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  • Locked thread
Crosspeice
Aug 9, 2013

Dr. Fetus posted:

Just wondering, how do you all feel about bug exploits? Your answer probably won't affect my decision on how I'll handle something, but I just wanna know anyway.

Every EO game has bugs, it's natural to have a few available, so go hog wild.

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Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

cdyoung posted:

If it's reasonably awesome I suppose. Nothing weird like subclassing that unsubclassable class though.

It's nothing too crazy, or on the level of temporarily erasing bosses in EO2. I don't think anything will ever top that. (Good gravy, that game had such poor QA.) Nah, this just involves having to turn Faye into a wizard.

Kemix
Dec 1, 2013

Because change

alcharagia posted:

THEY'RE MY FAVORITE THING EVER!!

I third this poo poo.

Kyrosiris
May 24, 2006

You try to be happy when everyone is summoning you everywhere to "be their friend".



Always be breaking games as hard as possible.

Pureauthor
Jul 8, 2010

ASK ME ABOUT KISSING A GHOST

Dr. Fetus posted:

It's nothing too crazy, or on the level of temporarily erasing bosses in EO2. I don't think anything will ever top that. (Good gravy, that game had such poor QA.) Nah, this just involves having to turn Faye into a wizard.

A MUSCLE wizard?

Gilgamesh255
Aug 15, 2015
You must break the Bat.

Also, your playthroughs are the reason I got this account.

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....
YES to bug exploits!

Rip this game open and feast on its entrails for our amusement :unsmigghh:

Blaze Dragon
Aug 28, 2013
LOWTAX'S SPINE FUND

Exploit those bugs. Exploit them hard.

Tyty
Feb 20, 2012

Night-vision Goggles Equipped!


Exploit away.

It shouldn't break the difficulty too much either Unless you also pick up the club from the first boss. Punch monks are the best.

poorlywrittennovel
Oct 9, 2012

Exploit the poo poo out of the game. Atlus games are made to be broken through any means possible.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
God drat, subclasses? The game's class system just got an amazing new wrinkle.

Ramc
May 4, 2008

Bringing your thread to a screeching halt, guaranteed.

I was considering playing EO3 again but- IS there a way to clear your existing file once you've hit new game plus? I can't seem to start fresh.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Options menu, and delete data.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Okay, I was gonna make an update showcasing a glitch, but through the power of math, I discovered that said glitch isn't really that useful. Basically there was a thing you could do to make a Monk's fist skills more powerful, but I heavily overestimated just how powerful the glitch made their skills. The fist formula was (Level + STR) * Fist Mastery Skill Power. But if you leave the 2nd equipment slot blank, you could use Fist skills with a weapon equipped. (The Monk is supposed to be unarmed for that to happen.) Now I thought that the weapon power was added onto their fist power, but that's not the case. Instead, the weapon power replaces the fist power in the damage formula, giving only a very slight boost to damage if you use that method. Not worth showcasing at all.

I had a whole update written up and everything, and it's a shame I have to throw it all out. Oh well, here's what's going to be lost footage of Faye punching a catfish. In the face. Or just for laughs, I could re-purpose the update into telling you why Punch Monks suck, and why you shouldn't use them. I originally thought the glitch made them semi-viable, but kind of risky, but this barely does anything for them with their mediocre STR stat.

Kinu Nishimura
Apr 24, 2008

SICK LOOT!
You can call me Knuckles. Unlike Sonic, I don't chuckle. I'd rather flex my muscles.

Your muscles and your damage output are mediocre! Mu-ha-ha-ha-ha. :psylon:

No... foiled yet again by the deadly plots of the nefarious Olympia!

Crosspeice
Aug 9, 2013

If you had the whole thing ready, then might as well post it. Still really fun to watch.

cdyoung
Mar 2, 2012
don't waste what you worked on, even if it's an aborted update, you can repurpose it into a nightmare of Faye's over how her ingenious plans always suck.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

cdyoung posted:

don't waste what you worked on, even if it's an aborted update, you can repurpose it into a nightmare of Faye's over how her ingenious plans always suck.

Hmm, I might be able to come up with something.

Gilgamesh255
Aug 15, 2015
I second the notion that this failed plan be a nightmare. And hey, who knows? Maybe you might slip in some character growth somewhere in there. Or not.

cdyoung
Mar 2, 2012
On a slightly unrelated Tangent, I'm stuck on B30F in Fafnir knight and I don't know how to advance, since ALL THE MAPS are different, I can't rely on the information from your EO2 lp Fetus.

cdyoung fucked around with this message at 08:12 on Aug 25, 2015

RareAcumen
Dec 28, 2012




cdyoung posted:

On a slightly unrelated Tangent, I'm stuck on B30F in Fafnir knight and I don't know how to advance, since ALL THE MAPS are different, I can't rely on the information from your EO2 lp Fetus.

http://forums.somethingawful.com/showthread.php?threadid=3705626 :shobon:

Tyty
Feb 20, 2012

Night-vision Goggles Equipped!


Punch monks are situationally really good. They excel against things that are weak to fire pretty much exclusively though, since singularity is actually really important to elemental damage output.

But goodness doesn't matter cause they're fun :colbert:

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Update 30: Unarmed and Not That Dangerous

Goddammit, Faye!

This update isn't gonna be showing too much. There is a bug that I'd like to show off. Oh don't worry, it's not particularly useful, and I don't plan on exploiting it. Still, it's something I'd like to make a minor showcase of.



First things first, remember when I said that you should make 5 Ninjas? Well the time for them to be useful has come.



Take them to the Celestial Palace.



And subclass Farmer on every single one of them. This is your new farmbot team.



The reason for that is because of the Ninja's Class Skill, Keburi no Sue. Since it decreases the TP costs of every single skill by 9 TP at level 10, it makes them the ideal farmbot since some of the Farmer's skills are actives, and they are pretty costly. Oh and as for your other Farmers? You can dispose of them. They're useless now.

Oh right, the main thing I wanted to show off.








Mmm, I could use a nap.



Ahhhh, that was a good nap. Wait, who am I? What is this place?



As you can see, Faye has all her skill points back, but has lost 5 levels. She also lost her Princess subclass she got in the last update.



Several minutes of grinding back the 5 levels later, it's time to get her a new subclass.



I turn her into a wizard.

I cast fist! Hee hee hee!

I can't see this going anywhere good.





Don't care.



There we go.



Blah blah blah, get to the good stuff already.



Oh I'll charge, alright.



I've got fists of steel!

So there was a portion of the Monk skill tree that I completely ignored. Their fist skills. The reason is because they're pretty decent in the 1st Stratum, then the damage falls off horribly afterwards.



