Augemitbutter
Member
what does nature's touch do? (shm skill)
i don't get it.
i don't get it.
Jefklak said:So can anyone provide general tips on how to level/grind new classmarks one does find? Do you usually hire a new person via the shop and change their class or do you recruit someone to get better stats? What's the fastest way to level them up, do you temp. change more than one unit in that class to have it progress more (that will net you two useless chars in the battlefield when grinding because they are too fragile and don't do any damage)
JKTrix said:Description says "Add bonus damage to next elemental spell cast".
Augemitbutter said:oops, i've meant to say nature's whisper. i don't know why i would want to know about the state of elements on the map when it's clearly visible without the spell.
JEKKI said:whoo~!!! started playing this a minute ago!!
the good news is I got to name my main character Outrun, just like the driving game!!!
the bad news is, my PSP keeps shutting off when trying to access the first map!!!
I did a quick google search, and it seems other ppl had the same problem, but I couldnt find a solution to it... can anyone help me?? I am playing the game on UMD with a CFW PSP.
and last question, does this game do the Persona thing where the clock keeps running when you put the game in sleep mode?? coz if so, that is annoying...
thanks!!
mjemirzian said:I don't really like the game. There's no way to skip the combat animations, making the pacing execrably slow to me. It's a simple, boring game where almost every mission is completed by dumping TP skills onto a boss while negating their TP skills so your units don't get one shot. For all the "depth" of the game it just comes down to blowing your TP load on the enemy's face before they get to blow theirs. And it heavily encourages grinding if you want to use the new classes given to you throughout the game. Not my type of game at all.
I've played up to late chapter 4 law route while doing no grinding (which basically means I'm limited to the Ch 1 starter classes), fleeing from all random battles, no incapacitations, and no autosaves. Those restrictions do up the difficulty level a bit but I still can't stand how tediously slow the combat pacing is. According to guides I'm a couple missions away from the final battle. Working on a full review but I'm having trouble picking up the game to finish it.
mjemirzian said:I don't really like the game. There's no way to skip the combat animations, making the pacing execrably slow to me. It's a simple, boring game where almost every mission is completed by dumping TP skills onto a boss while negating their TP skills so your units don't get one shot. For all the "depth" of the game it just comes down to blowing your TP load on the enemy's face before they get to blow theirs. And it heavily encourages grinding if you want to use the new classes given to you throughout the game. Not my type of game at all.
I've played up to late chapter 4 law route while doing no grinding (which basically means I'm limited to the Ch 1 starter classes), fleeing from all random battles, no incapacitations, and no autosaves. Those restrictions do up the difficulty level a bit but I still can't stand how tediously slow the combat pacing is. According to guides I'm a couple missions away from the final battle. Working on a full review but I'm having trouble picking up the game to finish it.
kuroshiki said:Apparently that was the problem with people playing bootleg copy.
kuroshiki said:Apparently that was the problem with people playing bootleg copy.
krYlon said:You don't have to grind to use the new classes. I find it's much better to bring new classes into the main battles and let them take a backseat.
You can class change them right?oracrest said:Got my third dragon type last night, so now I have red, purple, and yellow. How many types are there? I really want one of those big white ones.
charlequin said:Yup. Especially if your goal is to make the game harder, play with no incapacitations, and avoid grinding, replacing one or two party members with vulnerable newbs would definitely be the way to go.
Hyperbole, much? It doesn't take long at all to catch a new class up to the rest of your party. Either way I much prefer this system over the classic Tactics Ogre approach.Jerk said:While true, his point about the class system still stands.
As a whole, it is a poorly designed wreck that effectively discourages the player from using newer classes.
Jerk said:While true, his point about the class system still stands.
As a whole, it is a poorly designed wreck that effectively discourages the player from using newer classes.
Jerk said:While true, his point about the class system still stands.
As a whole, it is a poorly designed wreck that effectively discourages the player from using newer classes.
All it takes is a few random battles and your new unit should be at least competent enough to sit at the back lines during story missions without dying. I know this isn't exactly ideal and a lot of people would call it "grinding" but it doesn't seem like typical grinding to me because of the way the EXP is distributed. A level 1 unit fighting alongside a few level 20's will get almost all of the experience, so you don't have to worry about your party being over-leveled.oracrest said:I agree. It would be nice if all members at least shared a fraction of what EXP you get from battles. If I decide to start focusing on a new class, I would rather they have gotten at least a few levels up already, and not start them off at the one-hit-death level 1. Ive had to turn the game off a few times when an enemy archer, by rule of AI, attacks my new class first, because he's weakest and kills him in the first few turns.
With the right map and party setup it would probably take no more than 1-2 hours so I suppose it depends on your definition of "really quickly." That doesn't seem like a considerable time investment in a game that easily has 100+ hours of content. Could it be better? Sure, but it's certainly not going to take "a lot of grinding." But I suppose that depends on your definition of "a lot."mjemirzian said:No, they don't level up 'really quickly'. If your party is lv 20 and you get a lv 1 class, it's going to take a lot of grinding to get them close to that level. The game encourages grinding in far more ways than handing you level 1 classes. Telling me I'm not 'challenging myself enough' is completely ridiculous. It would still be the same slow, boring, simple game if I were taking low lvl classes to story missions, as it changes nothing about the games core strategies and pacing. In a factual analysis assuming the player uses everything available to them including grinding, the game would be even more tedious to plow through.
Yes the entire optimal strategy of the game is based around using your TP skills while negating the enemies TP skills. Everything else is window dressing. Almost the entirety of the games depth is repetitive or strategically meaningless.
Atolm said:So I'm with the 3rd (and last) post-game DLC...
