Disgaea 5 Complete

Disgaea 5 Complete

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Levelling up healers/ magic users
While my other characters have been levelling up quite easily, I have issues levelling up my healers and magic users- the healers and Christo most of all because of their weak offensive powers. Healing and buffing each other seems pretty slow and ineffective. Should I give them guns instead of bows to beef up offense?
-My mages/healers are falling further behind most other characters (LV30/40 gap on average)
-I have been reading other guides, but I feel something is missing despite having followed them
-Reincarnate healers into skulls, or vice versa to get offensive/healing spells (?)
-In chapter 10 when this is written

Your suggestions and advice are very much appreciated- thank you in advance!
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Showing 1-15 of 23 comments
Zukabazuka Mar 8, 2019 @ 2:18am 
Haven't gotten that far in to the game but wouldn't putting them in the squad that gives exp when ever you kill stuff?
Don't give them guns unless they've got a good proficency for them it'll just make everything worse, for leveling early game you can just try 4-1 16* and make a tower that way everyone gets exp, if you just want Christo and those other mages to get exp just those in the tower and level up that way, 4-1 at 16* should be enough until you reach level 300 or so, if you don't feel like doing 4-1 you can do MT1 (Martial training 1) you should have already unlocked the bill to unlock it, the first time you do it it'll be a normal stage, but the second time it'll have +100% more exp, MT1 at 1* will also have level 99 enemies just like 4-1 at 16* so they'll give the same exp
Last edited by ★Precuncλrλili™; Mar 8, 2019 @ 5:02am
cathartic Mar 8, 2019 @ 5:35am 
Do you have too many healers?

I only used one character with healing as a primary role, with a skull and Christo as backup if my main healer was struggling. Christo was given a bow.

When I did this, my main healer was casting a heal or buff practically ever turn and got loads of xp from it. He rocketed to 20+ levels ahead of every else.

As for your skull - I didn't have any trouble. With some skill xp, offensive spells have such a big range that often your skull can kill stuff no-one else can reach. So he got his fair share of xp that way.

> LV30/40 gap on average

Perhaps that's the issue? If any character is facing enemies 30/40 levels above them then they won't do any significant damage, and will struggle to get any kills and will just fall further behind. It sounds to me as if you just need to just power level the characters who are struggling, until they are ready to once more adventure alongside your main team.
dreaminggear45 Mar 8, 2019 @ 5:36am 
Originally posted by cathartic:
Do you have too many healers?

I only used one character with healing as a primary role, with a skull and Christo as backup if my main healer was struggling. Christo was given a bow.

When I did this, my main healer was casting a heal or buff practically ever turn and got loads of xp from it. He rocketed to 20+ levels ahead of every else.

As for your skull - I didn't have any trouble. With some skill xp, offensive spells have such a big range that often your skull can kill stuff no-one else can reach. So he got his fair share of xp that way.

> LV30/40 gap on average

Perhaps that's the issue? If any character is facing enemies 30/40 levels above them then they won't do any significant damage, and will struggle to get any kills and will just fall further behind. It sounds to me as if you just need to just power level the characters who are struggling, until they are ready to once more adventure alongside your main team.

Edit: LV30/40 average between characters in party- I should have been more succinct. Actually, I have three healers- Christo and two Acolytes. I have tried reducing enemy hp to the lowest possible for the skulls and healers/Christo to finish them off- although it doesn't always work. My skulls have a very narrow range, though- and it is hard to keep them alive during a fight. I think it is also due to their low SP pool.
Last edited by dreaminggear45; Mar 8, 2019 @ 5:45am
cathartic Mar 8, 2019 @ 5:51am 
I'd advise retiring one of the acolytes. Get that healing xp concentrated on a single character and they will level much faster.

Spell range increases dramatically as their spell skill improves. You can also use the shop to enhance spell aoe, which allows you a little extra range.

As for keeping them alive - do you use an armour knight? Those guys are great for protection.
Last edited by cathartic; Mar 8, 2019 @ 5:53am
Z3n Mar 8, 2019 @ 6:14am 
Christo is always relevant regardless of his level thanks to his evility and overload. Give him a staff and some offensive spells (from scrolls earned from quests). You can also use the skill squad if necessary. An orb can boost his SP pool if needed. Level up your staff mastery and skill level of your spell to get more range. Improve the strength and AoE of your spell at the ability shop. Use the exp share squad and/or tower attacks to catch up in level. As already suggested, you can use Martial Training 1 at 1 star difficulty for quick levels (lvl 99 enemies in Disgaea give as much exp as lvl ~300 ones due to a quirk in the exp formula).

