>EO Information, Music, Artbooks, etc.
>EO2U Grimoire Collection
>EO2U Recipe + Advertisement
xth for beating bosses on expert the legal way
But how can it be artificial difficulty when the game is meant to be played on Expert? It's not there are difficulties like Deadly or Nightmare where you have damage taken bumped to a multiply of 5 or 10
That's an extreme case of the class, but the more typical gist of a Nightseeker/Imperial is that their passives, while partially luck-based, allow them to surpass an Imperial main in damage while getting rid of most of the caveats a subclass would usually have.
>Higher agility lets them dodge better and miss less often
>Nightseeker's Enlightenment skill helps mitigate the lower drive damage from having only half the level cap, giving a 280% attack boost against any enemy with an ailment
>Max Follow Trace + Blade Flurry gives a 56% chance of repeating a drive attack at 80% of the first attack's power
>Auto-Spread + Venom Throw lets you tear random encounters to shreds, which is the main thing Imperials struggle with
>Max Foul Mastery gives a +25% attack boost for every ailment they inflict, up to a max of 200% damage, until they die
>Follow Trace works with the Imperial Edge skills, letting you double up on every secondary effect except Charge Edge's
>Double Sharp Edge and double Cool Edge, while dependant upon luck, let you reach blade cooldown in the same amount of turns as an Imperial main
>Double Impulse Edge lets you regenerate 56TP per use, when a single maxed Impulse Edge only gives 35TP
The only three drawbacks I can think of are that the combo is skill point-starved, even after retiring at 99, so you can't get everything in both classes' arsenals; they're squishier; and that you can't activate Ignition as quickly, but that one's hardly an issue when you get an ailment-boosted Ignition, instead. They're a lot of fun to use and easily my favorite class to play as in the series.
I might have to change my 2nd Imperial/Runemaster to a Nightseeker/Imperial then. I might also have to change my other Imperial/Runemaster to Imperial/Bushi
In your opinion, which one is better by the way, I/R or I/B?
And I forgot to mention that you can scale the damage even further by inflicting sleep by using the Charge gloves from the 5th stratum, or by doing both.
I'd make sure they make it back safely to Justice Man, so the family can be reunited.
I'll stick with I/R then since I'd rather conserve TP. Thank you.
I have a Runemaster main (subbed with Imperial because I think headcanon reasons). I guess being subbed Bushi would also fit that (both Imp and Rune). Also, normal encounters would be as bad with Spread Throw and Venom Throw.
I like both, but assuming you have good luck, a Night/Imp is going to be by far the better damage dealer. Though I did forget to mention that the Nightseeker has to inflict the ailments themself to trigger a Foul Mastery boost, so that takes away from their ability to use drives constantly. If you have an arcanist with Releasal Spell, though, that's less of an issue. The main benefit of an Imp main is that they're more consistent with their damage and that they don't really need to worry about using other skills.
I have to disagree when it comes to exploring. A maxed Venom Throw only costs 7TP and deals hundreds of damage to regular enemies. Maxed Auto Spread gives a 70% chance of being able to hit every enemy with it at no extra TP cost, and because of a glitch, it actually lets you use two Venom spreads back-to-back. Plus, like I said, double Impulse Edge lets you regenerate TP for days.
A question for EO general.
Have you even streetpassed someone with EO4 "Mine all Mine" "Proof that you have found all of the hidden treasures in the world.
Or better yet, have you ever streetpassed someone that managed to beat the game?
I've never streetpassed with someone past the 3rd Stratum. Though I'll give some of them the benefit of the doubt because I've erased and restarted IV after beating it, so to them it doesn't look like I've completed it either.
lewd princess are the best
How do you guys imagine that hexers walk around?
They're bound in the portraits, but Tchlatga (sp?) seems to walk around just fine. Does the bondage just come automatically when they invoke curses, or do they have to ask their guildmates to tie their arms behind their backs every time they fight something?
