![]() ![]() unless there's a cap? it's very hard to tell, especially since i encountered some things i couldn't explain about damage numbers while trying to figure out the fight, but now that it's over with and my other mystics have stats i think is good enough i can go back to having her wear the phantasm and blast everything like normal. ![]() also i guess even if you do start them you still don't have to beat the turtle? like she only has the one line after it dies and she vanishes, and you can leave without fighting it and come back until you're strong enough.Īnyway i ate three of those weird bear manticore chimera things with asellus this time (since i literally only figured out how to make the mystic stuff work on her at the very end of the file last time) so she has three +40 strengths when she powers up. particularly since you don't have to do them at all, i think. ![]() ![]() though i'd think i would've tried to talk to him since i'd already played riki's game and you have to find him for that.). which is to say that they're pretty terse and vague still, and almost certainly won't change anyone's mind about the story either way unless there's a big change in the ending, they give just a bit more structure and input into what the ending is about without acting contrarily to it thematically (and let you recruit nusakan? i don't remember this being possible before, but i can't be sure i just didn't try. The longer version is that you have to do the "cut" events (though i'm hesitant to call them that, i suppose it's most easily understood) to fight it, i guess? zozma appears in a couple of spots once you have the ability to go back to the ending to encourage the player to go do them, and unless they have some extremely unexpected impact on the ending i'd have to say they fit into the original perfectly well. at least, if you use rouge, since psychic prison severely dumpsters his turns for most of the battle. tbh i think orlogue is both easier than this boss and the annoying gina boss i am actually going to have to fight this game if the endings work the same. i want to go loot the chest, and then i'll probably go to the end since i've clearly ground enough for this one haha. so i just finally did that, but it's late so i'm going to bed. Well, the tldr is that he's still a huge jerk who basically ignores about everything but pure combo damage (if you're lucky enough to get a combo starter that doesn't get blocked) although it only took a bit of bruteforcing to get high enough stats to scrape out a win after i came to conclusions about how to approach it. i was curious how strong i was at this point in the game. So i was a little perplexed that for how many times i wandered into the bottom of the lab the dragon turtle wouldn't appear. Realm magic has Implosion, which can inflict instant death, and if you're trying for the Grail card this can be incredibly valuable, and Rouge and Blue can learn Vermillion Sands, which is another powerful target-all attack spell. Mind has Mindheal, which is basically a full-self heal, and I don't know the specifics of how much Awakening raises your stats but it probably isn't enough to justify an Art spot and doubling your WP/JP consumption, imo. Shield is incredibly good (raises all allies's Defense), Saber is a fine 1 JP single target attack, and Tower is a "Burn all your JP to deal massive damage" which is rarely a thing you'd want to do. All of these are good to have!Īrcane magic is. Rune magic's purchasable spells are IMO the best it has to offer: Victory Rune raises Weapon Power, Vitality Rune grants HP regen, and Freedom Rune prevents certain bad status effects. Shadow magic is kind of a flop, but some folks swear by Shadow Servant? Windblast? I don't remember what the Remaster calls it but it's a powerful target-all attack spell. Light magic is good, it comes with a mediocre healing spell you can purchase, and two very powerful gift spells: Solar Sword, which grants the caster a powerful sword in combat that raises all their stats by 10, and. Generally you can get by with just Rouge as a primary caster and assorted other allies with one or two spells. A lot of magic is situational at best so you don't really need a lot of pure mages (and also, there aren't many characters built to be pure mages anyway). ![]()
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