Kikouken is a pretty simple skill. It deals 140% to 190% Strike damage, and has a 30% to 50% chance to inflict Paralysis on a single target from levels 1 through 10. Honestly, it's not to great. The Monk has a terrible LUC stat, so they're not good at inflicting ailments.







Leveling up Fist Mastery to 8 unlocks these skills. Counter and Retaliate are both counter skills, with Counter activating when the Monk gets hit by a physical attack, and Retaliate activating when they get hit by an elemental one. When they activate, the Monk goes after the enemy that attacked them with a Strike attack that deals 200% to 380% damage from levels 1 through 10. They can also activate multiple times. But you'd have to predict which attacks are coming out, and ensure that the Monk gets hit by them, which probably isn't good for their survival.





Fist Mastery, like the other weapon mastery skills, provides a 2% to 11% damage boost to fist attacks from levels 1 through 10. Unlike the weapon mastery skills, the damage bonus from Fist Mastery applies to skills. This because the damage bonus is applied directly to the formula that determines how powerful a Monk's fists are. More on that later.





Breakfire Fist is unlocked by leveling up Fist Mastery and Waking Chakra to 3.



Can't keep a good girl down!

Waking Chakra is a passive that affects how fast a Monk can recover from status effects and binds. At level 1, it's a 30% recovery rate, and at level 3, it's a 38% recovery rate. It caps out at 70% at level 10. But I really don't find this a useful passive for a few reasons. One reason being that if your Monk gets tagged with an ailment or bind, chances are, you want to get rid of it immediately. And Waking Chakra, even at max level, only ensures that ailments and binds will go away after 2 to 3 turns, which is more than enough time for a formidable enemy to capitalize on that and ruin everything. Still, I need to get it to 3 to unlock their best damage skill.





Leveling up Fist Mastery to 8 and Breakfire Fist to 3 unlocks Darkness Fist. Which is a fist skill that sacrifices 25% of the Monk's current HP pool, in order to deal 130% to 210% Strike damage to all enemies, and has a 30% to 60% chance of Cursing them. It's not that great. Curse is by far the most worthless ailment in the series (on the player's end anyway.) and the Monk has one of the worst LUC stats in the game. Still, this is the only skill that can inflict Curse, and some of the worst conditional drops in the game require the Curse ailment, so I'll be showing off this skill later. :smithicide:



Flaming fists of justice!

And now for the main attraction. Breakfire Fist is a random target attack that hits 2 times, and each hit deals 70% Fire/Strike damage at level 1, while at level 10 the skill can hit 2 to 5 times, and each hit deals 100% damage. So it has an average damage output of 350%.



There's a lot you can do with one little spark.

And I spent the last skill point in Fire Mastery, because why not?



Anyways, in order to use Fist skills, you Monk must be unarmed. So how powerful are a Monk's fists? Well the formula to determine that is (Level + STR) * Fist Mastery Skill Power. So Faye is essentially wielding a weapon with 57 attack power right now.



For comparison, this is one of the strongest maces I have at the moment. Yeah, not that great. That's mainly the reason why Punch Monks can't keep up with actual damage classes. Their fists can't keep up with weapons until the postgame. Now there is a way to make Punch Monks stronger. Though be warned, this is not a legitimate thing you can do, and is more of an exploit.







For reference, this is how much damage Faye can do at the moment.



Now what happens if you have a Monk equip a weapon, and leave their first equipment slot empty?

What in the world is that.

It's my club! I had a great idea! Like, I taped the thing to my arm so I could punch things with my fist and my club at the same time! Cool, huh?

Uh, and just how's that different from hitting things with the club?

You'll see!





Well she's basically attacking with her weapon.

Still not seeing a difference.

This is just idiotic.

Rrr. I'll show you. This totally works!



Alright, see those bugs? I'll go and-the heck?

Is that... Narmer?

Hey, I thought we killed that thing. How's it alive and... staring right at us?

Perhaps it is challenging us to battle.

Hmm. Hee hee hee!

Whenever you kill a boss, they won't respawn until you reach the final floor of the next Stratum, which is the 8th floor in this case. Afterward, they'll respawn every 14 days, like the Red FOEs.



Hmm, I don't think this catfish plans on running this time. Stay back everyone, I'll fight this thing myself!

Heh, well I guess I'm itching for another fi-wait WHAT!? Okay Faye. I love a good fight and all, but there's living the dangerous life, and then there's just being crazy. You're doing the second thing.

Pfft, whatever. You think this fist club is dumb? I'll prove you wrong!

Miss Faye, please stop this madness!

On rematches, you don't have to catch up to Narmer. You can just walk up to it to fight it.





Here's Faye's setup for this fight.



:black101:Video: Faye punches a catfish. In the face.:black101:

DS Version



For the record, you can't go behind Narmer to get a preemptive attack. It'll just turn to face you if you attempt that. In fact, every boss in this game does that now, so no more preemptive attacks on them. Though with that said, you can randomly get a preemptive attack on Narmer since you could get the drop on it the first time you fought it. That didn't happen here.





Now the reason I'm doing this is because of Narmer's Gold Drop. You have to kill him with a 1 man party, which you're unlikely to pull off when you first have to fight him.



Indomitable is my biggest safety net. If something goes wrong, or Narmer decides to just kill Faye, this will prevent me from getting a game over.

Come at me!

I really don't see this ending well.

Hey, if Faye gets in trouble, we'll just step in and help her out. Simple.





Since Faye is the only character in this fight, she'll be taking every single hit, which the game really wasn't balanced around.



CHARGIN' UP!

You don't have to yell when you're accumulating energy, you know. Only barbarians do that.

But Rose does it all the time!

...Once again, only barbarians do that.



And even though Faye has a mace equipped, she still has access to her fist skills.



Faye did a total of 717 points of damage. Eh, I guess that's okay.

Flaming fists to the face!

Hmm. Surprising. It actually works!

Eh, sort of? Still not seeing it. I mean I could probably hit it even harder with my crossbow.









Gah! Where'd Narmer go?

He's in front-no no, now you're just walking backwards.



Take this! And that!

:cripes:



Miss Faye, perhaps you should heal up. Your wounds are starting to look serious.



Solo fights tend to involve spamming healing items due to the nature of one character taking a lot of or little to no damage. If you get unlucky and the enemy uses a lot of high damage moves, you might be forced to waste a bunch of turns healing up until they decide to use one of their less lethal skills.









Uh, Faye? What are you gonna do about that? You can't search for Narmer by yourself.



I've got an idea.



This is pretty much a dice roll, but it's better than just attacking one hole at a time.



But fortunately, I've managed to draw Narmer out.





Faye just dealt a total of 1192 points of damage.



And Narmer doesn't have much HP left.





Now in rematches, Narmer won't run once it drops below 51%. It'll just stay and fight.





