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SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~

Tae posted:

Wait, what? What kind of sequel is that? Makes me curious on getting a PS3 for that (You know, when they drop down to 100 bucks....)

They made so many changes to the game between the first and second, that they decided to include the entire first game with all these changes built in. So unless you had already beaten WKC1 and had a game clear save, you had to start from the first game and play all the way through to the second since it takes place immediately after the end of the first, which didn't really have a proper ending.

It was a great deal for anyone that had played through the first game, since you got to start the second game with whatever Guild Rank you had, items, money, and equipment, a free skill respec, and you got to remake your Avatar entirely. All you had to deal with was your level being dialed back (because of the XP changes), which wasn't a big problem since they set you at a decent enough level for where 2 starts, and a place to buy equipment immediately available to you since you were most likely unable to equip the stuff you ended WKC1 in.

EDIT: Plus, WKC2 finally gave you what everyone wanted from the first one. Your Avatar's own giant, fully customizable, kickass magic robot with an anime as gently caress transformation sequence that changes depending on what type of weapon it has equipped. :haw:

https://www.youtube.com/watch?v=3l20tEp2Y-4

SpazmasterX fucked around with this message at 04:46 on Feb 20, 2013

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SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~

Kevlar Beard posted:

It's probably been talked about somewhere in the thread, but do yall have any thoughts on The Last Remnant? It's 5 dollars right now on Amazon, but I'm wondering if it's even worth touching.

Really hard, but a good challenge. As said, make sure it's the PC version.

SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~
I would consider consulting a sidequest guide. Once you hit a story mission in some Aqueducts, you can get completely locked out of a ton of sidequests that require prerequisite quests that close out once you start that mission. Last time I played, I managed to do that and I was completely shut out of a dungeon that would have really helped me against the final boss.

Other than that, you did good by making Emma a physical attacker. A certain boss fight will drop a Remnant katana she can ask for, and it's important that her one-handed skills be high enough to get its unique art. Another unique NPC will also ask for that katana, but don't give it to her as that particular one is much more suited to magic and healing.

You also want to focus your magic unions in order to take advantage of the special Synergies. Even just making a union of Invocation users is good since Blackout and Whiteout can take care of pretty much any grunt group, just make sure your best caster is the Leader. You should try to learn at least Blackout before you reach a story mission you're getting close to where you have to assault a bunch of bases. It will make your life so much easier since you can basically wipe out the whole active enemy field every turn. Consider making a union of healers too, since they'll get the Rejuvenating Waters synergy that can heal your entire army.

Oh, and the triggers for David's Gae Bolg command are: David is Leader, Army has High or Low Morale, David's union is not Deadlocked, 3 or more enemy Unions on the field. It's just good to know in case you're satisfying all but one of the requirements, so you can adjust what you're doing to trigger it and devastate the enemy field.

One more thing. If you have Rush going physical, focus on Power Grip arts. You can give him a Remnant sword Frostblade later in the game that has a unique art that can hit the entire enemy field and only Rush and two unique party members can learn. And it's a much better unique art than what Rush gets anyways.

EDIT: Almost forgot. I don't think anyone mentioned it, but the PC version changed how BR was affected by fighting multiple monster groups at once. Now your BR is only affected by as much as if you fought each enemy group one at a time, so it's a good idea to fight as many enemies as you can handle all at once to reap the increased bonuses. Harder enemies also give much bigger stat gains, so try to avoid weaker enemies that will just drive up your BR without giving much in return. Again, Blackout makes your life so much easier.

SpazmasterX fucked around with this message at 00:15 on Feb 27, 2013

SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~

Stabbey_the_Clown posted:

I've got David as the leader for the magic union because of his unique artes. I could disable his non-magic skills to level him up more, though.

That's good. David was made fairly balanced to begin with, so he works at pretty much anything. And yeah, you should disable his physical skills if he's going to be leading a magic union just so you don't get those physical-only commands at all.

Stabbey_the_Clown posted:

I saw a merc who had only two healing arts, but I didn't hire her because I didn't have enough slots in my party and wasn't sure if a healing-only unit with no attacks would be good (and her MDEF was pretty terrible). One of the other mercs I picked up for the physical side does have some herb arts including one of the resurrection ones. (Rush also has Restore Herb IV and a resurrection herb art.) I could see about shifting people around, but that might make some unions too weak.

You should never use any of the non-unique NPCs in the game, there's no reason to since they're so much weaker than any of the unique ones. You can tell if they're unique because they have a little blurb about them on their status screen and the hiring screen. Even if you aren't going to use them, almost every unique NPC has sidequests you can access at some point after hiring them that you'll get bonuses out of. Like access to new guilds and such. Plus a lot of unique NPCs will use one or more of the various Remnants you can acquire in the game, making them that much better.

SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~

Stabbey_the_Clown posted:

I heard that Lotions are bad. One of the mercs has some useful arts and also has a lotion that's supposed to heal poison or something. That sounds like it might be useful on occasion, but since lotions are bad I should disable it?

Lotions aren't "bad", they just don't really increase in usefulness and they consume ingredients. Like Eye Cream is great for healing early in the game, but later in the game it can't keep up with item and remedy arts. And its revial art is second to last to learn, whereas items have revival as second for quick easy revives and remedies can synergize and just do everything better.

EDIT: While it's on my mind, here's a protip: Almost every battle in a giant field (as in you and the enemies have to spend a turn reaching attack range) gives you a huge advantage. Sit where you are and defend. The enemies almost never make the first attack, which awards you the chance to cap all your union's AP by repeatedly defending. This means you can usually immediately fire off a Blackout or Gae Bolg as soon as you get into attack range and kill every enemy union, then do the exact same thing when the reinforcements arrive.

SpazmasterX fucked around with this message at 03:31 on Feb 27, 2013

SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~

Stabbey_the_Clown posted:

At this point, it turns out that I have no choice but to have at least a couple non-uniques on my team, I just re-visited every single Guildhouse I've found so far and I've got 4 uniques for 6 spots.

Hm, that's weird. I could have sworn that I always had enough uniques to fill all my slots all the time. Are you sure you don't have a sidequest available that will unlock one of the other guilds?

SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~

Stabbey_the_Clown posted:

(Last Remnant) It could be, some new locations opened up, but I have not checked any yet (because side-quests tend to immediately dump you into a dungeon or boss fight) and the first thing I did was to go around and pick up new party members to fill my extra slots. I just re-did that, picking up all four of the uniques I had access too, benched a non-unique with sub-par stats and hired a non-unique which had the resurrect herb art.

I've occasionally seen merchants which have ??? items that they are sold out of. Do those things become available over time or do I need to feed them a lot of captured monsters first?

There's a helpful list of quests, but is there also a helpful list of where I can find components my party members ask for? Some are non-obvious.

There's a wiki for everything: http://lastremnant.wikia.com/wiki/The_Last_Remnant_Wiki_-_The_Last_Remnant_Guide

SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~

Stabbey_the_Clown posted:

Is it ever a good idea to engage dragons in a fight? I'm BR 22 and I found a named one in the desert. It was a very long, grueling fight lasting at least 22 turns, lots of revives, a use of both Omnistrike and Ex Machina, andI got it down into the flashing red health zone once, but I had to back off and heal, and then it did the same for 44,000+ HP. After a lot more grinding, I got it down to flashing red again, but was wiped out by another Vulcanbreath. I know there's advice to not all engage an enemy at once, but sometimes you don't get the option to not fight.

One of the most important things to remember about any large or boss-type enemy is that they only attack unions that are deadlocked with them, except when using their bullshit special attacks at the end or start of a round. So it's a perfectly good idea to break deadlock with all your engaged unions except for one, and then heal everyone up (using another union to heal the deadlocked union as well). That keeps the enemy deadlocked and unable to attack your other unions, and it keeps you from getting raidlocked and losing a bunch of morale at the same time. You can also use that time to build your AP with the free unions so they can really tear it up when they re-engage.

SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~

Stabbey_the_Clown posted:

I've got a few more Last Remnant Questions.

Occasionally I get rewards or find items that say “you have unlocked a special named version of an existing formation”, but I can see no way to actually use that new named version.

Sometimes you'll get upgrades for formations you don't have yet. You have to find the base version first.

Stabbey_the_Clown posted:

If I am searching for a specific monster drop, does linking two or more of the same monster group improve the odds of item drops or captured monsters? What if I link 1 monster group with an unrelated monster group, would that affect the drop chances?

I think linking increases item drops, but I'm not 100% on that. You should be linking anyways just for the better gains.

Stabbey_the_Clown posted:

If I repeatedly tell a party member “no, I’m not getting that for you”, will they get the hint and stop asking? Because there’s no way I’m paying like 20,000 gold to upgrade weapons just to take them apart for a single piece of Imperium. (Who the hell thought it was a good idea to have that as part of the customization requests?)

When they ask you for something, it's the last piece they need for an upgrade. I think the yes/no option is just to make you feel guilty for denying them. :v: When they ask you what to focus on, that actually determines the (predetermined) gearset they'll work on from that point.

Stabbey_the_Clown posted:

I’ve got a guy with the Poison V Hex, and another one with Poison III. Assuming that both status’s land, does the poison damage stack, or should I disable the Poison III?

