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Hmmm... Valk/War is a pretty decent tank, but may I offer you as an alternative Reaper/Valk or Reaper/War? Reaper's main ability is he gains temp hit points when he hits something. Combine with a lifesteal weapon, the Counter passive from the Monk tree, and the shield that gives you a second Counter, and he's the ultimate hard counter against anything with physical attacks. Plus you've got an AoE attack in Reaper that costs you effectively nothing as long as you can Lifesteal that can also be used to maintain aggro.
Dervish/Warlock is a good caster DPS. I get what you are doing there, using the AP recovery from Dervish to keep your mana going. That combo really pops off when you find a certain piece of armor that gives you AP when you cast a spell.
Hmmm. There's a class you probably haven't picked up yet called Nomad. It's at the top of the waterfall by the end of the salmon run minigame. Normally, you'd need a permanent fish mount, but it is theoretically possible to get up the waterfall and get the crystal during the minigame. It's also possible to sequence break using the salmon run minigame to get the fish mount early. It pairs wonderfully with casters because it doesn't use MP, it actually uses AP to do caster things. Specifically, it gets a stance called Wave Stance. Every turn, if you have 12 AP, it uses 12 AP to proc an AoE water attack at the beginning of your turn. That's in addition to your normal action. Kinda goes nuts. Actually does really well as a backup for healer as well, because it gets another stance called Therapy Stance which lets you AoE all your heal spells. Yes, including the 'heal plus remove status ailment' spell from Warlock for AoE debuff removal.
For caster DPS, may I suggest, as an alternative, Dervish/Shaman? Shaman gets both physical down and magic down debuffs attached to offensive spells, which can be quite good at nerfing enemy attacks.
For healer/support, may I suggest either Cleric/Warlock or as a radical suggestion Warlock/Valkyrie? Valk gets an AoE heal plus regen and an AoE heal plus defense buff spell. Can be quite useful.
For physical DPS, there's a cute trick you can do. See, there's this katana for sale, it should be available in the exotic weapon dealer shop by now, which replaces 'attack' with 'cleave' that is earth-element. There's a vest in one of the rewards from the Sky Arena that gives an enormous bonus to earth-element damage. You see where I'm going with this? Best part is that there are several ways to be able to equip a katana that doesn't involve the Samurai class. Either use a passive or use the accessory. Heck, if you really want, go Ninja/Warrior to dual-wield cleave katanas, equip the gaia vest, and go to town. Use the Berserk Stance for even more DPS. Just watch out for drawing aggro.
If you don't want to do that, then you can always Ninja/Rogue, dual wield daggers, turn on the bleed and poison passives, and go to town with your Rogue skills that don't provoke counters and don't draw aggro. This also gives you the rogue secondary tree for stealing if that's what you want to do. There's actually a knife that drops in an area off of Tall Tall Heights that turns Attack into Mug which, if you are familiar with old-school Final Fantasy, is both a physical attack *and* a steal attempt.
The big thing is don't neglect nerfing enemy's attacking stats, and don't forget to buff your physical and magical defenses. That's a 70% net swing in damage reduction.
Oh, and don't forget, you can dodge flames, you don't have to take every fight you are offered. That starts getting important in Tall Tall Heights.
Would you advise NOT to attempt to steal anything from now on and pay both the librarian for the entry and the lost and found merchant to get the items I miss (the weapons/armor/accessories)? It's been built into me after so many FF games to steal throughout the game, even in games with both a normal and rare (1/128) drops, but Crystal Project seem to offer an alternative. I'm just not sure if the Lost and Found only applies to the unique monsters such as boss and red flames.
I got Nomad just before closing the game yesterday and writing this post (through the method you mentioned). I didn't think much of it then, but I'm glad it seems to open up a new build.
