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Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received
I love this game. I also hate this game. I also still have the tarot cards.

I can reprise my class overviews from H10, though I suspect I should wait until we have classmarks to start.

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Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received

tithin posted:

(OFS, you are welcome to reprise your class rundowns now)

I am allowed gameplay spoilers re. equipment and spells, right? Talking about the Valkyrie with only its starting gear is... hard.

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received

megane posted:

Reduced accuracy is a lovely effect, especially when it's just applied as a blanket thing like that. Just makes the fight longer and slower with no benefit.

Thankfully the game eventually reaches a point where bonuses from dexterity and weapon skills mean you are just not going to loving miss, at all.

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received
LUCT is cruel to generics. Levi and Canopus have 7 less RT than generics, and there's nothing in the world that will bridge that gap.

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received

MaskedHuzzah posted:

Interesting - the music link in your post has indirectly informed me that Nybeth shows up in Final Fantasy 14.

And he still casts Summon Darkness to call annoying-rear end undead to ruin your day. :allears:

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received
I've gotten back into this game, God help me, but this time at least it's with cheats to help with the obnoxious parts.

I do know even more now. Did you know the race skills like Anatomy reduce the damage dealt to the unit if it's their own race? More reason to give all your humans Anatomy than before!

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received
I'll just copy the disclaimer from H10's thread. Every nonmonster class can use (though not always learn) every recruitment skill, race-ology, elemental augment and attenuate, status resistance and proof, Tactician I and II, Swiftfoot, Jump, and Wade I, Trajectory, and all 4 ranks of Field Alchemy. These will be omitted due to their redundancy. Every class also has the first two ranks of Fortify, Resistance, and Spell Ward, and the first three of Truestrike, Trueflight, Dodge, Sidestep, and Constitution. I'll note the highest ranks of these skills the class gets, since it kind of matters. If a skill is entirely absent that means the class doesn't get it at all, like Expand Mind for classes with no MP or Knockback for wizards. Casters are weird about which magic command skills they can learn out of the ones they can use, but I'll just list the ones they can use.

Monsters do not get weapon skills, recruitment skills, Swiftfoot, Jump, or Field Alchemy. They're kind of odd.

Units sometimes have access to some but not all of an equipment category. The Warrior below can use one-handed bows, but not two-handed. The Lobber, Calida, and a few other weapons are weird about which classes can use them despite their weapon types. I'll mention them separately in the list.

Warrior



Races: Human, Winged, Lizardman, Lamia, Orc, Skeleton
RT: 32 Move: 4 Jump: 2/3 Move Cost: 4/tile
Weapons: Fists, Daggers, 1H Swords, 2H Swords, Axes, Hammers, Cudgels [Baldur, Damasc, Cursed], Whips, Bows [1H], Crossbows [1H], Thrown
Armor: Heavy
Magic: N/A
Support: Rampart Aura II*, Counterattack IV, Knockback IV, Strengthen IV, Fortify III, Resistance II, Truestrike IV, Trueflight III, Dodge IV, Sidestep IV, Spell Ward II, Constitution IV
Other: Parry, Deflect, Overpower, Wade II, Siege
Action: Mighty Impact, Double Impact
Special: Vigorous Attack

* They can use the skill, but not learn it. It must be learned in a different class.

Soldier's the run-of-the-mill frontliner. They get a lot of weapon types, though the value of weapon ranks means switching a lot isn't really advised. It's more that if you really want someone to smack people with the Holy Comet then the Warrior will cover it. Mighty Impact's 100% hit and auto-crit are good. Technically it's a mediocre boost, but it's about reliably boosting damage and hitting than a huge boost. That's Double Impact's job, as hitting twice is, uh... twice as much damage. Access to Rampart Aura (via Knight or Terror Knight) helps them control the flow of enemies while also ensuring dudes stay near them to get impacted in one way or the other. Vigorous Attack blows, forget it exists.

Warriors are technically competent, to be sure, but their biggest problem is they have a lot of competition with no real reason to be picked. Ninjas and several special jobs get Double Attack to do the whole "hits twice" thing without having to spend 50 TP in the first place. Several other generic classes are competent frontliners but can do other things, like Knights with Heal and Instill Light for example. You've got classes that hit harder, take hits better, and have other tricks like magic or special moves. Why bother with Warrior when you've got so many better options?