I take this time to restore Faye's TP, since she's running low.



Submerged move has an action speed of -200, so it'll always go last.



I was debating on whether I should have Faye pop another Amrita, or just have her heal up.



Healing up turned out to be the better decision.



Here's Earthquake in action. It has an action speed of -90, so your party has extra time to draw Narmer out if it decides to use it. It's an Almighty attack that uses Narmer's STR stat, so people in the back row will actually take less damage. Though when you first fight it, that's unlikely to make a difference.

Ow... So that's what happens if I leave it in there.



Whether you draw Narmer out yourself, or it decides to use Earthquake, it'll pop out of the mud sooner or later.



Get ready, cause here I-



Really?



How long do you think she can hold up?

You know her. She'd try to walk through a brick wall, even if you told her it was impossible. Her determination and stubbornness are something, alright.



Oh boy. This is the main thing that caused a game over in my attempts to have Faye solo Narmer.



Ow ow! Geez, that was close.

Whip Ripper is Narmer's most dangerous move in a solo fight. Mainly because the multihit aspect enables Narmer to hit through Indomitable if you get unlucky and he rolls a high number of hits, which fortunately didn't happen here.



Hmm. Aha!



At this point, I realized that Narmer's most dangerous move was Whip Ripper, not Earthquake since Faye can tank Earthquake pretty easily.

Okay Narmer, hit me with your best shot!









So my strategy was to have Faye Etheric Charge, then punish Narmer's use of Earthquake by following up immediately with Breakfire Fist.

Flaming fists to the fa-





ACK PBBBBTH!





Argh!

Pffffthahahahaha! Ah... Should we step in now?

Unfortunately, Mud Throw has an action speed of +2, which is enough to outspeed Faye and ruin my plans. :argh:





No need. Because if at first you don't succeed...







Ow. Stand closer...







And punch again!

DS Version



See? Told you I could do it!

Well done, Faye. Now please don't do that again.

I think I could have killed it faster with my crossbow, but I guess if you want to keep using that thing, go ahead.



Um, is it me, or did Narmer just suddenly disappear?

Huh you're right. Must've been a ghost or something. Spooooky!

...Sure, whatever you say, Faye.

So how you get Narmer's Gold drop is that the game checks to see how many people are in your party when you deal the killing blow to Narmer. However, summoned units count as extra party members! So if you're using a Ninja or a Wildling, if you still have a clone or an animal out when Narmer dies, you won't get the Gold drop. So make sure to call off the summon right before you deal the killing blow.

DS Version



For those of you that have played the 2nd game, you'll probably be disappointed to find that not only are the conditional drops are a lot harder to get, they sell for way less. For those of you that aren't familiar with what I'm talking about, boss conditional drops sold for 30,000en and were far easier to get than the boss conditionals in this game. (All you had to do for the 1st boss was kill it while it was Poisoned, which was far easier to pull off than soloing it.) Now if that sounds like it toppled the game's balance, trust me when I say that wasn't the worst of it.



Anyways, selling the Trembling Fin unlocks this baby.



It's... it's beautiful. :magical:

And extremely expensive.

Can you pleeeeeeease, lower the price?

No.

Aw come on, I have some coupons I can use!

Only one coupon at a time, please.

Darn. :(

And that's why I advised you not to go for the Gold drop. Not only do you miss out on the crossbow, you unlock a weapon that is gonna be super time consuming to get the money for if you unlock it as soon as possible. I'm not gonna bother scrounging up the money for that thing, because I really don't like grinding. Also because that's not actually the strongest mace in the game (but it is the 2nd strongest!) Anyways, if I made Punch Monks seem appealing, there's one last word of warning I must pass on.

DS Version



I don't know... how much longer I can last...

MEEEEEDIIIIIIIIC!

Oh no! Sidney's legs have been torn off! There's so much blood gushing out!

I have suddenly burst into flames! :supaburn:

Don't worry everyone, I can fix thi-



...Aw, fudge.

Chances are if you're using a Punch Monk, you had to ignore their healing skills.



DS Version



Good job Miss Faye. Your skills in getting us killed are to be admired.

Once again Faye, you never think things through.

You know, I really appreciated how you ignored my severed legs, just so you could punch a catfish and a croc.

Just what were you hoping to accomplish with that?

Okay okay, I get it! I'll stick to healing! Sheesh.

And the main problems with Punch Monks are that if you're making use of one, they're not healing. And Monks have a much bigger impact when they're supporting your party instead of punching things in the face. Even with the glitch, you're leaving a party member that's not making use of an equipment slot for armor in the front row. Which is too much risk for too little reward, if you ask me. Especially in the post-game, where you really want to be making use of every single equipment slot for the big fights. And the Monk's class skill increases their healing capabilities, not their damage output, so the class really isn't suited for offense. If you really want to use a Punch Monk, it's just better to use a Gladiator and sub Monk onto them, since they actually have the stats to deal damage, and they're durable enough that the unarmed glitch's equipment restriction won't hinder them.

Araxxor fucked around with this message at 04:44 on Aug 29, 2015

Tyty
Feb 20, 2012

Night-vision Goggles Equipped!


Zodiacs make the best punch monks if you want pure damage, but that requires a loooot of grinding. If you don't want to grind, funnily enough, monks turn out the best since they have semi-decent strength and access to the zodiac skills.

Gladiators end out the weakest because they won't have Etheric charge or singularity, and singularity is fairly important to elemental damage output.

I found using the bug that my punch monk at least kept up in damage, so I had my princess focus on healing and a hoplite to tank.

Blueberry Pancakes
Aug 18, 2012

Jack in!! MegaMan, Execute!
I remember when Faye was our just and moral leader. Now she's punching catfish and befriending killer robots.

Also

Dr. Fetus posted:

Leveling up Fist Mastery to 8 and Breakfire Fist to 3 unlocks Darkness Fist.

Hrrgh, the darkness in my fist...!

Crosspeice posted:

Yeesh, Curse conditionals. That only took a few hundred tries to land the drat thing, then another few hundred tries to the thing to die to it.

Curse Conditionals are the game's way of telling you to use Formaldehyde.

Blueberry Pancakes fucked around with this message at 02:15 on Aug 27, 2015

Pureauthor
Jul 8, 2010

ASK ME ABOUT KISSING A GHOST
The solution here is to have one punch monk and one healing monk.

Also, does Zodiac give you more than Gladiator for punch monk damage? Charge has higher multipliers than Etheric.

Crosspeice
Aug 9, 2013

Yeesh, Curse conditionals. That only took a few hundred tries to land the drat thing, then another few hundred tries to the thing to die to it. Nasty.

My Monk worked perfectly as a healer, only went for some fist stuff when I had points to burn.

Endorph
Jul 22, 2009

Just use two monks. Problem solved.

