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Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Class Showcase: Gladiator



Originally known as Warriors in Japan, Gladiators are an all around durable attacker. They're kind of jack of all trades generalist sort of class. If you played the first two games, they're comparable to Landsknechts.

Gladiators are basically the safe choice for a class. They deal good amounts of damage, they're one of the most durable classes in the game, so death doesn't come to them as easily as they will other classes. They can fit into most party setups if you're having trouble coming up with one.

Or at least, that was the intent.

The reality is far different. For one thing, Gladiators aren't just a jack of all trades sort of class. If you look at all the classes without taking subclassing into account, they're pretty much the best damage dealer in the game. This is because they have a few key abilities which are vital to their high damage output. In fact, those abilities are why they're the most popular choice for a subclass for physical attackers. It's a pretty big issue in EO3's class balance, because having the physical attacking classes sub Gladiator pretty much gets rid of what made them stand out from each other, and just turns them into different flavors of Gladiators. No other choice really compares to what a Gladiator has to offer.

And then there's the actual Gladiator class themselves. They can be turned into the most broken class in the game through the use of subclassing. Side with Armoroad and have them use Shogun as a subclass, and have them learn Warrior Might. With the right party setup, that skill can annihilate everything in the game, including every single boss in the post-game. For more information on that tactic, please look at the Shogun Showcase.

If you don't wish to utterly break the game with Warrior Might, Gladiators are still strong on their own. They're strong attackers, and they can fit into most party compositions easily. Though they won't hit as hard as some other classes can, you can't really go wrong with having one in the party.

Equipment:
Weapons: Swords, Clubs, Daggers, and Books.
Armor: Light Armor, Clothes, Helmets, Gloves, Boots, and Accessories.

Stats

Level 1
HP: 47
TP: 19
STR: 10
VIT: 7
AGI: 4
LUC: 3
TEC: 3

Level 35
HP: 265
TP: 73
STR: 37
VIT: 33
AGI: 22
LUC: 21
TEC: 17

Level 70
HP: 489
TP: 129
STR: 64
VIT: 59
AGI: 40
LUC: 40
TEC: 32

Level 99
HP: 628
TP: 164
STR: 81
VIT: 76
AGI: 51
LUC: 51
TEC: 41

As you can see, Gladiators are very durable. They have the 2nd highest HP pool in the game, and a decently high VIT stat, so they don't fall to physical attacks easily. They also have the 3rd highest STR stat, so they're great at dishing out physical damage as well. However, it's not all sunshine and rainbows for them. For one thing, they have the 3rd lowest TP pool (2nd if you don't count the Yggdroid), so they can't cast their skills that often without having to refill their TP pool. They're also not really that fast, and they have the 2nd lowest TEC stat in the game, meaning that elemental attacks will deal far more damage to them. And their LUC is also pretty low, meaning that ailments can land on them more easily. Oh, and since AGI, LUC, and TEC are their worst stats, this actually means that Gladiators have a bit of an accuracy problem. They're prone to missing their attacks more often than other classes, and they can't dodge attacks that well either. So if you're wondering why your Gladiator tends to whiff fairly often, now you know.

Endless Battle
Skill Type: Class Skill
Maximum Level: 10
Stats Used: N/A
Prerequisites: N/A

This Class Skill passively increases the amount of Slash, Strike, Pierce damage the Gladiator deals. Higher levels increases the damage boost that this skill provides. Has no effect on elemental damage.

1: 2% damage boost.
2: 4% damage boost.
3: 6% damage boost.
4: 8% damage boost.
5: 10% damage boost.
6: 13% damage boost.
7: 16% damage boost.
8: 19% damage boost.
9: 22% damage boost.
10: 25% damage boost.

It's a free boost to the Gladiator's damage output, so you should max this out. Maybe it shouldn't be the first skill you max out, but it should be mastered eventually. It's not like the Gladiator has that many important skills they need.

Sword Mastery/Club Mastery
Skill Type: Passive
Maximum Level: 10
Stats Used: N/A
Prerequisites: N/A

This weapon mastery skill increases the damage output of regular attacks when using a Sword/Xlub. Higher levels increase the damage output. Does not affect skills.

If the user cannot equip Swords/Clubs normally, this skill enables them to do so.

1: 2% damage boost.
2: 3% damage boost.
3: 4% damage boost.
4: 5% damage boost.
5: 6% damage boost.
6: 7% damage boost.
7: 8% damage boost.
8: 9% damage boost.
9: 10% damage boost.
10: 11% damage boost.

Okay, let me tell you something really important about weapon mastery skills in this game. In the first two games, they gave a damage boost to all skills that made use of those weapons. This is no longer the case in this game. Instead, they only give a damage boost to regular attacks. And it's a pretty minuscule boost too, so they're nothing but point sinks.

As for which skill branch to invest in, here's the rundown on both. The Club skill tree is more single target and disable oriented, but its ultimate damage skill is much worse than the Sword skill branch's ultimate damage skill. Where the Sword skill tree is more multi-target oriented at the lack of any utility. I personally recommend going with the Sword skill tree simply because its ultimate damage skill is the better of the two. And the Gladiator's low LUC and TEC stats means that the disables from the Club skill tree won't actually disable the enemies most of the time.

Of course if you're going the Warrior Might route, don't bother with either.

Stun Attack
Skill Type: Passive
Maximum Level: 10
Stats Used: LUC, TEC
Prerequisites: White Flame – Level 3

This passive gives the Gladiator's regular attacks a chance to inflict Stun. Higher levels increases the infliction rate. Does not affect skills.

1: 20% infliction rate.
2: 23% infliction rate.
3: 27% infliction rate.
4: 31% infliction rate.
5: 35% infliction rate.
6: 39% infliction rate.
7: 43% infliction rate.
8: 47% infliction rate.
9: 51% infliction rate.
10: 55% infliction rate.

Stun is one of the worst things to try to inflict on an enemy. And the Gladiator is one of the worst candidates to have inflict Stun, what with their terrible LUC and TEC stats, and the fact that they should be killing things, not disabling them. Also, you have to use a regular attack in order to take advantage of this, and regular attacks are really awful to use in the series. Ignore this.

Wild Swings
Skill Type: Passive
Maximum Level: 10
Stats Used: N/A
Prerequisites: Sword Mastery – Level 5, Club Mastery – Level 5

Whenever the Gladiator uses a single target attack, they have a chance to attack any enemies adjacent to their target. Higher levels increase the activation rate.

1: 30% activation rate.
2: 32% activation rate.
3: 34% activation rate.
4: 36% activation rate.
5: 38% activation rate.
6: 42% activation rate.
7: 46% activation rate.
8: 50% activation rate.
9: 55% activation rate.
10: 60% activation rate.

Notes:
-The extra attacks are not actually splash attacks, so they suffer no damage reduction.
-LUC and TEC cannot influence the activation rate.
-The game checks to see if the ability activates on the left side of the target before it checks for the right side.
-If the user has learned the Double Action skill, the game checks for a Double Action activation before checking for Wild Swings.
-Only activates once for each side on multi-hit attacks.
-Only affects single target skills. AOEs, random target skills, and Chasers will not cause this skill to activate, even if they only affect one enemy.
-Regular attacks and animal summons are not affected by this.
-Each activation counts as a separate action, increasing Limit gain and triggering certain passives.

It's a neat passive. It essentially adds splash damage to single target skills. Not much use if your Gladiator is using Swords, but it could be handy for certain club skills. It's more useful as a subclass ability, since there are other classes that can make good use of this skill.

Avenger
Skill Type: Passive
Maximum Level: 10
Stats Used: N/A
Prerequisites: Berserker Vow – Level 1

Whenever an ally dies, the Gladiator recovers a certain amount of HP. Higher levels increase the amount of HP restored.

1: Restores 50 HP.
2: Restores 60 HP.
3: Restores 70 HP.
4: Restores 80 HP.
5: Restores 90 HP.
6: Restores 100 HP.
7: Restores 120 HP.
8: Restores 140 HP.
9: Restores 160 HP.
10: Restores 200 HP.

It's a pretty gimmicky passive. Gladiators are already pretty tanky, and this isn't a reliable form of healing. The only reason to take this skill is because it's a prerequisite to Charge.

Break
Skill Type: Active
Maximum Level: 10
Equipment Needed: Sword
Body Part: Arm
Stats Used: STR
Target Type: Single
Action Speed: +0
Prerequisites: Sword Mastery – Level 1

The Gladiator strikes at an enemy with their sword, dealing Slash damage. Increasing the skill level increases the damage output and hit rate.

1: Deals 130% damage. Has a Hit Rate of 98. Costs 4 TP.
2: Deals 132% damage. Has a Hit Rate of 98. Costs 4 TP.
3: Deals 134% damage. Has a Hit Rate of 98. Costs 5 TP.
4: Deals 136% damage. Has a Hit Rate of 98. Costs 5 TP.
5: Deals 138% damage. Has a Hit Rate of 98. Costs 6 TP.
6: Deals 143% damage. Has a Hit Rate of 99. Costs 6 TP.
7: Deals 148% damage. Has a Hit Rate of 99. Costs 7 TP.
8: Deals 153% damage. Has a Hit Rate of 100. Costs 7 TP.
9: Deals 158% damage. Has a Hit Rate of 100. Costs 8 TP.
10: Deals 165% damage. Has a Hit Rate of 101. Costs 8 TP.

It's an incredibly basic damage skill. And not one I would take, even in the early game. It doesn't deal that much damage, and isn't even a prerequisite to any good skills.