The early early game they're fine, as you don't have that many classes. Late-story those other classes are all running about and the warrior struggles to even matter until you hit early-postgame, when they finally get Double Impact and elemental weapons to... almost keep up with other classes, but not quite. Technically viable, but unless you have specific weapons you want to run with Double Impact's nonspecific "hits twice" bonus, it's hard to justify the Warrior.

Orange Fluffy Sheep fucked around with this message at 11:54 on Aug 17, 2017

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received

Doctor Reynolds posted:

Why did you fly down, Orgeau? Silly billy.

I recently had a winged cleric sit on top of a wall, requiring me to pelt him to death with indirect spells.

I'm glad when they fly down.

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received
Archer


"Two height up, seventeen panels away... yeah I think I got it."

Races: Human, Winged, Skeleton, Lizardman, Lamia, Skeleton, Orc
RT: 26 Move: 3 Jump: 2/3 Move Cost: 4/tile
Weapons: Daggers*, Bows, Crossbows, Thrown
Armor: Medium
Support: Counterattack III, Knockback II, Strengthen IV, Fortify IV, Resistance II, Truestrike III, Trueflight IV, Dodge III, Sidestep IV, Spell Ward II, Constitution IV
Other: Parry, Deflect, Overpower
Action: Double Shot, Tremendous Shot
Special: Eagle Eye

*Sticker, Baldur, and Damasc daggers - the lameass daggers - only.

The archer is the ranged equivalent of the warrior. As you might imagine, being able to attack more than one panel away is a huge bonus. You might also think the archer is balanced by some weakness.

It's really not.

The only generic class to get 2h bows, the archer is in a unique position of being able to hit, like, seven to a dozen panels away without having to bother to move, even further than the ostensible range, using weird arcing projectiles. This allows archers to focus every fiber of their being on making arrows hit harder, and boy do they get to hit hard. A good archer can one-shot enemy mages without any sort of boost and one-shot nearly everything with tremendous shot. Seriously, golems are like the only exception because they take minimal damage from piercing. An amazing number of battles end up being your frontline letting the archers get shots in on the boss, and this plan works because archers get drat brutal. Their shots beat the warrior's impact in practicality due to this range and sheer oomph.

If they do have weaknesses, it's the obvious inability to do much in melee. Their daggers are basically token inclusions and having a dagger means having a 1h bow. Sometimes, the 2h bows get insane ranges like 6-9 that make shots awkward because you have to be so far away. Denam also has a bad habit of running up to fortified positions head-on and yelling at them, leaving your archers terrain that can hinder shots, like large height differences and obstacles.

Still, those are minor compared to what the archer brings. It's easily the best class in the game, in terms of how much value it generates throughout the game. The rear end-beginning of the game, when all you have is shortbows, is the only point they don't dominate. Bows never leave them wanting past that, and sometimes you get crazy things like Seige Bows +1 having on-hit Bound, or the elemental bows allowing the archer to cast instill element spells on themselves or friends. They're always ready to pick off mages, soften up knights, or sometimes just pick off everything that even looks at you funny as they chain tremendous shots.

While they can use crossbows and thrown weapons with decent proficiency, other classes can use those, like Rogue, but only archers get the 2h bows that let them rain arcing terror on enemies. Trajectory is also a great use of a skill slot because it lets you know which shots are possible or not, saving a lot of time and grief figuring out arrows's physics and flight paths, and sometimes it can shock you with how crazy of a shot is possible. Tremendous Shot negates evasion and weather and enemy wizards, and even boosts damage a bit which is all Archers do. As a modifier to the normal attack it gains TP for the next Tremendous Shot. Double Shot is x2 which is even more! And it gets TP! It doesn't negate evasion and can't shoot out of the actual range, so... run both! It won't matter, whatever!

Just loving kill everything with archers! The game gives you Sara, a good archer, after the second battle! Canopus can shift to Archer and with innate flight he just fucks everything! gently caress! Never stop! Archers!!!

Orange Fluffy Sheep fucked around with this message at 11:55 on Aug 17, 2017

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received

FairGame posted:

Jeunan is also a war criminal. We'll see a bit more on that later (unless that got written out of the remake, but so far the remake seems to've only ADDED stuff, not removed stuff.)

I mean, we know he's done some ethnic cleansing.



But that's about it.

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received
Another disclaimer: some classes have different names depending on the gender of the unit. This is purely cosmetic.

Wizard/Enchantress


"I don't know how they expect me to grow a 3-foot ashen beard right on class change, but I dare not show up without one, you know?"

