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The Remaster is out!
Kestral was setup as support/jack-of-all trades, his subclass was Beast Tamer and his main class changed depending on my needs, he was usually a Captain but would also sometimes be a Shaman a Healer or a Dark Knight. His role was to heal with Healing Wind and White Wind, use healing and buffing items as needed and apply whatever status effects and debuffs the boss is vulnerable to; on free turns he would either use Double Time to give an extra turn to Mari/Dante or use one of the 2-hit elemental spells since they do pretty good damage. On mobs he would just spam Tsunami/Fire Breath/Tremor/Magnetic Field.
Mari was pure magic damage wit Arcanist as main class and Dark Knight as subclass for Bloodoath and Malefficient Harm (and gravity spells for mobs). She was my main source of damage, basically using Bloodoath->the 2 non-elemental spells from the arcanist->Malefficient Harm and then repeating this pattern for consistent damage, if needed she can also buff my party's magic though she herself doesn't need it since she has the accesory which grants the auto magic buff. She also has the Bunny Slippers for auto-haste along with the gauntlet for 0 MP cost.
Dante was my tank/physical damage with Guardian and Warrior as his classes (if I needed him to tank then Guardian as main and Warrior as sub and viceversa when I wanted more damage). With Alarming Presence he draws most of the enemies attacks to him. He would usually start with the party-wide defensive buff and then follow up with the Warrior's break skills to debuff, if the enemy is immune to debuffs or is already fully debuffed he buffs my party's attack and proceeds to spam Triple Thrust/Flurry/Double Slash/Cleave. He has the shield which nulls stun, the armor which grants auto defense buff (would have helped a lot against Caelia if I had it then), and Lucian's Hat+the accessory which grants 25% resistance to everything for 50% resistance (tbh I'm not sure if they stack).
P.S. I feel that the robe you get for defeating one of the 4 pilar bosses in the moon tower (the one that grants full status immunity) is not very good since by that point you probably already are immune to all statuses thanks to passive skills, I believe it also doesn't protect you against stun, debuff immunity may be better since Melfice spams Debilitate (though things like elemental resistances, extra HP and so on would also be useful).
Mari was pure magic damage wit Arcanist as main class and Dark Knight as subclass for Bloodoath and Malefficient Harm (and gravity spells for mobs). She was my main source of damage, basically using Bloodoath->the 2 non-elemental spells from the arcanist->Malefficient Harm and then repeating this pattern for consistent damage, if needed she can also buff my party's magic though she herself doesn't need it since she has the accesory which grants the auto magic buff. She also has the Bunny Slippers for auto-haste along with the gauntlet for 0 MP cost.
Dante was my tank/physical damage with Guardian and Warrior as his classes (if I needed him to tank then Guardian as main and Warrior as sub and viceversa when I wanted more damage). With Alarming Presence he draws most of the enemies attacks to him. He would usually start with the party-wide defensive buff and then follow up with the Warrior's break skills to debuff, if the enemy is immune to debuffs or is already fully debuffed he buffs my party's attack and proceeds to spam Triple Thrust/Flurry/Double Slash/Cleave. He has the shield which nulls stun, the armor which grants auto defense buff (would have helped a lot against Caelia if I had it then), and Lucian's Hat+the accessory which grants 25% resistance to everything for 50% resistance (tbh I'm not sure if they stack).
P.S. I feel that the robe you get for defeating one of the 4 pilar bosses in the moon tower (the one that grants full status immunity) is not very good since by that point you probably already are immune to all statuses thanks to passive skills, I believe it also doesn't protect you against stun, debuff immunity may be better since Melfice spams Debilitate (though things like elemental resistances, extra HP and so on would also be useful).
The Remaster is out!
Regarding the Hunter, I thought you could maybe have him focus more on dealing damage through critical hits, swap the increased crit chance from the Captain for the accuracy buffs of the Hunter and maybe replace some slayer skills with attacks that deal additional damage on criticals, have an increased chance to land criticals, etc. You could also buff Bows since I believe they're the only class that can use them so any buff into the Bows is a buff for the class (maybe high chance to inflict status effects?). Just some random ideas though.