Rush
Skill Type: Active
Maximum Level: 10
Equipment Needed: Sword
Body Part: Arm
Stats Used: STR
Target Type: Multi
Action Speed: +0
Prerequisites: Sword Mastery – Level 1

The Gladiator randomly attacks multiple enemies at once, dealing Slash damage to their victims. Increasing the skill level increases the damage output, hit rate, and number of attacks. The Gladiator cannot attack the same enemy more than once with this skill.

1: Hits 2 to 3 times. Deals 105% damage per hit. Has a Hit Rate of 94. Costs 7 TP.
2: Hits 2 to 3 times. Deals 108% damage per hit. Has a Hit Rate of 94. Costs 7 TP.
3: Hits 2 to 4 times. Deals 111% damage per hit. Has a Hit Rate of 95. Costs 8 TP.
4: Hits 2 to 4 times. Deals 114% damage per hit. Has a Hit Rate of 95. Costs 8 TP.
5: Hits 2 to 4 times. Deals 117% damage per hit. Has a Hit Rate of 96. Costs 9 TP.
6: Hits 2 to 5 times. Deals 120% damage per hit. Has a Hit Rate of 96. Costs 9 TP.
7: Hits 2 to 5 times. Deals 123% damage per hit. Has a Hit Rate of 97. Costs 10 TP.
8: Hits 2 to 5 times. Deals 127% damage per hit. Has a Hit Rate of 97. Costs 10 TP.
9: Hits 2 to 6 times. Deals 131% damage per hit. Has a Hit Rate of 98. Costs 11 TP.
10: Hits 3 to 6 times. Deals 135% damage per hit. Has a Hit Rate of 98. Costs 12 TP.

If you've played the first two EO games, this is like the Landsknecht's Allslash skill. (Also known as Falcon Slash) Though this version isn't that great. It has a low damage output and isn't really spectacular for mob clearing. In fact, the Gladiator has an actual AOE skill that deals more damage than this, though it costs more TP. The only reason to take this skill is because it's a prerequisite for a much better one.

Bind Cut
Skill Type: Active
Maximum Level: 10
Equipment Needed: Sword
Body Part: Arm
Stats Used: STR
Target Type: Single
Action Speed: +0
Prerequisites: Sword Mastery – Level 3, Break – Level 1

The Gladiator attacks a single enemy, dealing Slash damage. If the enemy has a bind of any kind on them, the damage of the attack is increased. The damage bonus does not apply to ailments. Multiple binds do not increase the damage further. Higher levels increases the damage output and hit rate.

1: Has a base damage of 140%. Deals 240% damage if the target has a bind. Has a Hit Rate of 94. Costs 8 TP.
2: Has a base damage of 143%. Deals 291% damage if the target has a bind. Has a Hit Rate of 94. Costs 8 TP.
3: Has a base damage of 146%. Deals 303% damage if the target has a bind. Has a Hit Rate of 95. Costs 9 TP.
4: Has a base damage of 152%. Deals 315% damage if the target has a bind. Has a Hit Rate of 95. Costs 9 TP.
5: Has a base damage of 155%. Deals 328% damage if the target has a bind. Has a Hit Rate of 96. Costs 10 TP.
6: Has a base damage of 160%. Deals 341% damage if the target has a bind. Has a Hit Rate of 96. Costs 10 TP.
7: Has a base damage of 165%. Deals 360% damage if the target has a bind. Has a Hit Rate of 97. Costs 11 TP.
8: Has a base damage of 170%. Deals 379% damage if the target has a bind. Has a Hit Rate of 97. Costs 11 TP.
9: Has a base damage of 175%. Deals 399% damage if the target has a bind. Has a Hit Rate of 98. Costs 12 TP.
10: Has a base damage of 180%. Deals 420% damage if the target has a bind. Has a Hit Rate of 98. Costs 12 TP.

This is one of the Gladiator's better damage skills, if you have means of inflicting binds on your targets. If not, this isn't that great. The Gladiator has no means of inflicting binds themselves without a subclass, since Arm Breaker is on the Club skill tree. And even then, this isn't a reliable source of damage, since ailments are not really that good in this game. I suggest you ignore this.

Rampage
Skill Type: Active
Maximum Level: 10
Equipment Needed: Sword
Body Part: Arm
Stats Used: STR
Target Type: AOE
Action Speed: +3
Prerequisites: Sword Mastery – Level 7

This skill has the Gladiator attack every enemy on the field, dealing Slash damage to all. Higher levels increase the damage output and hit rate.

1: Deals 110% damage. Has a Hit Rate of 89. Costs 12 TP.
2: Deals 113% damage. Has a Hit Rate of 90. Costs 12 TP.
3: Deals 116% damage. Has a Hit Rate of 91. Costs 13 TP.
4: Deals 119% damage. Has a Hit Rate of 92. Costs 13 TP.
5: Deals 122% damage. Has a Hit Rate of 93. Costs 14 TP.
6: Deals 125% damage. Has a Hit Rate of 94. Costs 14 TP.
7: Deals 128% damage. Has a Hit Rate of 95. Costs 15 TP.
8: Deals 131% damage. Has a Hit Rate of 96. Costs 16 TP.
9: Deals 135% damage. Has a Hit Rate of 97. Costs 17 TP.
10: Deals 140% damage. Has a Hit Rate of 98. Costs 18 TP.

If you want the Gladiator to have a good way to deal with random encounters, try this skill. It deals more damage than Rush, and actually goes for every single enemy. Though it does cost more TP. It isn't a must have skill, but it is a nice option to have.

Blade Rave
Skill Type: Active
Maximum Level: 10
Equipment Needed: Sword
Body Part: Arm
Stats Used: STR
Target Type: Random
Action Speed: +9
Prerequisites: Sword Mastery – Level 10, Rush – Level 5

The Gladiator attacks enemies randomly, dealing Slash damage to them. Higher levels increase the number of hits, the damage output, and the hit rate.

1: Hits 3 times. Deals 80% damage per hit. Has a Hit Rate of 89. Costs 13 TP.
2: Hits 3 times. Deals 82% damage per hit. Has a Hit Rate of 90. Costs 14 TP.
3: Hits 3 times. Deals 84% damage per hit. Has a Hit Rate of 91. Costs 15 TP.
4: Hits 3 to 4 times. Deals 84% damage per hit. Has a Hit Rate of 92. Costs 17 TP.
5: Hits 3 to 4 times. Deals 86% damage per hit. Has a Hit Rate of 93. Costs 18 TP.
6: Hits 3 to 4 times. Deals 88% damage per hit. Has a Hit Rate of 94. Costs 19 TP.
7: Hits 3 to 5 times. Deals 88% damage per hit. Has a Hit Rate of 95. Costs 22 TP.
8: Hits 3 to 5 times. Deals 90% damage per hit. Has a Hit Rate of 96. Costs 23 TP.
9: Hits 3 to 5 times. Deals 92% damage per hit. Has a Hit Rate of 97. Costs 24 TP.
10: Hits 4 to 5 times. Deals 95% damage per hit. Has a Hit Rate of 98. Costs 27 TP.

Without a question, this is the Gladiator's best damage skill. It's a random target skill, so if there's only one enemy left in the battle, all those hits will land on that enemy. Its average damage output is 427.5%, and not many of the Gladiator's other skills can compare to it. The equivalent skill in the Club skill branch has a whole bunch of problems associated with it, like more inconsistent damage and a huge accuracy penalty. Blade Rave is much less of a hassle to use in comparison. If you're not having your Gladiator break open the game with Warrior Might, this is what you want them to have.

Crushing Blow
Skill Type: Active
Maximum Level: 10
Equipment Needed: Club
Body Part: Arm
Stats Used: STR, LUC, TEC
Target Type: Single
Action Speed: -6
Prerequisites: Club Mastery – Level 1

The Gladiator smashes in the head of a single target, dealing Strike damage and has attempts to inflict Confusion in the process. Higher levels increase the damage output, infliction rate, and hit rate.

1: Deals 135% damage. 25% infliction rate. Has a Hit Rate of 96. Costs 4 TP.
2: Deals 137% damage. 27% infliction rate. Has a Hit Rate of 96. Costs 4 TP.
3: Deals 139% damage. 29% infliction rate. Has a Hit Rate of 96. Costs 5 TP.
4: Deals 141% damage. 31% infliction rate. Has a Hit Rate of 96. Costs 5 TP.
5: Deals 143% damage. 34% infliction rate. Has a Hit Rate of 97. Costs 6 TP.
6: Deals 145% damage. 37% infliction rate. Has a Hit Rate of 97. Costs 6 TP.
7: Deals 147% damage. 40% infliction rate. Has a Hit Rate of 97. Costs 7 TP.
8: Deals 149% damage. 43% infliction rate. Has a Hit Rate of 97. Costs 7 TP.
9: Deals 152% damage. 46% infliction rate. Has a Hit Rate of 98. Costs 8 TP.
10: Deals 155% damage. 50% infliction rate. Has a Hit Rate of 98. Costs 8 TP.

It's a very basic damage skill, but it does have the perk of inflicting Confusion. The damage output is mediocre, so the Confusion is the real selling point. But the problem with this skill is that the Gladiator has terrible LUC and TEC stats, so the chances that they'll actually inflict Confusion on the things that matter are kind of slim. And you want your Gladiators killing things, not disabling them. Besides, ailments aren't too great in this game anyways. The only reason to take this is to get the skill it unlocks, which has its uses.