Races: Human, Winged, Lamia, Orc, Skeleton, Ghost
RT: 25 Move: 3 Jump: 1/2 Move Cost: 5/tile
Weapons: Basic Daggers, Cudgels, Caldia
Armor: Light
Magic: Air, Earth, Lightning, Water, Fire, Ice, Dark
Missile, Indirect, Status, Drain
Support: Fortify II, Spellcraft IV, Resistance IV, Truestrike III, Trueflight III, Spellstrike IV, Dodge III, Sidestep III, Spell Ward IV, Constitution III, Insight IV, Expand Mind IV, Channeling IV
Other: Reflect Damage II, Absorb MP II
Action: Meditate, Conserve RT, Engulf
Special: N/A

The Wizard/Enchantress is your first dedicated elemental spellcaster, and for most of the game the only one whose classmarks you can obtain without wanting to die. Standard rpg tropes apply, Wizards have noodle arms and tender fragile flesh, and they only get casty sticks and flowy casty robes. The damage spells are not really exceptional until later, when you get higher ranks of Spellcraft and access to elemental augmenting stuff for big damage, and AoE indirects to hit more than one enemy at once. Thankfully, until that happens wizards can fling statuses on allies and enemies. As the enemy regularly disregards Spell Ward, you can often get 100% hit rates, and swing the flow of battle in your favor pretty easily. A well placed Balmy Breeze or Petrifog can take out 3 enemies at once, and a good Stormspark or Petriburst can make that dragon at which you are chipping away not use Toxic Breath, or you just Brimstone or Stunslay them out of it, or Charm them into using it on the enemy. Or you could support your own team with Quench or Protect, because they have a few token support spells in each element. When the damage starts to pick up, well...

The Wizard is outclassed by several other classes. And I don't mean the way the Warrior is, where other classes fill the niche. I mean, these classes literally do everything the Wizard does and more. Witches have access to Spellbooks and Draconic Magic, Necromancers have lower RT and Necromancy, Matriarchs get real knives and summons, and don't get me started on special classes, they just make Wizard look like a chump. Statistically every one of them beats the Wizard in Int and/or Mind, making them straight better better at casting, even.

So what about their actions? Conserve RT would be okay except it costs quite a bit of RT itself, rendering the exercise pointless. Engulf is a hefty range boost but range is rarely the problem, except when using spells the Wizard can't learn, and it costs a lot of TP, which is best spent on the remaining action, Meditate. Meditate costs a simple 15 TP, so little they can use it frequently just off of natural regen, and it recovers 5 MP per rank. Even at base that's enough to help supplement a lot of casting. Eventually it might rank up (which takes forever) and you can boost its rank by up to 4 with equipment, providing a lot of MP for a lot of casting. This sounds like an ace-in-the-hole for the Wizard, but... every other dedicated elemental caster gets Meditate. Witch, Necromancer, Matriarch, even special classes like Warren's Astromancer. Thus after a point the Wizard's only real job is providing the magic command skills and Meditate to better classes.

So where the Warrior is technically fine but effectively outclassed, there's no real point to using a Wizard once anything better presents itself. They just don't get anything to themselves.

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received
Patriarch


"The patriarchy is real, and it operates under the explicit threat of knife violence!"

Races: Lizard, Lamia, Orc
RT: 26 Move: 4 Jump: 1/2 Move Cost: 5/tile Innate Wade
Weapons: Daggers, 1h Cudgels
Armor: Medium, Wizard hats
Magic: Air, Earth, Lightning, Water, Fire, Ice, Dark
Missile, Indirect, Summon, Status, Drain
Support: Counterattack I, Fortify II, Spellcraft IV, Resistance IV, Truestrike III, Trueflight III, Spellstrike IV, Dodge III, Sidestep III, Spell Ward IV, Constitution III, Insight IV, Expand Mind IV, Channeling IV
Other: Wade II, Reflect Damage II, Absorb MP II
Action: Meditate, Gluttony, Irresistible Beauty, Intercession, Ivory Tower
Special: N/A

A mage class only available to demihumans, getting a good Patriarch is hard at first since you have to Coax a lizard to even have someone who can become one, but it may eventually pay off. Their base RT is low enough to make up for no unique characters accessing the class, and they have plenty of advantages over the human mages. First, their little bonus over the wizard's spell list is summons, multi-hit indirect spells that are the best single-best single-target damage in the entire game, except maybe double attack or the crossbow finisher Death Wail. They still get Meditate and Wizard Hat +1s to sustain it! Second, they get full access to knives and decent dex, meaning their physical damage can keep up decently. They won't be heavy dps with them but it's enough to matter, especially when they get elemental daggers that key off the same augments their magic use. Counterattack I even helps a little. Third, Intercession and Ivory Tower are actually good uses of TP if you aren't slamming Meditates, being some really potent defensive moves. And just to top it off, they have a base 4 move and innate wading.