The positions of the feet on the female hexer portraits makes it look like they're floating.
What about the happy looking Wildling?
They're definitely floating in their portraits, which is what I imagine to be how they look in combat.
It's just that looking at Tchlatga's art, she seems to have an "off switch", but you still can't really say if she hovers or actually stands.
I'm just mostly trying to come up with some plausible solution for how they get around - hovering just seems like they would get muscle atrophy before the end of the second stratum. But I guess I could just try to get to terms with my autism.
It's magical hovering, why not assume it's magically keeping their bodies reasonably active? This is apparently some kind of job/calling/power/study/etc where they do this all the time, if muscle atrophy was going to be a problem it would have manifested long before they signed up to be explorers.
>You will never breed Artelinde so she can pass on her ridiculous ailment resistances to a new generation.
I started for the first time Etrian Odissey 2 after giving up on the first because of the lack of savepoints in the dungeons.
My party is made of a Guardian, a Dark Hunter, a Medic, a Gunner and an Alchimist.
Am I good to go? How much will I get raped?
>smiling like she just killed someone
That is super vague.
also have a slightly smaller smile
whatever aniimated image filetype pixiv uses is retarded
If anyone cares, I updated ftMEDIC to work properly with the latest Homebrew launcher (it shouldn't freeze anymore when you press B to exit).
Haven't tested it, but there is no reason it shouldn't work.
Cool, thanks, anon. I'm probably going to wait for the downgrade kinks to get ironed out before I try messing around with anything (I already have menuhax), but I'll save that for when I do.
i have streetpassed several people who played several eo games but only a few people have beaten eo4
and only a few people have gotten past the second stratum in eou and only one person has played classic mode
Open Windows' Explorer (not IE, the actual Windows Explorer, or just any folder) and click on the address bar at the top, then type ftp://-ip goes here-:5000/ and click on the blue arrow. You have to do this while the app is running, of course.
We need more casual clothing characters.
Which version, II or 2 Untold? I'm confused by what you mean by save points in the middle of dungeons, because none of the games have that. If it's the original II, gunners all the way. Alchemists were nerfed a little too much, while gunners are perhaps a little too good. If it's 2 Untold, they're both great. Alchemists get a variety of elemental attacks that deal fire/ice/volt damage with different properties, while gunners are more of a jack of all trades with an elemental focus. They lack the crowd control Alchemists do because they don't have any AOE skills, but they'll both do great damage against bosses.
It's the original one.
And by savepoints I meant the ability to make a temporal save in the menu which allows you to quit the game and turn off your console for battery and time management, which I really needed, but I digress.
Considered your point, should I try exchanging my Alchemist for a Hexer, Survivalist, Troubadour or something else?
Oh, I totally forgot that 1 didn't allow for that.
Considering the rest of your party, though, I'd recommend a Hexer. They'll help land binds for your DH's Ecstasy, and depending on how hard you want to cheese things, their Revenge skill is absurdly strong. Plus, even if you don't use it, their ailments are really handy for random battles.
I played EO 1/2 when they came out, but lost my original DS in an accident and never bothered to replace it, so I never played 3. I just recently got 4 on sale on my 3ds and didn't like it nearly as much, but it was still ok for 100 hours of entertainment over the break.
But here's my question:
How does 3 stack up? I distinctly remember liking 1 more than 2, and 4 is probably my least favorite now, but...will I like 3? How does it stack up? Looking up reviews online basically all 4 of the games get 9s/10s, but I'd honestly rather not play 3 if it isn't a stand out in the series.
1, 2, and 3 are on the DS
4 and remakes of 1 and 2 are on the 3DS
5 is in development
Coming from EO1 & 2, EO3 is definitely a great game with the changes it has made.
Classes are changed to a totally new roster with different skill set. Like, who doesn't like pirates and ninjas?
Aside from the usual dungeon you need to climb, you get to explore the sea, which allows you to unlock additional bosses the further you explore.
