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3300-3500 HP and stamina
500 attack and magick attack
300 DEF and MDEF
...keep in mind several things, though.
End-game weaponry trumps build. Once you get them, your attribute stats fly out the window, with the exception of stamina and HP.
There are consumables readily available that will boost each of the six attributes, both in single-use and party-wide versions.
According to the achievement stats on Steam and PS4, the vast majority of players wander off to other games somewhere between Level 60 and Level 90. For them, build manipulation is a waste of time; moreover, it unnecessarily restricts exposure to vocations that the player might have liked better than the ones in the plan or even the one that awaits to play for the first time at L200.
If you want to be a great Mystic Knight, for example, the game will make you an excellent Mystic Knight by simply leveling as a Mystic Knight. The effective difference between a so-called fun build and one min-maxed for maximum damage at L200, given the same equipment and augments is about 2-3 blows.
Some folks like a certain set of numbers. Some folks level certain ways expecting to play for a long time at L200. Some flit from vocation to vocation as they please. Some regularly hit NEW GAME from the main menu and start all over again at level 1. All of these work-- and are good.
Follow your own weird.
You really want to have weight that matches your vocation. Heavier characters are kind of difficult to play as striders as they can't climb as well as smaller character. Light characters make poor Fighter/Warriors as they lack the knockback resistance that a heavier one will have as well as no being able to wear the heavy armors without being over encumbered.
Light characters can overcome some of the encumbrance issues with Augments and then with gear later in the game, but they can be problematic in the early phases of the game.
Don't be bothered by knockdown resistance as a dodging character, especially that you don't want your hitbox to be too big.
Also: only if you make heavy/tall Strider Leg-Strength makes sense. Otherwise (small-medium) Fighter's Sinew, with it's flat +20kg to v.light Encumbrance threshold, is better.
For pawn around 600 attack be it magick or physical.
In that regard, it's easier to make magic-user pawns because all you need is to keep them as sorcerer for most of their leveling.
For physical it's a bit more tricky, going warrior for most levels will give them as much attack as pawns can have but way to much HPs and way to little stamina.... better give up on maximized physical attack and make them ranger for most levels.
"Balancing" pawns is a waste of time imo, no matter their defenses a dragon roar will always down them all at once. Also because of possessions, untill you're able to immunize them with gear, it's better to keep squishy pawns.... if they happen to turn on you because of a possession, you can just wipe them with a single kick in their sorry possessed butts.
Also pawns can be revived indefinitely...just finish your monster and revive them afterward. All they need is enough to avoid being OHKOed by attacks that arent supposed to be OHKO.
For ideal pawns... I usually play as assassin/strider, understand leveling/endgame, or as sorcerer/sorcerer, and after having tested several combinations, the party I always settle with is always composed of 1 mage, 1 sorcerer, and 1 fighter. My main take the role of mage if I'm assassin/strider, she takes the role of sorcerer if I'm sorcerer.