Tales of Arise

Tales of Arise

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Gamrage Nov 29, 2021 @ 12:24am
2
DLC Title Skills/Perks (Paywalled)
I honestly don't mind paying for the costumes but it just feels like the people who didn't may be missing out on a lot in terms of combat capability. Many people may say that the skills don't affect the characters that much but it's 5 skills per title and 3 titles adds up to a total of 15 skills. I'll at least list them out and my opinions on them. For people who are thinking of buying the DLC Sets, this might help some people with which sets they might want to purchase.
Godly>Amazing>Good>Okay

Alphen:
Veteran Samurai
* Orochi's Galeforce Fury (wind) - This move is alright but has some weird tracking issues. Still, it's still a decent option for wind damage. Especially for enemies that can't be launched into the air. (Okay)
* Increased Near-Death Attack/Elemental Attack (Okay)
* Increased Elemental/Attack When Full (Good)
* Increased Elemental/Attack When Surrounded (Amazing)
* KO Prevention (Good)

Beach Hero
*Howling Azure Storm (water) - This is a nice and quick combo tool, It doesn't leave you vulnerable due to its speed and it also doubles as a projectile. This is also Alphen's ONLY means of dealing water damage. (Good)
* Strengthened Counter Edge (Amazing)
* Strengthened Counter Edge (Amazing)
* Increased Ailment Bonus Damage (Okay) - Pairs well with Shionne and Rinwell
* Increased Ailment Bonus Damage (Okay)

Straight-Laced Schoolboy
* Plasma Shock (light/lightning) - Personally, I perfer using Lightning Thrust over this due to it being faster and having the utility to disengage when surrounded. This isn't a bad option though because of it's damage and the fact that it links into Searing Gale. (Okay)
* Increased BG at Battle Start (Good)
* Increased Boost Gauge From Enemy Defeats (Good)
* Increased Boost Gauge From Enemy Defeats (Good)
* 10-hit Boost Gauge Increase (Amazing)

Shionne:
Scarlet Battlemaiden
* Cyan Instant (wind) - This is a pretty weird attack because it's likely going to deal lots of damage but in random directions. If you're surrounded when playing as Shionne, chances are you're playing her wrong in the first place. Her most reliable wind gun attack is still Tres Ventos since that skill has homing properties. (Okay)
* Increased Attack/Elemental Attack When Full (Amazing)
* Increased Attack/Elemental Attack When Full (Amazing)
* CP Restoration When Full (Amazing)
* CP Restoration When Full (Amazing)

Seaside Queen
* Ice Tornado (Water/Ice) - I'd say Ice Tornado is her best DLC skill having a decent chance to freeze and also being an ice version of Flare Tornado which is also a decent skill on it's own right. (Good)
* Increased Ailment Rate (Good)
* Increased Ailment Rate (Good)
* Increased Ailment Damage (Good)
* Increased Ailment Damage (Good)

New Girl in Class
* Ray (Light) - This attack sure does send me down memory lane. Ray in Tales of Smyphonia was good because it was a decent method of setting up enemies for combos. That's not the case in this game. Furthermore, the shots are a lot more inconsistent due to the beams being more spread out. (Okay)
* Increased Boost Gauge From Enemy Defeats (Good)
* Increased Boost Gauge From Enemy Defeats (Good)
* 10-hit Boost Gauge Increase (Amazing)
* 10-hit Boost Gauge Increase (Amazing)

Rinwell
Dark Crow Demon
* Gusty Nail (Wind) - I honestly prefer this over Cross Blade on most occasions. Especially because it upgrades to Cyclone. Unfortunately pairing this skill with Spread doesn't create Maelstrom. This may not be a huge deal depending on the fight you're in. (Good)
* Increased Down Damage (Good)
* Increased Down Damage (Good)
* Increased Mid-Air Damage (Amazing)
* Increased Weak Point Damage (Amazing)

Serious Swimmer Girl
* Arrow Squall (Water) - This is Rinwell's version of Shionne's Aqueous Impact. It upgrades into Tidal Wave but I just find Freeze Lancer to have better overall utility since it can freeze and has better synergy combinations with other spells. (Okay)
* Reduced Arte Casting Time During Combos (Amazing)
* Increased Critical Damage (Good)
* Increased Critical Damage (Good)
* KO Prevention (Amazing)

