QUOTE (EternalLurker @ Dec 6 2009, 08:15 PM) quotecHe was saying that Neraine's damage output was crazy, though, which means he's not just spamming Moon Waltz to heal himself, but is using attacks. Endurance Gelyans heal more than Waltzing Neraines unless the latter is just spamming the Waltz. I think he's talking about using Essence of Slyness so that her damage helps her tank.QuoteEndQuoteEEndO-oNow that I think about it, wouldn't a pure power Neranine+Essence of slyness > Waltzing Nera in terms of healing, since its:Stupidly high damage Damage+ HP leech
crazymack
(at time i posted this i was trying to beat reciful so be mindful all my characters lvls are a bit low)damage wise (for practical fight lengths) the 18 agi is better though because with 14 magic by the they second moon waltz nera has 32 power which equals around 8k damage crystal ballad and you can do two of them. which equals 16k damage ruffly the first turn, but i have my high priest out healing nera as well which equals another 2 power per turn. and at 40 power with battle rhyme and enchanting equals to 12k damage per crystal ballad, this of course is damage is based on tale.with pure agi you only got 10 magic, so it takes 3 moon waltz to get above 30 power.and since you got less magic to buff your attack power, the high priest heals take longerto remove the need for another moon waltz to get nera's power up to 40. But insanely long fights at end game(long enough for the preist highing to increase nera power to 40),nera i think could put out as much as 60k a turn with the proper perks.ya far as u can guess with my post, im not going to say every detail, just remember im saying it like im playing the game infront of me with all characters and tarots generally out.
EternalLurker
m I really the only person who does a 14 Agility Neraine? Doing two Crystal Ballads at 33 Power and 21 Magic while halving enemy Defense is fun. That's always been my Neraine build and probably always will be in part 1, though in part 2 of course she'll have 20 Agil
chamomileess
QUOTE (EternalLurker @ Dec 7 2009, 03:30 PM) quotecAm I really the only person who does a 14 Agility Neraine? Doing two Crystal Ballads at 33 Power and 21 Magic while halving enemy Defense is fun. That's always been my Neraine build and probably always will be in part 1, though in part 2 of course she'll have 20 Agility.QuoteEndQuoteEEndI may try this sometime, although I rather like watching enemy attacks go flying by my stupidly high dodge rate...What's the final product of your build by the time you get to Reciful, EL?( I'm talking about perks too, since I have a general idea about what perks you're using, but I really don't have a clue beyond that
si.ner.ge
QUOTE (EternalLurker @ Dec 7 2009, 03:30 PM) quotecAm I really the only person who does a 14 Agility Neraine? Doing two Crystal Ballads at 33 Power and 21 Magic while halving enemy Defense is fun. That's always been my Neraine build and probably always will be in part 1, though in part 2 of course she'll have 20 Agility.QuoteEndQuoteEEndI usually go for an 18 Agility Neraine by Part 1 endgame because:1) Higher Dodge, since I sometimes go with a Power Gely and Magic Sisi so she's my only tank. (Though I suspect my luck isn't as bad as yours, either.)2) Being able to Moon Waltz more times helps if I stupidly put her in a bad spot against slow enemies.3) When I don't make a Moon Waltz Neraine, what else am I going to put the points in?In addition, I've found that without a Pure Magic Sisi I tend to run into Energy issues in part 1, especially if I'm using the High Priestess and Magician to attack. It seems silly not to use her as my default battery, since her starting stats already lie in that direction. Perhaps I'll see a different side of her in ITRH, who know
EternalLurker