Arm Breaker
Skill Type: Active
Maximum Level: 10
Equipment Needed: Club
Body Part: Arm
Stats Used: STR, LUC, TEC
Target Type: Single
Action Speed: -3
Prerequisites: Club Mastery – Level 3

The Gladiator attacks a single target, attempting to break their arms. Dealing Strike damage and attempts to bind the target's arms in the process. Higher levels increase the damage output, infliction rate, and hit rate.

1: Deals 150% damage. 40% infliction rate. Has a Hit Rate of 94. Costs 6 TP.
2: Deals 152% damage. 42% infliction rate. Has a Hit Rate of 94. Costs 6 TP.
3: Deals 154% damage. 44% infliction rate. Has a Hit Rate of 95. Costs 7 TP.
4: Deals 156% damage. 46% infliction rate. Has a Hit Rate of 95. Costs 7 TP.
5: Deals 158% damage. 48% infliction rate. Has a Hit Rate of 96. Costs 8 TP.
6: Deals 160% damage. 50% infliction rate. Has a Hit Rate of 96. Costs 8 TP.
7: Deals 166% damage. 52% infliction rate. Has a Hit Rate of 97. Costs 9 TP.
8: Deals 172% damage. 54% infliction rate. Has a Hit Rate of 97. Costs 9 TP.
9: Deals 178% damage. 56% infliction rate. Has a Hit Rate of 98. Costs 10 TP.
10: Deals 185% damage. 60% infliction rate. Has a Hit Rate of 98. Costs 10 TP.

Well it deals more damage than Crushing Blow. There's still the issue of the Gladiator not having good enough LUC and TEC for this to be a reliable disable. And there's the issue of ailments not being that useful in this game. Granted the Gladiator is one of the few sources of Arm binds, so if you're that desperate to use them, this is an option.

Freezing Blow
Skill Type: Active
Maximum Level: 10
Equipment Needed: Club
Body Part: Arm
Stats Used: STR
Target Type: Single
Action Speed: -9
Prerequisites: Club Mastery – Level 3, Crushing Blow – Level 5

The Gladiator swings their club, clad in cold air, at a single target, dealing Ice/Strike damage. Higher levels increase the damage output and hit rate.

1: Deals 150% damage. Has a Hit Rate of 94. Costs 8 TP.
2: Deals 155% damage. Has a Hit Rate of 94. Costs 8 TP.
3: Deals 160% damage. Has a Hit Rate of 95. Costs 9 TP.
4: Deals 165% damage. Has a Hit Rate of 95. Costs 9 TP.
5: Deals 170% damage. Has a Hit Rate of 96. Costs 10 TP.
6: Deals 175% damage. Has a Hit Rate of 96. Costs 10 TP.
7: Deals 180% damage. Has a Hit Rate of 97. Costs 11 TP.
8: Deals 185% damage. Has a Hit Rate of 97. Costs 11 TP.
9: Deals 190% damage. Has a Hit Rate of 98. Costs 12 TP.
10: Deals 200% damage. Has a Hit Rate of 98. Costs 12 TP.

Well it's one of the few elemental skills in the game that run off the STR stat. It's not too great by itself, but if you have your Gladiator sub Zodiac, they can take advantage of this skill with Singularity and Etheric Charge. Though that combo is a bit of a one trick pony, since it's only effective on enemies that are weak to Ice or Strike damage. Otherwise, it's kind of mediocre. Still, something to keep in mind.

Two Misses Nine Smashes
Skill Type: Active
Maximum Level: 10
Equipment Needed: Club
Body Part: Arm
Stats Used: STR
Target Type: Single
Action Speed: -5
Prerequisites: Club Mastery – Level 10, Arm Breaker – Level 5

The Gladiator swings wildly at a single target, attempting to attack them multiple times and deals Strike damage in the process. Incredibly inaccurate. Increases the skill level increases the number of hits and damage output, but decreases the accuracy of the skill.

1: Hits 2 to 5 times. Deals 80% damage per hit. Has a Hit Rate of 69. Costs 10 TP.
2: Hits 2 to 5 times. Deals 82% damage per hit. Has a Hit Rate of 69. Costs 11 TP.
3: Hits 2 to 5 times. Deals 84% damage per hit. Has a Hit Rate of 69. Costs 12 TP.
4: Hits 2 to 6 times. Deals 84% damage per hit. Hit Rate decreases to 59. Costs 14 TP.
5: Hits 2 to 6 times. Deals 86% damage per hit. Has a Hit Rate of 59. Costs 15 TP.
6: Hits 2 to 7 times. Deals 86% damage per hit. Has a Hit Rate of 59. Costs 17 TP.
7: Hits 2 to 7 times. Deals 88% damage per hit. Has a Hit Rate of 59. Costs 18 TP.
8: Hits 2 to 8 times. Deals 88% damage per hit. Hit Rate decreases to 44. Costs 20 TP.
9: Hits 2 to 8 times. Deals 90% damage per hit. Has a Hit Rate of 44. Costs 22 TP.
10: Hits 2 to 9 times. Deals 90% damage per hit. Has a Hit Rate of 44. Costs 25 TP.

Oh boy. If you want a give an example of a newbie trap skill, Nine Smashes is a perfect one to give. Now the game doesn't tell you much about this skill (Or any of the skills, really) so the in-game description may make it sound better than it seems. The game doesn't tell you the exact numbers on it, so you might underestimate just how inaccurate the skill really is. First things first, accuracy isn't a percentage, it's just a value. So no, a level 10 version isn't a 44% chance to land each hit. In fact, it's much lower. Remember that the Gladiator has low AGI, LUC, and TEC stats, which determine how accurate their attacks are. And even with skills that have a high hit rate, they tend to whiff their attacks. So often will they whiff with a level 10 version of Nine Smashes? Well, if the Gladiator is at an appropriate level when they face a boss or an FOE, each hit of Nine Smashes would have around a 26.3% to a 33.4% chance of landing. Yeah, it's that low.

While the average damage output of the skill is 495%, that's only if all the hits on the skill land every single time. With the accuracy penalty? That damage plummets straight down to around 155%. Yikes. Now you can mitigate the accuracy penalty through the use of the Arbalist's Proper Form skill, equipment, or using books to raise their stats to max. Although I should warn you that even with 99 AGI, LUC, and TEC, Nine Smashes Accuracy will cap out at 74%, assuming their target doesn't have AGI, LUC, and TEC stats as high as that. Still not that great. Though some people opt to leave the skill at level 7, since level 8 is when the accuracy drops big time. Though that would only get you an average damage output of 396%, assuming every hit lands every time. Still, in that case, other means of boosting accuracy can make up for the lower hit rate. You can also use ailments such as Panic, or Leg Binds to ensure that the target can't avoid any of the hits, but I've said before that ailments just aren't reliable.

Even then, the damage output is still inconsistent. The minimum number of hits will never increase, no matter how many skill points you put into Nine Smashes. You can't control how many hits will happen, so you might end up rolling 2 hits several times in a row. All of which miss. There's a reason why some people gave this skill the nickname of "Two Misses."

The point is, don't bother with Nine Smashes. It's a bad skill. You can try to make it work, but there are just too many hoops to jump through for a skill that may or may not deal a lot of damage. Just stick with Blade Rave. It's more consistent in damage, and isn't as much of a hassle to use.

Berserker Vow
Skill Type: Active
Maximum Level: 10
Equipment Needed: N/A
Body Part: Head
Stats Used: HP
Target Type: Self
Action Speed: +6
Prerequisites: N/A

The Gladiator sacrifices a certain amount of their current HP to gain a massive boost to their physical damage for 4 turns. Increasing the skill level increases the damage boost, but also increases the amount of HP lost. HP loss is based on current health, not maximum. The HP loss cannot kill the Gladiator. Has no effect on elemental damage. The TP cost is fixed at 2 for all levels.

1: 30% attack increase. Costs 30% of the user's current HP.
2: 36% attack increase. Costs 35% of the user's current HP.
3: 42% attack increase. Costs 45% of the user's current HP.
4: 48% attack increase. Costs 50% of the user's current HP.
5: 54% attack increase. Costs 55% of the user's current HP.
6: 60% attack increase. Costs 60% of the user's current HP.
7: 67% attack increase. Costs 65% of the user's current HP.
8: 74% attack increase. Costs 70% of the user's current HP.
9: 82% attack increase. Costs 80% of the user's current HP.
10: 90% attack increase. Costs 90% of the user's current HP.

If you're looking at that HP cost and think that this is a skill you need to not invest too much into or ignore entirely, let me tell you that you're dead wrong on that. You always max this out, since this is one of the Gladiator's best skills. It is the strongest damage buff in the game, and one of the main reasons that physical attackers tend to have Gladiator as their subclass. Most damage buffs can only give a 45% damage boost at most. Berserker Vow is the only buff in the game that goes beyond that. It's worth the risk of losing most of your HP to get that strong of a buff. Actually speaking of risks, there isn't actually much of it associated with this skill. The HP loss may seem intimidating, but it really isn't. If you know how certain enemies and bosses act, and your party is capable of creating safe turns, you can use Berserker Vow on said turns risk free. Or just have a Hoplite Bodyguard whoever is using that skill. Point is, this skill is definitely worth getting and maxing out.

White Flame
Skill Type: Active
Maximum Level: 5
Equipment Needed: N/A
Body Part: Head
Stats Used: N/A
Target Type: Self
Action Speed: +6
Prerequisites: Berserker Vow – Level 5

This skill places a buff on the Gladiator that gives them immunity to ailments for 4 turns. Increasing the skill level only decreases the TP cost. Has no effect on binds, Instant Death, or Stuns.

