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Their power it's on their "Set Spear vs Charge" + the pierce. As for curses, silence and deguard are my most used on any situation, specially vs yokai. Mix deguard with they holy attack or shadow attack on their spear tree and it deals a lot of damage. At least that is how I am playing it.
Haven't used ninjas and geo templar. But I can confirm that most late bosses are immune to silence and poison. I have tried to use the robot poison spider of the Technomancer on late fights, hardly ever use it since I can't add the poison on those bosses.
The grenade and "the call shot (no heals on bosses is seriously good)" are the only good skills the technomancer has (maybe the alchemy could be good, I might change my build, just to get rid of that useless spider).
I'll try that with the Sohei. She would be replacing Ronin or Warlord, however, and on paper they seem to be better equipped to survive the front. Still worth a try.
My Technomancer probably will never leave my party. Aeolopile devastates random encounters. After getting that I just disregarded the bots and Arc Blaster. Called Shot and Arcane Disruptor help with bosses and Yokai, plus maxed out Charged Bangle. She's the one character that I actually feel great about how I built her.
I don't know how people even dare to say it's better than medicant, when the medicant can dispell or cleanse everyone in the party at the same time. There is also the power of the medicant to deny mage enemies from casting spells and it also has shields + shells for the party.
While the Geo Templar can only cleanse or dispell one member of the party at a time. The lack of being able to reliably get back mana it's a huge disapointment. Also the power of his shots are not that impressive compared with a Ronin melee attack.
[ I maxed the pistol tree. ]
As for the Ninja... Is it me or that so call 20% chance instant kill on normal attacks it's a lie?
I have cut multiple enemies, even trash mobs and non of them have gotten instant death.
[ I will have to forget about the melee build and just go as a caster / ranger. ]
You're 100% correct on the pistols. They're lackluster, seemingly only existing to quickly finish off a lowish-HP problem foe. Where Geo Templar shines brightest is Geo Storm + Divination, and they make Geo Templar a legitimate damage dealer. On top of that, when Geo Storm fires, it is 10% to trigger a free Kessen... and it might be 10% rolled three times since Geo Storm attacks three times.
I do think Geo Templar is best in the back (definitely cannot replace a Ronin), and cases can be made to replace Medicant. Geo Templar's offensive output thoroughly beats Medicant (I could never get holy magics to inflict much damage with my Medicant, even when targeting a weakness). Geo Templar also has might and magic buffs that Medicant lacks (A good offense is always the best defense?
As you pointed out, though, Geo Templar runs out of gas incredibly fast, especially if he or she is firing off Geo Storms for 50 mana. It's much less of a problem late game with a larger mana pool. Right now I like the strategy of running with a Medicant early and mid-game, possibly replacing her later with a Geo Templar.
Ninja is still a mystery to me. I don't want a low-HP front-liner that's nearly immune to physical attacks but is devastated by magical attacks, and no way would I ever replace Soul Caller slinging elemental magic or the broken Technocrat grenades with shuriken attacks that *might* get an auto-kill. As to the 20% instant kill chance, it could be compared with the enemy's "death resistance" stat?
Technocrat - I ended up ditching the long gun and replacing it with pistols, which were essentially stat-sticks, enchanted to stack her Magic attack stat. It worked. Arc Blaster dealt over 270,000 to the final boss in one hit to end him in round 3. The game even added an exclamation point after the 270,000 number; I don't know if this was due to the amount of damage dealt or the fact that it ended the final boss. MVP.
Mmm... I have only run my Technocrats with long guns, will have to try the pistols.
What (library) enchantment did you add to the pistols?
Edit.
As for my Geomancer, I used it as a front fighter, maybe that was my mistake.
Geo Templar seems like a class that can survive in the front with decent HP and medium armor, but other classes (Stormseeker, Warlord and Ronin) survive better and hit harder.
Ninja were just weaker Ronin to me. No real point to them. They have more evasion, but it comes at a cost of offensive power and set up time. I'd rather just run a Ronin with evasion accessories, to be honest. Ironically enough, you can get 2 of the Rabbit Rings almost immediately at the start of the game, which IMO obsoletes Ninja straight away.
As for Sohei, they are quite strong. Healing Circle is good against bosses or fights where you must take a lot of turns to kill, but nearly useless against trash unless you're fighting over your level. I've found the best set up with them is to nab the Fountain of Life Gambit (max), a few levels of the Meditation Gambit, then a level of Light/Dark Circle. That puts you at about lv 15-20 or so, still quite early. After that, sink into Spears - Spear Master, Set Charge, Piercing Attack. For trash, you hope for a free Healing Circle via the gambit, then hit with a Light or Dark Circle on Turn 1. For bosses, just leave Healing Circle up. Make sure Sohei is in Middle/Front positioning. This gives a free heal every turn to your entire front line + middle of back line (where you put your healer). Curses can work really well too, but you run out of MP quickly on them until you get in the 40-50 level range if you expect to be using them on trash. DeGuard is extremely cheap (level wise) to get and vastly increases your damage output for melee parties. DeGuard with a strong melee front line and Vanguard or Blitz Kessen will kill story bosses in a single turn on lower difficulties, and on Old School, 2-3. Turn 1 - DeGuard, Turn 2 (First Strike Kessen) and it's over.