Vivacious Schoolgirl
* Divine Streak (Light/Lightning) - I prefer this over Shooting Star by a large margin. It's far more likely to hit enemies and if lined up, it will deal a lot of damage to multiple enemies even breaking some of their guards. Shooting Star only has the convenience of being cable of being constructed through a series of faster casted spells meaning that you'll be vulnerable in shorter spans compared the indefinitely long cast of Divine Streak. (Good)
* Reduced Arte Casting Time During Combos (Amazing)
* 10-hit Boost Gauge Increase (Amazing)
* 10-hit Boost Gauge Increase (Amazing)
* 10-hit Boost Gauge Increase (Amazing)

Law:
Noisy Ninja
* Dark Wind (wind) - This is a pretty good wind attack. There's not much bad to say about it aside from its somewhat long animation time. If I want to deal with an enemy weak to wind attacks, I'll bust out this skill. (Good)
* Over Limit Extension (Amazing)
* Over Limit Extension (Amazing)
* Easier Part Member Over Limit (Amazing)
* Easier Part Member Over Limit (Amazing)

Serious Diver Boy
* Serpent Knuckle (water) - This is a decent option for water damage since it's his ONLY option for water damage but it also has utility as a disengage. Law has less reach and arc on his attacks meaning his skills are very unlikely to save him when he gets surrounded. Serpent's knuckle is a very good tool for quickly getting him out of trouble. (Amazing)
* Easier Perfect Evading/Guarding (Godly)
* Increased Mid-Air Damage (Amazing)
* Increased Down Damage (Good)
* KO Prevention (Amazing)

High School Heartthrob
* Flashing Savage Roar (light/lightning) - This is one of Law's most reliable attacks in my opinion. It has a long reach which is useful for a character like Law who has stubby and short ranged attacks. This is also very useful for most of the end game. Did I mention this is his ONLY light/lightning element skill? (Amazing)
* Increased Weak Point Damage (Amazing)
* Increased Weak Point Damage (Amazing)
* Increased Boost Gauge From Enemy Defeats (Good)
* Increased Boost Gauge From Enemy Defeats (Good)

Kisara
Devout Warrioress
* Falling Storm (wind) - This is definitely a good move, It comes out fast and it shoots out a tornado with a reasonably large hit-box. There's not much to criticize about this move. It's short simple and easy. (Good)
* Increased Weak Point Damage (Amazing)
* Increased Mid-Air Damage (Amazing)
* Increased Down Damage (Good)
* Faster AG Recovery (Okay)

Shoreside Lady
* Water Snake Wake (water) - I have to admit that this skill looks super cool. The problem is with monsters running around all over the place, it may be a little inconsistent. The alternative for this move would be Glacial Pyre which knocks the enemy back a little bit but Kisara has a ton of skills that dash her forward as a follow up anyways. (Okay)
* AG restored by Perfect Evading/Guarding (Amazing)
* AG restored by Perfect Evading/Guarding (Amazing)
* Increased Near-Death Attack/Elemental Attack (Okay)
* Increased Near-Death Attack/Elemental Attack (Okay)

Passionate Home Ec Teacher
* Dazzling Spin (light) - This move is a very reliable combo extender for Kisara. It dashes in, and continuously deals damage while knocking the enemy upwards a little bit. The damage is good and the utility is pretty great on it. (Good)
* Increased Critical Damage (Good)
* Increased Critical Damage (Good)
* Strengthened Counter Edge (Amazing)
* Increased Attack/Elemental Attack When Surrounded (Amazing)

Dohalim
Commander of the Wu Xing
* Raging Luna Storm (wind) - Deals decent wind damage and works as a soft disengage for him. Although I say this is a soft disengage, it doesn't completely catapult him out of danger like Alphen's Lightning Thrust or Law's Serpent Knuckle. I tend to find moves that throw Dohalim back a little awkward and hard to use, I prefer using Crescent Flash instead. (Okay)
* Increased Rod Extension Critical Rate (Amazing)
* Increased Rod Extension Critical Damage (Amazing)
* Increased Rod Extension Time Limit (Amazing)
* Increased Rod Extension Attack (Amazing)