With all what you said, I'll try this comp for now:
Tank: Reaper/Valk
Agi-DPS: Ninja-Warrior (with Katanas) or keep my current Ninja-Rogue built for no aggro (poison+bleed)
Offensive caster: Dervish/Shaman
Healer: Warlock/Nomad
If something feels out of place, feel free to guide me further.
Bosses on the other hand still have very good items to steal (and expensive so the lost and found is a big money sink) so it might be worth swapping back and forth between ninja/warrior and ninja/rogue depending on if your fighting regular enemies or bosses, both for steals and for access to very good debuffs (blind is amazing in boss fights since most of them are at least partially physical, and trick slash combined with daze and completely prevent strong spells from going off). That said don't forget to keep up with powerful daggers as well, while DoTs are fantastic for damage support, enemy DoT resistance in the late game can make it somewhat lacking as a primary source of damage.
Personally I don't really think the combo of Dervish/Shaman offers much. Dervish has a lot of issues with wind only having 1 good source of elemental boosting equipment, earth magic just being kind of awful (physical earth is great though as Shneeky showed one of its many good builds), poorly distributed stats, and a passive that doesn't help much in regular fights due to refresher and dirt cheap MP healing items for post battle healing. Epidemic is also likely to do similar damage to typhoon anyways due to the much lower CT and DoT damage unless you get very lucky with crits.
I'd probably replace dervish/shaman with either wizard or nomad, since both of them also have very high single target abilities which helps burst down dangerous foes or avoid waking enemies your shaman has put to sleep. You can also go scholar/shaman if you want to really lean into a more supportive magic attacker, although scholar can be a pain to get up and running if you haven't kept up with unlocking its abilities. The reverse of shaman/wizard or shaman/scholar are also good, but nomad really wants to be main classed for its strong innate passive.
That said if you really want to use dervish it isn't unusable, dervish/nomad as Shneeky said is quite strong and if you go all in on damage meteor can oneshot many enemies, although that requires a very specific build to avoid blowing up your own team as well. Both suffer from a near total lack of debuffs though so you'll need someone else to debuff or just go full hyper offense if you run those.
Otherwise I'd say the team you got is quite solid. Personally I really like chemist/warlock when you have valk support for a healer but I know chemist is an unpopular class due to it requiring constant upkeep of your consumables and the general finickiness of when to use what abilities. So I'd only try chemist if your willing to put work into getting a lot of heal%+ items and learning how to manipulate their TT for ideal healing.
Also repeating what Shneeky said about buffs and debuffs, more than any class combo proper use of them your best source of power. Even the less strong classes like cleric and beastmaster have some very potent buffs and debuffs that can let them shine when set up right. And even the best classes will preform quite poorly if you completely neglect them.
And just a small side note, power down + armor up is a 58% damage reduction, not 70%. Still very good, but not quite THAT op.
Edit: Also don't forget to check your levels at the level adjustment shop, while crystal project generally has fairly small stats from leveling, properly assigning them can actually have a fairly large impact on your stats, in particular HP and speed as those stats are mostly controlled by levels with few equipments boosting them.
Quick update: I went for the aforementioned build for a while, which allowed me to tackle the rampart boss near the capital and fully explore the Tall Tall Heights, acquiring Beastmaster, Summoner and the Owl in the process.
I'm not impressed with the Reaper/Valk build mainly because of how inconsistent it is. I seem to miss a lot of attacks despite the tooltip showing above 75% Hit. Is my agility too low? Should I respect some of his levels so he doesn't miss (therefore not healing/increase his health pool)? It seems like I miss way more than what the % suggest, so maybe hidden mechanics in the background?
I'm also thinking of changing the Dervish/Shaman; it's okay, but a bit lackluster. Unsure if I'll go Nomad, Wizard of Scholar (my scholars are up-to-date on all characters, I tend to like Blue Mage so I always equip the accessory to learn it on everyone). Unsure which combo I'll opt for yet.
Are books better for boss fights than things such Axe of Light (+%healing)? Mana is always a bottleneck towards the end...