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

Not a fan of this skill. Unlike the Prince/ss' Prevent Order, this skill only wears off if it gets forcibly dispelled or if the buff timer runs out. It doesn't wear off if it blocks an ailment, so for 4 turns, the Gladiator can't be inflicted with them. No matter how many times the enemy tries to. The problem is that this skill is kind of a waste of a buff slot and a turn. You want your Gladiator to set up using Berserker Vow and/or Charge, and this takes time away from that. I suggest ignoring this skill. Though it could be more useful on a support class.

Charge
Skill Type: Active
Maximum Level: 5
Equipment Needed: N/A
Body Part: Arm
Stats Used: N/A
Target Type: Self
Action Speed: -100
Prerequisites: Avenger – Level 3, Wolf Howl – Level 3

This skill has the Gladiator spend the current turn charging up, which gives a damage boost to any Slash, Pierce, or Strike attacks used on the next turn. Does not work with Elemental attacks unless they are composite Physical/Elemental attacks. Does not work with Almighty attacks. The charge is wasted if skills or attacks that don't dealphysical damage are used. Higher levels increase the damage boost.

1: Increases damage by 210%. Costs 2 TP.
2: Increases damage by 220%. Costs 3 TP.
3: Increases damage by 230%. Costs 4 TP.
4: Increases damage by 240%. Costs 5 TP.
5: Increases damage by 260%. Costs 6 TP.

If you're wondering why charge skills got a massive nerf in the later Etrian Odyssey games, blame this skill and the Zodiac's Etheric Charge. At max level it increases the Gladiator's damage output by 30%. Meaning that there's no reason to not just spam this every other turn. Aside from reapplying Berserker Vow. This also one of the skills that makes Gladiator incredibly desirable as a subclass, since it's yet another damage boost this provides physical attackers. This is probably one of the skills you want maxed out as soon as possible. It works nicely with they physical Limits you have access to early on in the game.

Wolf Howl
Skill Type: Active
Maximum Level: 10
Equipment Needed: N/A
Body Part: Head
Stats Used: N/A
Target Type: AOE
Action Speed: +3
Prerequisites: N/A

The Gladiator howls at all enemies, catching them off guard and lowers their defenses for 4 turns. If the targets have ailment, their defenses are reduced even further. Higher levels increase the defense reduction. The bonus defense reduction does not apply if the targets only have binds and/or are stunned. Affects all damage types, including Almighty.

1: Reduces defense by 10%. Defense is reduced by 26% if the target has an ailment. Costs 7 TP.
2: Reduces defense by 11%. Defense is reduced by 29% if the target has an ailment. Costs 7 TP.
3: Reduces defense by 11%. Defense is reduced by 32% if the target has an ailment. Costs 7 TP.
4: Reduces defense by 12%. Defense is reduced by 35% if the target has an ailment. Costs 8 TP.
5: Reduces defense by 12%. Defense is reduced by 38% if the target has an ailment. Costs 8 TP.
6: Reduces defense by 13%. Defense is reduced by 41% if the target has an ailment. Costs 8 TP.
7: Reduces defense by 13%. Defense is reduced by 44% if the target has an ailment. Costs 8 TP.
8: Reduces defense by 14%. Defense is reduced by 47% if the target has an ailment. Costs 9 TP.
9: Reduces defense by 14%. Defense is reduced by 51% if the target has an ailment. Costs 9 TP.
10: Reduces defense by 15%. Defense is reduced by 55% if the target has an ailment. Costs 10 TP.

This skill isn't really that great. First of all, it's a support skill on a damage dealer, and not a good one at that. You want your Gladiator to be the one killing enemies, not being the one making them easier to kill. Secondly, the defense reduction is miniscule unless you make use of ailments. And like I've said before, ailments aren't that great in this game. It could be okay on a support class, but outside of that, take this only so you can unlock Charge.

Subclasses:

Prince/ss:

Why do you want to turn your Gladiator into a support? Especially with that incredibly tiny TP pool of theirs? None of the Prince/ss' abilities work that well with a Gladiator. Just use an actual Prince/ss if you want access to their skills.

Hoplite:

Not sure what you want here, because the Hoplite's damage skills aren't really worth it unless you really want to run a back row Gladiator. And despite Gladiators being durable, you want an actual Hoplite to function as your tank.

Buccaneer:

Limit Boost is a nice passive, and I guess there's Eagle Eye. But this class honestly doesn't have much to offer a Gladiator.

Unless you're willing to farm up a ton of Speed Books for yours, in which case they can take Pincushion, and deal more damage than a Buccaneer could ever hope to dream of. This is because the Gladiator's Class Skill provides a 25% damage boost, while the Buccaneer's just provides TP recovery. So if you're that dedicated, you can just turn your Gladiator into a much better Buccaneer.

Ninja:

Well this is one class that has a lot to offer a Gladiator. While most classes like to sub Gladiator to get an extra damage boost, Gladiators, well, they can't really do that. Their only real option for a damage boost is Bunshin, which essentially doubles their damage output. Though if you already have another Bunshin user, you may want to go with something else.

You could try a cheese build and try taking advantage of Tagen Battou. With Berserker Vow and Charge, you could do a lot of damage with it, wiping out pretty much anything in the game with it. The problem with that setup is that you have to be running a solo Gladiator or a very small party, which isn't great for dungeon crawls.

Monk:

You could try turning your Gladiator into a Punch Monk. They do have the stats for that. Waking Chakra might be a nice boon for them. But honestly there are better subclasses you could go with.

Zodiac:

Well this can be a nice choice for a subclass if you intend on making use of Freezing Blow, as Etheric Charge does work with it. And Singularity gives a nice damage boost if the enemy in question is weak to Ice or Strike. The downside of this is that this setup is a one trick pony. You're basically hoping that the enemies you're fighting are either weak to Ice or Strike damage. While that build works fantastically in those cases, outside of that the Etheric Charge + Freezing Blow combo is kind of mediocre. It could be something to make use of in certain situations, so it's not useless or anything.

Now if you're completely crazy, you could try farming up a lot of Intelligence Books to max out their TEC stat, since Endless Battle does give a 25% damage boost to Meteor. But I really wouldn't recommend that unless you want to clown around.

Wildling:

Can't think of a useful subclass? Get this for Primal Drums. Though I'm not sure if it's a good idea to have your Gladiator cast that skill. Animals don't work that well with them. Unless you want your Gladiator to summon lions or tigers, which are the only animals their stats would work well with. Even then, you would be better off with a Bunshin clone. Especially since Gladiators don't have access to Beast Soul.

Arbalist:

I guess if you really wanted to, you could give your Gladiator Front Mortar. Mind you, an Arbalist is actually better at that job. In fact, Arbalist/Gladiator is a stronger subclass than Gladiator/Anything (Except Ninja. And Shogun. Nothing outclasses Gladiator/Shogun.) Proper Form is actually a really good passive for them to take, since Gladiators don't have great accuracy with their skills. It could help with Nine Smashes if you're intent on taking that skill, but it won't completely offset the accuracy loss.

Farmer:

...Really? Like okay, Persistence can be a neat passive, but they really don't have anything of value to offer to a Gladiator. If you want someone to operate as a field support, use a class that actually has a decently sized TP pool.

Shogun:

Here it is, the most powerful Class/Subclass combination in the game. Gladiator/Shogun is pretty much the best damage dealer. No other class can compare to it in terms of effectiveness. The main reason is because the Shogun has an ability called Warrior Might, which is a Chaser skill that will always chase attacks. Party setups were created to maximize that skill's damage output. As for why Gladiator is the main candidate for it? It's because they have access to Endless Battle and Berserker Vow, which provides a real nice damage boost for it. And Warrior Might also applies a defense penalty when used, which the Gladiator won't care much about since they're so naturally durable. If you want to utterly break the game, this is the subclass to go with. Otherwise, go with something else if you wish to have mercy.

Gladiators are pretty much the most overpowered and dominant class in the game. As a subclass, it's pretty much the best option for pretty much every physical attacking class in the game. As for the class itself, it can deal so much damage with a Shogun subclass, that everything is pretty much annihilated within 2 turns. Though even without a Shogun subclass, they're a decent class on their own, and a safe choice to go with if you're having trouble coming up with your party composition.

Araxxor fucked around with this message at 16:48 on Oct 15, 2017

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theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!
The nice thing about a G/A as opposed to going A/G is that you're still going to do a ton of damage with Front Mortar, while being far, far less prone to exploding violently when something looks at you funny.

Erg
Oct 31, 2010

Dr. Fetus posted:

As for which skill branch to invest in, here's the rundown on both. The Club skill tree is more single target and disable oriented, but its ultimate damage skill is much worse than the Sword skill branch's ultimate damage skill. Where the Sword skill tree is more multi-target oriented at the lack of any utility. I personally recommend going with the Sword skill tree simply because its ultimate damage skill is the better of the two. And the Gladiator's low

It looks like you didn't finish this thought for the weapon mastery skill description

Love the lp

e:

Wild Swings posted:

It's more useful as a subclass ability, since there other classes that can make good use of this skill.

there are

I swear I'm not trying to be super nitpicky right now

Erg fucked around with this message at 03:44 on Nov 15, 2015

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Erg posted:

It looks like you didn't finish this thought for the weapon mastery skill description

Love the lp

Agh. Fixed. I accidentally cut it off at some point. Fixed version:

quote:

And the Gladiator's low LUC and TEC stats means that the disables from the Club skill tree won't actually disable the enemies most of the time.

And thanks.

Erg posted:

there are

I swear I'm not trying to be super nitpicky right now

Eh, don't worry about it. The less mistakes there are, the better.

