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Сообщить о проблеме с переводом
The range boost from a staff is based on staff mastery IIRC, it starts at 1 and is actually significant for a new character. You know, like someone still going through the early story.
If a level 10 or 20 mage or cleric is given the best buyable bow or gun for that point of the story, they won't get the significant boost to INT or RES, they won't get the significant boost to spell range, and they won't get any meaningful damage with their weapon.
The topic is about a relatively new player trying to catch his casters up to the main group, and during the story the easiest ways I can think of involves giving staff weapons to those casters.
Here's what I did to level up my healer. I had 5 characters with 6.5k+ HP stand in a cross formation holding zombies on XP booster panels with a healer casting mega heal in the cross-shape. More HP healed = more XP. With about 6k HP on each character, my healer was getting a dozen levels or so per AOE mega heal. Holding a monster above a character's head will deduct 1/2 of the monster's HP from the character holding it, which is reliable, consistent incoming damage for your healer to heal every few turns.
Eventually, I got multiple characters to level 500+ and had them hold the zombies so I could AOE Tera Heal which still grants a dozen or so levels to my level 1100+ healer.
Once you get a few characters around level 500, you can pass the XP bonus bill and also use the Cheat shop to increase the XP income several times over. Level 1,000 come up surprisingly quickly.
Oh, and the map is one of the Toto Bunny maps.
Have someone buff her with Magic Boost too.
Now you won't be able to have it on high difficulty level right away but if you get somewhere around 12000 INT on Metallia she should be powerful enough to capture around level 90 enemies.
Do two rounds, and you got about 80 prisoners, turn them into Magic extract that could boost most stats by 1000 to 1500 which is what you'll get from low level enemies at max level enemies they give much more.
Or you could use them to upgrade the Squads. Make use of the EXP squad or Mana Squad.
Poison Vaccine is a good thing to have if you plan to fight them all.
There is one other map with 80 enemies on but you get it after you beat the main game. Which is so much better at both leveling and capturing enemies. Here Metallia and Uslia are needed if one enemy isn't killed/captured with the overlord ability because it's a gun user and they are on really long range.
If I remember correctly, Metallia could learn spells of all elements up to Terra level, is that correct?
Correct and she also has high resist to all the base elements. Mine currently has 75% to them don't remember if she always had that.
https://steamcommunity.com/sharedfiles/filedetails/?id=1677029405
But for more basic ways, you could just make overpowered gear and level them with weapons instead of magic. Disgaea 1 kind of forces you to do this. When I wanted to level a healer I just gave them the overpowered swords I had Laharl using and they can stomp levels like a god.
Making them Mages or Sages will give them powerful spells to cast while still benefiting from your Staves. Though apparently in D5 Healing Magic is now based on Res, not Int. Something to keep in mind if you try to level up items for a Healer. This is probably the best 'normal' way to level them while giving them an offensive option since you can still train staves and thus help out with your healing.
As far as I noticed, the exp you get for healing depends on the level of the character you heal. If you heal a level 100 character with a level 1 healer, you probably gain a lot of levels.
You could probably abuse healing enemies to do the same.
Male Clergy also have an evilty that boosts exp gained from healing spells. I think Witches also have an evilty that raises exp from casting spells, dunno if that includes healing magic. You could possibly combine the two for grinding purposes. If they both work together, that would be +300% exp for using magic. Unless I am getting it wrong.
If you feel like mages are weak then honestly you're just not leveling them or their gear enough. They tend to be far ahead of other classes for damage output, so it sounds like you've been spending too much time leveling physical attackers and ignoring your mages so the gap has closed. That or you're ignoring resistances and hitting things with elements that are resisted.
If you use attacks based on weaknesses, that gap gets much wider since often times you are literally getting a free 50% damage boost, or more.