With the Drive Master, I think it would be nice if he could also absorb/syphon DRIVE from your allies aside from only being able to give it away, this way you can powerup your own attacks with the DRIVE another character isn't using. Btw what does the Drive Master's Morale Boost effect do? I believe it's never explained anywhere.
I also liked Whisker's defense debuff and high damage but my team was mostly focused on magic damage (with Mari being my main source of damage) so the attack buff wasn't as useful, and, as you said, against postgame bosses survival was usually more important (particularly because summons don't act if their summoner's dead).
With the Drive Master, I think it would be nice if he could also absorb/syphon DRIVE from your allies aside from only being able to give it away, this way you can powerup your own attacks with the DRIVE another character isn't using. Btw what does the Drive Master's Morale Boost effect do? I believe it's never explained anywhere.
I also liked Whisker's defense debuff and high damage but my team was mostly focused on magic damage (with Mari being my main source of damage) so the attack buff wasn't as useful, and, as you said, against postgame bosses survival was usually more important (particularly because summons don't act if their summoner's dead).
The Remaster is out!
Glad to be helpful! While I'm at it I also wanted to comment on the story and classes ( warning! wall of text incoming)
Story.
I found it pretty enjoyable, part of it is because with the introduction on the page I expected an Excuse Plot and was gladly surprised when it wasn't like that; the little interactions on every Danger Hex help build the main characters and their relationship at a pretty decent pace; the story starts light in the beginning and builds up the mysteries to keep you expectant of what's to come and it all kinda ties well together in the end.
My main complaint is the fact that Kestral's sister gets pretty much no backstory at all, how and why did she die? why is Kestral so intent on resurrecting her? and so on.
I also felt that the timeline was a bit messed up. Kestral rescued Mari and all 3 main characters lived with Kestral's father who forged their swords, then the 3 of them went on a journey before stumbling on Terrarium rumours, all of this should have taken quite a while. Meanwhile Dante's companion already found the ruins which probably means Mari's father was already in the final stages of his plan so he just kinda derped around while the main characters travelled around the world, he also apparently never tried to hunt them down even though Kestral lived in a nearby village ( he also could have brainwashed Kestral when making him his assistant, but that's typical villain stupidity so it's okay).
I personally feel that Mari's portrait doesnt fit her at all since she has the typical female villain getup but Mari is an innocent child type of character.
My favorite character was Dante, he initially came off as the typical brute warrior but ended up mostly as comedic relief and was overall pretty likeable. Mari felt a bit stereotypical for the most part and Kestral was a bit bland until the last parts of the main story.
Classes.
Warrior and Arcanist were the best classes for physical and magical damage respectively, Warrior's debuffs are incredibly useful and the Arcanist's AoE helps clean up fights fast.
Beast Tamer is a great class because it's extremelly versatile, it can heal, do decent magic damage (a bit lacking in good physical moves imo) and apply useful debuffs and status effects, I think it would be nice to give at least a few learnable skills to the class since otherwise there's really no point to taking it as a main class ( I think the extra experience one is fitting, the Drive Master is a very melee oriented class so magical builded characters have a hard time learning it, the beast tamer has both good attack and magic so anyone can take it up without ending as deadweight).
Shaman got kinda outclassed by Beast Tamer halfway through the game since it can apply all of it's debuffs except for 3 of the elemental curses ( it also gets Tremor which is better than Avalanche) while the buff removal can be done by a Warrior.
Captain was useful as an early healer but gets kinda useless once you get auto HP and MP regen, Double Action is still pretty good on a support character though. His offensive skills are OK.
Guardian was mainly useful for Alarming Presence and the defense buff, as well as the stun move; I didn't really learn any of it's other active skills since they seemed really situational/unreliable and I didn't particuarly need the pure damage skills since I already had the Warrior/Drive Master for that.