Reco
Feb 26, 2011

enemy one body to the proximity Zan attack discard the power slap hit.
I've heard that multiples of a class causes the production of Shim Particles which drive people mad

Strange Quark
Oct 15, 2012

I Failed At Anime 2022

Endorph posted:

Just use five monks. Problem solved.

Kinu Nishimura
Apr 24, 2008

SICK LOOT!

DINO

Reco
Feb 26, 2011

enemy one body to the proximity Zan attack discard the power slap hit.

EO3 was the dinogator's chuuni phase, he demanded that people call him Abyssal Death

theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!

Hivac posted:

I've heard that multiples of a class causes the production of Shim Particles which drive people mad
:mad:

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Pureauthor posted:

The solution here is to have one punch monk and one healing monk.

Also, does Zodiac give you more than Gladiator for punch monk damage? Charge has higher multipliers than Etheric.

If you're going off the skill sim, it's actually wrong about how some skills work. Etheric Charge gives a 300% damage boost at level 5, not a 200% boost like it says on there.

As for their damage output, if the Zodiac/Monk doesn't activate Singularity, then Gladiator/Monk does more damage. If the ZM activates Singularity, then they'll do more damage than the GM. That's assuming they have the same STR stat. But the Gladiator has a much higher STR stat, so they'll do more damage than Zodiac/Monks, even with Singularity.

Araxxor fucked around with this message at 03:28 on Aug 27, 2015

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
Yep, as soon as you mentioned subclasses I knew what the ninja squad was doing.

Of course, they've got levels in the generic skill that gives them bleedover XP from a dungeon run because they hear everybody's stories of adventure, so now all I can imagine is Alice sitting down with them one day and pulling out the Farmer Fran books. Now she has become sifu.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Class Showcase: Prince/ss



About this artwork. It's a piece of fan art that was made by someone named Makita. She actually made group pictures like this one for most of the classes, and I'll be using those in these Class Showcases. Although she didn't make any pictures of the unlockable classes.

A fun fact about the class names, sometimes they get changed in localization, like how Protectors in the first two games were known as Paladins in Japan. Although that's not the case with this class. They're called Princes and Princesses in Japan as well. The names actually differ depending on which portrait you choose. Though when they reappeared in the later games, they got renamed to Sovereigns in the localization, because of some problems with the names. For the purposes of this LP, I will just refer to them as Prince/ss, since that's what they're called in this game.

Oh right. The Prince/ss is a class that revolves around buffing the party and specializing in passive heals. If you've played the first two games, they're similar to the Troubadours, however their buffs only last for 4 turns in most cases instead of indefinitely, and their buffs only affect a row instead of the whole party. They're a powerful support class that can lengthen your party's lifespan and increase their offensive capabilities. Most of their skillset doesn't rely on their stats, and the ones that do only make use of their TEC stat. But this class is very greedy when it comes to skill points, since there's a lot of skills they want to invest in. Something to keep in mind when using a Prince/ss is that you can only have 3 buffs on a party member at a time. If you try to put up a 4th buff, it'll just override the oldest one. The same goes for debuffs.

I'd say they're a must have for most parties, except there's one main problem with them. There's no reason to use them. Oh no, I'm not saying their skillset is terrible, it's actually fantastic! The problem is subclassing. Because their skillset is fairly independent of their stats, it's possible to have another class sub Prince/ss and do the Prince/ss' job far better than the Prince/ss can. One such combination is Monk/Prince/ss, whose class skill enhances any form of non-fixed healing, which the Prince/ss has a few of. And they have a higher TEC stat which increases their healing capabilities even further. This isn't so much a problem with the class, as it is with how subclassing was handled in this game. Which is why I'm not exactly fond of it. The class itself doesn’t have much to offer over any other choices. The Prince/ss isn't really bad, it's just completely overshadowed by other options. If you really wanted to, you can get away with using a Prince/ss/Monk. Etrian Odyssey 3 isn't a particularly hard game if you know what you're doing.

Equipment:
Weapons: Swords, Rapiers, Daggers, and Books.
Armor: Heavy Armor, Light Armor, Shields, Helmets, Gloves, Boots, and Accessories.

Stats

Level 1
HP: 44
TP: 18
STR: 7
VIT: 7
AGI: 6
LUC: 6
TEC: 6

Level 35
HP: 214
TP: 127
STR: 23
VIT: 35
AGI: 27
LUC: 30
TEC: 28

Level 70
HP: 389
TP: 239
STR: 39
VIT: 64
AGI: 48
LUC: 56
TEC: 51

Level 99
HP: 498
TP: 308
STR: 49
VIT: 82
AGI: 61
LUC: 71
TEC: 65

As you can see, they're fairly well rounded. The don't really specialize in any stats aside from VIT and LUC. Their STR is terrible, so they're not really great physical attackers. Their high VIT and the fact they can wear Heavy Armor enables them to be on the front lines, though they don't get any direct benefits from doing so. They're not powerhouses, so it's best to give them Rapiers for the speed bonus, since chances are that you want them acting as soon as possible.

Royal Lineage
Skill Type: Class Skill
Maximum Level: 10
Stats Used: N/A
Prerequisites: N/A

Whenever the Prince/ss gets a new buff, they recover TP. Buff renewals will not trigger this skill. The higher the skill level, the more TP they recover.

1: Restores 1 TP.
2: Restores 2 TP.
3: Restores 3 TP.
4: Restores 4 TP.
5: Restores 5 TP.
6: Restores 6 TP.
7: Restores 7 TP.
8: Restores 8 TP.
9: Restores 9 TP.
10: Restores 10 TP.

Probably the worst Class Skill in the game. I mean on its own, it doesn't necessarily handicap the class and it can be okay for sustain, since this isn't limited to the Prince/ss' own buffs. Until you take subclassing into account. Then you'll see that this Class Skill really doesn't have much to offer compared to the other Class Skills. The problem with this skill is that it's a terrible form of TP recovery on a class that doesn't even have TP problems in the first place. And in the off chance that you're spamming their skills like a maniac in every single battle you run into (if you're forced to do that to survive, you may want to rethink your strategies and setup), TP recovery isn't a huge problem in this game. Maybe in the Untold games, this would be a skill worth taking, but this is EO3 (which was the last game Atlus was generous with TP recovery) where it's super easy to farm for Amritas. So it's the only Class Skill I would advocate leaving untouched, especially if you decide to sub Monk onto the Prince/ss.

Royal Veil
Skill Type: Passive
Maximum Level: 10
Stats Used: N/A
Prerequisites: N/A

This passive heals the whole party for a fixed amount if the Prince/ss' HP is full at the end of the turn. The amount healed increases with skill level.