The status itself doesn't stack, but he'll still do damage. Plus, using it increases his chance of learning a new hex or going to the next level of Poison. Railing an enemy union with multiple hits of the same status is the best way to make sure it sticks.

Stabbey_the_Clown posted:

I’m not sure which accessory is better: The Charm of Gliding, +15% AP (Init and Max) charm or the Heels of Victory (Speed +3%, AP+1 Charge on Termination)? I'd make another Charm of Gliding, but it requires Charm Recipe 3, whicht apparently only exists once in the entire game and I must have already used it. (Seriously, why do you get all those options to upgrade and create stuff when you get only one of a recipe in the game?)

That 15%AP charm is better, because you'll get that much more to start each fight with. You don't want to play around with speed unless you take your whole union into account, or you'll throw the turn order you're used to (and plan around) out of whack.

NG+ lets you carry over components, so you can eventually make every recipe that involves a one-time item if you didn't use it. That's why it's a good idea to stockpile a bunch of useful components before finishing the game. Then you can immediately make seriously overpowered gear right away.

SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~

Stabbey_the_Clown posted:

Well I've reached the Lob Omen boss in Last Remnant. (Probably one of the last fights on Disc 1, if not the last)

I am BR 39. gently caress that fight. There are two bosses that can do about 2000+ damage each, so I definitely have to keep my party as 3 groups of 5 to try and limit getting 1-shot killed. The loving things just keep on teaming up to kill a union, then moving on to another kill another one. I can't bring back anyone because I just get intercepted repeatedly. I can't go for the weak units on the sides because I get intercepted by the bosses, and I can't try and team all of my unions on the smaller boss because they'll get intercepted by the small guys.

It's the last Disc 1 fight and it's utter loving bullshit, so you have my sympathies. You're just gonna have to get lucky on this one and hope you don't get intercepted in the first rounds. Here's a couple tips to help.

-Lob Omen itself loves to break deadlock, so save it for last when you can focus on it.
-Throw your heartiest union at the other boss and do nothing but heal. That will keep him deadlocked
-Pray you can summon Cyclops on the first turn. Enemy unions despise summons and like to focus on them instead of you
-I hope you have Blackout and can get the AP you need by the second turn, because it will make your life a lot easier. Defend or only use physical attacks with the union that can use it and hope you get a command that will cause Blackout on the next turn. BREAK DEADLOCK IF YOU HAVE TO! One Blackout should wipe out the grunt unions and keep you from worrying about a bad raidlock retaliation. If you got to summon Cyclops, this should be an easier task. Continue using Blackout if you can, as it will still do massive damage to the bosses. Even moreso if you can maneuver that union into a flank attack.
-If you don't have Blackout, I hope you at least have the Caustic Blast invocation. If your leader has Caustic Blast II, you can cause Blackout if he's the first to act in your union and at least two other members have an invocation queued up. It's not guaranteed to be used though. but the more people with invocations queued, the better.

But most of all it's just luck, luck, and more luck. Try to keep your morale high to trigger unique arts if you can.

SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~

Nighteyedie posted:

Try to use psionics and hex to keep morale up. Dave can also use Gaebolg when he's not deadlocked. Try disabling some lower level spells, having an entire party of people who can only cast the spells that trigger Blackout can help you cast it more often.

David can only use Gae Bolg in large fields. :eng101: Otherwise he only gets Ex Machina.

Stabbey_the_Clown posted:

I haven't yet seen any Psionics spells at all on recruitable characters, or any positive effect Hexes. That's a good suggestion for how to help make Blackouts trigger more often, I'll use it.

Related, when a formation says "Good against [Avian Fiends]", does it actually provide a noticeable benefit compared to a formation which may offer higher attack/defense on paper, or is that just flavour text?

You really don't get Psionics until Disc 2, and there's no positive Hexes. Psionics aren't as much for doing damage as they are for greatly increasing morale, which in turn raises your army's overall damage and lowers the enemy's. Extremely handy in bossfights, and the synergy for Psionics is the second strongest in the game.

Disc 2 protip: I believe the very first area you go to is Fornstrand. After you finished that area (which, by the way, will probably be difficult so go slow and don't link if you can), you can pick up a quest called "The Fated One" if you finished "Wisdom's Echo". If you finish that quest (difficult just because of the pain in the rear end area it's in), Emmy gets a useful unique art and, more importanly, you get access to a new guild in Athlum where you can recruit --Jager--. You should immediately make him the leader of a physical union, as his unique arts are so obscenely powerful that they'll usually oneshot anything but a boss. Plus, he's the third and final character that gets a summon. He'll initially only have 2-handed skills, but he'll eventually get Psionics and can use a remnant weapon you can acquire Schiavona to great effect.

SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~

Stabbey_the_Clown posted:

Does a unit have to be the leader of a union to use a unique art? Because I MAY be finding myself a little short on open leadership spots, now that Emmy has hers. (And since Irina joins the party, and I've got the feeling that she'll end up getting one as well.)
Yes, only the leader can use unique arts. So your best leaders include Rush, David, and Emmy just because of their unique arts and summons. Irina does have a unique art, but it's physical and she isn't. Stick her wherever you need a healer though. She should have Kiss of Life, which is the best revival spell. She should also have the Retreat Flare Trap, which you should use often to drop enemy morale. Just make sure you're always carrying a supply of its required ingredients.

Stabbey_the_Clown posted:

Re: the new recruit - Seriously? That rear end in a top hat? What the hell. He showed up like once/twice in Blackdale, vanishes completely until the final boss fight of Disc 1, where he was a HUGE rear end in a top hat, and out of nowhere, he can just join the party? Sheesh.
Well he's a mercenary. Since you killed his client, he's a free agent again. You'll get over it once you see him use Beowulf for the first time. :v:

Stabbey_the_Clown posted:

I've decided that the proper answer to my much earlier question about "should I split or sell unique monsters" is "always sell". You can get the components from the normal versions, but uniques sell for a ton more money than normal monsters.

Pretty much.

SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~

Stabbey_the_Clown posted:

(Last Remnant PC)

Any tips on dealing with the Jhana Royals special encounter?

It appears in Heroic Ramparts once you've bound 50 treasure chests and have unlocked the Ring of the Labyrinth guild. The encounter is a ton of groups of Jhana - fighters, shaman and Magus, all in "boss mode" with hidden health and their most powerful stuff. I'm BR 55, and some of the combos they lay on can do nearly 5000 HP of damage - which is at least 800 more than even my toughest unions.

I lasted for a while on my first attempt, when I was split into 5 unions (it helped that I summoned Cyclops right away), but they wore me down and crushed me.

Regrouping into 4 unions didn't help much. After a couple aborted attempts, I tried ganging up, all 4 unions against the enemy Mage union, but usually one or two of my units get intercepted, and the Shaman union is also powerful enough to one-shot my unions. So is this something I need to come back at in like 20 levels?

I don't think I ever did that fight. But if it's on a large field where you have to move closer for encounters, chances are you can just sit back and charge your AP all day and then start firing off Blackouts everywhere.

If not, always prioritize mage groups (especially ones using hexes). When those go down, life tends to get easier.

SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~

Biggus Duckus posted:

Does Xenogears pass the test of time? I had it as a kid but never made it very far (got stuck in some caverns and ran out of robot fuel), and I don't think I ever really grasped the mechanics correctly at the time. Should I get it on PSN?

I still replay it about once a year. Even if you can't really grasp the story, the gameplay itself is fun as hell.

SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~

The White Dragon posted:

The Witcher 3: Your clothes melt the more sexcards you get

10/10 Best Witcher yet

SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~

Gyoru posted:

White Knight Chronicles 2 - Online servers were shut down last month so you would be getting half a game. The single player is improved over the first game, but the meat of the game was the online multiplayer.

No surprise there given how little they cared about NA players compared to JP players.

SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~

DACK FAYDEN posted:

Yet another thing I missed by not having picked up Revengeance yet? poo poo, I gotta get on that.

Revengeance has boss-specific vocal tracks.

SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~

Tiny Chalupa posted:

Is The Last Remanent a good RPG? Its on sale for 3 something

looking for feedback on it before i buy it

PC version? Absolutely.

SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~

Spikeguy posted:

I'm looking for RPGs with good romances. What have ya'll played that ya'll would recommend?

Xenogears has a fairly important romance plot.

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SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~

CVagts posted:

So y'all would recommend Resonance of Fate? It's one of the few 360 RPGs I haven't tried yet, and it's been around long enough that I'm sure I could find it for cheap.

Do you enjoy doing the same thing over and over and over again in battle forever and hoping you have the pieces you need to plop on the map so you can actually progress, all the meanwhile listening to people going "oh but the customization is SO WACKY and you can play DRESS-UP which is in no way a reason to look up a teenaged girl's skirt all day"?

Then yeah, knock yourself out.

Dross posted:

Is White Knight Chronicles worth owning now that the servers are gone?

Is it WKC2 and $15 or less? In that case it's a solid time waster, just be prepared to hate the "main character" as your avatar goofs around in the background of most cutscenes. You also won't really get to play around with the avatar's Knight at all since you get it very late in the game because it's mostly for using online. Best way to kill the final boss though.

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