Dark Knight is great as a subclass, an Arcanist/Warrior with both offensive buffs and Bloodoath can deal insane amounts of damage and it gives you several powerful nukes to use when your main class' skills are on cooldown (the highest damage I ever dealt was 45000 with Malefficient Harm on Arcanist Mari), it's Demi attacks are very useful on mob fights and don't require any offensive stats to do their job.
Healer has extremely useful passives and useful actives, but it kinda gets redundant once you can just spam healthy feasts (with that 50% extra healing), it's usually enough to heal your party to almost full ( and you can just use soul tonics for full revive), still useful in hard fights where that isn't enough I guess. There's also the Beast Tamer's White Wind though it does have a 1-turn cooldown.
Drive Master is great for early game damage when you still haven't got a lot of ways to spend your DRIVE and has some situationally useful passives and elemental actives, for boss fights I would still pick Warrior over it cause debuffs. The full heal+revival can be useful on though fights.
Hunter is imo the worst class since it's slayer skills are all pretty situational, Nature's Wrath is not that good on a class with such low Int, even if it's only to slow the enemy down and apply fire weakness it would still make way more sense for the Shaman to have it. The attack that hits 6 times is good against single targets but terrible against groups and it's ultimate feels a little bit on the weaker side. While I understand not giving unique steals to prevent missing out on them, this is usually the main atractive of Thief-like classes in most rpg's: being able to obtain powerful/rare weapons and equipment from bosses and mobs that cannot be obtained otherwise. I didnt particularly feel like I needed to obtain every single crafted equipment so there was no reason to try to obtain more materials through stealing (except in the postgame dungeon). Accuracy buffs are also kinda not that useful since you don't miss that often.
P.S Regarding the Summons, all of them deal very good damage, which means that the ones that can do things other than only pure damage are the most useful, I usually used Babush for his buff and stun or Angel/ Fairy if I only needed minor healing so that I could focus on offense, Kyrie was the most general purpose out of the summons, she can do good damage, heal Kestral, inflict Curse, Poison and magic debuffs and buff your team's magic.
Story.
I found it pretty enjoyable, part of it is because with the introduction on the page I expected an Excuse Plot and was gladly surprised when it wasn't like that; the little interactions on every Danger Hex help build the main characters and their relationship at a pretty decent pace; the story starts light in the beginning and builds up the mysteries to keep you expectant of what's to come and it all kinda ties well together in the end.
My main complaint is the fact that Kestral's sister gets pretty much no backstory at all, how and why did she die? why is Kestral so intent on resurrecting her? and so on.
I also felt that the timeline was a bit messed up. Kestral rescued Mari and all 3 main characters lived with Kestral's father who forged their swords, then the 3 of them went on a journey before stumbling on Terrarium rumours, all of this should have taken quite a while. Meanwhile Dante's companion already found the ruins which probably means Mari's father was already in the final stages of his plan so he just kinda derped around while the main characters travelled around the world, he also apparently never tried to hunt them down even though Kestral lived in a nearby village ( he also could have brainwashed Kestral when making him his assistant, but that's typical villain stupidity so it's okay).
I personally feel that Mari's portrait doesnt fit her at all since she has the typical female villain getup but Mari is an innocent child type of character.
My favorite character was Dante, he initially came off as the typical brute warrior but ended up mostly as comedic relief and was overall pretty likeable. Mari felt a bit stereotypical for the most part and Kestral was a bit bland until the last parts of the main story.
Classes.
Warrior and Arcanist were the best classes for physical and magical damage respectively, Warrior's debuffs are incredibly useful and the Arcanist's AoE helps clean up fights fast.
Beast Tamer is a great class because it's extremelly versatile, it can heal, do decent magic damage (a bit lacking in good physical moves imo) and apply useful debuffs and status effects, I think it would be nice to give at least a few learnable skills to the class since otherwise there's really no point to taking it as a main class ( I think the extra experience one is fitting, the Drive Master is a very melee oriented class so magical builded characters have a hard time learning it, the beast tamer has both good attack and magic so anyone can take it up without ending as deadweight).
