I know the game isn't actually out yet, but do you folks think the improvements to this game over the last one (like the airship) make this one worth getting over 3? I loved the demo of this game, but looking at videos of EO 3, that retro-style music and art seems SO much better than this game's weird 2D 3D models and generic orchestra+butt-rock.
I know the game isn't actually out yet, but do you folks think the improvements to this game over the last one (like the airship) make this one worth getting over 3? I loved the demo of this game, but looking at videos of EO 3, that retro-style music and art seems SO much better than this game's weird 2D 3D models and generic orchestra+butt-rock.
Like EOIII, at some point in the game you'll get the ability to add a subclass to your characters. This gives you another tree full of skills you can add, except for the main-class-specific line. For instance, you could have a medic with a bonus to all healing skills subclassed as a dancer and have that bonus applied to its regeneration dance.
I got all the way to the lava stratum in EO3 with the rafts...how far is that? I loved it, I just lost interest around that point. I'm planning on starting EO4 in casual, because even if it's insanely easier, it will be nice to actually finish it!
I'm sure it's already been posted a million times, but you can use this handy tool to plan out your builds and play around with subclasses beforehand. It's very much like building characters in better RPGs and MMOs. Basically all you have to know is that your main class gets its single point class bonuses, and subclass skills are only up to half as effective. Utilizing passives that boost the effectiveness of your main class is something most people who aren't attempting novelty builds tend to do.Oh snap. That sounds pretty sick and not as convoluted as I expected when I first heard the term sub classes.
If I like this, I should just go ahead and play the other three right? Or at least buy them just in case they get rare again...lol.
Actually, I realized that might be a great way to get a feel for other classes without building them up and decide if you want one of your own or to build up the one you have. Or at least sample alternative builds.they don't level and you have to be higher level than them to recruit so its mainly for flavor.
I didn't like how I felt forced into using certain things in EO1 (like, an anti-elemental Protector felt required), and EO2's Hexer crap and other stuff kind of irked me. EO3 had that Front Mortar thing (among others) that people abused, but it opened up a whole new realm of possibilities with subclassing.
Oh gosh, you're like the expert on that game. :lolOf the ridiculous end-game party designs, Front Mortar isn't really that big of a deal. It's not really all that amazing :x
they don't level and you have to be higher level than them to recruit so its mainly for flavor.
Sub classes? So I don't have to have a character stuck in one role?
FOEs (and bosses) always had a much higher resistance against binds and statuses, even in the older games. Unless they changed it, binds are not a good way to deal with bosses.
Of the ridiculous end-game party designs, Front Mortar isn't really that big of a deal. It's not really all that amazing :x
My copy from Amazon is on its way. Hurray.
Oh, definitely--Warrior Might/Swashbuckling is totally up there haha. The reason I brought Front Mortar up was mainly to point out how EO3's subclassing felt like it could stand to be a little more refined. It created potential for builds that hinged around only a handful of powerful skills. Front Mortar could be bolstered like crazy by subclassing Gladiator for Charge and Berserker's Vow. It's by no means the only example in EO3; it just came to mind because it's a gimmicky but otherwise effective way to utilize subclassing for Arbalists that sort of goes against what you'd think of with a squishy, long-ranged character.When I had my Arbalist on the front row, he was way too vulnerable up there. Is it even worth subclassing just for that skill?
Warrior might was the most overpowered ability. Hits hard and chases everything.
My copy from Amazon is on its way. Hurray.
Just picked up the game. Can't wait to start playing.
Yup, didn't expect them to have it.Local shop or something?
Thanks to the folks in the loli thread linking to the music, it sounds amazing. It got me pretty interested!
I had a feeling that this thread could only stand to gain from that thread existing.
yup, I remember the Atelier thread last year. After a couple of weeks, I played the Arland trilogy completely and loved them. Im sure there will be a few more who will be curious about the game.
Thanks to the folks in the loli thread linking to the music, it sounds amazing. It got me pretty interested!
Any suggestions on build paths?
the Atelier thread got you to play the series? That's freaking awesome.
how I got exposed to the series is.... yeah >_>
What I find is that there's no wrong answer when it comes to the Dancer (at least as far as the demo goes). If your fortress needs some reinforcement, then I would vouch for having Regen or Defend dances up in the same row. The residual healing that comes each turn (especially when it's boosted to 4 turns) did wonders for me on conserving resources while healing. I've also had some mild success with counter skills, mostly because the dancer was always hanging around the same line as the take-all-the-hits fortress.
Chasing sounds promising, but I really don't know. I wonder if there's a way to set off the equivalent of Warrior's Might in this game, though...
It's still missing quite a bit of info, but there is this:Given only 3+9 skill points to play with, it's hard to tell how skills will be when fully boosted. Is there anything up online that will give detailed statistics about each skill level? I remember seeing one for EO3 that was pretty helpful in deciding where to spend the points.
Specifically for where passive skills are. I have no idea how useful the +str and +def passives are for Land and Fortress, and yet they're so tempting because they're, well, always on.
yeah, but those were rare and/or expensive, if I remember correctly. I really wouldn't like to rely on them to get rare drops from monsters...
Lucky hammer was a must for farming the books that increased stats in EO3, I would have never attemted getting those without LH.
Instead of Lucky Hammer, there's a newThe NPCs in the tavern also often give hints on conditional drops.Burst skill called Analyze, and as you might expect, it tells you all the monsters drops, and you can usually guess what you need to do for the conditional drop from the name.
.of non loli characters
The only thing I took away from that loli thread was that Gunner had a Jack Frost on her hat. Never noticed. Awesome.