Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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.
One healer should be enough.
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.
Would reincarnating those healers as celestial hosts be advisable? Thank you.
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
https://steamcommunity.com/sharedfiles/filedetails/?id=1679671570
I'm not seeing a difference.
try on new mage character