If you enjoy SMT series (No, not purseowner kind), EO3 has routes that lead to up to 3 different outcomes. It's silly to say that there is a story in a dungeon crawler like EO, but in my opinion, EO3 managed to deliver a rather cathartic one.
Some swear by the game being bad due to the balancing issues, but I will say it's definitely a worthy entry to play.
3 is kinda a middle point between 1/2 and 4. It's the most story intensive, but it also got the most interesting setting and design of the games imo.
I'd say you're doing yourself a disservice by at least not checking it out
What Shiranui Mai taught me is that ninjas can suit up before you can even say "Nin!".
Japanese games often tend to release quickly after announcement and the 3DS is now universally crackable I think so maybe we'll get a bunch of people playing the Japanese release when it comes out instead of waiting a year for the Western version. I know I'll be trying it.
>tfw I understood most of that and could see where to chunk each set of characters
I thought that こんねん would be the more common reading for 今年 instead of ことし, but still.
You can only use 5 members at the same time, but you can register over 20 of them if you really want. Honestly, EO4's classes are pretty shit, so just pick the ones you like the most from their portraits, and since the game is the easiest in the series, you won't have much problem anyway.
Party of 5. The good thing about EOIV is that any party can work.
But if this is your first EO, start with a Fortress, a Medic and 3 characters that can deal damage (one elemental damage is also recommended)
You can either form 3/2 or 2/3 front line and back line.
The game are designed in a way you always feel someone is missing in your party.
Only in EO3 you can use that 6th for your party.
Yeah you want to fill out your party right from the start, there's really no reason or benefit in not doing so. There are usually more classes that belong in the back row than in the front so I usually go with a 2/3 split.
thanks anons...this is literally the most helpful general I've ever been in on /vg/ it's almost like this is what the board is supposed to be like.
Keeping an empty spot makes it a bit easier to move people up and down a row without it getting too cramped. All the 3DS games let you shift your entire party around during your turn, though earlier games require spending a turn switching with someone(who gets to act out their turn as normal), and III lets you fill that spot with things if you're using certain classes.
It really is unnerving, isn't it?
But we're always teetering on page 10, so we have to welcome on-topic questions and fresh blood. You can come back and post your party comp if you feel like you're having trouble later.
Compared to 3 they're a bit more standard. I actually kinda like that, it means the unlockable classes stick out a bit more.
EO3 kinda had that problem where you had to read about a class in a guide just to have a clue about what they did, but it did mean the game felt more unique compared to other games.
Dunno if you can really about patterns when there's a total of 4 games, but I share your hope regarding class design. EO3 was definitely a game where they tried out lots of new ideas, I really hope they can combine that creativity with the more coherent design of E04 for EO5.
I have a friend that's going on a trip to Japan soon that asked me if he should get me anything. Is there any EO merch that I should ask him to keep an eye out for?
piratedthe DLC, how do I know if its activated? I lstarted up a new classic save and I didnt see any HIghlanders or anything, only that free portrait DLC I got a long time ago. This is for a physical EOU2 cart btw.
Yes? The DLC just adds some extra bosses and a very boring floor that is only good to grind for one of those extra bosses. Oh yeah, and the cutest class of the series, but that's all. The game still has a shit load of content that you don't have to pay more for.
Not really, most of the DLC bosses are pretty meh and the most powerful ones require a very specific setup and Grimoires with specific effects so you can have at least a chance at them.
You're asking the wrong thread. Go away.
Yeah. I mean, they aren't bad and their quests give some good items, but you really aren't missing anything worthwhile with them. The final super boss (Ur-Devil) require some pretty autistic grinding to kill with a 99/99 party, but gives you an obscenely overpowered dagger with 999 attack, HP and TP. The only one that you might want to have is the Highlander DLC because they're one of the best offensive classes in the game
and Shiitake is this year's cutie
I didn't get it before it stopped being free, but apparently the only good thing about is that any grimoire with an additional effect is guaranteed to have a max-level bonus effect.
