Tactics Ogre: Reborn

Tactics Ogre: Reborn

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Ladius Nov 11, 2022 @ 1:06pm
Wiz and Ench question.
do they get better later? cause they feel really weak at the start
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Showing 1-15 of 17 comments
Maroxad Nov 11, 2022 @ 1:19pm 
They get access to greater range and more powerful spells as the game progresses, but even at level one they are not weak. But their strengths lie in utility, rather than damage.

Sleep, Charm and poison are all really good.
Ladius Nov 13, 2022 @ 12:19am 
Originally posted by Maroxad:
They get access to greater range and more powerful spells as the game progresses, but even at level one they are not weak. But their strengths lie in utility, rather than damage.

Sleep, Charm and poison are all really good.
still trash at 17 :/
リュータ Nov 13, 2022 @ 1:01am 
Poison scaling so its really good.
Rudel Nov 13, 2022 @ 1:05am 
Charm saved my butt at the Necro fight
Grandork Nov 13, 2022 @ 5:32am 
Wizards/Enchanters are Tier 1 Units. But, as spell casters, they are units that deal consistent damage. That's all they are. Need to deal 200 damage single Target? That's who will do it.

Honestly, it's just that Melee units are OP in this version of the game. Get 1 Attack and 1 Crit Card and your Melee will be 2 shotting everything. You could probably easily win with a comp of just Knights and Priests, a couple of Archers to take down an Mage.
Ladius Nov 13, 2022 @ 8:39am 
Originally posted by Grandork:
Wizards/Enchanters are Tier 1 Units. But, as spell casters, they are units that deal consistent damage. That's all they are. Need to deal 200 damage single Target? That's who will do it.

Honestly, it's just that Melee units are OP in this version of the game. Get 1 Attack and 1 Crit Card and your Melee will be 2 shotting everything. You could probably easily win with a comp of just Knights and Priests, a couple of Archers to take down an Mage.
my wiz and ench cant even do 100 damage much less 200 lol i cant stand them but ill keep em to recruit lizardmen
peanuthardis Nov 13, 2022 @ 8:52am 
They are great units but if meditate isn't firing, they feel horrid. That said, you can literally scumbag most fights just by allowing units to come to you and rotating heals and spells.

I have 2 clerics, 3 mages, and 2 knights as primary for reference.
Lacdanan Nov 13, 2022 @ 9:51am 
Without being able to increase stats tied to the magic easily or get items that compliment them, they're not power houses. They're basically magic archers who do mediocre damage. I'm not sure if upgrading the classes is even still in the game, but that use to help, and i guess theres a way to grind materials that allow you to increase your characters stats, but I haven't got that far yet.
Super Ourico Nov 13, 2022 @ 10:45am 
Originally posted by Ladius:
Originally posted by Grandork:
Wizards/Enchanters are Tier 1 Units. But, as spell casters, they are units that deal consistent damage. That's all they are. Need to deal 200 damage single Target? That's who will do it.

Honestly, it's just that Melee units are OP in this version of the game. Get 1 Attack and 1 Crit Card and your Melee will be 2 shotting everything. You could probably easily win with a comp of just Knights and Priests, a couple of Archers to take down an Mage.
my wiz and ench cant even do 100 damage much less 200 lol i cant stand them but ill keep em to recruit lizardmen
You might try stacking a few units who all use the same element. As an example, Canopus can make enemy units air-averse, and theoretically your wizard or rune fencer could follow up with an air spell on that target.

(Other spells can also make their targets element-averse, which I believe is influenced by the Mind stat.)
Last edited by Super Ourico; Nov 13, 2022 @ 10:46am
SonofaGlitch Nov 13, 2022 @ 10:49am 
Early game Wizards and Enchantresses (seriously, why did they remove the term "Witch" from the game? Not only was it traditional, but with the obvious witch hat, these are witches, dang it!) are more about applying status effects than doing direct damage, though they can do more ranged damage to heavily armored units than the average archer can.

Later on they become more about doing decent damage in wide AOE areas, hitting lots of units at once, and their status effect game remains consistently useful.
Grandork Nov 13, 2022 @ 12:22pm 
Originally posted by SonofaGlitch:
Early game Wizards and Enchantresses (seriously, why did they remove the term "Witch" from the game? Not only was it traditional, but with the obvious witch hat, these are witches, dang it!) are more about applying status effects than doing direct damage, though they can do more ranged damage to heavily armored units than the average archer can.

Later on they become more about doing decent damage in wide AOE areas, hitting lots of units at once, and their status effect game remains consistently useful.

Their AoE damage is a joke. Around 230 on a fully optimized Wizard. Doesn't help that they have 3 movement, so getting Spell/Crit cards is basically impossible unless you are very lucky.

This version of the game is all about mobility and collecting cards. The comp I used to breeze through the game was 3 Knights, 3 Priests, 3 Ninjas, 3 of the winged class dude, forgot the name.