Araxxor fucked around with this message at 04:09 on Nov 15, 2015

McDragon
Sep 11, 2007

Berserker Vow :swoon:

For some actual content: You'd think the health loss would make it too much of risky thing, but there's so many ways to just take all the risk out. Bodyguard is the obvious choice, and there's all the damage blocking Limits, but for me Indomitable is the most useful. Especially when you need your Hoplite doing something else but you still want to get things moving offensively too. I get kind of impatient sometimes. So Bunshin on a Hoplite is just a wonderful extra.

With the Swords/Clubs thing, the strongest sword in an EO game is usually stronger than the strongest everything else (at least I think this is the case?), so if a class has swords as an option I generally go with the sword. And you can forge some nice swords in this one.

e:

Dr. Fetus posted:

Eh, don't worry about it. The less mistakes there are, the better.

There's a terribly pedantic joke I'm dying to put here, but I'll resist. :v:

McDragon fucked around with this message at 03:07 on Nov 16, 2015

Supremezero
Apr 28, 2013

hay gurl

McDragon posted:

Berserker Vow :swoon:

For some actual content: You'd think the health loss would make it too much of risky thing, but there's so many ways to just take all the risk out. Bodyguard is the obvious choice, and there's all the damage blocking Limits, but for me Indomitable is the most useful. Especially when you need your Hoplite doing something else but you still want to get things moving offensively too. I get kind of impatient sometimes. So Bunshin on a Hoplite is just a wonderful extra.

With the Swords/Clubs thing, the strongest sword in an EO game is usually stronger than the strongest everything else (at least I think this is the case?), so if a class has swords as an option I generally go with the sword. And you can forge some nice swords in this one.

e:


There's a terribly pedantic joke I'm dying to put here, but I'll resist. :v:

The strongest weapon is actually usually a Katana.

Which is a kind of sword, I guess, but still a different weapon class.

Really, I think they just had it so that the most awesome weapon (in Japanese opinion) is the strongest weapon. The only game that I recall where the strongest weapon isn't a Katana is IV, where it's the even more awesome new weapon type instead.

Supremezero fucked around with this message at 03:39 on Nov 16, 2015

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

McDragon posted:

With the Swords/Clubs thing, the strongest sword in an EO game is usually stronger than the strongest everything else (at least I think this is the case?), so if a class has swords as an option I generally go with the sword. And you can forge some nice swords in this one.

Swords are actually weaker than clubs. The strongest club has more attack power than the strongest sword. (not counting forges) But Clubs have an action speed penalty of -3 while swords don't affect action speed at all. (Probably should do a writeup on that soon, but I need to get lucky with a drop in the 4th Stratum.)

Gonna open up Shogun submissions once that mission from the Senatus is completed. Which should be about in 2 updates or so. If your character was already accepted into the LP, you're not allowed to make one for the Shogun.

dscruffy1
Nov 22, 2007

Look out!
Nap Ghost
So shogun applications are not currently open but will be, if I'm reading that right.

Crystalgate
Dec 26, 2012
I keep reading "this skill only applies to standard attacks/standard attacks are not really a thing in this game". I can understand that they screwed up status infliction, but it annoys me that the game creators can't keep track on whether or not their own game encourages the player to use standard attacks.

Anyway, even though this game has the skill system, I'm getting the impression that the meat of the customization lies in setting up the party rather than customizing the individual characters.

Supremezero
Apr 28, 2013

hay gurl

Crystalgate posted:

I keep reading "this skill only applies to standard attacks/standard attacks are not really a thing in this game". I can understand that they screwed up status infliction, but it annoys me that the game creators can't keep track on whether or not their own game encourages the player to use standard attacks.

Anyway, even though this game has the skill system, I'm getting the impression that the meat of the customization lies in setting up the party rather than customizing the individual characters.

It's not so much not keeping track as not really thinking things through.

And yeah, Etrian Odyssey games are entirely about customizing the entire party, not individual characters. Working off the individuals will get you powerful characters, but working on the party will often make you completely absurd.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

dscruffy1 posted:

So shogun applications are not currently open but will be, if I'm reading that right.

Yeah, just giving a heads up on that since it's gonna be pretty soon.*

Crystalgate posted:

I keep reading "this skill only applies to standard attacks/standard attacks are not really a thing in this game". I can understand that they screwed up status infliction, but it annoys me that the game creators can't keep track on whether or not their own game encourages the player to use standard attacks.

Anyway, even though this game has the skill system, I'm getting the impression that the meat of the customization lies in setting up the party rather than customizing the individual characters.

Yeah, I can tell you how to build the individual classes well, but if you decide to play these games yourself, the party composition is entirely up to you. I can't tell you exactly how to make a good party, so the best I can tell you is what situations these classes and their skills work well in.

*Soon being whenever I work on the updates, which might take anywhere from a day to a month.

cdyoung
Mar 2, 2012

Dr. Fetus posted:

Gonna open up Shogun submissions once that mission from the Senatus is completed. Which should be about in 2 updates or so. If your character was already accepted into the LP, you're not allowed to make one for the Shogun.

dang, and I was hoping to make the blond smiling Shogun a sociopathic jokester. :<

Blueberry Pancakes
Aug 18, 2012

Jack in!! MegaMan, Execute!
I probably shouldn't recycle "my" Ronin idea from the EO2U thread, huh? Welp, time to come up with a Shogun concept.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Update 43: Race to the Gate

DS Version



So about that favor I asked you to do...

Ah, yes. We have looked into things and...

As far as the Abyssal King is concerned, you're just taking a reeeeeaaaally long time to get back to him. He doesn't suspect a thing.

Hee hee hee. Then let's give him one hell of a rejection letter!



The hot winds have weathered most of them, but you may still find something useful. The question is, would what you find be worth stopping your exploration to search for...?



Ooh, it's like an archeological dig! We could take these back for researching!

We might be able to make some money if we take these back to Edie.

...Or we could sell old animal skeletons for money. That works too. :sigh:

As you patiently search the mound of bones, Akatsuki finds one that should prove useful!

Aha! This may be worth something.



If you are satisfied with your find, you may leave, but there could be more to be had here...



As you continue sifting through the mound of bones, Alice finds one in excellent condition!

Here's a nice one!



If you are satisfied with your find, you may leave, but there could be more to be had here...



As you continue sifting through the mound of bones, Susan finds one in excellent condition!

Ha! Here's another one! In top condition, provided by yours truly.



You decide your search has been sufficiently thorough and return to your explorations.

Now sometimes when you say yes, something else can happen. I'm not sure what triggers it, it might be another stat check. Anyways, if you get unlucky, this can happen.

Hmm? What's that nooOOIIIISE! Everyone! Turn around!

Your absorption in your search caused you to overlook the shadow of approaching monsters! You hastily draw your weapons, but the monsters’ fangs are already bared for the attack!

And then you get blindsided by a few enemies and get nothing for your troubles.





Oh great, another one of those lizard things.

It doesn't look like it's gonna move, anytime soon.

I suppose we'll just have to find another way around.

DS Version




Dragon Pup
HP: 410
TP: 121
STR: 29
VIT: 28
AGI: 28
LUC: 26
TEC: 34
Attack Type: Pierce
Exp: 1036
Item Drops:
-Drop 1: Pup Horn - 25% Drop Rate. 1 needed for Front Cuisse (Boots.) 3 needed for Sagacity Book (Book.) 9 needed for Stone Charm (Accessory.)
--Highly pliable horn commonly used in crafting.
-Drop 2: Small Scale - 10% Drop Rate. 1 needed for Simple Scope (Item. Must be restocked) and Macabuin (Sword. Must be restocked.) 2 needed for Lantern Shield (Shield.) 4 needed for Cuirassair (Light Armor.)
--Yellow scale that is small and thin, but reasonably hard.
-Gold: N/A
Description: Though young, its power belies its looks. It has a tendency to call on its parents when threatened.
Damage Resistances: Slash: 100% Strike: 100% Pierce: 100% Fire: 75% Ice: 125% Volt: 75%
Ailment Resistances: Sleep: 100% Confusion: 100% Plague: 100% Poison: 100% Blind: 100% Curse: 100% Paralysis: 100%
Bind Resistances: Head: 122% Arm: 100% Leg: 100%
Other Resistances: Death: 100% Petrification: 100% Stun: 100%

Skills:

Fumes: Uses the Head. Deals 80% Fire damage to the front row.
Call Mother: Does not use a body part. Summons a Mother Dragon.

So now here is where you can encounter these guys properly. Dragon Pups are pretty dangerous enemies if you don't take them out quickly. Fumes hits pretty hard, especially when they get paired up with Flame Lizards. But the most dangerous part about them is the fact that they can call for their mothers, which means that your party has to deal with a Mother Dragon. Kill them quickly before they can do that.





I can't tell if this burning feeling is my glorious radiance or THE FIRES OF HELL! :supaburn:

Phew! That was close. A few inches to the right and it would have got me.

Gee, lucky yoOOW OW OW! :supaburn:



Fortunately I ended the fight quickly before things could get ugly.





Medica IIIs restores 300 HP to whoever it gets used on. Handy, but it might be overkill at this point.



And here's another new enemy.