Is it just 6th-stratum FOEs, or does the floor do anything else interesting?
It has two types of FOE, one that is found in the sixth stratum acting as some sort of hazard and a new that that is very annoying because it quickly drains your TP and binds you. Also, the floor contains two (or three? I don't remember) new gathering items that give you some very cool items that sadly can't be used in battle, otherwise they'd be pretty overpowered.
What DLC do I get?
Free, so get this one.
DLC class, good one if you put it in an elemental team
>Wanted: Golden Sprout
Increased the drops. It's shit.
>Ultimate Feathered Warrior
Boss fight, optional. The reward is kind of decent.
>Hidden Hot Springs!
Nude Arianna and Chloe. Bikini Armor is the best armor in the game for Beast Class.
Boss Fight, Optional, reward is only good against the Ice Dragon.
>Thunder Queen's Legacy
Boss Fight, Optional, the battle is fun, but the reward is shit.
>Wanter: Lucky Bud
GET THIS ONE, if you are going to get "The Original Sin"
Boss Rush, you fight the 7 King bosses from the first Untold. This one is the worst DLC, don't get this one since there is no reward at all. No drop and no King Grimoires.
>The Eldritch Hound
Boss fight, optional, interesting and hard battle, shit rewards.
>The Original Sin
Floor 31, best place to grind grimoires when you eat Wanted: Lucky Bud DLC
>Wanted: Blessed Clover
This is EO3 combat study, buy it if you use multiples team and activate it every time you complete a quest-mission for extra EXP.
Neither would die and it would cheapen it.
Speaking of merchandises, apparently there used to be a phone game where you do math for pic-related in atlus official site during EOIII release.
Of course, nowadays it's filled to brim with purseowner stuff
Goddamn - EOU2 Expert mode isn't a joke
>Tfw Flame Demon's Inferno Strike oneshots anybody who is unlucky enough to get hit by it
This thing is tearing me a new asshole.
You don't have a protector or someone with Flame Shield?
Yeah, I do pretty alright in the fight until Flame Demon uses Dispersed Cruelty when it's almost dead.
I put White Noble on my Sovereign to cancel the debuffs, but she ended up getting one-shotted by Inferno Strike a few turns before Flame Demon used the move.
My party is Protector/Highlander, and backrow is Alchemist/Gunner/Sovereign. I usually try to go for a Head/Arm Bind on Gunner.
Sovereign uses Protect Order and Link Order to follow up Alchemist's attacks while Highlander occasionally goes for Bloody Offense and Delayed/Cross Charge and Spear Assist. Although my Highlander's damage output is kinda low compared to Gunner/Alchemist.
I have 5 points in Spear Assist, Delayed Charge, and Cross Charge, but she isn't doing as much, even with Bloody Offense and the best possible spear at that point in the game.
Try to get at least 10 points in Spear Assist (grimoire if needed)
In this game, the elemental shields only work once per turn (shame), You could also use the elemental buff/debuff with the Princess to reduce the fire damage or to increase the ice damage
>I put White Noble on my Sovereign to cancel the debuffs,
Rather than waiting to be debuffed then clearing it, I had an easier time keeping an attack buff on the entire party (with my Hexer). Then her Dispersed Cruelty merely brought every back down to normal.
Well, what do you know.
Check your skills and make sure you didn't invest in them too quickly, since TP usage goes up as the skills level up. You don't want maxed skills when you're still in the early levels.
TP up grimoires might help, or the Princess's Force Break if you have one.
>Check your skills and make sure you didn't invest in them too quickly, since TP usage goes up as the skills level up.
Not that guy, but yeah, I leveled up Hit Taker on my Beast too quickly and now I can barely use it. Gonna have to rest him.