The Knights would hold the line, while the winged dudes would pick off the casters. Meanwhile, Ninjas are collecting Physical + Critical + Proc. I usually go for double proc on them, making them proc Defensive Passive every turn, this makes them as tanky as Knights. Their Autos crit for 500, and they auto twice. This kills squishy in one turn and less squishy in two.

It was very easy to cheese every battle like this.
Last edited by Grandork; Nov 13, 2022 @ 12:23pm
SonofaGlitch Nov 13, 2022 @ 12:32pm 
Originally posted by Grandork:
Originally posted by SonofaGlitch:
Early game Wizards and Enchantresses (seriously, why did they remove the term "Witch" from the game? Not only was it traditional, but with the obvious witch hat, these are witches, dang it!) are more about applying status effects than doing direct damage, though they can do more ranged damage to heavily armored units than the average archer can.

Later on they become more about doing decent damage in wide AOE areas, hitting lots of units at once, and their status effect game remains consistently useful.

Their AoE damage is a joke. Around 230 on a fully optimized Wizard. Doesn't help that they have 3 movement, so getting Spell/Crit cards is basically impossible unless you are very lucky.

This version of the game is all about mobility and collecting cards. The comp I used to breeze through the game was 3 Knights, 3 Priests, 3 Ninjas, 3 of the winged class dude, forgot the name.

The Knights would hold the line, while the winged dudes would pick off the casters. Meanwhile, Ninjas are collecting Physical + Critical + Proc. I usually go for double proc on them, making them proc Defensive Passive every turn, this makes them as tanky as Knights. Their Autos crit for 500, and they auto twice. This kills squishy in one turn and less squishy in two.

It was very easy to cheese every battle like this.
I hate that they nerfed movement in the PSP version and subsequently this version as well.

In the OG game default human movement for all units was 5 tiles, except for Ninjas who had 6. Wizards and Clerics were "slow" because they could only jump up one and down two elevation units, which greatly limited their traversal abilities, but they still had 5 tiles of movement.

I have no idea why they decided to limit movement SO much in these versions, especially since it's obvious so much of their intent was to speed up the game and less movement = a slower game. It's an idea very at odds with the rest of the design intent.
Grandork Nov 13, 2022 @ 12:42pm 
Originally posted by SonofaGlitch:
Originally posted by Grandork:

Their AoE damage is a joke. Around 230 on a fully optimized Wizard. Doesn't help that they have 3 movement, so getting Spell/Crit cards is basically impossible unless you are very lucky.

This version of the game is all about mobility and collecting cards. The comp I used to breeze through the game was 3 Knights, 3 Priests, 3 Ninjas, 3 of the winged class dude, forgot the name.

The Knights would hold the line, while the winged dudes would pick off the casters. Meanwhile, Ninjas are collecting Physical + Critical + Proc. I usually go for double proc on them, making them proc Defensive Passive every turn, this makes them as tanky as Knights. Their Autos crit for 500, and they auto twice. This kills squishy in one turn and less squishy in two.

It was very easy to cheese every battle like this.
I hate that they nerfed movement in the PSP version and subsequently this version as well.

In the OG game default human movement for all units was 5 tiles, except for Ninjas who had 6. Wizards and Clerics were "slow" because they could only jump up one and down two elevation units, which greatly limited their traversal abilities, but they still had 5 tiles of movement.

I have no idea why they decided to limit movement SO much in these versions, especially since it's obvious so much of their intent was to speed up the game and less movement = a slower game. It's an idea very at odds with the rest of the design intent.

Yeah, you can go with Fairy for another type of caster, but Fairies can't use AoE. Bottom line is, Mages are better used for spreading Charm. Charm is hilariously OP and, with the proper setup, you can hit charm like 40% of the time.
Last edited by Grandork; Nov 13, 2022 @ 12:43pm
GrandMajora Nov 13, 2022 @ 12:52pm 
Originally posted by SonofaGlitch:
(seriously, why did they remove the term "Witch" from the game?

They didn't. Witches still exist, they're the female version of Warlocks.

Witches and Warlocks are another pet using class.

While the Beastmasters specialize in using Beasts and Dragons, the Witch / Warlock specializes in using Golems.
SonofaGlitch Nov 13, 2022 @ 12:59pm 
Originally posted by GrandMajora:
Originally posted by SonofaGlitch:
(seriously, why did they remove the term "Witch" from the game?

They didn't. Witches still exist, they're the female version of Warlocks.

Witches and Warlocks are another pet using class.

While the Beastmasters specialize in using Beasts and Dragons, the Witch / Warlock specializes in using Golems.
Which just means they changed the name Siren to Witch and Witch to Enchantress.

Again: why?
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Date Posted: Nov 11, 2022 @ 1:06pm
Posts: 17