1: Restores 4 HP.
2: Restores 7 HP.
3: Restores 10 HP.
4: Restores 14 HP.
5: Restores 18 HP.
6: Restores 22 HP.
7: Restores 28 HP.
8: Restores 34 HP.
9: Restores 40 HP.
10: Restores 46 HP.

In the early game, this is probably going to be one of your main forms of healing. The heal is gonna be enough to keep your party alive during that time, even if it is a bit tricky to work with. But past that point, it falls off pretty hard. The passive heal does stack with some of the other Prince/ss' skills, but I still wouldn't advocate maxing it out. Still, you should level this up because it unlocks a much better skill. It does stack with other party members with Royal Veil, so if you feel like clowning around and trying a 5 Prince/ss run, you might want to max this skill out in that case.

Triumphant Cry
Skill Type: Passive
Maximum Level: 10
Stats Used: N/A
Prerequisites: Royal Veil – Level 5

If the Prince/ss is still alive at the end of a battle, the party is healed for a certain amount. Higher levels increase the amount of HP restored.

1: Restores 10 HP.
2: Restores 14 HP.
3: Restores 18 HP.
4: Restores 22 HP.
5: Restores 26 HP.
6: Restores 32 HP.
7: Restores 38 HP.
8: Restores 44 HP.
9: Restores 50 HP.
10: Restores 60 HP.

This is probably gonna be your other form of healing during the early game, and it's a much more reliable one. It still falls off past the early game, but you don't need to put as much effort into keeping your Prince/ss alive than having to keep them at full health. You still want to invest in this so they can unlock a much better skill.

Monarch March
Skill Type: Passive, Field Skill
Maximum Level: 10
Stats Used: N/A
Prerequisites: Triumphant Cry – Level 5

This skill heals the whole party for a certain amount whenever they take a step in the Labyrinth. This has absolutely no effect in battles. Higher levels increase the amount of HP restored per step.

1: Restores 1 HP per step.
2: Restores 2 HP per step.
3: Restores 3 HP per step.
4: Restores 4 HP per step.
5: Restores 5 HP per step.
6: Restores 6 HP per step.
7: Restores 7 HP per step.
8: Restores 8 HP per step.
9: Restores 9 HP per step.
10: Restores 10 HP per step.

A very fantastic passive. This is free out of battle healing. It makes it unnecessary to use healing skills or items to heal outside of battle, which can lengthen your Labyrinth stays. It's definitely a must-have skill. With that said, I wouldn't max it out. I'd put 5 points in it at most. It's a great skill, but healing 5 HP per step will usually be enough to top your party off for the entire game, or have them come close to it. If you really need more than that, you might have to rethink your party setup, or how you're going about things if you're dropping that low in every single battle.

Reinforce
Skill Type: Passive
Maximum Level: 10
Stats Used: N/A
Prerequisites: Guard Order – Level 1

Whenever the Prince/ss buffs an ally, their HP is restored by a certain amount. Buff renewals will trigger this skill. Higher levels increase the amount of HP restored.

1: Restores 6 HP.
2: Restores 10 HP.
3: Restores 14 HP.
4: Restores 18 HP.
5: Restores 22 HP.
6: Restores 26 HP.
7: Restores 30 HP.
8: Restores 34 HP.
9: Restores 38 HP.
10: Restores 42 HP.

This can let the Prince/ss act like a pseudo healer of sorts. But the amount healed is pretty small, so this is really more for sustain than anything. It's not going to save your party in the case of an emergency. It's definitely not a must-have, and you can probably skip this if you wanted.

Nobility Proof
Skill Type: Passive
Maximum Level: 10
Stats Used: N/A
Prerequisites: N/A

Whenever a buff wears off on the Prince/ss, they recover TP. Higher levels increase the amount of TP restored. This skill also triggers if their buffs are forcibly dispelled.

1: Restores 3 TP.
2: Restores 4 TP.
3: Restores 5 TP.
4: Restores 6 TP.
5: Restores 7 TP.
6: Restores 8 TP.
7: Restores 9 TP.
8: Restores 10 TP.
9: Restores 11 TP.
10: Restores 12 TP.

It can be a nice form of TP sustain if you really want it, but I find it mostly unnecessary for the reasons I've listed under Royal Lineage. However, you do need to invest a few points into this to unlock some nice skills.

Attack Order/Guard Order
Skill Type: Active
Maximum Level: 10
Equipment Needed: N/A
Body Part: Head
Stats Used: N/A
Target Type: Row
Action Speed: +6
Prerequisites: N/A

These skills increase a row's physical attack power/physical defense for 4 turns. These do not affect elemental damage/defense. Higher levels increase the skill power.

1: 20% attack increase/damage reduction. Costs 8 TP.
2: 22% attack increase/damage reduction. Costs 8 TP.
3: 24% attack increase/damage reduction. Costs 9 TP.
4: 27% attack increase/damage reduction. Costs 10 TP.
5: 30% attack increase/damage reduction. Costs 11 TP.
6: 33% attack increase/damage reduction. Costs 12 TP.
7: 36% attack increase/damage reduction. Costs 13 TP.
8: 39% attack increase/damage reduction. Costs 14 TP.
9: 42% attack increase/damage reduction. Costs 15 TP.
10: 45% attack increase/damage reduction. Costs 16 TP.

These are probably the closest things to mastery skills that the Prince/ss has. But unlike weapon mastery skills, these are actually useful. Attack Order increases a row's physical damage output, and Guard Order increases their physical defenses. Attack Order is definitely a must have since it helps your party kill things faster. Guard Order is also good, and if you have a Hoplite on the team, you can make it so that the party can completely laugh off any physical attacks. With that said, buff slots are limited, and later in the game, you might just want to stack attack buffs on your offensive classes. So you can probably ignore Guard Order if you have to. But get it up to 5 so you can unlock some good skills.

Fire Arms/Freeze Arms/Shock Arms
Skill Type: Active
Maximum Level: 5
Equipment Needed: N/A
Body Part: Arm
Stats Used: N/A
Target Type: Single
Action Speed: +6
Prerequisites: Attack Order – Level 1

This skill imbues an ally's weapon with Fire/Ice/Volt for 4 turns, which lets their regular attacks, but not their skills, hit enemies with that element. The buff also increases the party member's resistance to the specified element. Higher levels increase the damage resistance. The Arm skills do not stack with each other. Only one element can be imbued at a time.

1: 10% damage reduction. Costs 6 TP.
2: 20% damage reduction. Costs 7 TP.
3: 30% damage reduction. Costs 8 TP.
4: 40% damage reduction. Costs 9 TP.
5: 50% damage reduction. Costs 10 TP.