Until they give us some new info about EOV to chew on, there isn't much to post other than one or two newbies talking about their misadventures in picnic or standard.
So what do you guys think the Story Mode team of EOU3 will be? I'm thinking Buccaneer, Zodiac, Monk, Hoplite, then finally a Farmer, Wildling, or Ninja. The guest from EO4 would be an Imperial.
Buccaneer since much of the game has a strong ocean theme, they would have to be the MC class unless they add a new class.
Zodiac since they're the magic class and look pretty unique, so quite a bit could be done with the character.
Monk because they're the healer and Hoplite because they're the tank.
The last spot is harder to guess due to EO3 having some unique classes. Wildling and Ninja are in there because they make use of the 6th slot which was new in EO3. Farmer is because it would be unexpected. Hell, the last could be Arbalist.
I chose Imperial for the guest because most of the other classes in EO4 don't stand out in EO3 and of the last 4 that do (Bushi, Arcanist, Imperial), I honestly can't come up with a story where Bushis and Arcanists are not a 2nd Ricky (amnesiac) and also there's also the romance aspect. An Arcanist would be easier to see with a human, but a Bushi? No. I chose Imperial because it could be a story about an Imperial who deserted, or they're searching other lands for something.
sorry for the wall of text
Instead of asking this every thread. I decide to do it myself then share it with you guys.
I just wonder what kind of font I can use, or what kind of font do you guys use when editting this kind of shit
I doubt they are going to bring an EO4 class.
Instead we are going to get EO1-2 classes.
Fafnir is going to be a Yggdroid now because the limits are different in this game.
If we ever talk about an EO4 guess, probably it will be the dancer, since that class was made for EO3 but they decided not to add them later in development
Looks like the PDFs were just small JPEGs saved into the format. There' no high quality that I can find.
If you can wait a little longer, I was planning on getting all of the art book comics and that done over the weekend.
Wild Words is pretty much the default for any manga at this point.
>Looks like the PDFs were just small JPEGs saved into the format. There' no high quality that I can find.
That such a cock tease, the text was something like "we are having so much fun at the office with this, look" and they just drop a low quality JPEG.
Damn you Squirrel
>Thought that was a tiny newspaper in the thumbnail.
Everything is a lie.
Does anyone ever use the switch option in battle? Maybe for bosses.
I use that to deal with the incompetent front row when dealing with Elder Dragon in EO3. Yeah, the last one where you team up with a sexy pirate, a princess and her hoplite guard.
Ah I see I can dig that. I do imagine my guilds line up when they battle.
I remember doing doing that as well. I was just wondering if other players do it at all.
I used it for bosses in 3. My arbalists usually ran out of TP spamming front mortar, at least in the early game. No reason to keep them up front after that.
Other than that, I've used it in parties with no direct in-combat healing other than items when a front row member got low when fighting random encounters.
Usually only for emergencies (like having a couple of dead ones, I'll switch the survivors to the same row to guard them).
I try not to make it any part of my strategy, because I know I'm too lazy to switch them around often.
do you have the full image by chance? artstyle looks like the Raquna and Ricky image
Your post was not funny, Stop it right now or I'm calling Mai Waifan.
In EOU for Bloody Offence and sometimes just to protect Simon. Was really useful. Also, stowing my Nightseeker out back then bringing him upfront once an ailment was going saved a lot of getting shit on.
Obviously Dancers are the class with the best interaction there, but thinking back on it, there's no reason why you shouldn't stow Imperials in the backrow, since they spend most of their time charging and suffer a lot when the sequence is interrupted.
I have a Lv 12 Beast on EOU2. I originally had Hit Taker maxed, but the TP cost was too high. Right now I have,
Loyalty Mastery 3
Lick Wounds 1
Hit Taker 5
and 7 points. Which skills would be good to put points in? I was thinking Lick and Auto-Lick, but :Lv10+4 Grimore might help mitigate damage too.
No. High class people always had the time to practice shit.
