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Here is what`s suggested in a guide from Neoseeker :
....make Kyrie a Marked/Mender, while the rest of your party can adopt of the roles of Fellblade, Templar or Ranger. Fellblade can give characters the Versatile Passive, which along with Know Weakness ( Ranger Passive) will increase the damage dealt during this fight. Ranger, has Know Weakness, Rain of Arrows and Balm, which can cure most of Alphonse's debuffs . Templar is there when you need MP, but can also contribute to healing . Primarily rely on Evade Magic, ranged attacks (to avoid Counterattack), Running Treads and Life Font for healing.
Hope this helps
1. You can buy Vigil Bands from most/all stores, which will make your units immune to Sleep.
2. You can equip your units with the Evade Attack counter to prevent the assassins from applying damage and debuffs with their dual wield attacks. This will also prevent any of the Fellblade enemies from using Slice abilities, which count as attacks. Evade Attack comes from the Templar; it may be a bit of a grind to acquire, but fortunately many of your units should have already unlocked Templar.
3. If you do both of the above, the assassins lose most of their offensive potential, and you can ignore them and focus on the other enemies. You don't actually need to defeat every enemy to beat this particular level.
4. Kyrie can remove debuffs with Field Aid, and the Ranger can remove them with Balm.
5. Mirage and Barrier only prevent a single effect each. Worst comes to worst, you can overwhelm them by focusing fire.
Unfortunately, having such a heavy focus on skills and debuffs may be holding you back; some enemies are just going to be stronger against specific attack types. Having a greater variety of attack methods will help you avoid this type of bottleneck. I can give you a few suggestions about how to level up your wizards faster if that would help.
I hope you find this helpful, and please respond if you have any more questions!
thank you man! everyone has templar unlocked, but i only have one proficient at it(my tank), so yeah, it will take a while to grind it, i gave everyone resilience, thinking it would stop sleeping or any other debuff after a round, but it ins't working, so that ♥♥♥♥♥♥ me.
i will start the grind, hopefully it won't take to long.
altough i don't understaned exactly the idea, it ins't necessarely xp that they need, they need AP, to level up their class, since they are so unproficient at it, does the AP gain works the same as the xp system in this case?
thank you for your help man, you are saving my game.
*Whenever any character gets AP from a battle, each of your other characters gets a small percentage of that AP. If you have all your characters leveling in one class, this can add up to quite a bit of bonus AP.
If your characters are dying on turn 1, you might be underlevelled or might want to put a defensive passive ability on them like Health Expert.
its not just the assassins that are the problem. the werewolf has iniative and he comes in and always crits for 200-250 dmg, and then he goes again before my mages, and the vampire in the water is terribly annoying. there is no formation i can put my mages where they arent getting side attacked and back attacked before they even move. my guys are not under leveled at all, if anything they are over leveled because i have used the same 6 party members for the vast majority of the game on my first play through(and when i finally gave up and lowered the difficulty down 1 step, this level has a max cap of 37 while the previous levels ranged from 45-52, so i was probably over leveled, because the elite enemies were 50+). the only way i see being able to beat that fight on very hard with my party is to farm up initiative so my mages can actually move and not get completely destroyed before they even move. because there is no way my team with mages that have speed around 135-145 are every going to out turn assassins and vampires that are at 190 speed and a werewolf thats over 165.