None of these are worth taking, unless you intend to combo it with the next skill. The imbue isn't really worth it since regular attacks are terrible, and the damage reduction aspect is vastly outclassed by the Hoplite's Anti-elemental skills and the Zodiac's Prophecies, both of which can prevent the whole party from being hit with elemental attacks in the first place. And even if you intend to combo it with the next skill I'm about to discuss, you're better off using the elemental oil items to pull that off.

Regal Radiance
Skill Type: Active
Maximum Level: 10
Equipment Needed: N/A
Body Part: Head
Stats Used: STR
Target Type: AOE
Action Speed: -3
Prerequisites: Attack Order – Level 3

This skill has the Prince/ss dispel any elemental imbues from an ally, and deals damage to all enemies. The damage type depends on which elemental imbue the selected party member had, and their weapon. This skill uses the selected ally's stats in order to calculate the damage instead of the Prince/ss'. Higher levels increase the damage output.

1: Deals 160% damage. Costs 12 TP.
2: Deals 162% damage. Costs 12 TP.
3: Deals 164% damage. Costs 13 TP.
4: Deals 166% damage. Costs 14 TP.
5: Deals 168% damage. Costs 15 TP.
6: Deals 172% damage. Costs 16 TP.
7: Deals 176% damage. Costs 17 TP.
8: Deals 180% damage. Costs 18 TP.
9: Deals 185% damage. Costs 19 TP.
10: Deals 190% damage. Costs 20 TP.

Mechanically, this is a really weird skill. First of all, it's not dependent upon the Prince/ss' stats at all, it's dependent on the chosen ally's stats and weapon. And it makes use of their STR stat. This skill actually doesn't have an accuracy check, since it's not considered to be a damage skill, so it'll always hit everything. So the skill is a composite elemental/physical attack. The elemental damage type is determined by which element was imbued on the ally, and the physical damage type is determined by the weapon the character was wielding. So if a character was using a Gun, and they had their attacks imbued with Ice, then when Regal Radiance gets used, all enemies would be hit with an Ice/Pierce attack. This ability also takes their passives into account, so if the character you chose has the Singularity passive, that can actually proc. In fact, both Charge and Etheric Charge work with this ability (on the character you chose to use RR on, not the Prince/ss), but the charge will get used up in the process.

It gets even weirder with conditional drops. You'd think if you'd had to kill something with a Fire attack to get their Gold drop, just using Regal Radiance on someone whose weapon was imbued with Fire and killing them with RR would be enough, right? Not really. What the game actually takes into account when it comes to conditional drops is the properties of the character's weapon. If the character's weapon is a Sword, and it had Fire forges, even if the weapon gets imbued with Volt, and then Regal Radiance kills the enemy in question with Volt/Slash, it actually counts as a Fire/Slash attack when it comes to conditional drops. Yeah, like I said, this is a really weird skill mechanically.

Now the question is, is this skill worth it? Honestly, no. At best, it's a 190% damage skill that hits all enemies, so I guess it could be used as an AOE in random battles. But it needs setup to do so. And usually, a Prince/ss has better things to do than killing stuff, like buffing and supporting the party. I guess for really tricky Gold drops, it could be worth it, but that's the only thing it's really good for. The fact that it needs setup really kills the overall damage output of the skill.

Ad Nihilo
Skill Type: Active
Maximum Level: 10
Equipment Needed: N/A
Body Part: Head
Stats Used: TEC
Target Type: Single
Action Speed: -3
Prerequisites: Attack Order – Level 5, Guard Order – Level 5

This skill dispels all buffs on the target and deals Almighty damage afterward. If the target does not have any buffs, the skill will not deal damage. Higher levels increase the damage output.

1: Deals 130% damage. Costs 12 TP.
2: Deals 140% damage. Costs 12 TP.
3: Deals 150% damage. Costs 13 TP.
4: Deals 160% damage. Costs 13 TP.
5: Deals 170% damage. Costs 14 TP.
6: Deals 180% damage. Costs 14 TP.
7: Deals 195% damage. Costs 15 TP.
8: Deals 210% damage. Costs 15 TP.
9: Deals 225% damage. Costs 16 TP.
10: Deals 240% damage. Costs 16 TP.

This skill also doesn't have an accuracy check applied to it, since its technically not a damage skill, so it'll always work whenever the enemy uses an evasion buff. Now this skill is a fantastic utility skill, since it dispels every single buff instantly, instead of getting rid of one at a time by using debuffs. With that said, only put one point into this skill. Since you can't deal damage unless the enemy has a buff, it's not usable as a damage skill, and enemies don't really buff themselves often enough for that. Granted you could probably spam the mist items to give enemies a buff, but why would you try to make your Prince/ss a damage dealer when they have much better things to do?

Prevent Order
Skill Type: Active
Maximum Level: 5
Equipment Needed: N/A
Body Part: Head
Stats Used: N/A
Target Type: Row
Action Speed: +6
Prerequisites: Guard Order – Level 3

This skill places a buff that prevents a character from being inflicted with a status ailment. The buff wears off once it blocks an ailment, or 4 turns have passed. The buff does not block debuffs, binds, or Instant Death. Leveling up this skill only lowers the TP cost.

1: Costs 12 TP.
2: Costs 10 TP.
3: Costs 8 TP.
4: Costs 6 TP.
5: Costs 4 TP.

Ailments can absolutely ruin a fight if your party members get inflicted with them at the wrong time. Well this skill prevents that from happening, so it's an absolute must have. It doesn't protect your party members against debuffs. binds, or Instant Death, but binds aren't as punishing as ailments. Though Instant Death can also slow down or stop your momentum. But this is a skill you should only put one point into, since TP really isn't an issue for a Prince/ss.

Rally Order
Skill Type: Active
Maximum Level: 10
Equipment Needed: N/A
Body Part: Head
Stats Used: N/A
Target Type: Row
Action Speed: -6
Prerequisites: Nobility Proof – Level 5

This skill places a buff on a row that increases their maximum HP for 4 turns.

1: 30% maximum HP increase. Costs 6 TP.
2: 33% maximum HP increase. Costs 6 TP.
3: 36% maximum HP increase. Costs 7 TP.
4: 39% maximum HP increase. Costs 7 TP.
5: 43% maximum HP increase. Costs 8 TP.
6: 47% maximum HP increase. Costs 8 TP.
7: 51% maximum HP increase. Costs 9 TP.
8: 55% maximum HP increase. Costs 9 TP.
9: 60% maximum HP increase. Costs 10 TP.
10: 70% maximum HP increase. Costs 10 TP.

Eh. Not that great in my opinion. For one thing, when you cast this skill, it doesn't actually heal up your party member's HP to accommodate for the extra amount of HP they just gained, so if someone was at 200/200 HP, and they just had this casted on them, (Let's say level 10 for this example), they would end up at 200/340 HP, so you would have to heal that up manually. And it's not really that effective since most classes in this game don't have huge HP pools. That buff slot is better saved for something else.

