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Fordítási probléma jelentése
Of course, you still want to save often. For instance, a quest may end up being a lot longer than you thought and you end up running out of an important herb. You can always turn tail and walk out of whatever you are in but then your BR may advance more than you want when you come back in the second time. A save will let you back out easily.
(Honestly, you never want to rely on auto-saves in ANY game. In fact, you don't even want to rely on auto-saves in programs like Word and Excel, either! See, this is a real world skill you're learning by playing games. ;)
http://steamcommunity.com/sharedfiles/filedetails/?id=113566410
It is a rather weak art. The healing isn't impressive and it can't fix status effects at all. It's top level attack is OK. The saving grace is the rezzing power, though, and it's a pretty strong save at that. You can revive characters with Herbs *far* earlier (and more reliably) than with Remedies or even Lotions.
Skill 1 - Restorative herb V heals for 1500hp.
Skill 2 - Vivification Herb revives and heals 30% per unit.
Skill 3 - Life Powder V heals each unit in the union for 800hp.
Herb skills are really fast too. Much faster than Remedies overall.
Rest of the skills are very costly in money, if I recall it correctly. Also note, a lot of my NPCs ended up as scouts which gave the herb arts a boost. I think Herb V went to 1850 heal.
The fourth skill Revitalize for Mystic Art Remedies is the only skill that has been good for my gameplay. A big union heal. I do not recall, but probably heals for two or three times more than Life Powder V. The last three skills have not been all that useful compared to herbs. 5th skill, union buff. 6th skill revive with massive heal(129 - 108 AP!). 7th skill revive with massive heal and clears status ailments (172 - 144 AP!!!). There is only one really inconvenient status ailment for me, Curse.
Reasoning would be, I have rarely been in a situation where I have status ailments and an acceptable amount of hitpoints (directly after being hit with status ailment) on all unions. Better to heal and use offensive move than to clear status ailments + any other choice.
edit: The reasoning is not really saying what I am trying to convey. I will think about it.
Both heal, rez, and cure, but Remedies is always better, if you're not strapped for Action Points.
1. You will be perpetually buying Items from the vendor, for the rest of the game, if you go herbs.
2. Wanna stay in a zone, and grind it for Chain Bonus? Better go to the store and buy herbs first, because leaving the zone breaks your chain.
3. The Remedy equivalent of the 3 skills IcoBengt listed above:
Skill 1 - Second Chance heal. Full heal. Clears all status effects.
Skill 2 - Remedy Rez. Resurrects like Herbs, but pretty much fully heals, too.
Skill 3 - Group heal. Pretty much fully heals.
4. Though Frost Tincture is supposedly very good, it's a damaging spell in a healing arts category. The Remedy equivalent is a stat buff. Neither are ideally suited for this art, because they will take up valuable Combat Options Slots. You only get a couple. Someone else can respond whether Frost Tincture allows other group members to also use Item Arts, or if they have to use damaging abilities to match.
5. Most importantly, I'm a forgetful idiot. I cannot be trusted to always keep enough herbs on me.
2. You've got to take down a LOT of enemies before chain bonus starts up. I never do it until I have pretty much everyone I want in my party already. I certainly don't just do it on a whim.
3. Remedies can rez but it costs a LOT of AP and you won't get it until pretty late. With herbs, it's the second skill so you can get it very quickly (especially in "hard mode" where the enemies kindly dish out plenty of damage in need of healing). Assuming you've kept stocked up, there's NO worries about AP.
4. Combat Option Slots?? Huh? Have to use damaging abilities to match? What are you talking about? Frost Tincture is a pretty deadly attack but, unless you're playing in "hard mode" or grinding an awful lot of cash, it's just too pricey.
5. Well that I can't do anything about. Though forgetting a couple of times will often cure that issue.
You skipped over the big plus, though: ZERO AP. None. That leaves all the AP for other party members to use or lets you build it up for even bigger attacks. What's more, all item skills shrug off silence and even AP sapping. Remedy can cure silence in other groups but the physicians can't heal themselves.
I'm not trashing Remedies, of course. That full-party-heal might be the best spell in the game. A union with one herb user and two remedy users commanded to rez another union will not only bring back the other union, it will also likely heal itself back to full strength! I try to make sure most, if not all, my unions can do this by mid-game.
P.S. Since I have my videos page up anyway - here's 3 healing arts back to back!
http://steamcommunity.com/sharedfiles/filedetails/?id=249356232
I mean the game, innately, wants to give you combat options that match. If you choose "Attack with Combat Arts" it would not add a Heal to the list of abilities your guys are performing. For that you'd need "Keep Your HPs Up" or something that mixes arts.
What I was saying was I don't know what Frost Tincture (as a combat option) mixes with.
I'm also being a bit disingenuous. I still use Herbs, the whole game long. I still have an Herb Rezzer in every group (just in case someone needs a No AP Rez). Here's the herbs and remedies of my final 18:
I just like redundancy. All groups are self-sustaining, and Group 5 can handle any damage overflow. In a normal difficulty game, nobody had AP Issues. By the time they got to the expensive Remedies, they could easily afford them every turn.