Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also how is merchant op? I tried using him but his attack doesent seem that good, sure hes great for farming and money but little else, how is he good
I never used commander or faker. Resistances are terrible on them. It's better to just inherit their skills on an actually good archetype
Edit: Why the hell the word f aker is censored?!
It's just that late-game, Strength has more options for heavy burst damage when compared to Magic (only when it comes to your party members, either stat will work for the protagonist and shouldn't affect your damage).
It's a good move, but barely unbalanced dude. You're making it sound better than it is.
No, the money gaining passive only counts for hero, aka the MC. It'll give you money in the overworld. The passive doesn't stack as it's exclusive to hero.
Just generally keep your party members in the line they started with. Trust me you'll want to do this. And just get archetypes (level them) that have passives that will benefit. Keep Strohl a warrior. Will also make getting certain things easier to get in the game, but I won't spoil that.
Their stats are good for the jobs they start with.
It's an option. Strohl can definitely make use of it, but you unfortunately don't have control over his stats so he can't nuke with it quite as hard. There's also the fact that the second warrior job provides some really helpful AoE skills that are kind of painful to not have sometimes. If you can cover that with magic on your MC that could be a decent set up. You'd lose out on the MC specific skill though, which would be pretty bad.
Knight is your support/tank. You don't need everything to deal damage. Hulk is a great tank and her magic/str stats are weak so she wouldn't do all that much damage. Having a taunt is incredibly valuable.
Thief is good to steal stuff, which can net you some great options. And later in the game he actually (imo) becomes a better tank than hulkenberg. His dodge gets absurd and he can get a passive that if he dodges once, the enemy loses all their turns. There's also an item that does that if you want to be able to do this earlier.
Stuff like this is incredibly valueable.
It's true that the Mage Lineage is time-gated so you're sort of pushed to use the Seeker Lineage instead, but there's another Archetype Lineage that grants access to one-time weakness skills which can't be done for physical attacks unless you consider the Gunner Lineage (Synthesis skill, so it also requires specific Archetypes to work with it).
In essence, you can put your points in Magic or Strength for your protagonist and either will work out pretty well as long as you use the tools the game gives you. There's no reason to make it sound like Strength is far superior the entire game when I'd argue they feel pretty close with their own advantages and disadvantages until you're near the final parts of the game where they sort of converge.