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It's not terrible to set up at all. You use something that gives you extra stains with a spell, like an extra lightning for fire skill or something, open with that to take advantage of the burn effects for other characters and yourself, then follow up with the stain slot machine elemental skill (forgot the name), then you either cast the big'un, cast mayhem or cycle the stains again. By the time you need to cycle again you probably have a gradient attack. It doesn't even really matter, because every character has the potential for big damage, so if Lune doesn't get it this fight, you can set the others up to do it within 1-3 turns anyway so someone is bound to dish out some big dam every fight. When it's Lune's turn, that fight is just particularly short.
Sciel is about stacking foretell and getting into twighlight. Personally, I think the contorion? (Spelling) is her best weapon, which is a dark element, but it has max foretell on any application. You can then use the power up move for the team, to go into twighlight, use the foretell again to go to 20, and spread it to everyone and hit a massive AOE in turn 2/3.
Once you start getting pictos to generate AP off applying status effects and consuming mark, Lune really should not be considering anything other than free aim to gain the stains she needs for skills. Taking turns to cast weak spells to set up is unbelievably inefficient compared to Lightning Dance with stains every single turn. You can keep a spot for Thermal Transfer as a mulligan if you miss the stains needed for Lightning Dance (just need to hit 2 out of 4 of fire/ice/earth since you get a light each time you use it); it costs 2 AP to refund 5 (you get one at the start of the second turn) and also lets you trigger your once-per-turn AP gains again. There is just simply nothing else in the game that can match 12 hits at damage cap every turn for the longest time.
Any and all skills in this game that do 1 hit are borderline unusable until you uncap your damage, barring a very brief period near the start of the game (until Sciel), and for just clearing random mobs, although IMO Wildfire into Searing Bond is really all you need for this until you start to get really broken stuff mid-act 2 like Blodam (which lets Verso start combats in S rank and just use a 9999x5 target-all skill as the first action of battle).
Like this is Lune's damage on turn 1 of the second phase of a boss in act 1, without getting double damage from Sciel. Please tell me how the hell there is any merit to Fire Rage whatsoever. https://cdn.steamusercontent.com/ugc/12406247650696978572/F6B27F1009CF4DE875FCAE81EC185762C897C9DB/
Depending on your difficulty you gonna need Lune to stop using that skill and start reviving/healing lol. Hard to purposefully eat an attack to stop since it potentially might one shot you xD.
Thanks, as much as I was thinking of working towards an Elemental Genesis build. But elemental resistances remain a thing so it does general damage, but at least it has a good damage pattern and we stay in the 100% crit build.
As for the last characters I don't have enough tools yet to make real builds, As much as one Lune seemed to be the weakest character. And Verso can be a real machine gun, attacked enough times with his gun to break a boss while you are in your first turn...