Protect Order
Skill Type: Active
Maximum Level: 10
Equipment Needed: N/A
Body Part: Head
Stats Used: TEC
Target Type: Row
Action Speed: -6
Prerequisites: Rally Order – Level 5

This skill places a buff on a row that heals them at the end of the turn, for 3 turns. How much HP is restored is determined by this formula. TEC * Skill Power + a random number from 0 to 5. Higher levels of the skill will increase the healing multiplier.

1: 1.05x healing multiplier. Costs 6 TP.
2: 1.20x healing multiplier. Costs 6 TP.
3: 1.35x healing multiplier. Costs 7 TP.
4: 1.50x healing multiplier. Costs 8 TP.
5: 1.65x healing multiplier. Costs 9 TP.
6: 1.80x healing multiplier. Costs 10 TP.
7: 1.95x healing multiplier. Costs 11 TP.
8: 2.10x healing multiplier. Costs 12 TP.
9: 2.25x healing multiplier. Costs 13 TP.
10: 2.40x healing multiplier. Costs 14 TP.

This is by far the best in-battle healing skill in the game. It's a form of proactive healing, but it frees up your Prince/ss to do whatever for 2 turns. Now for the buff skills, I've said that they last 4 turns, while this one lasts 3 turns. The game says they last for 3 turns, but I say 4 because I'm counting the turn the skill was casted on. Protect Order works differently. It'll heal the party on the turn it was casted on, but on the final turn, when the buff counter hits 1, it actually will not heal the party at the end of the turn, so that's something to be aware of.

Anyways, this skill is an absolute must have. At 99 TEC, it'll heal 237 to 242 HP per turn, meaning that it heals for a total of 711 to 726 HP for a single cast. That amount of healing makes it much more than a sustain skill. Oh and the random amount of healing aspect is very important, because that means that it's non-fixed healing. Which means that Form Qi works with this skill, and is the reason why Monk/Prince/ss is a far superior combination than Prince/ss/Monk. Form Qi will elevate the healing to 391 to 396 HP, which means it heals for a total of 1173 to 1188 HP for a single cast. If you're using an MP, this skill is an even bigger must-have.

Negotiation
Skill Type: Active
Maximum Level: 10
Equipment Needed: N/A
Body Part: Head
Stats Used: TEC
Target Type: Single
Action Speed: -3
Prerequisites: Nobility Proof – Level 1

This skill dispels all buffs on one ally, and heals them in return. The healing power of the skill increases with each level. This skill will have no effect if the chosen ally has no buffs.

1: 180% Healing power. Costs 4 TP.
2: 190% Healing power. Costs 4 TP.
3: 210% Healing power. Costs 5 TP.
4: 230% Healing power. Costs 5 TP.
5: 250% Healing power. Costs 6 TP.
6: 270% Healing power. Costs 6 TP.
7: 290% Healing power. Costs 7 TP.
8: 310% Healing power. Costs 7 TP.
9: 330% Healing power. Costs 8 TP.
10: 350% Healing power. Costs 8 TP.

Aside from Protect Order, this is their actual healing skill. It's much stronger than the Monk's healing skills, but it'll dispel every single buff on your chosen party member. This is really more of a panic button skill, and I don't recommend taking it. The healing is actually kind of overkill, especially once the Prince/ss is at a high level. Also if you have yours sub Monk, they'll have access to healing skills that don't require you to dispel a party members buffs in order to use them. Personally, I would ignore this skill.

Inspire
Skill Type: Active
Maximum Level: 10
Equipment Needed: N/A
Body Part: Head
Stats Used: TEC
Target Type: Row
Action Speed: -3
Prerequisites: Nobility Proof – Level 3

This skill dispels every debuff in a row, and restores their TP. Leveling up the skill increases how much TP is restored to a row.

1: 3% Healing power. Costs 8 TP.
2: 4% Healing power. Costs 8 TP.
3: 5% Healing power. Costs 9 TP.
4: 6% Healing power. Costs 9 TP.
5: 7% Healing power. Costs 10 TP.
6: 8% Healing power. Costs 10 TP.
7: 9% Healing power. Costs 11 TP.
8: 10% Healing power. Costs 11 TP.
9: 11% Healing power. Costs 12 TP.
10: 12% Healing power. Costs 12 TP.

Debuffs can be a hindrance, so it's worth having one point in this skill. As for why it says healing power on the list, it's because this skill actually uses the healing formula to determine how much TP is restored. It's not a lot, and you really shouldn't put more than one point into it. Not enough enemies make use of debuffs enough to capitalize on that. And with a TEC stat of 99, this would only restore 35 to 40 TP per party member at level 10.

With that said, since this skill is a form of non-fixed healing, the Monk's Form Qi skill will work on this. But the TP restore would only increase to 57 to 62 points at level 10, which is only slightly more than what an Amrita can restore. At that's with a TEC stat of 99, which would mean that you're in the post-game or that you've finished the game. In short, getting this skill? Handy. Maxing it out? Not worth it in any case.

Knighthood
Skill Type: Active
Maximum Level: 5
Equipment Needed: N/A
Body Part: Head
Stats Used: N/A
Target Type: Single
Action Speed: +23100
Prerequisites: Nobility Proof – Level 5

This skill grants a chosen ally +6000 action speed, effectively letting them move at the start of the turn. Increasing the level of this skill only decreases the TP cost.

1: Costs 12 TP.
2: Costs 10 TP.
3: Costs 8 TP.
4: Costs 6 TP.
5: Costs 4 TP.

Turn manipulation abilities are always useful to have, so this ability seems like a must-have, right? Uh, sort of, but there's some things you have to know about this skill. For one thing, this ability is bugged. And unlike the first two games, it's not bugged in a good way. Depending on which party member you cast it on, you might cause the enemy to act a lot sooner than they should. I'm gonna use some pictures just to show how it's bugged, and what you can do to avoid it.



If you cast Knighthood on the top left and top center slots, it works like normal. Nothing to worry about. However, if you cast Knighthood on the character in slot number 1, the character will still be granted the massive action speed bonus and go first. But then the enemy in their slot 1 will be granted +1000 action speed, and act before the rest of your party members. Which can screw you over, and mess up your strategy depending on the situation. Using it on party slot number 2 affects enemy slot number 2 and so on. The rest of the turn proceeds as normal.



However, if there's no matching enemy slot, like if there's no enemy in slot number 4, Knighthood is completely safe to cast on the corresponding party slot. So if you're fighting one enemy, like most FOEs and bosses, then the back row is completely safe to use Knighthood on. Oh, and the bug depends on which slot you cast it on, not how many party members are in the row. So if you've arranged your party that the 2 backrow members are in slots 2 and 4, you can't ever get enemy slot number 3 to be affected by the bug.

