![]() When the enemy is threatening, escalate to 4 TP offensive skills, and only bust out the 20TP inferno (200+ dmg) in emergencies. Quote:with the Alchemist using Fire (4 TP cost) and the Protector and Medic doing light healing duties. ![]() Haven't had any complaints about the build thus far, although I wonder if the Dark Hunter is better with a sword. The protector is quite powerful, and the defender spell is fantastic at halving damage for the whole group during FOE combat. The whip skills are pretty good when maxed out, although her special attacks require 40 skill points to make the ultimate attack useful (haven't done that yet). So regular attacks for the most part with the Alchemist using Fire (4 TP cost) and the Protector and Medic doing light healing duties. The healer with her spells powered up can really negate damage per round, healing 2/3rds of everyone's hp with plenty of TP to spare.I think the trick is to aim for as many battles as possible before having to hoof it back to base. The alchemist is a total nuker with 10 Fire skills, 10 TP, and 10 Inferno. I've given my front line a few in TP^ just to give them a little more to cast with. Even the 4 TP applications to the weapon like poison or crush greatly increase damage. I haven't had much trouble playing, as the front is pure offense, especially with special attacks. I have the fighter (Landsheidt whatever?), Protector, and Dark Hunter in front, and medic and alchemist in back. ![]() She seems useful only when attacking FOEs, and if I were to create a new group I think I would try to go all offense, as in the later levels the monsters hit pretty hard, and she doesn't have enough TP to heal every round, so the only way to mitigate damage is to attack first/ kill the monsters off in the first round.DroW Survivalist is also pretty good because of the damage that he can deal even though he's in the back line.I have been having trouble with my DH because he doesn't have the armor of the protector however, that just means that I have to be smarter about using drain when his health gets low.For me, the most useless character has been the medic. I've found that my Dark Hunter is pretty useful because of the drain ability, which is basically a lifesteal, but this is only an ability you can get if you spec swords. I'm at B6F, and my characters are around level 20. My party has a Dark Hunter and Protector on the front lines, and a Survivalist, Medic, and Alchemist on the back lines. Do I need to then cast the appropriate elemental spell? (I couldn't just try that at the time, since I had my fire/ice Alchemist with me.) Great if you need to clean something up fast because there's a FOE bearing down on you.-How do the landsnecht's 's elemental skills work? I put a point into the Volt-based one, but when I use it it just says it's "waiting for something to charge" or something like that. Better than normal damage to the target, and about 2/3 normal damage to the adjacent ones at skill level 2. I should really take one of her songs up past level 2 and see if they start to matter more (right now, I'd say they make about a 10% difference in damage dealt/received).-The Landsnecht's Tornado(? - the one that hits adjacent enemies) skill is quite good. I haven't played with the bindings much yet, since I'm usually able to end a non-FOE fight within 2 rounds.-I've got a Troubador initially, I wasn't too impressed (little melee damage, and the buffs don't make a huge difference) until I realized she could use bows, and do 75% of the damage of a full fighter. I've been focusing mostly on the poison whip skill, which is great against FOEs. Also, poison from either your alchemist or a Dark Hunter helps a lot with the first few FOEs.-Chop/mine/take goods are just like drops - you sell them for money, and some of them unlock new items.-I've got a Dark Hunter he does pretty good damage with the best whip available, about equal to my Protector. ![]() Once you get a few more HP, this becomes less of an issue.-Volt should be the first elemental type you pick up. I've played with at least one of every class so far, but I've just dipped my toes into B4F (levels range from 10-14).-For the first few character levels, it's best to have 3 guys in the front line, even if one of them's a Survivalist or other front/back hybrid - since 90% of the melee attacks target the front line, you're a lot less likely to have someone get insta-killed by a group of 3 enemies all attacking the same guy if they have 3 targets to choose from. ![]()
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