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1. Getting *everyone* access to the various class locked skills. Any time a character changes into a class with a restricted skill, 1 point even if I'm not focusing on it yet so I can dump more points into it at will.
2. Filling up spellbooks. Completely filling them up. This is mainly because every time you learn a new spell, it boosts your magic points in that school.
3. Getting massive HP totals, along with more skill points than I would ever need.
The hard requirements for my starting party is a Ninja, for the set of hard to obtain gear, and a Psionic for spamming sleep magic. A second caster should be either a Bishop or an Alchemist if not just a second Psionic. It doesn't matter that these classes 'suck' because they have sleep spells for the spamming and ALSO get heals which you will need.
The only reason I'm not suggesting THREE sleep spamming casters for more sustain is because you want to buy that Ninja an Awl Pike ASAP and stick it in the back row too so the low HP doesn't do it in. You can do this almost immediately in W6 if you pawn some of those free less than useful loot potions to Queequeg and know where he is.
Then three front line fighter classes, doesn't matter if they're hybrid/advanced or not as long as they can equip armor. Fighter, Samurai, Lord, Valkyrie, any of those.
Samurai is a decent one to get if you can, not for the swords which you can buy from Queequeg, but so you can get that character at least 1 point in kirijutsu. EVERY party member needs to unlock and max that skill out for maximum carnage, so the earlier you get the points there the better.
Skill points are prioritized into spellcasting school skills to 100, then Kirijutsu, the broken skill that even lets back rank mages one hit KO with melee.
Rather than starter class into final class, it's starter class, live with it as high a level as you can suffer to keep grinding it... Then it's an endless carousel of class changes to follow, only settling on the 'final' composition once you already have ALL the skills and ALL the spells you want.
The whole point is to get strong enough to where your party's spells and skills let them handle relatively 'high level' opponents fresh after class change at level 1. Cycling them from 1 to 7 or 8 as fast as humanly possible.
Your starting casters don't have HP for a front line rotation? Well, promote them to something like Samurai then immediately to Fighter while still level 1. Now they'll have full HP gain on every level up, since the game only knows the level of your previous class not the highest level ever obtained by the character. It dumps stats sure, but you can just go from fighter to a class with stats closer to your desired next class and cycle around until they get the one you want to settle on.
The comfortable point of this grind is when you have multiple characters that can take turns rotating into having the mage skillbook to spam a few NUCLEAR BLAST spells in any given class change configuration. Until you can nuke them, you can fight enemies that are vulnerable to SLEEP. Killer rats, jungle vines, stuff like that.
Being able to kick off with higher level enemies is nice, but you can make it work in the Old Castle in 6, and other relatively early access areas in 7 if you set your mind to it.
Save scumming stat gains for 'nicer' class changes is tempting, but it's way too labor intensive when you can just swap to an intermediate class, level up a bunch in six more fights, then get the desired class anyway plus a bunch of extra skill points and spells.
Queequeg can outfit you with decent enough gear for every class except Ninja armor, so it's pretty easy to set up.