Shaman got kinda outclassed by Beast Tamer halfway through the game since it can apply all of it's debuffs except for 3 of the elemental curses ( it also gets Tremor which is better than Avalanche) while the buff removal can be done by a Warrior.
Captain was useful as an early healer but gets kinda useless once you get auto HP and MP regen, Double Action is still pretty good on a support character though. His offensive skills are OK.
Guardian was mainly useful for Alarming Presence and the defense buff, as well as the stun move; I didn't really learn any of it's other active skills since they seemed really situational/unreliable and I didn't particuarly need the pure damage skills since I already had the Warrior/Drive Master for that.
Dark Knight is great as a subclass, an Arcanist/Warrior with both offensive buffs and Bloodoath can deal insane amounts of damage and it gives you several powerful nukes to use when your main class' skills are on cooldown (the highest damage I ever dealt was 45000 with Malefficient Harm on Arcanist Mari), it's Demi attacks are very useful on mob fights and don't require any offensive stats to do their job.
Healer has extremely useful passives and useful actives, but it kinda gets redundant once you can just spam healthy feasts (with that 50% extra healing), it's usually enough to heal your party to almost full ( and you can just use soul tonics for full revive), still useful in hard fights where that isn't enough I guess. There's also the Beast Tamer's White Wind though it does have a 1-turn cooldown.
Drive Master is great for early game damage when you still haven't got a lot of ways to spend your DRIVE and has some situationally useful passives and elemental actives, for boss fights I would still pick Warrior over it cause debuffs. The full heal+revival can be useful on though fights.
Hunter is imo the worst class since it's slayer skills are all pretty situational, Nature's Wrath is not that good on a class with such low Int, even if it's only to slow the enemy down and apply fire weakness it would still make way more sense for the Shaman to have it. The attack that hits 6 times is good against single targets but terrible against groups and it's ultimate feels a little bit on the weaker side. While I understand not giving unique steals to prevent missing out on them, this is usually the main atractive of Thief-like classes in most rpg's: being able to obtain powerful/rare weapons and equipment from bosses and mobs that cannot be obtained otherwise. I didnt particularly feel like I needed to obtain every single crafted equipment so there was no reason to try to obtain more materials through stealing (except in the postgame dungeon). Accuracy buffs are also kinda not that useful since you don't miss that often.
P.S Regarding the Summons, all of them deal very good damage, which means that the ones that can do things other than only pure damage are the most useful, I usually used Babush for his buff and stun or Angel/ Fairy if I only needed minor healing so that I could focus on offense, Kyrie was the most general purpose out of the summons, she can do good damage, heal Kestral, inflict Curse, Poison and magic debuffs and buff your team's magic.
The Remaster is out!
The thing with Melfice (at least in my opinion) is that he doesn't really deal a lot of damage; Caelia had a lot of dangerous moves (I have a bad memory so I don't really remember the names), including being able to stun and slow 2 of your characters , the one that hits 4 times and the one that decreases your defense and all of them also deal very high damage.
Most of my characters would be 1 or 2 shot if they got hit by the defense debuff beforehand and while the stun alone was dangerous, the fact that the attack also inflicted slow made it so Kestral had to be constantly spamming Healing Wind to remove it (being slower than the boss can be really dangerous if the other 2 characters get stunned and you need to heal), since he was also my main healer with White Wind this forced my other characters to heal with items instead of attacking which decreased my DPS.
The shield that prevents stun and summoning Babush so he could buff my defenses and grant stun immunity were really helpful but still a little bit unrealiable if the RNG decided to screw me over.
Her move which inflicts status effects is harmless since all my characters were immune, amusingly you can reflect the spell back at her which will inflict Venom on her.
Her final move would drop everyone to about 1000 HP but since she can only act once in the turn she uses it as long as I kept everyone at full HP it wasn't too much trouble.