However, their armor is medium instead of robes, and elemental coats boost str, dex, and agil instead of int and mind, and no elemental knives boost int. They still get magic sticks but they're invariably taking a hit to their magic potential by missing robes. While they're the best generic class for magic attack with summons, there's a particular special class that is so good at it it's kinda gross. Using a Patriarch is to compromise raw magical potential for their other bonuses. Sturdier defenses, decent physical attack, good action skills, movement, and summons. And I guess putting up with some of LUCT's dumb systems to even get one into action. It also takes elemental gear and summons for them to really have a point. By then, is it worth this cute thing when you have special mages who get some real hosed up tricks?

Also I keep trying one as an ice specialist since the Predator Knife is a really good knife but Ice has the worst status spells and I should just accept a damasc dagger +1 until I get Yama or something and get real status spells instead of loving jokes like numbing cold or icy focus and gently caress me.

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received
Cleric


"I can't quite open my eyes to see, but I think this Bible I ordered isTijuana."

Races: Human, Winged
RT: 24 Move: 3 Jump: 1/2
Weapons: Cudgels, Caldia, Lobber
Armor: Light
Magic: Divine
Heal, Debuff removal, Silent Light, Dispel, Ease, Boon of Swiftness, Exorcism, Major Heal, Resurrection
Support: Fortify II, Spellcraft IV, Resistance IV, Truestrike III, Trueflight III, Spellstrike IV, Dodge III, Sidestep III, Spell Ward IV, Constitution III, Insight IV, Expand Mind IV, Channeling IV,
Other: Sanctuary II, Reflect Damage II, Absorb MP II*
Action: Mother's Blessing, Mother's Mercy
Special:

*use but can't learn

The only piece of gameplay advice LUCT really gives is the suggestion to keep a Cleric around. Unfortunately, it's not really true. The cleric's spell list is almost all recovery, making HP gauges go up and bad feelings go away. They also have Boon of Swiftness, the haste-type spell that makes more turns happen, and Exorcism, which removes stilled undead. It is useful early on, since they can patch up a few hits, remove Sleep and Charm from the back of the line, and get Boon of Swiftness a level before anyone else.

But then, when Spell Ward and Field Alchemy pick up, anyone can remove almost any status. Heal is outpaced by damage enemies deal and the healing of mending seeds. Do they still have special moves?

Well, Major Heal is AoE healing, but it's not beefy enough to really undo things. In general HP recovery is less about undoing enemy attacks like in most JRPGs and more about being enough to sustain more action. Resurrection costs 100 MP and is basically unusable. Exorcism is great for coping with undead, especially in non-law Chapter 3s which have some real zombo-fests. But the grimoire is 800 goth which isn't too much, eventually meaningless compared. Exorcism II is 68 MP, essentially unusable. Elemental casters get Meditate and Malitza's Staff, but Clerics don't. Having to pop mend leaves is bad, it adds more goth expenditures, and takes up actions. Though Clerics tend to have actions to spare.

If your team isn't broken, the Cleric's only choices are Boon of Swiftness or not much. It has one proactive action, one Valkyries and more have, and none that negatively impact the enemy. Let's just never mention Silent Light because Wizard Hats have silenceproof. Why have a class that can't progress a battle, and only help you on the back foot?

Let's not get into the classes that have the moves and other things, that make the cleric actively obsolete. It'll just make this even sadder.

Orange Fluffy Sheep fucked around with this message at 02:41 on Aug 28, 2017

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received
Rune Fencer/Valkyrie


"The tunnel has thirteen-foot clearance and they tell me the helmet wings won't fit? Horseshit!"