If you play smartly, you can actually exploit this bug to get an even bigger advantage on some enemies. As in if a slow enemy tries to Poison everyone, you can use the bug to force them to act sooner than they should, and have your other party members dispel that ailment in the same turn. Oh, and only put one skill point into this skill, since TP really isn't that big of an issue in this game.

Subclasses:

Gladiator:

Wolf Howl, Stun Attack, Crushing Blow, and Arm Breaker would be the only abilities worth getting. The Prince/ss' lacking STR stat means that being a fighter is out of the question. However their TEC and LUC stats are better than the Gladiator's, so they can make use of these skills to hinder the enemy with Confusion and Arm binds.

Hoplite:

The Prince/ss is a fairly durable class, and this can give them something to do in addition to buffing. Unfortunately, the Hoplite is a very greedy class when it comes to skill points, not to mention that the Prince/ss tends to get their hands full in battle. They're also not as durable since they don't have access to Guardian to reduce physical damage.

Buccaneer:

Once again, since the Prince/ss' STR stat is garbage, getting damage skills for them is out of the question. Pincushion might be worth it, but that's a pretty heavy skill point investment on class that's fairly hungry for skill points. But Buccaneers have a lot of utility skills the Prince/ss can make use of. First, there's Eagle Eye, which give Prince/sses another way to increase their party's damage output. There's also Limit Boost, which can increase how often the Prince/ss can use Limits, and Swashbuckling can increase how fast they gain Limit, since each extra attack that procs will cause the Prince/ss to gain Limit. If you want your Prince/ss to be in that sort of utility role, this can be a good choice for a sub.

Ninja:

You can have your Prince/ss sub Ninja to get access to Bunshin, and give your party 2 Prince/esses to work with, which can lighten the Prince/ss' workload, since the class tends to have their hands full at times. Unfortunately, this is a combination that would be much better the other way around. While Royal Lineage can theoretically keep your Prince/ss' TP pool full all the time, the Ninja's class skill is guaranteed to keep them running, and it applies to every active skill they have, not just buffs. Ninjas also have a higher TEC stat and are much faster. But this is also another good choice for a sub, unless you're already running a Ninja or have someone else subbed as Ninja. In which case you'll want to pick a different subclass.

Monk:

Well, this is also another combination that would be much better the other way around, since Monks come with Form Qi. Of course if you're not using a Monk and don't feel like grinding one up, go ahead and sub them as this, since this is probably the best subclass for them. If you are using a Monk in the same party as a Prince/ss, you might want to pick a different sub.

Zodiac:

Well the only skill a Prince/ss could make good use of is Dark Ether, but some other classes can make far better use of it. There's also the Elemental Prophecies, which you could use to block elemental attacks from hitting the party, but that involves using up a massive amount of skill points.

Wildling:

Primal Drums is always useful. However, investing in the animal skills would take up way too many skill points, and the Prince/ss' LUC and TEC stats doesn't really compare to the Wildling's LUC and TEC stats. But once again, if you have no idea what you want them to do, Primal Drums makes this worth it as a fallback choice.

Arbalist:

Pop Flares and Smoke Grenade are the only abilities of note. Pop Flares can be used to increase the party's hit rate, but this is possibly the most situational buff in the game since evasion buffs on enemies can be nullified by Ad Nihilo, and not a lot of enemies actually bother with accuracy debuffs. Smoke Grenade is an okay utility skill to decrease the enemy's damage output and nullify their evasion. Other than that, this class doesn't have much to offer for a Prince/ss.

Farmer:

Unless you really want their field skills, this is a bad choice. In fact, Farmer is probably one of the worst subclasses in general because a lot of their skills don't really enhance the main class. There's Rotten Eggs, but that's about the only thing that could possibly be of use.

Shogun:

Endure is a nice passive for them to have. And they technically have a damage skill with Blitz Command. Fore Honor is a less bugged version of Knighthood, and serves as a nice way of boosting someone's damage.

The Prince/ss is a pretty useful class with all the ways they can support a party. Unfortunately, they're the victims of poor game balance, so there's little reason to actually use them as a main class. They're durable enough to be a frontliner, and that's about all the class itself has to offer. Not really a must-have perk. Still, if you wish to use one, then go ahead. EO3 isn't a particularly demanding game, and you can get away with almost anything as long as you know what you're doing.

Araxxor fucked around with this message at 17:30 on Oct 15, 2017

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Now that the Class Showcase has been posted, :siren:it's time to vote on Susan/MEGAQUEEN/whatever's subclass!:siren: Now I originally planned to run a Prince/ss instead of a Monk (which was my team in my first playthrough of the game) and sub them as Monk. That went out the window, because Monk/Prince is just so good. I was going to have Susan sub Monk, but I would run into a problem with that. If I was only using 5 characters for this LP, and not using a Monk at all, that would be fine. I'm using all 10 classes, and Faye is relearning how to be a pretty little princess. So if I subbed Monk on MEGAQUEEN, she would just be a far inferior version of Faye, and I would essentially have 2 characters that do the exact same thing, which I want to avoid. So, you get to decide for me! Subclass info and interactions are in the class showcase, and just pick one choice from there. I mean, you can still vote for Monk if you'd really like, but then there would kind of be no reason to use her, since Faye would be a better MEGAQUEEN than the actual MEGAQUEEN. (Comedy option: Sub Monk on Susan and turn Faye into a punch Mopfffftthahaha no way. That would just leave me with 2 gimped characters instead of 1.) Votes must be bolded.

Also did you know that SA limits how many [b], [i], and other text tags like that you can use in a post? I learned that the hard way and had to rearrange a lot of stuff in that Class Showcase. Argh.

shibbotech
Aug 21, 2014

I'm Doctor Shibbo, and this is Jackass.
Nap Ghost
I ended up reading your EO2 LP a few days back, Fetus - highly entertaining and actually made me want to try the series out. I'm on floor 2 of EO3 now. Curse your persuasive writing prowess, I need my free time to be eaten by studying, not games. :colbert:

I vote we class MEGAQUEEN into Buccaneer. Give her the power to unleash royal fury in the form of expedited limits!

Captain Bravo
Feb 16, 2011

An Emergency Shitpost
has been deployed...

...but experts warn it is
just a drop in the ocean.

Dr. Fetus posted:

Comedy option: Sub Monk on Susan and turn Faye into a punch Mopfffftthahaha no way. That would just leave me with 2 gimped characters instead of 1.

Better plan: Sub Monk on Susan, and turn her into a martial master. Megaqueen gonna break some fools in half with her bare hands! :black101:

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Kinu Nishimura
Apr 24, 2008

SICK LOOT!
pirate pirate pirate

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