a lot more damage in the right circumstances, don't have problems dealing with random encounters, and can trigger the Edge skills twice with their passive, cutting down on the cooldown a lot faster with Sharp/Cool and restoring more TP with Impulse. Provided you get lucky (and your chances are actually pretty good), you can reach cooldown in the same amount of time as an Imperial main.
>Where was this?
After reaching 29F, when you talk to her at the Explorer's Guild. She'll do it every time you talk to her.
Spelling mistake in the line before it, while you're at it.
>he'll use Mirror Shield on the turn following an Ice Heart summon,
Yeah, I've got that part down. It's just that when I get him into the red, he uses it infrequently but unpredictably. I think I'll just have to keep trying and hoping. Maybe I can land Evil Eye on him once he gets into low health.
Oh, Christ. Is it bad? I've made it to the second stratum and I haven't noticed anything, but shitty localizations have made me drop games before. I didn't waste thirty-five bucks, did I?
>in some alternate universe, one of us is playing a dungeon crawler where you hunt that down and cook it into a dish back at your guild house with your orc buddies and alraune waifus
>not wanting the fluffy nuke on your team
Cass already keeps making jokes about my guild being just as bad as dungeon monsters.
Oh yeah, that's when it gets bad. Unfortunately I don't think there's really a guaranteed solution, so it's either a matter of taking a chance that he won't use it or baiting it out and hitting him on the following turn.
The localization quality is mostly fine; it's just that it comes across as if Atlus copied EO2's script, refined that further, and barely did any editing/QA. Especially in the beginning and post-game, you get cases of text running outside of its boxes, terms being localized differently depending on the scene/context, and conversations about things that were actually removed in Untold 2.
Atlus is still one of the best at text localization, so even a rough pass comes across better than most games, but there are so many small issues that make you wonder if the game was partly a rush job, considering how many games they did in 2015.
>and conversations about things that were actually removed in Untold 2.
>...that make you wonder if the game was partly a rush job, considering how many games they did in 2015.
Probably this too, I mean, EO games are not system sellers
> so it's either a matter of taking a chance that he won't use it or baiting it out and hitting him on the following turn.
I ended up giving Swap Step grimoires to two characters, so I had more flexibility with choosing who would attack him risk-free of Mirror Shield. Worked slowly but well.
I forgot the exact details, but someone on Something Awful mentioned that there was a scene during the post-game in which you unleash some terrible evil/power to progress through the 6th stratum. That was entirely removed in Untold 2, but there's an optional scene you can trigger with Dubois that has him scared about what you've done, even though it's impossible to do it.
The post-game as a whole makes me wonder if Atlus even had a bible of how to localize terms, because I remember an entire optional scene about Hecatonachires that spelled its name as Hecatonakheires. That's another valid transliteration, but it's totally inconsistent with the rest of the game. Then you get weird cases of items being called different things entirely, depending on which part of the menu you look at, like High Lagaard Coffee/High Lagaard Tea and Orange/Profound Fruit.
>there's an optional scene you can trigger with Dubois that has him scared about what you've done, even though it's impossible to do it.
That thing where he's talking about regretting what you've done or something? Marion was also asking the same thing here >>127216779. I was wondering what was up with that.
Highlander is a much better offensive unit than a Landsnack.
No I didn't plan on it since my Gunner is the only elemental user outside of grimores.
I was just gonna have them be a heavy hitter unit, but I guess my Landy can do that already.
Highlander needs someone like a gunner, though, in order for their Spear Assist to work properly. You'll also be using Delayed/Cross Charge to deal pure physical damage, but you need something to use while you're waiting for the turns to build up.
Basically, Highlanders are an offense-focused all-rounder, while Lands go more pure offense, either with their sword/axe skills or their chasers (which require you to build a party around to get the most out of).
You could, but I guess I just don't see the point, especially when the anon already said that they have a gunner and because you can double up on Spear Assist via the tree and grimoires to get a stronger level 20 attack.
>still can't come up with a clean and sensible way to map 10+ one-way and two-way warp tiles
E...O...U...3...when atlus...I'm getting too old for this...
You guys DO play on Expert mode whenever possible, right?
i-its not my fault I am terrible at video games.
>not going for 30 girls
Can someone help me identify what these guys are wearing?