Agility directly influences accuracy, whereas Luck influences un-/lucky streaks. Personally, I'd suggest supplementing accuracy or Agility via accessories.
Also consider the fact that "above 75%" isn't actually that much. 75% still means you miss, on statistical average, one in four attacks.
Scholar and Dervish are the only innate sources of Wind damage, which is effective against an above-average amount of enemies. Nomad lacks multi-target offense, if that's something your casters are concerned with. Wizard is a classic nuker by comparison, buuuut...
MP is generally intended to be a semi-finite resource. Unless you have an extremely bursty party composition - usually, this doesn't even afford you space for a tank at all - you are intended to run out of MP. Books afford you more casts, but less potency (since they're literally just MP, with little to no Mind or Magic Penetration). For raw damage, you're best off with Scythes or Wands. On the healing end, your key stat is Spirit, making Staves your best bet for potency - though depending on how much healing you already output, books may be an entirely feasible choice there.
Note that all of this is meant to help inform your decision-making; there is nothing in this game that doesn't have a caveat of some sort or another.
I tried going for the summons this morning, while the Fire Deity was manageable, the Earth Deity is destroying me mid fight. Seems like I have things to learn in this game still.
Hrrm. 75% hit chance seems very off, my tank usually has no problems hitting. Are you perhaps running into particularly dodgy enemies or using an inaccurate weapon?
There is a passive in... I'm wanting to say Hunter tree? Gives you a guaranteed hit on 80%+ hit chances. It's not the most amazing, but can help be much more consistent if you get over that threshold. There's also accuracy boosting accessories.
Have you unlocked Nomad? It should still be gated behind water movement unless you used the Salmon Run minigame to sequence break to get to it. If you have, it is absolutely amazing and you should absolutely go Shaman/Nomad with Wave Stance. Shaman has both physical down and magical down debuffs attached to damage spells, which are good coverage for nerfing enemies, and the passive AoE damage is simply amazing.
The other option, if you just want Moar Damage is Wizard/Nomad, equip the Zap wand (there should be one in the Bazaar in a difficult to reach area), and zap things (with Wizard giving you more zapping power from its passive bonus) which also gives AP that triggers your AoE water nuke every turn.
Better? Hmm. I think there are better ways to sustain, really. There is a series of staves that replace 'attack' with 'aid'. What you may not be aware is that they function with the Nomad's Therapy Stance, for mana-free AoE healing every turn. If you use Warlock/Nomad, you can also AoE your heal plus debuff removal spell to remove debuffs from the whole party every turn.
A lot happened since I posted this; I basically hit a wall shortly after getting the owl. Around L52, pretty much everywhere I went (Ancient Labyrinth, hunting the summons, challenging red flames) ended up in failure. Until I vaguely remembered that sea tunnel that I found way back when exploring the Capital Jail. While the jungle island was rough, the exp gain was substantial (enough to cap to L60).
The Reaper/Valk started to miss less with the extra levels and I got a bit more confident with my party comp. Got the fish, got to the top of a giant tree without the Golden Quintar and defeated the Spirit Cage boss after many attempts then collected every summons.
I must say, Summoner/Shaman is really good. It really allows me to control how a fight is going with paralyse, silence, sleep, etc. I really like this more than Dervish/Shaman or Scholar/Shaman. Your suggestion of Shaman/Nomad or Wizard/Nomad really sounds strong, so I might try it next time I play, especially for exploration and debuffing multiple enemies at once. The armor of the whale really helped my tank as well. Still running my Ninja/Rogue for both poison+bleed and stealing items.
I have the Depths and Ancient Labyrinth to tackle. Since I can't use physical attacks in the Labyrinth, maybe it's time to try your Wizard/Nomad? Is it worth it to respect stats for this dungeon or not?