Races: Human, Winged, Orc
RT: 26 Move: 4 Jump: 2/3 Swim Move Cost: 4/tile
Weapons: 1h Swords, Spears, Caldia, 1h bows, 1h crossbows, thrown, lobber +1
Armor: Heavy
Magic: Air, Earth, Lightning, Water, Fire, Ice, Divine, Dark
Missile, Summon, Instill, Silent Light, Boon of Swiftness, Dispel, Ease, Heal
Support: Rampart Aura II*, Counterattack III, Knockback III, Strengthen IV, Fortify IV, Spellcraft IV, Resistance IV, Truestrike IV, Trueflight III, Spellstrike IV, Dodge IV, Sidestep III, Spell Ward IV, Constitution IV, Insight III, Expand Mind III, Channeling III,
Other: Parry, Deflect, Wade II
Action: Conserve MP, HP Infusion, MP Infusion, Barricade
Special: N/A

*use but can't learn

The Valkyrie looks like a jack of all trades, master of none-type deal. You'd think in a game that rewards dedicated roles so much, that that would be bad. You'd be wrong. Good-enough physicals, magic attacks, and support do work when on the same unit, when backed by some of the best action skills in the game. Thing is, it takes them ages to get to that point, and until then you have to lean into what the game gives you while covertly building power for the post-game where suddenly this weird healer is also a prime magical nuke and frontliner?

Early on, they're knights with a bit worse attack and defense but 10 less RT and can use spears to attack from a panel away, if you want. They sword & board fine as well. They suck with magical damage really bad with only missile spells, only useful for dealing that last bit of chip damage to get a critical-hp enemy in the grave. Elemental Instill spells are the best physical damage buffs, hovering around 25% extra damage, and they get Boon of Swiftness at level 11. They enter a weird point where they sorta steal the cleric's job while also getting to jab someone in the butt with a baldur spear for a decent bit, but their magic damage sucks as much as ever.

Around that time their action skills open up. HP Infusion converts TP to HP at a 1 to 1 rate, and it is incredible. Valkyries rebuild themselves without even taking their main action and spending a resource that just accumulates more as they get punched in the face. This affords the Valkyrie something between incredible sustain and functioning immortality, depending on the competency of your foes. Conserve MP reduces MP costs to 0 for 30 TP, breaking even on Heal II and Boon of Swiftness and getting a discount on anything higher. 30 is such a mild cost for a capable frontliner that it doesn't really cut into HP Infusion that badly, and it can provide meditate-like extensions of MP supply.

But then, the post-game kicks in the door and shoots an alchemy laser to turn the valkyrie into gold.

They get EASE, the ability to cure all ailments including Bewitched and Stop which Clerics sure fuckin don't because those grimores are too fuckin rare. They get ELEMENTAL WEAPONS, especially 2-3 range spears that let them literally stand behind someone and still jab bad guys, or you give them [story weapon] because it's basically the hybrid melee/spellcaster role in weapon form. They get SUMMONS which are hardcore as hell. You'd think spells with less base damage than first-tier missiles would be pretty lame but they get ELEMENTAL AUGMENT GEAR which gives them real damage! They don't weapon as hard as dedicated frontliners, but they weapon hard enough. They don't summon as hard as dedicated spellcasters but they summon hard enough. Their power isn't being the best at any one thing, but that on one unit you have a melee attacker, a magical nuke, a healer, and a self-repairing machine.

Jack of all trades.

Valkyries can use any element equally well, but Divine Magic has Boon of Swiftness, Heal, and Ease, so either you abandon most of their support meat or take up an extra skill slot to have their main element's magic damage. Or just... go Light. Skill slots are a premium and it's hard to balance all the things you want, and you have to make concessions somewhere. Thrown weapons never get elemental and fall off as a result, and their other ranged weapons are the 1-handed variants.

The access to Lobbers does create the opportunity for a raw support Valkyrie, lobbing mend leaves and such, while still having the ability to cast spells. Seems useful when they're stuck as support anyway. Especially notable is that Winged folk have access to the class. A Winged Rune Fencer with a lobber just flinging items makes rescues far, far easier, and it's almost required for some.

This is a lot of words but that's because this class is really weird.

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received
Our first special classes! I'll do the one that I didn't cover in H10's LP. The main difference between special classes and others is that only certain unique characters get them. I'll put characters we haven't gotten yet behind spoiler tags.

Ranger


"If you fight for the people, to end the war... then, my chiseled jaw will be your spearhead."

