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1x Sword&Board aimed at CC, utility and general tankiness. Mostly warfare+geo, but a smidge in poly as well. Overpower deletes the armor of any character on turn 1 that isn't a boss or several levels higher as an added boon.
1x 2h Phys.Dps. If it's in melee, it gets smacked in the face. AoE, singletarget, doesnt matter. Add some necro and poly for those must-have skill pickups and you basically hit like a truck while having pretty much just as big a healthpool as the tank thanks to the lifeleech.
1x ranger. I can't run a comp without a ranger. They just delete whatever they're targetting, especially from high ground.
1x Utility mage. Mostly Aero+Hydro, but I tossed in a smidge of pretty much all magics except summoning for stuff like haste, wings, clear mind, fortify and so on and so forth. Mostly use this one for on-demand heals or buffing/debuffing people. The occasional teleport shenanigans help too.
1 2h full dps. Tanky as ♥♥♥♥ his job was to get to the front line thanks to tp spells and kill them all
1 2h huge dps with hydro for buff and heal. Does also ton of damages
1 hunter dealing huge physical dps and applying cc thanks to the special arrows. 89% crit chance, making his AoE ultimate (the hunter that requires 3 sources) the deadliest AoE of my team
1 Summoner/ Pyro Mage: summoning for extra heavy dmg dealer (physical if the ennemi row low on physical armor or infused if low on magic armor). Huge magic damage with pyo when summoner spells on cd and summoning ultimate that is a AoE with a huge area that heals your team (about 3k healing per turn) and does like 3-4k magic damage to each enemy in the area.
I beat the game with this team
Well, this part is interesting to me, 'cause after completing my first run, which was on Tactician, I get the impression that you can do it fairly easily with any comp, as long as you don't lump all your characters together in 1 or 2 schools. Presuming everyone excels at something different, I really can't see losing as an option after you've gained some gameplay experience. And I don't mean super advanced stuff. Just stuff like unchaining your party before hitting "(end)" on fight conversations and soread them apart, applying buffs to the one in the conversation, not running into hostiles all clumped together. Basic basic stuff.
I had a Summoner/Healer
A sword and board Warfare/Polymorph
Crit ranger with warfare just for the gains
And a pyro/geo/necro/summon hybrid thing
now that made me curious. what ccs do rangers have?
Pin down -> cripple on single target
Glitter dust -> prevents invisibility
thats it. crazy cc u got going there
the interesting thing here in case anyone didnt know is, that enemies try to target the target with the lowest armor and/or lowest resistances.
everyone can wear the same armor -> everyone has around the same armorrating
shields add around 30% to your armor -> you have waymore than anyone without a shield (for example the ranger)
-> enemies dont attack the shieldwearer
-> your tank is ignored
-> your tank doesnt soak up damage
-> either ur a liar or have no clue and no observation skills
that is actually true. fire can do absurd amounts of dmg.
having fire and water in the same team however lowers your cc abilities or damage output quite a bit.
No, hydrosphist as dedicated buffer and healer without dmg and cc output is NOT viable since healing is weak enough (and enemies can nuke single targets down) so you can never outheal enemy damage, which means you need to cc or nuke urself which means you either ♥♥♥♥ up your firemage or get ♥♥♥♥♥♥ up by him.
but im sure there is absolutely no better lineup out there than ur 2 physical 2 magical dmg type tagteam.
/sarcasm: if you RANDOM a team its 60% more likely to perform better than ur lineup
2H uber tank, warfware with heal and restore armor
2H uber damage, still with restore armor spells
Ranged DPS
Support mage, using 1h and shield, with summons (shield compensates for weaker utility gear)
They all have teleport so they can move enemies away or group them up for AOE, control of battlefield and positionning critical. No I don't split them up before a fight, no need.
If I make another run, i'll go 100% physical, the mage becomes ranged dps, and support spells will be spread all around, no need for damage, just healings, armor, restore magic armor, teleports, etc. I would also focus more on critical chance, i underestimated it this time around but build still works. (Next time on tactical.)
-> your tank is ignored
-> your tank doesnt soak up damage<<<<<<<
A character with high leadership seems to affect this somehow. And my only character with a shield still gets attacked, maybe because he has a full row of support spells and summons?
I think distance factors in also. When my archer (weakest armor) is at the back and my two tanks rush into melee, he doesn't get attacked often.
Actually every fight enemies seem to have a favorite target, and it's not consistent between fight. So it's more complex than just weakest armor / target.
My friend play a mage (archmage) with ALL kind of magic, he just over stomp ennemies with AOE.
No need healer, i use magic armor on my self, i allready got 18k+ shield, i can instant remove any physical shield with 1 source attack...
Then i have Sebille as a Rouge, pure DPS, once someones armor is down, she can usually kill anyone off in one turn.
Third i have Fane as a Fire mage like you, during Poison first, then Fire explosion AOE spells to destroy anyone.
Lastly i have Ifan as an AoE Tank. Using a sword n shield, spamming Shields up to give the armor n magic armor, all while doing (forgot the name) the melee ability to knock people down, then next turn follow up with earthquake to keep people knocked down.
But you could easily make a party full of water/air mages and still have an easy time.
It's all about how well you use your party.
Yeap. Marksmen have nearly all cc in the game. Plus insane damage on top.
1. Red Prince - Summoner (physical, usually don't bother with magic summons) + Hydro. Summons in the beginning and then mainly used as dedicated healer/buffer.
2. Ifan - offensive caster, Pyro+Geo. Wrecks in dps for enemies with low magic armor and can usually take them down by himself pretty quickly.
3. Avatar - ranger, physical dps. And yes - magic arrows allow for a lot of cc.
4. Fane - 2hd damage dealer. All out on physical damage with a tiny bit of geo and necro for survivability (healer can't heal him so he buffs himself with fortify, bone cage, and heals himself with necro and poison).