The Labyrinth is a place where the Valk can shine for a couple of reasons. First, it has the AoE taunt it can still use. Second, it does get some useful support spells that it can use. However, Reaper is going to be straight up useless. However, there's a couple of atypical options available for your secondary class. One is Nomad again, this time for Shrapnel Armor, which is basically 'counter, but magic', and the other is Wizard for the Storm Stance, which does the same but with lightning damage. Either way, in the jungle temple, you might have found a helmet called a Demon Helmet, which has Spell Lifesteal on it, which might be useful to your tank in the Labrynth.
Also, your Ninja/Rogue won't work in the Labyrinth either, so you'll have to swap over to a caster build for your other DPS. Maybe this would be a time to break out Shaman/Nomad on one DPS and Summoner/Shaman on the other?
It sounds like you're into the endgame now. You could explore the Castle itself and make your way to the first ending of the game. Once you've done that, you can explore the Depths, and unlock an alternate ending.
If you like the idea of drain-tanking, I'd suggest going to the castle. In the area you fall into from the main room, the one with the lava and the mushrooms zipping around. One of the enemies you can kill here is a Witchling, it looks like a... well... an anthropomorphic rabbit in a dress. They can drop a Bloody Seed (note: this is a DROP not a STEAL item). Plant the Bloody Seed and you'll have to fight a bloody carrot. Kill that, and you get a 1h sword with a high ATK that has a 25% Lifesteal component to it. Combo with a Hemeoring, and you can self-sustain your Reaper attacks indefinitely.
Ah that sounds amazing! The other weapons I had had way too low attack and also a -50%HP reduction, making them pretty bad at their role. I was running double Hemoeoring unless I needed the cross to prevent Instant Death attacks for my Reaper/Valk. Thanks for the tips on the labyrinth!
Edit: I tried using Valkyrie inside the labyrinth and I can NOT use warcry, it's greyed out along with most of the Valkyrie's abilities.
And the class armor opens a few builds but most are just "stats big" unfortunately. As you already figured out the warlock armor allows for spamming so many double casts you can obliterate basically anything (at the cost of watching the animations over and over and over...) and others like the dervish armor allow you to generate AP on spell casts which is really good for the dervish nomad combo, or the nomad armor giving you 30 AP on the battle start which can allow turn 1 drown without having to equip an axe and losing your weapon, or a weaver/nomad can use shimmertide turn 1 for permanent shell on the whole party.
Also I dunno if you've found it but the mimic can make particularly good use of the new armors since you have no equip restrictions. Such as combining the spellsword helmet and dervish armor to generate 12 AP per cast. Which means you end up net positive after casting most nomad spells.
That same fisherman also has a 'plate of the whale' which gives +500 hit points for use with HP reducing lifesteal weapons, if you're having a problem with that. The rest of the stats are lackluster, though.
Also, you can head to the Tall Tall Heights and fight an optional boss that lurks in the ground and will pop up all over the place. He has an interesting Steal item, a decent dagger if you are going crit-fishing, but it's his drop item that is what we're looking for here. It's a 2h Scythe that replaces Attack with Cleave and is Ice element. In the northern cave in Tall Tall Heights, just north of the Triton Shrine, you fall down a level and can run into an encounter with two Ice Constructs. They have a chance of dropping (but not stealing) a Snow Pendant which increases Ice damage by 25%. There's also a bonus boss in the jungle which can randomly replace normal encounters in the grassy area south and east of Europa Temple. You'll, uh, want that cross pendant on for the fight. He will drop (not steal) a vest that gives bonus damage to basic attacks (and replacements thereof, like Cleave). With 2x Snow Pendants for 50% increase damage, and another 20% from the Rex Vest, your basic Cleave attacks from that thing are going to be insane.
Oddly enough, Beatsmith is a surprisingly good class to do that with, as it can equip the Rex Vest, and it has a stance that applies a defense debuff to enemies when hit. You'll need to use the Equip Scythe passive, but you should still have the PP to equip bleed and poison passives as well, which also will be hitting everything. You may have to juggle things around to put Unreactable up if you run into countering enemies.