Characters: Vyce, Azelstan
RT: 25 Move: 4 Jump: 2/3 Wade Move Cost: 4/tile
Weapons: Fists, Daggers, 1H Swords, Axes, Bows, Crossbows, Fusils [2h]*, Thrown, Lobber +2
Armor: Medium
Magic: N/A
Support: , Counterattack IV, Knockback III, Strengthen IV, Fortify IV, Resistance II, Truestrike IV, Trueflight IV, Dodge IV, Sidestep IV, Spell Ward II, Constitution IV
Other: Parry, Deflect, Overpower, Swiftfoot II, Wade II, Siege, Double Attack, Reflect Magic II*
Action: Back Attack, First Aid, Disarm
Special:

*use but can't learn

Ranger is a gem of a physical class, using a wide variety of weapons including access to 2h bows, and having double attack for melee. It also has the highest Dex in the game, making it extremely potent at archery or knives. It also has a pretty decent RT, innate wade I, Swiftfoot II, full Lobber privileges, and Fortify IV unlike a lot of all-in dps classes.

Ranger's weaknesses, as they are, are that it has no good action skills and no specials, and it has not-that-hot Res. Vyce (and now that I've namedropped him I'm going to use gendered nouns to refer to him instead of his class) is frequently open to magic damage despite your best efforts, and his tendency to consume his off-hand for more weapon means he's not as sturdy as you'd like. He can't mitigate this with skills like the Ninja or Valkyrie can, as indeed his actions suck in general. Back Attack is nearly always useless on a hit rate elemental like this class is, Disarm is more useless than the booby traps it removes, and First Aid removes statuses instead of being a healing option, and has a failure rate that really cuts into its effectiveness compared to just using a Feyrn Bolus with the main act of a turn anyway. For 2h bows, he's usually fine just launching normal attacks until he builds for a finisher. His better Dex than archers does translate to a slight boost in damage, all other things equal, and bow finishers are incredibly brutal. For double-attacking, it's a pain that his TP goes up like a rocket but he lacks good outlets and he can't convert it into survival. At least with knives he can used ranged finishers.

Ignore Vyce's innate 1h sword ranks, since their weight is not conducive to double-attacking. Knives have lower weight and usage costs, and they key off of Dex more, and with double attack weapon ranks are no issue to build. His lack of ranks initially and no Tremendous Shot make bows seem like a false start but just keep at it and he'll be an excellent archer-esque thing. Pick whichever fits your current squad more, because one of the Ranger's strengths is that it only takes changing two skill slots to go from knives/double attack to bows/trajectory and back, and the same high-dex mobile unit is behind it.

Also, 2h fusils are up there, and I'm not going to pretend like they aren't actually pretty goddamn brutal. Ranger might be the best gunhave with its lower RT and much higher Dex than Fusilier, but it isn't until late chapter 4 that you get to try gun's and they aren't as brutal as 2h bows. Ranger also lacks the Fusilier's Sharpshoot (gun-specific tremendous shot) but building to finishers is just as valid here as it is with bows. It's an option, if you want Vyce to occupy a different ranged space than everyone else, or really want to use fusils but can't tolerate the fusilier's faults.

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received

mauman posted:

Granted, getting the set on the other hand is a problem unto itself :downs:

My entire attitude towards stuff that esoteric is that if it makes an already good class better, great, but it isn't going to salvage anything.

So, yes, there might be a place for a dark-focused blowgun-using rogue, but when you need a level 44 weapon from a divine general at the end of a bonus dungeon, it's such a distant prospect that I can't really suggest even starting.

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received
Familiar


"No, I'm totally not planning on flinging rocks at your windows later! This slingshot's for mend leaves! Honest!"

Races: Faerie, Imp, Pumpkinhead
RT: 24 Move: 4 Jump: 2/3 Move Cost: 3/tile
Weapons: Daggers, Cudgels, Spellbooks, Blowguns, 1h Bows, Caldia, Lobber +2
Armor: Medium
Magic: Elemental, Light, Dark
Missile, Instill, Status, Boon of Swiftness, Heal, Spellcharge
Support: Counterattack II, Knockback II, Strengthen II, Fortify IV, Spellcraft IV, Resistance IV, Truestrike IV, Trueflight III, Spellstrike IV, Dodge IV, Sidestep IV, Spell Ward IV, Constitution IV, Insight IV, Expand Mind IV, Channeling IV
Other: Swiftfoot II, Wade II, Reflect Magic II, Absorb MP II Reflect Damage II*
Action: Pumpkin Lure, Guttony, Jack-o'-Lantern
Special: Agonal Scream, Virtuous Dance, Crystal Pumpkin, Coquettish Kiss, Coquettish Kiss, Lingering Kiss, Lingering Kiss, Pumpkin Strike, Pumpkin Pie, Pumpkin Bomb, Selfless Kiss, Selfless Kiss

*use, but can't learn

Familiar is a pure support class, and it actually does this job pretty well. They have access to instill spells and boon of swiftness, but also status spells like Stormspark or Brimstone, even if their Dark spells never get to Deadscream or Dominate for the real fun toys. They get a pretty wide selection of weapons, and they work off of dex so they deal... some damage. Never a lot, but a chip is a chip. Full lobber privileges make them excellent at flinging restoratives, and bombs deal... some damage. They'll never hit very hard but they can do pretty much every other part of a battle. They're frail but it's not that bad for it to be targeted, they're fairly dodgy and it's better than ninjas or wizards getting pegged.