One healer should be enough.
ShinkuTear Mar 8, 2019 @ 8:21am 
The first issue that you mentioned, is that they are using bows, not staves. Staves are *the* weapon for magical stuff, and it'll take notable effort to make other weapons work for a caster. Staff weapon mastery main effect is improving the range of spells, as well as boosting the INT and RES of the user, which in turn boosts the power of all spells.

In Disgaea 5, attacking with a staff does damage based on the attackers INT and the targets RES, making this option powerful for classes who use staves.
Last edited by ShinkuTear; Mar 8, 2019 @ 8:22am
dreaminggear45 Mar 8, 2019 @ 9:39am 
Originally posted by cathartic:
I'd advise retiring one of the acolytes. Get that healing xp concentrated on a single character and they will level much faster.

Spell range increases dramatically as their spell skill improves. You can also use the shop to enhance spell aoe, which allows you a little extra range.

As for keeping them alive - do you use an armour knight? Those guys are great for protection.

Would reincarnating those healers as celestial hosts be advisable? Thank you.
Originally posted by dreaminggear45:
Originally posted by cathartic:
I'd advise retiring one of the acolytes. Get that healing xp concentrated on a single character and they will level much faster.

Spell range increases dramatically as their spell skill improves. You can also use the shop to enhance spell aoe, which allows you a little extra range.

As for keeping them alive - do you use an armour knight? Those guys are great for protection.

Would reincarnating those healers as celestial hosts be advisable? Thank you.
its not bad idea but i agree with cathartic with knights that works pretty well.
as for some offence i usualy make 2 healers x mages after they get decent lvls i turn them back for magic focus and healer focus and no dont bother with guns they seem to be worse each new disgaea..i my self never had problem lvling anything specialy now with cheat shop + item world its easy to rank up few lvls XD
but anyway for healer bow and magic you might wanna rebirth them into mage type of your choice so you can have fire magic healer (example) as for mages alone they really just need some protection or do it like me and just use magic knight that class its pretty good at any part of the game xD
Last edited by TrioAngelamVA.WliaAlfaD.A.S; Mar 8, 2019 @ 11:07am
Fluffal Kyurem Mar 10, 2019 @ 9:34am 
Staves are useless. Give them bows or guns, you can use spells and bow/gun skills.
SS6Gavitor Mar 10, 2019 @ 4:49pm 
Originally posted by Black Kyurem:
Staves are useless. Give them bows or guns, you can use spells and bow/gun skills.
except staves increase the range of spells when bow/guns dont.
Fluffal Kyurem Mar 10, 2019 @ 5:23pm 
Originally posted by SS6Gavitor:
Originally posted by Black Kyurem:
Staves are useless. Give them bows or guns, you can use spells and bow/gun skills.
except staves increase the range of spells when bow/guns dont.
https://steamcommunity.com/sharedfiles/filedetails/?id=1679671709
https://steamcommunity.com/sharedfiles/filedetails/?id=1679671570
I'm not seeing a difference.
laiyi_11 Mar 11, 2019 @ 12:12am 
Originally posted by Black Kyurem:
Originally posted by SS6Gavitor:
except staves increase the range of spells when bow/guns dont.
https://steamcommunity.com/sharedfiles/filedetails/?id=1679671709
https://steamcommunity.com/sharedfiles/filedetails/?id=1679671570
I'm not seeing a difference.
cap
try on new mage character
Fluffal Kyurem Mar 11, 2019 @ 12:23am 
Originally posted by laiyi_11:
Originally posted by Black Kyurem:
https://steamcommunity.com/sharedfiles/filedetails/?id=1679671709
https://steamcommunity.com/sharedfiles/filedetails/?id=1679671570
I'm not seeing a difference.
cap
try on new mage character
It increases the range by 1. It's something, but you'd be giving up on various weapon skills.
laiyi_11 Mar 11, 2019 @ 2:09am 
Originally posted by Black Kyurem:
Originally posted by laiyi_11:
cap
try on new mage character
It increases the range by 1. It's something, but you'd be giving up on various weapon skills.
That's why I like Great Baal Horn because it has range and is a sword and magic knight like sword!
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Date Posted: Mar 7, 2019 @ 10:35pm
Posts: 23