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Problem with those elemental skills that they also use elemental potential (not phys), so you won't be able to scale them much in the endgame. Same for pleroma, you won't be able to put all of them there. But it still good build that I've used till late game. Later you'll have to focus on 1 element or physical, so you could take 2 pleroma skills to increase the damage.
Also you could get piercing skills and just put your stats and potential in phys and add phys pleroma later. For example "Puncture Punch" you could get from naga
If you have macca you could also be using specific gems to make more space for other skills. But it could be pricey
Critical aura
Critical zealot
Almighty pleroma
Everything else is your preference.
Also as a sidebar, I'm never a fan of AoE moves unless they either pierce or come with some other bonus. I find it far better personally to nuke down specific targets ASAP and move onto the next but that's just my playstyle outside of bosses. Also putting a Charge/Pierce/Crit move to use in your 'downtime/setup' turns isn't a bad option either. It's just one of those things that, if you have the space for it, go for it. Not having all 8 skill slots is pain in mid-late game. :(
Aramasa
Sakanagi
Inflaming Divinity (Max Attack/Defense/Acc/Eva buff)
Rooted Soul (+30HP/MP)
Boon Boost (Buffs last 1 turn longer, for Inflaming Divinity)
Bloody Glee (Increased Crit chance)
HP 301
MP 261
Strength: 71
Vitality: 48
Magic: 32 (Base)
Agility: 41
Luck: 38
Aramasa is my go to skill for fishing criticals.
Sakanagi is for when the enemy resist/blocks physicals or if I can guarantee a critical with Magatsushi.
Inflaming Divinity whenever there's a boss.
Rooted soul is good at the beginning of the game, I'll change it when I get something better.
Bloody Glee is a nobrainer as getting critical hits is important for physical builds.
Right. It's a pain to choose attacks, though. I'd like to keep Critical Wave on if I can. But that means ditching a cover move for bosses in case I want something that can generate press turns. Bloody Glee, Boon Boost and Inflaming divnity would leave me with 3 offensive moves right now. I ditched Aramasa for now since I read it starts getting outperformed. Replaced it with Fatal Sword. I suppose I could ditch Zionga for something. Question is what. Critical Aura is nice but forgot what gives that.
Ah, found one. My Matador essence.
If you still want Zionga you could at least change it for Ruinous Thunder (Heavy Elec attack 1 foe) which is a unique Nahobino skill. If you don't already have it you should get it very soon.
About press turn. Having 8 turns is nice, but forcing yourself to always have it might be a misplay. I previously played a mag build before respeccing to phys and I wanted to get press turn every time. But I've stopped playing like that. If I get one, great, if not, I'll survive. Alice is my main damage dealer that only deals dark damage, if the enemy is not weak I won't get a press turn, but it is fine because she deals so much damage it is still worth it. If I really really needed that extra turn, perhaps for the healer, I can just pass instead of sacrificing a slot for, say, zionga.
But, different philosophies and playstyles. But that's kind of what makes the game fun in my opinion.
Bloody glee and restore /high restore with aramasa will mean basically never running out of mp and makes rooted soul replaceable later. Very few things reflect, null, and resist phys in this game so you can crit farm fairly easy.