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As a simple answer for now: yeah, "Mastering every class I come across" will have you progress very slowly and is generally not recommended. Especially when you get to higher difficulty settings, "having a good build" is key as opposed to "oh hey, I got 5 extra attack from mastering that class". So, it's not like you have to "rush to unlock everything", but moreso, just be purposeful in terms of what you DO unlock.
If you'd like to read a discussion/analysis on Mastery bonuses, I'd recommend here:
https://steamcommunity.com/app/699170/discussions/0/2269195350124419954/#c2252307485545878869
Ah, and something such as "mastering a basic class" is indeed good and recommended, your mind is on the right track there. As I always say about having a "solid base" for your heroes:
But to be slightly more specific along with the above, you can always skip some the A or B choices in skill trees to help expedite getting to the bottom. Maybe you don't want that stealing ability? Maybe you don't need both Mind Down and Attack Down on that Mercenary. Get what I mean? Choosing what's "most important to you" and leaving some blanks works perfectly fine while you're still progressing to "the skills I really want in XYZ classes".
The bonuses you get from mastery are kinda small in most cases, so I generally recommend going for unlocking advanced classes first (although getting all the way to Revive II in Mender is a solid plan since Revive II is OP)
I know you're probably doing it for the challenge and getting to say you beat a certain difficulty, just I saw some negative reviews from other people who dislike some things that you can change with difficulty tweaks so I wanted to bring it up.
I get you're looking for strategy to keep going on the current one, but remember that option is always there if you want to keep going and it isn't working well :D
Just got threw the first temple, but feeling weak as heck and while not losing I am taking more Injures then I want and on Patrols I go to to level up and clear Injuries I am winding up getting injured when I feel like I shouldn't be.
Anyway, I'd recommend spamming some patrols where the enemies were at about 1/2 your level level to fill out some characters builds that are lacking. You won't get much XP (one per hit, 10 per kill-ish), but you'll get about 50 AP per battle still. You can even just turn on AI from the pause menu in battle to speed it up, if you want. Getting the big hitter passives like mind/attack up, dual wielding, etc., or some better counters (really like the status counters) makes a big difference.
The missions that provide lots of AP in the DLC have really reduced the need to do this in my current very hard playthrough, so I'd recommend making sure you take advantage of those!
You also probably want to avoid having character in 'leveling builds' on main story battles if you're struggling -- make sure you're going in full force and make up the AP with the above methods later. Things seem to even out again once you have some full builds online, so you won't need to do the AP grinding once your over the hump.
Also, some battles are just super hard to get through without injuries. Especially with the missions system now, you're probably better off having more generic characters you can switch out and just not sweat an injury or two. It'll also help your AP to level ratio with the bleed over AP and give you some more guys to have out on mission grabbing money/crafting ingredients/etc.
I actually turned off injuries from the "Very Hard" difficulty setting and kept everything else the same, since I felt it just encouraged me to repeat patrols. I had a lot of fun that way.
https://steamcommunity.com/sharedfiles/filedetails/?id=1866575410
What do you mean by "mastering every class I come across"? Do you just mean indiscriminate spending AP on classes? Because as far as I can tell, sometimes you get AP for classes you're not using, and other times you're not getting AP for classes you are using (even if they're set as your secondary), and I'm not sure how to change that.
My Wizard Virgil has the Alchemystic class as his secondary, has been using it very frequently to buff teammates. 0 AP gained.
Reiner is close to mastering Scoundrel, but what am I supposed to do with him after that? Should I swap him to Ranger? I apparently can only equip him with Crossbows, and I can't put a second weapon on him to have him as ranged and melee.
How do you become "purposeful" as to what you unlock, when you start out with X classes available and the only way to unlock classes is through spending AP on your existing classes?
I also don't really know how you're supposed to understand what a good build is the first time playing. I mean, I get the idea that strength-based classes go together well, as do magic-using classes, and dextrous classes, but that's about it.
No, I don't actually understand what you mean, because it appears that AP is on a per-class basis, it shows up anyway, and you can't move it around to other classes. So I don't see a reason to not spend the AP you can't use to max out a class.
???
Then what the **** is the point of Patrols, exactly? My next mission is to retrieve a bone fragment, the enemies are all level [s]11[/s] 7 to 8, and most of my units are no higher than level 4-6, and the battle is a massacre.
I had only done one patrol all game at that point, and the only reason I did that was to give Reiner a rest because he went down in the temple, and it seemed like he had some story for the next mission and I wanted to take him
How am I supposed to catch up my underlevelled units? Send them on missions and stop playing the game?
How are you supposed to plan your characters out when half the classes are described as "???" before you unlock them?
I'm accepting of injuries, and I try and compensate for that by doubling up on classes so that I can have one in reserve if I need to sit someone out for a battle, but it seems like I have no idea how the AP/class system works, and the game isn't telling me.
To break down all of what you said would take awhile, therefore, I would recommend reading my guide's sections on how EXP / AP works:
https://steamcommunity.com/sharedfiles/filedetails/?id=♥♥♥♥578363
For some simple summary: (though I still highly recommend reading the guide)
1. AP is awarded based on main-equipped classes. What your secondary class is has zero effect on AP gains whatsoever.
2. The AP you're getting in "other random classes" is "Vicarious AP", which is EXTRA AP granted based on what everyone else is learning. Don't worry, this isn't "reducing any AP" anywhere, merely a BONUS, so, quite nice.