The use of World Tarot to rewrite plot events like Lanselot amnesia or Golyat raid seems like total BS to me. I'll just pretend this is non-canonical stuff and I hope that if we ever see an Ogre Battle Saga chapter IX Matsuno will ignore this.
The_Darkest_Red said:Hyperbole, much? It doesn't take long at all to catch a new class up to the rest of your party. Either way I much prefer this system over the classic Tactics Ogre approach.
Sure, it's a minor flaw in terms of encouraging experimentation but I've never played an SRPG with a perfect leveling system.
Lafiel said:Yeah the leveling system is perfect but i kinda dislike the way the class system is set-up, it bothers me that i always haft to have two weakish characters on the backlines in all the battles. And random encounters are very infrequent, so i always haft to use them for the important battles or they fall to behind!
The_Darkest_Red said:Hyperbole, much? It doesn't take long at all to catch a new class up to the rest of your party. Either way I much prefer this system over the classic Tactics Ogre approach.
Sure, it's a minor flaw in terms of encouraging experimentation but I've never played an SRPG with a perfect leveling system.
mjemirzian said:Yes the entire optimal strategy of the game is based around using your TP skills while negating the enemies TP skills. Everything else is window dressing. Almost the entirety of the games depth is repetitive or strategically meaningless.
Random encounters are as frequent as you want them to be, just walk back and forth between a few spots on the map until one pops up. If you play some of those you won't have to worry about bringing weak units into every story battle.Lafiel said:Yeah the leveling system is perfect but i kinda dislike the way the class system is set-up, it bothers me that i always haft to have two weakish characters on the backlines in all the battles. And random encounters are very infrequent, so i always haft to use them for the important battles or they fall to behind!
I guess it just depends on how "easily discouraged" you are. Personally I've been using many of the newer classes and haven't had any issues with leveling them to competence. Classmarks haven't been an issue to me at any point so far, I always seem to have the ones I want. I think it's generally easier to recruit characters who are new classes anyway.Jerk said:Hardly minor. And it is not the only thing that discourages experimentation. The silly classmark system does so as well.
Mr. Wonderful said:Also, Matsuno sure likes putting his cities in the middle of deserts. Also, the Heim maps were so incredible looking.
Going to have to disagree with that. You need TP skills to burst down the boss before they get healed and before they reach enough TP to use their own skill. You need to negate their TP skills to avoid being one shot - either by CCing them (not likely, given most bosses are immune or highly resistant to it) or cornering them with Phalanx using knights to absorb their attack.Jerk said:This part is not even necessary most of the time.
Sure. Check this link and just browse around the site.The_Darkest_Red said:I understand your complaints about the significance of TP skills in battles but I honestly feel like this type of situation is nothing new for a game in this genre. Are there any SRPG's that you do like?
mjemirzian said:Going to have to disagree with that. You need TP skills to burst down the boss before they get healed and before they reach enough TP to use their own skill. You need to negate their TP skills to avoid being one shot - either by CCing them (not likely, given most bosses are immune or highly resistant to it) or cornering them with Phalanx using knights.
Like I said, almost every mission is beat up trash for TP while ignoring the boss, then burst boss down before they hit 100 TP and use their skill to one shot someone.
Some great games in that list, no doubt.mjemirzian said:Sure. Check this link and just browse around the site.
mjemirzian said:Going to have to disagree with that. You need TP skills to burst down the boss before they get healed and before they reach enough TP to use their own skill. You need to negate their TP skills to avoid being one shot - either by CCing them (not likely, given most bosses are immune or highly resistant to it) or cornering them with Phalanx using knights to absorb their attack.
Like I said, almost every mission is beat up trash for TP while ignoring the boss, then burst boss down before they hit 100 TP and use their skill to one shot someone. You're probably right though Jerk that it won't be necessary if you're grinding and have some uber dual wield guys and hard to kill tanks that can take a TP attack and survive.. that's not the case in my current playthrough.
Jerk said:You forget two things: Archers and Canopus (and Ninja).
Until about Chapter 4, you can comfortably just ignore most every other unit on the map and gun for the boss. At that point, the only purpose the non-enemy bosses serve is to allow your archers to build enough TP without also building up the boss.
And I lol at the idea of effectively using tanks. While Rampart Aura is nice to have on your front-line units, any class that can be defined as a 'Tank' is much too slow to leverage properly in a fight. By the time I completed my run, my army was composed exclusively of Mages, Ranged units and light Front-liners.
Totakeke said:Because he's on a no incapacitation run. His assessment is accurate with those restrictions. For one, you cannot simply deploy front liners with low defense without significant healing to back them up.
I also feel like a broken record.
Jerk said:No it is not.
On a no-incap run, (ab)using Archers and other ranged units is an even better idea.
My strategy:
-Precision kill the closer units with Crossbow or Bow Armed Archers/Dragoons/Canopus.
-Use mages/blowguns to Charm/Petrify/Hobble/Shackle enemy units (also to occasionally deplete enemies of TP).
-Use Priest/Princess/Cleric/White Knight to maintain health (The lobber is amazing here).
-Send Third-finisher Crossbow Canopus/Ninja (with leaping Monkey)/Longbow Archer to quickly kill the boss.
The main thing I try to remember is to not attack anything I do not expect to kill before it takes a turn.
Totakeke said:You're not deploying any light front liners. You're deploying all ranged units.
Jerk said:I use 2 Ninja and a Rogue...
Totakeke said:With ranged weapons. They're ranged units. Do you send them into the front line? Not really.
Jerk said:Ninja 1: 2 Katanas
Ninja 2: 2 Daggers
Rogue: 1 Dagger, 1 Blowgun
Until I deem the boss close enough, they handle clean-up after my ranged units are done.
Totakeke said:If those are truly front liners, then they take damage and need healing. If you keep them out of the range of enemy attacks most or all of the time, they aren't really front liners.