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its easy to mitigate a jelly's magic weakness and have its physical laugh at the AI while it deals its high magic damage.
then monsters have easier global heal than beastmasters (more expensive but, they can get TWO mana fonts)
you can make a hilarious kamakazi phoenix dealing 4x dmg to foes next to them. (thorned)
you can get a bee that AoE default attacks that also heal allies at a range. (drake+silvan)
https://steamcommunity.com/app/699170/discussions/0/2575445815935951286/#c2575445815936187501
https://steamcommunity.com/app/699170/discussions/0/2575445628468378108/#c2575445628468822948
Im more of a numbers + story guy. In FFT I had a team of lancers hitting for 400 to 500 dmg every hit plus FFT had a great story. Atm fells story is kind of weak and im hoping it pick up after the last temple.
So far the combat is a little lacking in the tatics department but nothing particularly wrong with it.
crits cause 100% chance to apply status effects for example... opens up higher damage via gunner's opportunity shot. then there's the late combos of lich/sorcerer + blood magic+double cast, why care about damage when you're hitting EVERY foe from safety of starting point?
Makeing them "hold up" is not are they good you get them way to late haveing to capture them is a chore and not fun at all and they just are not as good as the humans they tryed to add something cool but i think its implamentaion was bad they should of been a choice from the start not at the point were you have settled into your human mc
My Drake/Shadow Pektite with evade magic does a bit less damage overall, but hits an AoE and can only be meaningfully damaged by a couple of abilities.
If you equip your team for the proper resists, you can have a Tyrant/Venomous Vangal Poison/Bleed/Sleep all enemies for 14 mp. You can just leisurely clean up the battle field afterward. I don't really tend to do this because it just feels too cheesy to me. Malcubi are probably even better for this if you don't mind dropping the bleed.
My Warden/Celestial Ericnee is dual casting Holy Bolts every turn for 200-400 damage a piece depending on resistances (which are generally in my favor), while having built in flight and rebirth and several powerful full map effects.
I've tried out quite a few other useful monster builds that are plenty viable, but those are the ones that I'd say are at least as good as your Princess/Vampire Warmage builds. Zotzits and Pektites in particular are available at full strength much earlier, too. Ericnee are still on par with non-badge classes prior to being able to access the Warden variant.
That said, I also wish monsters were an option from the get-go. Having to wait to do that mission to unlock Wranglers feels bad, especially for people who like to have a team set as early as possible.
Edit: I also think the other demon units could potential compete with top tier generic units, but you get them WAY too late to matter lol.
Ye but you have put alot of effort into this build and that's the problem they game doesnt need min/maxing like Disagia does and the story isnt exciting enough or interseting enough to play though a 2nd time thats why they are pointless its not that they are weak its that it takes to much time and effort for something thats uneeded and unfun (anyone who says playing pokemon with the monsters if fun is mental) but ye makeing Wrangles a choice from the get go should of always how it was if i could refund the dlc i would i i dont think it was worth paying for i was under the expectation that we would get the class from the get go so we could do full monster runs (with mc when mandatory) if we wanted
Speedy harvesters, due to cleave, can outperform basically everything damage-wise once they get into melee, they only need 1-2 turns to start that up. I haven't figured out my favorite combo yet but so far victory dance from pack leader is hilarious.
If you literally only want something that does stable ranged dps, of course monsters won't equal that. They can't hold guns lol. (Side note, DW gun warmage iirc isn't even the most broken ranged damage combo, I'm reasonably certain autocrit ranger warmage exceeds it significantly, with a small hit to range).
But if all you want to do is suck your thumb in the corner and shoot everything that comes near you, you aren't gonna find a replacement for what you're using now. There are other things, including monster allies, which are just as strong or stronger than what you're doing, they simply require a different strategy than what you seem to insist on using.
And don't misinterpret me, there's nothing wrong with that. Use whatever strategy you find fun. But it's a self-fulfilling fallacy to claim that it's 'the only good thing,' because really all you're saying is "this is the only thing that fits one very narrow strategy." If you try to use units/builds that don't fit your established playstyle, without making any adjustments to allow those other options to shine, of course you're going to be disappointed.
I'd say the Pektite and Ericnee were easier to get going than an average "good" human build and the Zotzit was at least easier than most of the "top tier" builds. I have fun with Pokemon type games from time to time, so I think that part is definitely a different strokes for different folks thing.
And yeah, full monster run was what I was hoping for, too. I grew up with FFT and did a couple of the challenge runs back when I was in middle school. Mediator Ramza 4 Monster was a favorite, and I was hoping I'd be able to recreate that here. I still had a good time with the DLC, regardless.