The giant list of specials is certainly daunting, and no that's not a typo, they really have six skills that share names. One offensive version, and one mirrored restorative version. Notable in here is Agonal Scream inflicting Fear, Virtuous Dance hitting Charm way too loving often (at least when enemies hit me with it), and Lingering Kiss draining HP and resetting RT and doing... respectable damage! Crystal Pumpkin is extremely-long range and Pumpkin Bomb hits quite hard at the cost of the Familiar. The damage ones when used by Pumpkinheads work with Empower Golem, which is a secret power move you can have in your pocket. So I guess they can hit very hard in select circumstances.

Familiars are dedicated role-players. Shove one in the back and it'll cause your frontline to do their job better. It can patch 'em up, buff 'em up, and hopefully make that one motherfucker not drop Hydro Lash or whatever. You need your fundamentals in place first, since a support can only augment what you already have going.

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received
Hobyrim has -12 to base RT, tied with Ravness. His base dexterity is as absurd as it looks. He's blind, which has exactly one mechanical effect: Evil Eye doesn't affect him, because he'll never lock gazes with a gorgon.

He doesn't get any special classes, but he doesn't need them. His ludicrous speed and high dexterity lend him to ninja and rogue well enough.

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received
Knight


"Gonna jab ya, as soon as my turn comes, gonna jab ya something real good..."

Races: Human, Skeleton
RT:36 Move: 4 Jump: 2/3 Move Cost: 4/tile
Weapons: 1h Swords, 1h axes, Hammers, 1h Crossbows, Lobber
Armor: Heavy
Magic: Divine
Heal, Instill, Hearten
Support: Rampart Aura IV, Counterattack III, Knockback III, Strengthen IV, Fortify IV, Resistance II, Truestrike IV, Trueflight III, Spellstrike III*, Dodge IV, Sidestep III, Spell Ward II, Constitution IV, Inisight II, Expand Mind II, Channeling II, Tactician II
Other: Parry, Deflect, Overpower, Sanctuary, Absorb MP II* Reflect Magic II*
Action: Guardian Force, Sanctuary Shadow, Phalanx, Rampart Shadow
Special:

*use, but can't learn

Knights are a frontliner class, but focused on defense. Rampart Aura, Phalanx, and their natural meat make enemies fail to kill them and they're stuck there while squishier units behind the knight can do the real work. In theory.

There's the ol' tactical RPG problem of the player being on the offensive. Battles start with your guys in their little 3x4 box that Deman must think is downright erotic, and the enemies spread out all over the map. Despite superior numbers, the enemy can't concentrate on a single spot like you can. So instead of it being 12 vs. 16 it's 12 vs. 4 four times. When the enemy uses a Knight to command a chokepoint, it allows its scattered troops to converge and beat you down through attrition. It goes back to action economy. By staying on the offensive, you prevent the enemy's forces from effectively acting their number. Knights have the second-highest RT of any class, and their weapon selection tends heavy. They aren't too good at using their weapons for damage, at that. Their support is a bit thin, having only regular Heal, one status cure, and (the admittedly great) Instill Light. It's okay but besides the one damage buff, it's things Field Alchemy can do.

Phalanx is a drat sexy ability, reducing damage to 1/10th, but the AI notices it and will target around it. If you can set it up so that the Knight's the only target, the enemy will still act on its fetish of doing things and crash itself like waves on a rock - with damage to match. Sure, this often results in the knight getting double-turned, but they'll usually just crash on it again, filling TP back up to Phalanx again. At level 3 and 4, Rampart Aura is downright insane. Like Wizards and Warriors, the Knight gets outdone by special jobs. White Knight pretty much bills itself as a superior Knight and while it lacks Phalanx and Instill Light, Velocity Shift is so grossly absurd that it doesn't much matter.

Knights are yet again okay, but their role isn't that necessary and they don't do much besides it. If you like 'em then they won't fail you, but you gotta go in knowing that you've got this class that's working a bit contrary to how the game flows in practice.