Clawed Mole
HP: 424
TP: 122
STR: 35
VIT: 33
AGI: 30
LUC: 23
TEC: 30
Attack Type: Slash
Exp: 1088
Item Drops:
-Drop 1: Soft Skin - 30% Drop Rate. 1 needed for Cuirassair (Light Armor) and Gauntlets (Gloves.)
--Typically obtained from the beasts of the Labyrinth.
-Drop 2: Mole Claw - 15% Drop Rate. 1 needed for Katar(Dagger.) 2 needed for Sting (Rapier.) 3 needed for Tourney Mail (Heavy Armor.)
--Hard and thick, but not especially dangerous.
-Gold: N/A
Description: To compensate for its weakened eyesight, its claws have grown sharper. It enjoys a good prank.
Damage Resistances: Slash: 75% Strike: 100% Pierce: 125% Fire: 100% Ice: 100% Volt: 100%
Ailment Resistances: Sleep: 100% Confusion: 100% Plague: 100% Poison: 100% Blind: 25% Curse: 100% Paralysis: 100%
Bind Resistances: Head: 100% Arm: 100% Leg: 122%
Other Resistances: Death: 100% Petrification: 100% Stun: 100%

Skills:

Crazy Swipe: Uses the Arms. A single target Slash attack that deals 100% damage and attacks the target twice. Has an accuracy of 60.

Clawed Moles are an enemy that has been in every game in the series. They can hit hard with Crazy Swipe, but the attack is fairly inaccurate. They're not too tough to deal with.



Iiii'm a little teapot, short and stooouut!

Woo! Hee hee hee hee hee!

Iiiii loooove each and errry one of ya.







Hey, what's this pointy thing do?

Alice, STOP!



:suicide:

If someone dies through Instant Death, you get that message.



Yes, Alice just committed suicide. Turns out Kubikiri can proc while confused.





Looks like someone didn't get enough love...

Oh, and while Crazy Swipe is normally inaccurate, that goes out the window if it's paired up with a Trip Mushroom, since Confusion nullifies evasion.



But yeah, most of the time they aren't a threat. Still, don't get complacent while playing an Etrian Odyssey game, because that could spell the end of your party.

DS Version



Really? Yo lizard face! Out of our way! And quit sticking your tongue out at me! :argh:

Hmm. It seems more interested in blocking our path than moving. Let's just find another route.



What is it doing?

Uh oh. I think this is what that scholar was talking about!

Just what do you-WHOAHOHO!



Yeah, here's it summoning its mama.

H-h-hi there. I-I am Akatsuki aaaand, they were the ones bullying your child!

Oh no. If we're going down, we're dragging you with us!



I don't think that will be necessary.



See? Snow need to worry.

:toot: Double level up!



You're not getting away from me that easily!

I start having Alice learn Kagenui, because why not? Most of her usefulness comes from Kubikiri anyways.



Protect Order now has a skill power of 165%.



F1 Take Point:
Flame Fruit: 70% Gather Rate.
Moss Strawberry: 30% Gather Rate.
Scarlet Sage: Rare.
Common Gather Periods: 1 to 9.
Rare Gather Periods: 1 to 5.

Here's the first Item Point on this floor.



Ugh, just look at that stupid thing's face. Just taunting us.

Hmm, it looks like sneak attacks aren't an option.

You're certainly eager for a fight.

Oh, sorry. It's just that being a Ninja is just so fun!





Uh, we may have a problem.



There aren't any alternate routes. Those lizards are blocking our paths.

Ugh, great. I guess we better do things the old fashioned way.

No. That may not be necessary. I've caught a glimpse of them while we were walking around. It seems like they move to those spots from a different location. We'll have to be fast, but I'm sure we can slip by them.

Oh, so it's like a race! Hee hee, you're on! No FOE is gonna outrun me! ...Uhhh. How do we get them to move back?



Maybe we should leave. Besides, our pack is getting full. Let's drop off what we found at Edie's.

DS Version



The Macabuin is unlocked from the Mother Dragon's normal drop, and a Small Scale that we got from the Dragon Pups. It provides a 6% chance to instantly kill things. I buy one for MEGAQUEEN. Now she can really get to beheading!







The Simple Scope is a terrible and useless consumable. It's description is also horribly mistranslated. I'll show off the actual effects of the item later in the update.



Anyways, I'm gonna reconfigure my Limit setup.



Like so. The reason I'm doing this?





Bosses respawn once you reach the last floor of the next Stratum. So I'm gonna a rematch with Ketos. I'm gonna go after his conditional drop since I'm pretty sure our party is strong enough to kill it in one turn.

Is that...?

I-I'm fairly certain we slayed him! Wh-what's going on!?

Oh, it's simple. He's a ghooooooost!

:geno: ...I'm sorry, what?

Just ignore her. At any rate, it looks like Ketos wants a rematch with us. Shall we indulge him?

Eh, sure. Why not? Let's send this ghost whale back to the afterlife!

DS Version



You don't know if he's a ghost!

Hey, anything is possible! I mean the Deep City's full of robots.

But-I-gaaaahhh. Forget it.



Okay, let's-wait what.



Oh no no no! This is not what I wanted my characters to use! Okay, so here's what happened. When I set up my Limits, I didn't go down to the okay button and confirm it. I instead exited out of the screen immediately, because the Limit system in this game is a pretty big hassle to deal with. You have to reassign Limits every time you change up your party, even a little, so it's pretty easy to make that mistake. Unfortunately, this was a big one, and EO punishes those big time.



Okay you know what? Let's just run away, and then build our Limit back up, and try again.





Oh wait, you're not allowed to escape from boss battles. So now I have to finish the fight the normal way.







Yeah, that didn't do a whole lot. If you're wondering why I didn't just reset, my recording setup doesn't allow to save my game at all, so everything has to be done in one go.





Cold. So cold.





See? He disappeared! Therefore, he's a ghost! Undeniable proof!

...There could be several explanations for his disappearance. And I'm not going to talk about the logical fallacies your "argument" falls into.

Hmm. Akatsuki, do you believe in ghosts?

Eh, she does have a point. I didn't believe in robots before, and they turned out to be real. So anything is possible.

Well, might as well make use of that level up I got.



Attack Order now gives a 39% damage boost.



Akatsuki gained a level while I was building my Limit gauges back up.



Takanoha now hits 2 to 3 times and deals 85% damage per hit.



Okay, let's do it right this time. See if you can spot the mistake I made.



Anyways, bosses respawn after 14 days, so you have to rest at the inn for that long before getting another attempt at it.



Hi Ketos!





And I accidentally equipped Hellfire on Akatsuki instead of Faye. Okay, it's not over yet. Hopefully I can still pull this off.







Bye Ketos!

DS Version



And there we go! Fortunately I got lucky and had all 5 hits activate.







The Tough Membrane unlocks the Calico Sailor, which is the Buccaneer's ultimate armor. Unfortunately, it's completely out of our price range, so I won't be getting that just yet.

Uh, so I've got all these coupo-

No.

:saddowns:

DS Version



Anyways, back in the 3rd Stratum, I make use of this camping site. I bought a lot of tents to use here, because there is something I'm after.



There is something I wish to know about. Why MEGAQUEEN? Out of all the names you chose for yourself, why that one?

Because I wanted something that could easily be remembered once I become QUEEN OF ALL COSMOS! That, and it was the only thing I could think of that would fit on the guild forms. Until Rose insisted that I stick with my birth name. Hmph.

Oh uh, speaking of Rose. Is she your babysitter or something? You two were together when you first met us.

...Yes, she's my caretaker. She's a close friend of my father, and came along to ensure I wouldn't get killed on this whole trip. I... do admit she did a pretty good job of that so far.

Hmm. Sounds like us when we came along with Faye to Armoroad.



Yo everyone! You wouldn't believe what I just saw out there! I found another one of those Pasaran things! Pack up your stuff and get going!

And that's what I was after.



You're not getting away this time!

DS Version




Pasaran
HP: 350
TP: 300
STR: 26
VIT: 29
AGI: 42
LUC: 43
TEC: 29
Attack Type: Strike
Exp: 30000
Item Drops: N/A
Description: A fluff monster drifting in the magma caves. It’s said to only appear to those with pure hearts.
Damage Resistances: Slash: 25% Strike: 25% Pierce: 25% Fire: 25% Ice: 25% Volt: 25% Almighty: 25%
Ailment Resistances: Sleep: 5% Confusion: 5% Plague: 5% Poison: 5% Blind: 5% Curse: 5% Paralysis: 5%
Bind Resistances: Head: 122% Arm: 50% Leg: 122%
Other Resistances: Death: 1% Petrification: 1% Stun: 10%

Skills:

Self-Destruct: Uses the Head. The Pasaran explodes, dealing 140% Strike damage to the whole party, disappearing from the map and denies them exp.
Escape: Uses the Legs. The Pasaran flees from battle, denying you exp and disappears from the map.

It's essentially the same thing as the 2nd Stratum Pasarans, only slightly stronger.







Same tactics as before. Charge up, and then wipe it with a Etheric Charged elemental Limit.



After it!











No more games.







To the frozen wastes with you!



Ah, sweet sweet exp. And Alice's Class Skill gives a nice boost to our reward.



Asteria gets a level up on the way to the 12th floor.



Ether Mastery now gives a 25% damage boost to elemental damage.





OFF WITH YOUR HEAD! :black101:

And Susan's new sword lets her get in on the instant killing action.



Okay, your goal for this floor is to race to the end before those FOEs can block you off. This means that you need to spend as little time in battles as possible, or just run away from most of them since they'll just do nothing but waste time.



Go go go! Hurry!



You need to take this lava ride, or you won't be able to outrun the 2nd FOE.







DS Version



And here's the last new enemy on this floor.