I just wonder why she went the Protector's way instead of the Landshark, probably because there is no rapiers in EO1, so her fencing practices were useless
High class people were busy in their own way, and learning how to cook was probably looked down upon as servant work.
Sounds good. Less TP from War Heal and Medic Bullet.
Words from the big man himself
"Who said Protectors had to be in the front?"
weren't Knights like filthy rich in medieval times?
Bertrand works better in the back line
Chloe in the front line
Bert is a terrible loli protector
Are you talking about an explanation of what each stat does or one of how they factor into calculations? If it's the latter, then not really, since Atlus likes tinkering with how they work on a game-to-game basis. Only III and IV use the same equation sets, off the top of my head.
I'll need to look up some more info to make sure I have everything straight, but:
Elements - Slash/Bash/Stab and Fire/Ice/Volt. In general, the former group will correspond more to Strength, while the latter is more affiliated with Technique, but that's not a hard rule.
Strength - General measure of how strong your character's physical attacks are. Early on, this is the stat you want to boost more, as it'll provide better gains compared to Attack. In Untold 2, however, it's basically pointless for ranged physical attackers such as gunners and survivalists. In Untold 2, some pure physical attacks are also dependent upon other stats, on top of Strength, but the custom screen has icons showing what you'll need.
Technique - The only stat responsible for magic attacks and the primary stat for healing. Depending on the game, it also influences the likelihood of inflicting ailments and (I believe) supplemental elemental defense.
Endurance - Your primary defense stat, responsible for helping you tank the bulk of physical and magical attacks. Depending on the game, it might also influence the effectiveness of healing skills.
Agility - Influences your default turn speed, evasion rate, accuracy (hit rate), and as of Untold 2, the power of gun and bow skills.
Luck - Influences your likelihood of getting preemptive strikes/ambushes, your critical hit rate, your chances of missing ailments/binds, and your chances of inflicting them. Depending on the game, this may or may not be the only determiner for inflicting ailments.
Attack - Largely attached to the weapon used and adds additional power for damage calculations. You'll typically see bigger damage gains from it once you have some decent Strength, making it a better priority late-game. Has no influence on magical attacks.
Defense - Again, largely tied to equipment. Gives additional bonuses for physical and magical defense in damage calculations, though it weighs more heavily in helping with physical attacks.
Another thing to mention is that elemental skills done with a weapon, such as an imperials' elemental attacks, a ronin's elemental attacks, or anything else similar, scale off your physical attack damage. TEC effects healing skills and elemental attacks done without a weapon from classes like alchemists, zodiacs, and runemasters. This rule applies to all of the games I think.
>turn speed, evasion rate, accuracy (hit rate)
These next questions are probably dumb but since I know I am understanding these things incorrectly I figured I'll just ask;
Why would someone add anything to the acc/hit rate as it seems like your characters rarely ever miss with physical attacks anyway?
Does turn speed only influence WHEN you strike, in what order?
Besides evading attacks does evasion do anything else? Once again, like hit rate, I rarely see anyone actually evading attacks.
>Endurance - Your primary defense stat,
>Defense - Again, largely tied to equipment. Gives additional bonuses for physical and magical defense in damage calculations, though it weighs more heavily in helping with physical attacks.
So endurance is more of a critical defensive stat than Defense itself? If you were forging a weapon (in IV obviously) and wanted to be able to take hard hits which stat would you look to?
Accuracy is for example useful in link teams, where missing early in the combo leads to a lot of missed damage. I don't remember if there are any skills in 4, but in the other games there are some skills that have worse hit rate as a drawback.
Turn speed influences order, nothing else.
Evading becomes more of a thing late game. For example, Fortress/Dancer is a popular combo since fan dance allows you to consistently dodge hits when tanking multiple hits with the shield skills.
Turn speed is always good to have in mind, but you will probably not have to worry too much about hit rate/evasion.
