bobbytkc said:
Does the rune fencer get any better in the game? I have one at level 20 now, and the pitiful damage he does is making me feel like I should drop the class altogether.
Hybrid fighter/mages don't work particularly well in this game because characters have to be specced toward one or the other. That is, mages need to have spellcraft, augment elemental, and equipment that boosts INT or their spells will do terrible damage. The Rune Fencer really suffers from this, and isn't really useful other than as a support character who can heal and use boon of swiftness.
Also, is it me or does every melee class seem useless after I get a ninja? Seems like having a couple of dragoons for beasts and dragons and ninjas for everthing else is the way to go. I've been trying various combinations of knights, terror knights, white knights and rune fencers and they seem pretty much useless.
Ninjas are the best damage dealing generic class. But they don't have great defense, so you can't build a whole team out of them. Knights are tanks, use them to soak up damage, restrict enemy movement with rampart aura, and occasionally heal. Terror Knights aren't that great, they are mediocre at a bunch of different things, but can use status effect magic.
Should I change all my clerics to a white knight? I am asking because they recover mp too slowly to be efficient in healing anyway, and they take damage too easily. Also, they are not really fun to use.
Use MP restoring items early on in battle to help with the MP problems. Knights' spell selection is a lot more limited than those of Clerics, so it's worth keeping one around as a dedicated healer/buffer. Boone of swiftness is very useful.
Also, for mages, is it better to learn multiple elements or just focus on one? I am asking because spells are expensive, and so far, they don't seem to warrant the cost (I'm in chapter 3). Right now, I prefer to keep archers around rather than mages because they have far better range and damage and stay alive better, and also because tremendous shot is so useful.
Archers are better than mages early in the game, though that changes a bit when you start getting access to some of the later game spells. Don't forget about the status effects magic can cause, they can be quite useful. Use items and teach your offensive mages meditate to help with the MP problems.
You can go either way with the elements. Focusing on one lets you level up the augment skill quicker and gives you skill slots to use on other things, but having two elements gives you access to more buff/debuff spells. It's not really worth having two elements if you are mostly using just direct attack magic.
What is the best way to use a rogue? Mine does next to no damage unless I use sneak attack, and he sustains damage so easily that I'm thinking of dropping the rogue too.
Rogues are kind of like a poor man's Ninja. They can do a lot of damage with daggers and sneak attack, but are very frail.