Great Anteater
HP: 595
TP: 123
STR: 37
VIT: 33
AGI: 29
LUC: 28
TEC: 31
Attack Type: Slash
Exp: 1188
Item Drops:
-Drop 1: Long Tongue - 40% Drop Rate. 1 needed for Shoushido (Crossbow.) 4 needed for Nirili (Mace.) 9 needed for Curse Gem (Accessory.)
--Surprisingly coarse tongue used to catch prey.
-Drop 2: Green Algae - 20% Drop Rate. See 2nd Stratum Take Point info for more details.
-Gold: N/A
Description: Its tongue evolved to let it catch prey in the magma caves. It eats ants to replenish stamina.
Damage Resistances: Slash: 100% Strike: 100% Pierce: 100% Fire: 150% Ice: 50% Volt: 100%
Ailment Resistances: Sleep: 122% Confusion: 50% Plague: 100% Poison: 50% Blind: 100% Curse: 100% Paralysis: 122%
Bind Resistances: Head: 100% Arm: 100% Leg: 100%
Other Resistances: Death: 100% Petrification: 100% Stun: 100%

Skills:

Greedy Claws: Uses the Arms. A Slash attack that deals 120% damage to the front row. Has an accuracy of 70.
Predator: Uses the Head. Instantly kills an ant enemy in the battle, and recovers 465 to 470 HP.

Great Anteaters are interesting enemies. If one happens to be in a battle with ants, it might use Predator to heal itself and kill an ant in the process. Kind of interesting.



But on their own, they don't do much.



I think we wasted too much time getting here.

Should we just leave and come back later?

Nah. Screw it. Let's just kill it. CHAAAAARGE! :black101:

DS Version



Ooh, guess he wasn't expecting us to charge at him!


Poison Dragon
Behavior: Will try to move to a specific tile, blocking off the player's progress and forcing them to fight it if they don't get past it in time.
Aggressive: No.
HP: 3032
TP: 632
STR: 46
VIT: 41
AGI: 32
LUC: 31
TEC: 34
Attack Type: Slash
Exp: 7390
Item Drops:
-Drop 1: Tripartite Horn - 80% Drop Rate. 1 needed for Macabuin (Sword. Must be restocked.)
--Wing that can fell trees by merely brushing past them.
-Drop 2: N/A
-Book: Vigor Book - 1% Drop Rate.
Description: A fire dragon that came to the caves to lay its eggs. Its superheated breath is quite fearsome.
Damage Resistances: Slash: 100% Strike: 100% Pierce: 150% Fire: 100% Ice: 100% Volt: 100%
Ailment Resistances: Sleep: 10% Confusion: 10% Plague: 10% Poison: IMMUNE Blind: 122% Curse: 10% Paralysis: 10%
Bind Resistances: Head: 25% Arm: 25% Leg: 25%
Other Resistances: Death: 10% Petrification: 10% Stun: 50%

Skills:

Venom Fang: Uses the Head. An AOE Slash attack that deals 80% damage and has a 30% chance to inflict Poison. The Poison ticks for 50 damage.

And here's the Greedy Lizard's tougher cousin, the Poison Dragon. It operates the same way as the Greedy Lizard, only tougher. It doesn't have an Ice weakness this time, so it'll take a while to take down.













Setting up Prevent Orders because I don't want my party getting poisoned. I'm having Alice chuck a Blind Gas at it since it's really susceptible to it.





YEEEAAARR-I can see that's not gonna work.



Stay healthy everyone!



What she said!



Smoke bomb!



Nice! You beaned him right in the-uh, I mean excellent! You have clouded our enemy's eyesight!









It's snow problem!

Ugh, Susan why did you buy her all those pun books?

Simple. I like puns.

Urrrggghhh.



Well it should be dead in a few turns.









OFF WITH YOUR HEAD! :black101: ...How was that?

Ooh, you sounded just like Susan there.

Or Alice could just kill it immediately. That works too. I will never find instantly killing FOEs not funny. She had a 3% to 4% chance of pulling that off.

DS Version



:psyduck: Uhhh, wow. Talk about lucky. I got an instant kill on the FOE and its book drop! Oh and level ups for our party.

DS Version



Suikyou now provides a 42% chance to spread ailments from one enemy to everyone else. Might as well give Alice some support abilities.



Protect Order now has a skill power of 180%.



Now this floor is a bit unique in that these shortcuts aren't actually shortcuts. They're just a way to get around the Poison Dragons. Going through them is actually slower than just taking the normal path, and won't enable you to outrun the FOEs.





Here are more lava rides.





Looping around to the side enables you take a different path with this one.





And we get a Speed Book for our troubles. I'll save this for later.



Now if you didn't accept the mission from the Senatus or the Deep City, Kujura would block you off here, and tell you to go pick a side. We already did that so we can just head on through.









More lava rides and more treasure.





This is a way back if you need one.







Oogh. Nature sure is grisly at times.

Here's the Great Anteater using Predator.



B6 Chop Point:
Trileaf Stalk: 60% Gather Rate.
Pagoda Branch: 40% Gather Rate.
Poinciana Pod: Rare.
Common Gather Periods: 1 to 10.
Rare Gather Periods: 1 to 5.

Here's the second Item Point on this floor.



Now this is another class specific event. If you don't have a Buccaneer, Arbalist, or Wildling in the party:

Ooh! I've never seen those kinds of fish before!

They seem to be fish. The fire’s reflection on their silver scales is beautiful to behold. Your curiosity tempts you to get a closer look.

If you have a Buccaneer in the party:

Oh I've heard of those. Those fish are basically considered to be good omens. Now be careful not to get too close. They're pretty territorial.

Scott explains that they are fish who live in lava, revered by explorers as good omens. However, they seem to be highly territorial and may attack if you approach them carelessly. Despite Scott’s warning, you cannot help but wish to get a closer look...



If you didn't get the Buccaneer's warning and say yes:

You cannot resist the temptation to get a closer look at the fish and walk up to the lava’s edge.

Hmm, what an interesting speci-MY EYES!

I don't think you have eyes anymore. :barf:

The fish sense your presence and leap up to spew lava at you from between their gills! You wince to see the boiling lava graze Asteria!

Asteria loses 80 HP!

The rest of the party lend their assistance to Asteria and you hastily flee as a group!

Now if you decide to ignore your Buccaneer's warning:

Whoa! Didn't you listen to me? Stop!

Warning or no, you cannot resist the fish’s beauty and move up to the edge of the lava. The fish sense your presence and leap up to spew lava at you from between their gills! The party members cry out as the lava scalds their skin!

Everyone loses 50 HP!

Well that's gonna take a while to heal. Great. Thanks for listening to me.

If you ignore the Buccaneer's warning with a Wildling in the party:

Hey, don't get any closer!

Don't worry! Calm down fishies! We're not here to hurt you!

But Fang anticipated their menace and steps forth, playing a tune with cupped hands. Its calming melody seems to soothe the fish, which return to their graceful movements in the lava. It seems you narrowly escaped. It would be wise to leave before the fish’s mood changes again.

Phew. Thanks Fang! That was too close.

If you ignore the Buccaneer's warning with a Arbalist in the party:

Look out!

The fish sense your presence and leap up to spew lava at you from between their gills! Sidney responds quickly with a precisely aimed crossbow bolt at the lava speeding toward you! Thanks to Sidney’s reflexes, you narrowly escaped being pelted with lava! It would be wise to leave before the fish’s mood changes again.

Bullseye! Hah! I'm such a good shot I amaze myself!

Sheesh. I just wanted to look at the fish. Thanks, Sid.

Eh hee hee. No problem.

If you don't have a Buccaneer in the party, but have a Wildling or an Arbalist, they'll just immediately drive off the fish without your input in the matter. Now if you opt to stay back:

You decide it would be best not to startle the fish, so you watch from your current position. As you do so, you notice that the eyes of the next fish to jump are glowing brightly! That divine light instantaneously salves the whole party’s fatigue!

Ah. How soothing! Great light show, huh?

Everyone recovers 70 HP!

While you were preoccupied by the mysterious phenomenon, the fish seem to have disappeared.







D5 Mine Point:
Corundum: 60% Gather Rate.
Clastic Rock: 40% Gather Rate.
Pyrargyrite: Rare.
Common Gather Periods: 2 to 11.
Rare Gather Periods: 1 to 4.

And here's the last Item Point on this floor.



Now once you open up every shortcut on the floor, they'll actually become shortcuts since you can just cut through to avoid going through all this again.



This isn't actually the way forward, it's just a side path.











I hope you opened up that shortcut earlier, because you need that to take this lava ride south.





And then you can take it to the east.



Oh yeah, this was the point where I remembered that this item existed. So let me show it off.



The Simple Scope's description was horribly mistranslated. It doesn't reveal one FOE on the floor.



There's a note from Edie. Let's see... It says that "Once activated, this telescope will break once you move." ...How useful.

At least it didn't cost us too much.

It actually reveals all of them, but the effect only lasts for one step. Yeah, not too useful. In fact, this item shows up in EO4 where it does the same thing... and the description was copy pasted from EO3. Whoops!





Ooh, now here's a handy item. Amrita IIIs restore all of someone's TP! Now you can't buy any more of these until the post-game, so you may or may not want to hang onto this. This was the last game where they restored all of a character's TP. They got nerfed big time in EO4, where they only restore 200 TP. And outright got removed from the series in EOU.



Anyways, let's actually make some progress.





Ooh! That's a nice bit of dosh.









Here's another campsite. I rest up here.





And another level up for Akatsuki.



Takanoha now hits for 90% damage per hit.



And because I took way too long in getting here, this Poison Dragon is blocking my path.







Out of our way!





I guess this is payback for earlier...

It doesn't look like it appreciated you beheading its brethren.







SHEATHE MY BLADE IN YOUR BOWELS! :black101:

I so did not need that mental image.

Anyways, the fight wasn't too difficult.