>Why would someone add anything to the acc/hit rate as it seems like your characters rarely ever miss with physical attacks anyway?
Certain skills have particularly low accuracy (usually you'll see it in the descriptions). Anon already mentioned IV's linking teams, III's Nine Smashes is another obvious example.
>One class is hidden in the nookest of cranies
>you have to kill x FOE before NPC y gets to a certain point unbeknownst to you in order to unlock a certain stratum
>you have to map out events, borders, walls, water PER VERBATIM in order to get the good ending
I'd like to beat my games in less than a month, thank you.
Claire's ps1 jaggy model was enough for me to get my rocks off at like 5, if I had Himukai art at that age i would probably overdose, kids have it too damn good these days!
Not that guy, but from what I know, Vitality greatly influences physical damage reduction while your Defense effects your physical damage reduction and a very small part of your elemental damage reduction. Vitality itself also increases your defense stat by a small amount. Generally it's better to have something like 5 vitality as compared to something like 20 extra defense, but it depends on the game and some other factors.
I found the same image but with better resolution.
So I made it with the same translation.
The only company I can think of is FROM SOFTWARE (most confusing company name ever) most known for Dark Souls.
>fights become Mario RPG QTEs Where you have to press a button as soon as the enemy hits you
That's why I tried distinguishing elemental and magical attacks, though I couldn't think of a concise way of distinguishing between attacks involving Strength/Attack/Weapons and those that just deal Slash/Strike/Stab damage.
It's really important for classes that can't spam certain skills over and over again, such as the Untold 2 Gunner and the IV Imperial, who have skills that run on cooldowns, or the Highlander, whose Delayed/Cross Charge skills don't fully trigger until a few turns after being used. You obviously don't want those to miss.
Unlike the Attack/Strength quirk, you almost always want to prioritize Vitality, unless the tradeoff is a ridiculous Defense boost.
This person is why the general has gone downhill.
Part of me's still holding out for a localization, since it's apparently disconnected from the 2020 games. Otherwise, it's on my short list once I learn enough moon.
Whoops, didn't answer everything.
Turn Order only affects the order in which each combatant, whether they're a player character or a monster, acts by default. Some skills can circumvent this, like the Protector's Guard and Wall skills which activate at the start of a turn, or the Highlander's Spear Assist, which activates at the end.
And yeah, that's all Evasion does. It won't really become noticeable unless you use a class or active/passive skill built with evasion in mind. IV's Fortress main class with a Dancer subclass is probably the best tank in the series when maxed out, because they can redirect all attacks to themselves, get a 30% chance to dodge each individual hit, and can shoulder the brunt of everything that does hit really well.
How difficult is it to play EOU with a troubadour instead of a medic? I'm a series novice (3/4), but did okay in 4 with Arcanist/Medic. Do you have to hope you get healing grimoires early or something?
Perfectly doable. Troubadours get a out of combat healing skill pretty early on + you get cordials from Rosa which take care of brunt of the healing needed during exploration.
Otherwise you can just make a team of 5 survivalists and give them all the quest experience, rake in the cash and just go all out with the healing items.
It's harder (Troub heals aren't nearly as effective), but still doable. Medics really come in handy for keeping the party healed up in the post-game, though.
>Healing skills on Ronin
Don't. They'll barely heal anything.
So I'm assuming a protector would be needed to soften incoming damage. Then what would round that out? Do Hexer and DH synergise well? That might be a bit buff heavy with Troub though
Ultimately it depends on how you want to play.
The healing from cordials doesn't really get good until you get the fifth one. The troubadour will take longer to get going if you want the healing asap. A survivalist party will need some time to grow before they make bank.
The early game will definitely be rougher without a dedicated healer. If you aren't opposed to it for roleplaying reasons, I would maybe recommend using a medic for the first stratum and then switching him for a troubadour sometimes during the second.
Unless I recall incorrectly, breath is percentage based. It was moderately useful during my playtrough, and it only needs a single point anyway.