3. Leveling-up lowbies who have "fallen behind in level" is simple, as EXP gains scale. If a low level unit harms or helper a higher level target, they'll gain a lot more EXP (reverse is true for doing stuff to lower-level-units). So, lowbies can "catch up" quite easily using this EXP scaling mechanic, cause the EXP will just fly by as they do stuff.
That is completely unintuitive. If have a secondary class equipped, and I'm using the skills provided by that secondary class, and I'm seeing "EXP 17" appear, I would assume that I am being rewarded for using a skill. It makes no sense to be getting absolutely no AP for that at all.
So the correct thing to do is to class change what your "primary" class is frequently?
Except that comes with the problem that those low level characters will be squashed flat by the high level monsters and injured, and if you bring them back, they'll be immediately squashed flat again, getting an additional Injury, and forcing them to sit out multiple battles and missing out all that XP.
I'm only level 8 on Kyrie, and already I'm facing enemies of level 7-8. Even hidden in the back, AoE effects will smash down my new recruits before I can keep them alive. If the level-scaling means that it's not safe to use Patrol to level up a new level 1 character, I don't see what I'm supposed to do. I have experienced this "newbies being squashed flat" business. Having that as the only way to safely level up characters does not seem reasonable.
***
I feel like I already need to restart, because apparently I can't correct my character builds, because patrol will result in over-leveling, and then the story missions will squash me. (Kind-of like they already are.)
2. Well, you can't really plan characters during your first playthrough without using the wiki or getting advice on the forums. That's why stopped to spend an hour or two to grind some AP on my first playthrough (also started on Hard). I think that's fair given that Hard and higher are supposed to be challenges, though.
3. I second giving a look at Conan's guide. I imagine Hard would be very frustrating without knowing some of the AP mechanics that are easier to miss or relegated to documentation.
----
Edit: I didn't refresh the topic before posting so I missed your last post.
I don't think you need to restart. Like I mentioned, doing patrols that are like 1/2 your level will give you 10-15% of the XP but 50% of the AP, and you can do them quickly (or even with the AI if you don't mind that type of thing). Upgrade your guild to boost AP generation and reduce mission time, and between the two you should be able to fix up your builds plenty quickly.
Also, low level units aren't too hard to level up in my experience. You don't have to take a level 1 unit to level 20 battles. There should be patrols in between, and you can easily get 15+ XP per action just by buffing your other guys from a distance.
Or you can always turn off enemy level scaling so you don't have to worry about those issues.
Stabbey-
I'll clarify this design decision.
I would claim it is not "unintuitive", but rather, perhaps just "different" than what you've seen in the past.
As background, Final Fantasy Tactics had JP (Job Points) which were gained on a per-action basis. Consequently, many players would "cheese" the JP system by merely "attacking their own units while keeping one enemy alive" so they could farm as much JP that they wanted for no real effort.
6 Eyes, being big fans of FFT, wanted to make a game with a similar system, but with some adjustments to what they thought was "best". As a result, they made it so there was EXP, which is awarded on a per-action basis, which merely pertains to your main character level, and AP (Ability Points) which pertains to learning your various abilities. Since AP is awarded on a per-encounter-basis, this means that while players can cheese EXP, they cannot do the same with AP, which is overall much more valuable.
So, since the FFT-type class system is all about "Changing classes" and "mixing & matching" various abilities, everything in terms of gains is tied to the main class. This allows players the freedom to choose their secondary class with no strings attached.
For examples, some scenarios:
1. If AP was awarded per-action (like JP in FFT) -- People could cheese the system just like FFT had.
2. If AP was awarded to specific classes based on what ability that class came from, it would be troublesome as well.
"Oh, I want to level up THIS class, I should make sure to spam that class' abilities all the time so I can get the points to learn in it." Instead, in Fell Seal's established systems, players can use the abilities they want or need in battle instead of being concerned about spamming a specific class' stuff. Furthermore, what would be done with "class agnostic actions", such as potions / regular attack / etc? It would really just complicate things.
3. If AP was awarded based on secondary class as well -- Again, people would then feel compelled to choose their secondary class based on "I want to learn X" as opposed to "I want to use this set of skills to help make my hero useful in battle". This would also create the awkward situation of "Oh, I don't want this secondary class to be something I've mastered, because then I'm wasting potential AP gains".
Believe me when I say that this game has been out for quite awhile at this point, and the various systems have been thoroughly tested and thought-out.
As a side-comment regarding difficulties faced: Depending on what your difficulty settings are at, it might be a decent idea to bump those down while you're learning the game's systems. Since you can change difficulty settings anytime outside of battle, no need to start a new game or anything.
That's what the early level locked 1-3 patrols are for. Go grind those a couple times. Don't bring any of your high-level characters. Heck, hire new low-level ringers and use those to grind the early patrol fights for a bit. This will get you some cash, extra bodies for side missions, and vicarious/bench XP for the rest of your team while not getting XP.
Or if you're super-desperate, you could reset everyone to level 1, but I wouldn't recommend it.