On the other hand while Melfice can act a lot of times most of his moves are pretty harmless, the only move worth mentioning is Debilitate since it forced me to waste a few turns to reapply buffs, Sacrifice was also pretty weak since I had 50% resistance against demi, I guess he can also stun you but it's nowhere as dangerous in this fight (funfact, the first time I fought him I expected him to go berserk after all of his seeds were destroyed so I only killed 2 seeds and dealt with the extra turn for the rest of the fight).
Most of my characters would be 1 or 2 shot if they got hit by the defense debuff beforehand and while the stun alone was dangerous, the fact that the attack also inflicted slow made it so Kestral had to be constantly spamming Healing Wind to remove it (being slower than the boss can be really dangerous if the other 2 characters get stunned and you need to heal), since he was also my main healer with White Wind this forced my other characters to heal with items instead of attacking which decreased my DPS.
The shield that prevents stun and summoning Babush so he could buff my defenses and grant stun immunity were really helpful but still a little bit unrealiable if the RNG decided to screw me over.
Her move which inflicts status effects is harmless since all my characters were immune, amusingly you can reflect the spell back at her which will inflict Venom on her.
Her final move would drop everyone to about 1000 HP but since she can only act once in the turn she uses it as long as I kept everyone at full HP it wasn't too much trouble.
On the other hand while Melfice can act a lot of times most of his moves are pretty harmless, the only move worth mentioning is Debilitate since it forced me to waste a few turns to reapply buffs, Sacrifice was also pretty weak since I had 50% resistance against demi, I guess he can also stun you but it's nowhere as dangerous in this fight (funfact, the first time I fought him I expected him to go berserk after all of his seeds were destroyed so I only killed 2 seeds and dealt with the extra turn for the rest of the fight).
The Remaster is out!
Ok, I fought Melfice again and learned Sacrifice from him, the first time I simply didn't try since I thought he would be immune to taming.
Regarding the difficulty; I played through the whole game on Extreme and thought that it was okay, I had the most trouble during the first dungeon (didn't have a lot to work with) and the second and third bosses (they did too much damage so I ended up having to play defensively and just let the shaman's poison do the work for me), didn't have much trouble after that.
I did grind twice, once halfway through the game (I wanted some useful skills like half MP costs, auto HP and MP regen, 50% more healing and extra experience on everyone), and again in the postgame (since I wanted most of the passive boost skills and the status immunities).
The bosses from the moon tower were a bit too easy considering they are supposed to be fought after Caelia (whom I consider the hardest boss from the game), I think it's okay for the 4 pillar bosses since they come after two regular battles but Melfice could have been harder (maybe have him get stronger for each seed killed?)
Regarding the difficulty; I played through the whole game on Extreme and thought that it was okay, I had the most trouble during the first dungeon (didn't have a lot to work with) and the second and third bosses (they did too much damage so I ended up having to play defensively and just let the shaman's poison do the work for me), didn't have much trouble after that.
I did grind twice, once halfway through the game (I wanted some useful skills like half MP costs, auto HP and MP regen, 50% more healing and extra experience on everyone), and again in the postgame (since I wanted most of the passive boost skills and the status immunities).
The bosses from the moon tower were a bit too easy considering they are supposed to be fought after Caelia (whom I consider the hardest boss from the game), I think it's okay for the 4 pillar bosses since they come after two regular battles but Melfice could have been harder (maybe have him get stronger for each seed killed?)
The Remaster is out!
Can Curse and Sacrifice be learned by the Beast Tamer? Both of them have the star but I tamed the ghosts in the postgame dungeon that use Curse and couldn't learn it, while the only enemy I saw that used Sacrifice was Melfice.
I also couldn't learn Diamond Dust from tamed mobs, only from the scroll. I thought it was because the 4 skills that come in scrolls could only be learned this way but I was able to learn Tsunami by taming an enemy so I'm kinda confused about that.
I also couldn't learn Diamond Dust from tamed mobs, only from the scroll. I thought it was because the 4 skills that come in scrolls could only be learned this way but I was able to learn Tsunami by taming an enemy so I'm kinda confused about that.
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