Imo, a medic isn't needed for the postgame. A protector is required, but after that you're fine on defensive classes.
DH and hexer have good synergy, don't think they have any synergy with a troubadour though. Troubadour are better in elemental parties.
Troubadours are all purpose buffers, so they can find use in any party, though you miss out on using their element shifting to its fullest if you're not using a party with an elemental attacker. You'd probably be better off with a Medic for emergency healing and revives, since Dark Hunters are kind of glass cannons, and Hexers want to be at low health for optimal damage so they're in danger of being killed constantly.
Still don't get it though. The image the anon posted is says "EO 5th anniversary commemorative comic". Also it's interesting to note that "SQ" is pronounced "sekakyuu" according to that.
I place this card in defense mode and end my turn
Just downgraded my shit,
got 7th Dragon, Labyrinth no Kanata, Elminage 3D Remix and Ken to Mahou to Gakuenmono 3D, any other crawlers I should get?
>Otherwise, it's on my short list once I learn enough moon.
The best way to quickly learn enough moon to play the games you like is just playing them.
Grab a dictionary and work your way through this shit.
Kinda funny how Japanese SSQ rom has an English name if you launch it on US system.
Makes no sense on a region locked console.
>Also it's interesting to note that "SQ" is pronounced "sekakyuu" according to that.
I understand your reasoning but I don't think it is. They're most likely just being lazy.
I still don't understand why the female yggdroids get all the fanart.
Surely the appeal of having a killer robot knight in your party must be greater than the cheap titillation of looking at a flimsy plastic frame with no combat advantages whatsoever.
>It's written right there though
Yes but it is nowhere stated that SQ is pronounced セカキュー. It's most likely what >>127883219 said. It's just how the franchise is referred to, similar to メガテン for 女神転生.
I think a good example for what I mean (even if it doesn't make much sense) would be PC5周年 パソコン5周年記念漫画
This >>127879797 was me, I realized that that sentence was retarded.
Male yggdroids have some of my favorite portraits in the series. I always liked the idea of a knight in armor with a helmet to cover his face. It's a shame no other portraits do that though.
Kinda hard to give a portrait personality if you can't see the face I guess.
I wrote that post a bit jokingly, but male yggdroids really are pretty neat. Just a shame the class as a whole is so awkward.
This is the most exciting thing. Though I'm still miff we only got 2 portraits and recolors for the Highlanders. I want a choice of one titty monster, one loli, one manly man, one shota.
EO3, running a party of G/S, H/N, S/B, S/B, M/P. My second Shogun's on the back row with guns equipped to make up for the back row penalty but he's doing dog shit for damage.
Should I just bite the bullet (lel) and give him two katanas?
With a Warrior's Might team it doesn't really matter if his damage is low, his job is to hit as many times as possible to feed the Gladiator's attacks.
That said, he should be fine if you want to move him up front and stick the Hoplite in the back, but then the Ninja sub becomes pretty useless.
>he doesn't make a party with 2 characters of every class and these 2 characters all the female characters
>not having 5 little girls in your party and being the guy in the back giving out orders to them during combat
Dunno, I'd say you have roughly 1/3's chance of them bashing the rapist's face at the last moment, 1/3 of them dying off panel and 1/3 of them being forced to watch.
Not where I'd spend my money.
>implying I'm not a little loli exploring the beautiful but dangerous nature with my loli comrades
Needless to say I protect them from beings with ugly shit sticking out at the place where the beautiful second mouth is supposed to be.
Please stop raping heterosexual (or fucking "heterosexual") generals. It can't be healthy and I'm pretty sure you'll have to go to the military court if you continue doing stuff like that.
I do the same
Except my team has boys in it too
>tfw gameover with Abyssal God
>tfw gameover with Evilroots
>tfw gameover with Cruella and Diabolix
>tfw gameover with Warped Savior