Seagazer
* Aqua Serpent (water) - Although this is Dohalim's ONLY water attack, I don't really think it's that good. The damage isn't really worth the amount of AG and cast time spent on it. It shoots forward in a straight line but it's not a persisting attack like Maelstrom or Divine Streak. If it misses, that's all the more reason not to use it. (Okay)
* Increased BG at Battle Start (Good)
* Increased BG at Battle Start (Good)
* Increased Boost Gauge From Enemy Defeats (Good)
* Increased Boost Gauge From Enemy Defeats (Good)

Irreproachable Principal
* Fairy Circle (healing) - This is Dohalim's only AoE healing move. Because of this, it makes him capable of taking Shionne's place as a main healer in situations where you want to experiment with different team compositions. Although noting can outdo the healing power of Shionne's Revitalize. (Amazing)
* Increased Counterattack Damage (Amazing)
* Increased Counterattack Damage (Amazing)
* Increased Counterattack Critical Hit Rate (Amazing)
* Increased Counterattack Critical Hit Rate (Amazing)
Last edited by Gamrage; Nov 29, 2021 @ 12:32am
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TriforceFusion Feb 26, 2022 @ 12:48pm 
Thank you so much for this!!! I was looking everywhere for this list. I am so surprised it was hard to find. I wanted to get my partner a gift for this game (he is loving it). So this helped me pick the first set of costumes to get. We might get all eventually, but this is wonderful!
Xengre Feb 27, 2022 @ 12:27pm 
To be fair they're just extra flavor on top. The skills are actually often a trap because people will rush for things like KO Prevention early wasting an immense amount of points on an ability that is nearly worthless (yes, it helps ever so slightly but in practice it is extremely rarely going to impact your fight) at the cost of getting actual good skills early on. Most of these skills range from bad, not worth ever getting, to its a nice little optimization extra that doesn't hurt to have but you would get it only after getting nearly every other skill (extremely late game/NG+). This is even more true due to their steep SP costs to unlock them.

Aside from Dohalim's which are technically amazing on paper, but he is a horrible healer compared to Shionne and one of the worst fighters in the game and usually used as a pure caster, his abilities are of very questionable value to most players. They are okay if you are a huge fan of Dohalim and want to play him specifically, or use him specifically, at the cost of combat efficiency as he can till be setup to be competent, though inferior to alternatives. His skills are a notable stand out, though. The rest are not.

Many of the ones listed as amazing might sound good but aren't in practice. Such as boosts while surrounded where you would only be surrounded by trash mobs and thus they're already pretty easy so its benefit is questionable. The issue of the range of the effect in this game's combat and odds of actually being surrounded is also up for debate. Last, any of the offensive boosting ones are generally for effects that aren't that important (counter edge boost, nice extra but not that good) or effects that you wouldn't learn early due to being inferior to other options and too costly but later on are pointless because you already 1-2 shot everything so they don't actually statistically contribute to improved performance.

Last are the ones that are a slight boost and actually legitimately kind of good but they're just stacking on top of an already fully built and very competent character at that point making the game slightly easier than it already should be by then such as weak point damage and down damage. They fall into the prior mentioned category of being learned too late to be overly relevant but they can make NG+ harder difficulty runs a little easier for those struggling and in general, but aren't exactly that big of a deal offering only minor improvements.

As for skills, aside from the aoe heal on Dohalim lumped in the Dohalim specific mention prior, Divine Streak & Divine Saber is fairly powerful and competent in some cases for a ground based Rinwell. Still, she has some comparable options to this in many cases anyways so without a direct comparison it is hard to say too much on this as I lack the DLC, myself, but based on what I've seen on video of the abilities they shouldn't be noticeably better and might even not be better at all compared to alternative options or even basic tier wind spam (Windblade or whatever it was called) for single target and some other AoE alternatives. She is one of the weaker DPS in the game, anyways, so I think only a huge Rinwell main fan would even be concerned over it but it does not appear that important.

Kisara's look to be mainly for Kisara mains, exclusively, or otherwise not very good for some skills while the rest might only see true benefit in a Kisara solo challenge run and not having any real world meaningful impact.

Overall, I don't think these are a big deal. Having skills locked behind a DLC is definitely not new in the industry, and while I'm not a fan of games doing this I am at least pleased they didn't screw us over in this case. I don't entirely agree with your ratings, but I do think your post is nice for those curious about the DLC content and considering buying.
Last edited by Xengre; Feb 27, 2022 @ 12:28pm
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Date Posted: Nov 29, 2021 @ 12:24am
Posts: 2