Reciful? I don't put much thought into building anything by his fight. Beating him is more tedious than fun, and Cerberus is too easy for me to bother planning on a party for him. The extra fights after Reciful are where my party caps. Here's where it'll be by Reciful, anyway. (I don't use breaths.)My typical party: the Juggernaut, the Berserker, and the DuracellGelyan: nothing but Endurance and the Endurance perks. Pretty damn simple. I guess you're level 10 at Reciful, right? So Pow 5/End 24/Mag 6/Agi 9, 8888 HP means 8799 Soul Pact x2 per turn, recovers 32% of his HP per turn without the High Priestess.Neraine: 1 point in Endurance for Enchanting Rhyme, 5 points in Power for Absolute Authority, rest in Magic. Level 10 again? Then Pow 12/End 5/Mag 16/Agi 14. This build caps at the Tale Memory since the fights before then don't really need Neraine, but even at Reciful it's not too shabby: two Crystal Ballads at 28 Power and 16 Magic do decent damage against halved enemy Defense.Sisily: pure Magic. As straightforward as Gelyan. You get 40 Energy per round by Gelyan. Fuels Gelyan's Energy-hungry Soul Pact spam.My builds on the two saves I have for ITRH, just in case our characters do get directly transferred:Gelyan: damage and HP-regen-one is still pure Endurance. Eventual goal: typical physical tank and great raw damage output-the other is pure Power. Eventual goal: another straightforward damage-dealer/HP-leecher; this one's more Energy efficient but with reduced survivability.-I'll probably swap the Endurance one for an Eyes build depending on whether or not Falcon Eyes becomes useful.Neraine: battery and damage or battery and tank and mobility-one is 20 Agility, 1 point into Endurance, rest into Magic, two Steps. Eventual goal: God's Steps, Sky Dancer. She will be the battery, the tank against low-accuracy and/or Red/Blue enemies, and the Castling target for the Fool to bring Gelyan into battle, depending on when I swap Enchanting Rhyme for Light Steps.-the other is pure Magic save the bare minimum Power required for Absolute Authority. Eventual goal: bare minimum Power required for Divine Supremacy, and thus Rave Dancer, but with most points still in Magic for an incredible damage machine. 20 Agility by the endgame, of course. Even more amazing with a Divine Breath. 'Course she dies in like half a second, but meh.Sisily: tank due to amazing Resist and -4 enemy Agility-one is 10 points into Magic, 8 points into Agility, qualifies for the Souls in battles where Energy is necessary and the Bloods where enemies have either very high or very low Agility. Eventual goal: 18 Agility, rest into Magic (1 leftover point in Endurance). She can swap back and forth between being an extra battery (and a phenomenal one at that) and being an Agility-raper who when Soul Bonded tanks the hell out of physical and magical enemies alike with 4 HP-leeching attacks at high Power and Resist.-the other is a versatile tank: 14 Agility, 11 Power, 26 Endurance. Qualifies for 4 Agility Piercing and Mirror Guard to make sure that magical opponents don't get in many attacks and the ones they do pull off will hurt them too, or can switch the 4 Agility Piercing to +200 Resist and +25% Blue/Red/Yellow Resistance depending on the enemies (against 20 Agility -4 will kill 2 attacks, but dropping 13 to 9 won't stop any), and can even switch to Soul Bond when it's effective for more Power and Agility and HP-leeching at a cost of some Endurance.@Si.Ner.Ge.quoteo(post=1659:date=Dec 8 2009, 05:59 PM:name=Si.Ner.Ge)QUOTE (Si.Ner.Ge @ Dec 8 2009, 05:59 PM) quotec1) Higher Dodge, since I sometimes go with a Power Gely and Magic Sisi so she's my only tank. (Though I suspect my luck isn't as bad as yours, either.)QuoteEndQuoteEEndAh, that's understandable. Going for Agility for the Dodge is fine. However, most people do it for more Moon Waltzes and/or Crystal Ballads, which doesn't make sense to me since going for more Magic and fewer casts means similar damage output in the round (before they get a chance to hurt you back too hard) for Energy while more, which overall is way better.quoteo(post=1659:date=Dec 8 2009, 05:59 PM:name=Si.Ner.Ge)QUOTE (Si.Ner.Ge @ Dec 8 2009, 05:59 PM) quotec2) Being able to Moon Waltz more times helps if I stupidly put her in a bad spot against slow enemies.QuoteEndQuoteEEndAgain, if you have more Magic instead of more Agility, then you'll heal more each cast, which not only evens out in terms of HP but costs less Energy, and since you're also more Energy that's overall far better.quoteo(post=1659:date=Dec 8 2009, 05:59 PM:name=Si.Ner.Ge)QUOTE (Si.Ner.Ge @ Dec 8 2009, 05:59 PM) quotec3) When I don't make a Moon Waltz Neraine, what else am I going to put the points in?QuoteEndQuoteEEndPower? :P But yeah, if you're not Moon Waltzing then Agility makes sense.quoteo(post=1659:date=Dec 8 2009, 05:59 PM:name=Si.Ner.Ge)QUOTE (Si.Ner.Ge @ Dec 8 2009, 05:59 PM) quotecIn addition, I've found that without a Pure Magic Sisi I tend to run into Energy issues in part 1, especially if I'm using the High Priestess and Magician to attack. It seems silly not to use her as my default battery, since her starting stats already lie in that direction. Perhaps I'll see a different side of her in ITRH, who knows...QuoteEndQuote
faraway
Neraine - Moonwaltz Rhyme.Gelyone - Endurance Build (almost).Sisily -Battlemage Build.Starting with Neraine, on LVL 10:POW - 5 (never put a single point in here)END - 6 (for the counterattack perk, 2nd Rhyme)MAG - 20 (Moonwaltz FTW)AGI - 14 (that's right, I never raised this one either)Perks - both from the Rhyme branch. This build doesn't allow for anything else.Neraine is a powerhouse, who kills off the big bad wolf Cerberus on the second turn of the battle (Normal difficulty) without anyone else participating in the battle at all. By Double Waltzing she caps her STR at 40, then finishes the enemy with 16k damage from the Crystal Ballad. Since Cerberus attacks twice, and both times gets the full damage due to Rhyme perks, he dies when Neraine attacks on turn 2 ( Death Tarot is also present, to discourage enemy regen, and Fool gives HP leech). This build has above average survivability, possibly surviving Reciful's assault, once, and is effective aganist both heavily defended and heavily resistant enemies. It produces more 3 Energy than is needed for the entire combo, which is also a benefit.Gelyone, LVL 10:POW - 5 (never put a single point in here)END - 21 (Soul Pact FTW)MAG - 7 (required for two first Eyes Perks, and it's only a single point investment. Win!)AGI - 10 (also a single point raise. Done both for the second Eye perk, and so that Beholder could be attacked twice in a row.)Perks - two first from Eyes branch, and the complete requirement for the Endurance branch.Gelyone is more or less straightforward, being a Soul Pact user. He has enough to deal 16k damage per turn as well, and fully regenerate the following turn. However, he is by no means a frontline fighter in the majority of battles. He, and Death Tarot, are the ones responsible for defeating Reciful via gradual grind (again, Normal difficulty). Until Soul Pact comes, a generally approved tactic in battle is to rely on Bonding with Death, using Eyes Perks, and killing off enemies with Armor Crusher (that also leeches life because of the Bond). His weak point, as usual, is reliance on others for providing Energy for his tricks.Sisily, LVL 10:POW - 9 (2nd Shield perk requirement)END - 7 (2nd Shield perk requirement)MAG - 17 (Can be boosted up to 23 via magic perks. With shield perks stands at 20 because of main perk)AGI - 10 (No raise)Perks - two first from Shield branch, and the complete requirement for the Magic branch.Sisily is an effective anti-magic unit. Though admittedly, I built her this way thinking about trying her as an off-tank for Reciful. It didn't fly though, but she is still effective aganist most magic damage dealers. Her damaging skills though leave a bit to be desired. She is an excellent Energy provider for the party though, and an all-around combatant.Generally speaking, this party build was never focused on speed, as can be seen. And, with a lot of magic in two of three character builds, the energy pool never runs out.Future possibilities. Neraine can be boosted to AGI 20, giving her an ungodly five-per-turn attack. It means three times as much Crystal Ballad damage, and possibility to be tweaked in both magic heavy and physical heavy directions.Gelyone will likely go into straightforward Endurance, and be given AGI 14 to make use of additional 15% life recovery. He'll be shaping up to be a decent tank.Sisily will get a boost to AGI 14, POW 11 and END 10. However, I admit she is the least planned out of all characters. I will have to consider switching her into mana battery mode...