The enemy using Phalanx will never not be the ultimate gently caress you, mind.

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received

waah posted:

It takes a lot of CHARIOTing, but Oz drops some really cool gear this fight at higher levels.

One of the items is the Alluring Corset because Oz also likes to feel pretty.

The Alluring Corset and Alluring Boots are level 30 male-only equipment with relatively awful defensive stats but 15 luck and a status immunity each. Worse than the wyrmscale stuff you should be drowning in at that point, not to mention the elemental augmenting gear is starting to come in. Of course, Oz drops these once he's level 30.

There are female equivalents, the Alluring Dress and Alluring Highboots, that have the same defense, luck, and one status resistance, but come with Int and Mind boosts, useful in that Valkyries don't really have much else to help their Int and make up for the defense with HP Infusion. Can you guess who drops these?

Gousin, the guy from this update, but only if you take dialogue option 2 with Catiua.

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received

Hunt11 posted:

So any advice for post game grinding to get the materials needed to actually get upgraded weapons?

Embrace despair.

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received

tithin posted:

1/ For those who have finished the law route, are we on the right track to recruiting Ozma? I think we're missing an event prior to this that shows up in the script, but I've followed the guide to the letter and it hasn't triggered :smith:

This sounds right. I think you have to clear the Hagia and then see the next scene at Phidoch after it.

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Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received
Terror Knight

Pardon me while I try to recreate it entirely from memory:



Yep, that's exactly right.

"Luke.......................... I......................... Am................. Oh he's already gone. Kids these days, no patience..."

Races: Human, Skeleton, Orc
RT: 38 Move: 4 Jump: 2/3 Move Cost: 4/tile
Weapons: 2h Swords, 2h Axes, Hammers, 2h Cudgels, 1h Crossbows
Armor: Heavy
Magic: Dark
Drain, Instill, Paralytic Wave, Sleep, Gravity Flux
Rampart Aura IV, Counterattack III, Knockback III, Strengthen IV, Fortify IV, Resistance II, Truestrike IV, Trueflight III, Spellstrike III*, Dodge IV, Sidestep III, Spell Ward II, Constitution IV, Insight II, Expand Mind II, Channeling II, Tactician II
Other: Parry, Deflect, Overpower, Absorb MP II* Reflect Magic II
Action: Fearful Impact, Lament of the Dead, Squash, Shadowbreak
Special:

Terror Knights are ludicrously slow and they aren't as tough as Knights, despite the highest HP in the game, and the whole thing can seem like a waste of time, and you wouldn't be too bad off for assuming that. Their magic, besides Instill Darkness, is three low-end statuses and the drain spells and they don't have the INT or MND to really do much with them. Their weapon choices are oddly restrictive and tend towards further burdens on their RT, and at 1 range they further burden the Terror Knight's ability to get into scraps. Fearful Impact is decent but everything else about the class holds it back.

The big problem is, their upsides take a long-rear end time to show up. Lament of the Dead is level 20, and it's what vindicates the Terror Knight. Fear is a pretty strong status effect that makes the target Generally Worse At Fighting, and Lament doesn't take the user's turn to drop it. It ranks up, but a level 29 2h Sword gives two extra ranks, and even at level 3 it's decent enough since the Terror Knight still gets their main action that turn. The dark spell Drain Power doesn't rely on stats very much and lets the Terror Knight control enemy TP while getting more for more Laments, becoming a really specific and narrow type of support unit. But since it's TP management and one of the better status effects, it's a good type. And they're still pretty good at chopping.

Still not that hot, but by the time it comes together, the Terror Knight finally has a role to fill and some good playthings to use, and they get two dark-based equipment sets, but selling a class on those is like, I don't know, you're looking at over 100 hours before you get the payoff.

For weapon choices, it's pretty much 2h swords for the Dark Headsman. Hammers weigh to goddamn much, and 2h axes are technically fine but don't offer as much. I'd almost argue a Damasc Crossbow +1 forever just to take potshots, but Lament isn't that long range. Their emphasis on dark as an element isn't that big of a deal with the undead, actually, Lament still works and the slashing part of their sword still slashes.

All in all, Terror Knights leave a bad first impression because they don't have their upsides until much later, and even then the payoff isn't too exciting. But they're loving Terror Knights. If you can't resist the style and panache then go for it, just know what you're getting into.

A note, skeletons do a surprisingly fine job as Terror Knights as getting bashed to bits isn't really a big deal to them. Do watch out for exorcisms though.

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