:psyboom: 1% drop rate, my butt! What's with the book drops? Also what am I supposed to do with these? Not really sure who needs more VIT. Oh, and Susan got a level up.



Attack Order now gives a 42% damage boost.









And we're pretty much at the end of this floor.





Ah, greetings Kujura. It is a pleasure to- WHAT THE HELL HAPPENED TO YOU!?

Past that door is the path deeper into the Labyrinth, protected by the monstrous Gatekeeper. I went in to have a look for myself, but that may have been reckless of me...

Blood drips from Kujura’s clothes as he smiles wryly, his damaged armor hinting at a fierce battle.

That colossal machine... It did something with its arms, releasing a shatteringly powerful light... I avoided the brunt of the blow, but look at me... I’ll have to entrust the rest to you.





We can talk to Kujura again.



Geez. If injuries like those were on a normal person, they would be dead already. Just how strong are you...?



We... We aren't gonna fight the Gatekeeper already, are we?

Nah. Did you see just what that thing did to Kujura? No way we would be able to survive what did that to him. We need a game plan of some kind. Besides, we need to rest up. We pretty much just ran through this floor in one trip. Come on. We'll come back when we're ready.

At this point, I head back and sell some stuff to Edie. This is what I've unlocked.









Panic Guards provide a 30% resistance to Confusion.

We'll see how our guild is doing next time and you can vote on a party to take on the Gatekeeper then.

Araxxor fucked around with this message at 05:18 on Dec 6, 2015

Rea
Apr 5, 2011

Komi-san won.
If Books are a 1% drop chance, and Alice proccing instant death was 3% or so, you had a 0.03% chance of that event occurring.

As someone whose luck with random chance in every game, not just EO, is historically godawful, I hate you so much. :mad:

Blaze Dragon
Aug 28, 2013
LOWTAX'S SPINE FUND

Okay, Dr. Fetus, stop joking around and show us your boxes full of shiny Pokemon, all of which came with Pokerus. And your winning lottery tickets.

Also you referred to Kujura as Kujara during the entire update.

Crosspeice
Aug 9, 2013

Do remember this is the guy who literally tripped over King Grimoires his first time playing EOU.

Tyty
Feb 20, 2012

Night-vision Goggles Equipped!


I still have more than half of B12F not mapped out on my EO3 save.

My party can auto-battle the poison dragons now, I'm just too lazy to go back. It's a really annoying floor to navigate, even without the FOEs.

theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!

quote:

fuuuuuuck yoooouuuuu

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Blaze Dragon posted:

Also you referred to Kujura as Kujara during the entire update.

Whoops. Fixed that.

Gonna have the vote up in a bit. Had to cut it off because character limits.

Blueberry Pancakes
Aug 18, 2012

Jack in!! MegaMan, Execute!

Dr. Fetus posted:

No more games.




Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Update 44: Preparing for the 3rd Boss

Okay, let's check on how the guild is doing.



I wonder, is this the right thing to do?

Susan here is our buffing support. She can help out party dish out a lot of damage, and with her Limit Boost passive, she can fire off Limits as soon as possible. She can also buff our party's defenses.



I'm really nervous about all this. I wonder just how tough this Gatekeeper is. :ohdear:

Unfortunately, Alice's murdering prowess will not help her here. So she doesn't have much to contribute to this fight.



Now let's see... What would be the best way to take down a giant robot?

Faye is our healing support. She can provide a ton of healing with Protect Order and Party Heal. She can also provide defensive support with Guard Order, and increase our party's attack power with Attack Order.



I wonder what lies beyond the Gatekeeper.

Akatsuki is a damage dealer and a support. He can deal out okay amounts of damage with Izuna and Takanoha, but he can also enable our party members to use their skills more with Dark Ether. Now that he has Takanoha, he can actually contribute to boss fights!



Hmm, I'm wondering if we may be getting in over our heads here.

Asteria is our elemental attacker, and pretty good at her job. If she can make use of any elemental Limits, she can deal a whole lot of damage.



One thing's for sure. The Deep City won't like this at all.



Antivolt now reduces Volt damage by 36%.

Cassandra is our defensive support, being able to take damage in another party member's place. And is capable of defending our party against physical and elemental attacks.



I can't wait to hear about the Deep City's reactions once we break their stupid robot!



Endless Battle provides a 6% boost to Rose's physical damage output.

Rose is one of our physical attackers, and a pretty strong one at that. Blade Rave deals a whole lot of damage.



I dunno. Even though the Abyssal King and Olympia condoned all that murder, I'm pretty sure the whole city wasn't in on the plan or anything.





I leveled up Berserker Vow to 5, which unlocked White Flame.



Berserker Vow provides a 54% boost to physical damage, at the cost of 55% of Scott's current HP. I'm gonna focus on maxing this out now.



White Flame provides the user immunity to ailments for 4 turns. Unlike Prevent Order, it doesn't get dispelled once it blocks an ailment, so it's a bit more useful in that regard.

Scott is another option for a physical attacker. Thanks to his Jolly Roger, he hits pretty hard with Hanging.



As long as I get to demolish a giant robot, I don't give a hoot about what the Deep City thinks!



Front Mortar is now maxed out, making Sidney a really strong damage dealer. It deals 85% damage if used from the back row, but 382% damage if used from the front! Add in Giant Kill's bonus and that's a total of 592% damage right there!

Sidney is yet another option for a physical attacker. And he's one of the glass cannon variety. Not good at taking hits, but fantastic at dishing them out. He's pretty much on par with Scott in terms of damage.



Why can't we all just be friends? No really, why?



Holy moly! Ha ha ha!

I'm gonna work on getting all of Fang's binds up to max level. Call Mole is the leg bind version he has. It summons a Clawed Mole, who deals Slash damage to an enemy and has a 25% chance of binding their legs.



Call Snake now summons a snake who has 45 base HP, deals 85% damage on the initial attack, and 75% damage on its AI attack, and has a 27% chance to inflict arm bind.

Fang is our main source of ailments and binds. If his ailments land on the boss, it could make the fight a lot easier, but that's not really a strategy to rely on.

Anyways, here's some info on the boss itself.

Stratum 3 Boss
HP: 10000
AT: 45
DF: 42
Weakness: Slash, Strike, Pierce, Fire, Ice, Volt
Resistance: N/A

Absolute must haves:

-You need Aegis Defense for the fight. If you don't have that, then some way of increasing your physical defenses is required. You're not gonna live very long without either. If you're bringing neither, than bring lots of healing.

Highly recommended, but not required:

-Diversifying your damage types. Just make sure to have both physical and elemental damage on your side.

-Defense against both physical and elemental attacks.

-If you're using Aegis Defense, you want someone who is durable to have that Limit equipped. You don't want any Aegis Defense users dying throughout the fight. Also if someone happens to have Limit Boost, they would be an ideal candidate for an Aegis Defense user. Or someone with a spammable level 10 skill.

Vote for 3 party members to fight against the boss. Votes must be bolded.

And what do you think the 4th Stratum will look like?

Reco
Feb 26, 2011

enemy one body to the proximity Zan attack discard the power slap hit.
Rose, Cassandra, Asteria

Reco fucked around with this message at 04:59 on Nov 19, 2015

Rea
Apr 5, 2011

Komi-san won.
Susan, Faye, and Cassandra.

Argent Cinereus
Feb 25, 2013
Sidney, Faye, Rose

Son Ryo
Jun 13, 2007
Excuse me, do you know where Saiyans hang out?
Cassandra, Sidney, and Alice.

Crosspeice
Aug 9, 2013

Sidney, Faye, Cassandra

BlackPersona
Oct 21, 2012


Argent Cinereus posted:

Sidney, Faye, Rose

This.

Kyrosiris
May 24, 2006

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



MEGAQUEEN, Faye, Sidney.

OgretailFood
Oct 9, 2012

Recommended by 10 out of 10 Aragami

Asteria, Sidney, Cassandra.

theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!
Alice, Cassandra, Faye

what's a damage dealer

Blueberry Pancakes
Aug 18, 2012

Jack in!! MegaMan, Execute!

Crosspeice posted:

Sidney, Faye, Cassandra

If I had to guess, I'd say the fourth Stratum will probably have a water theme again. Kinda like how most of EO1's stratums had a forest theme.

Rawkking
Sep 4, 2011
Alice, Faye, MEGAQUEEN

Scrap Dragon
Oct 6, 2013

SECRET TECHNIQUE:
DARK SHADOW
BLACK FALLEN ANGEL!


Sidney, Rose, and Cassandra

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Votes so far:

Faye: 8
Cassandra: 8
Sidney: 8
Rose: 4
Alice: 3
Susan: 3

Asteria: 2
Akatsuki: 0
Scott: 0
Fang: 0

siotle
Nov 2, 2012

Stop that.
Alice! :v:

Supremezero
Apr 28, 2013

hay gurl
Alice.

Oh, and Rose and Cassandra, I suppose.


But mostly Alice.

is that good
Apr 14, 2012
Scott, Asteria, Rose.

is that good fucked around with this message at 07:21 on Nov 19, 2015

cdyoung
Mar 2, 2012
Cassandra, Sydney, Asteria

cdyoung fucked around with this message at 07:18 on Nov 19, 2015

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nrook
Jun 25, 2009

Just let yourself become a worthless person!
Susan, Rose, Sidney

Earlier you mentioned that other than the amazing portraits, Princess doesn't have much to recommend it over just taking Princess as a subclass, because its class skill is mediocre. But surely the selling point of the class is its good defensive stats and heavy armor, right? A healer who isn't likely to die randomly is pretty useful.

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