Vambrace: Cold Soul

Vambrace: Cold Soul

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Crax Jun 3, 2019 @ 11:23pm
Post Your Team Composition Here!
I'll start with mine. Unfortunately my save file starts at the epilogue scene so I'm doing this completely from memory:

1) Blood Mage, Lyric, Fencer, Dragoon
Equipment: demon hand thingy that gives Flourish -4HP, +4 Attack to 2 Targets, Champion's Belt/Awareness Item, best Fencer unique item/Overwatch item/Sleight item, Hero's Vest.

2) Blood Mage, Lyric, Celestine, Dragoon
Equipment: demon hand thingy that gives Flourish -4HP, +4 Attack to 2 Targets/Sleight item, Champion's Belt/Awareness Item, best Celestine unique item/Overwatch item, Hero's Vest.

Basically, I always keep an upgraded Overwatch/Awareness/Sleight item in my bag and max Lyric's Merchantry, Awareness, Combat and 1 Pack Mule so I wouldn't need to waste 1 more slot for a Merchantry item. In fact I was planning to go with max Pack Mule due to lessons learned from the first boss stage, only to have the difficulty nerfed so much that it became a waste of perk points (still useful though, you can never have too much resource). The team with Celestine can carry 3 more weight, but the team with Fencer is stronger in combat.

Fencer and Celestine are the most important classes in the game. You can even say your entire team composition is built around them. They both have good Awareness/Overwatch/Sleight stats, and they can equip any one of the utility Relics that boosts those stats even further without compromising combat (Fencer has 3 Attack, Celestine has 2 Attack). Their Flourish is also among the best out of any classes - Fencer can stun an enemy for 1 turn and deal 2 damage (can be even better with her best unique item), and Celestine can spam shield your frontline every time her Flourish is up.

A bit of random talk here, but the problem with Merchantry is that it's a random chance whether the store unlocks more stuff for you, and during the latter stages of the game you simply don't need it except to buy basic relics you can't be bothered to farm materials for.

Before the game's difficulty was patched, Merchantry WAS necessary because you're desperate for any healing items you can get just to progress further into the game. I remember someone commenting about carrying a pharmacy to clear the first boss stage, and he wasn't wrong. Technically, you're expected to separate your resource run and boss stage run instead of mingling them together. If you just want to gather loot, you minimize the amount of healing items you can get, carry essential Relics and try to get as far as you can while filling your bag with loot. But if you want to do a boss run, then you ignore loot in favor of stocking all the healing items you're going to need to beat the boss.

As of now, the game is so easy beyond the first stage that you can do both together. However, I'd still recommend players to separate resource runs from actual runs because your decision making for both runs are very different from one another.
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Showing 1-9 of 9 comments
Ghizguth Jun 4, 2019 @ 5:27am 
My current team composition is blood mage, fencer & Celestine. Before the patches, I used an arcaster instead of the fencer, for the mercantile skill, for the reasons you mentionned already. Now, it feels less of a necessity, and you can switch an appropriate relic before talking to the merchant on the fly now anyway. I do miss the +4 overwatch of the arcaster though; combined with a relic, it is almost guaranteed to buff the party damage and shields at every campfire. That plus her ability to attack anyone, anywhere... I really do wonder if the stun of the fencer is worth it sometimes. It was definitely worth against the Feroza's insta-kill poison debuff however ^^
Crax Jun 4, 2019 @ 5:39am 
Originally posted by Ghizguth:
My current team composition is blood mage, fencer & Celestine. Before the patches, I used an arcaster instead of the fencer, for the mercantile skill, for the reasons you mentionned already. Now, it feels less of a necessity, and you can switch an appropriate relic before talking to the merchant on the fly now anyway. I do miss the +4 overwatch of the arcaster though; combined with a relic, it is almost guaranteed to buff the party damage and shields at every campfire. That plus her ability to attack anyone, anywhere... I really do wonder if the stun of the fencer is worth it sometimes. It was definitely worth against the Feroza's insta-kill poison debuff however ^^

Arcaster is something I used one time and discarded almost immediately. Her Flourish is abysmal, her damage is just okay, Merchantry is random chance and you don't really need that much Overwatch. Just have +5 or above with items and you're set to take the final boss even with just green Relics.

Fencer is always going to be amazing. She has 30 capacity (unless it's been nerfed or something, I don't remember), which is the second highest capacity in the game. She can remove a turn (or two with Relic) from an enemy. Her stun also does damage, which is an incredibly appreciated trait for a frontliner, she has an Attack of 3, and best of all she has okay utility stats, which means it won't be a waste throwing an Awareness item on her for example. Before Fencer I was using Celestine in my party (second composition mentioned above), but after I accidentally had to replace her with a Fencer I found her way better due to offensive option just being way better than defensive option.
Vhira Jun 4, 2019 @ 8:52am 
I used the starting party the entire game, I think it's a pretty balanced comp. 3 ranged characters gives you the flexibilty to swap between your second short-ranged slot to spread out incoming damage.

Fencer with Sleight Relic for early crafting materials, can use Combat Relic later. Fencer can scout at campsite if you don't need much healing (or swap to an Overwatch Relic). Stun flourish is great for bosses or preventing annoying enemies from acting.

Arcaster that swaps between Overwatch and Merchantry Relics. 2 Charge Flourish fills quickly. (You could probably use Celestine in this slot too).

Fusilier with Awareness Relic to avoid traps. Can swap to Combat Relic later when Lyric has 5 Awareness (at this point you could use Blood Mage, but her awareness and turn order is worse for spiking enemies early).

Lyric with Combat and Awareness perks + Combat Relic.

Inventory management is a weakness - Total party weight capacity is 106 unless Lyric takes Pack Mule.
Last edited by Vhira; Jun 4, 2019 @ 9:18am
Crax Jun 4, 2019 @ 9:23am 
Yep, inventory is definitely going to be your weakness. I sacrificed Lyric's early game just to drop 1 point in Pack Mule because I know it was going to matter a lot. That second final fight especially, if I had only 106 I might have had to drop some Relics just to be able to progress...
Nightsong Jun 4, 2019 @ 10:35am 
Easiest Playthrough:
Arcaster - Lyric - Shadowmancer - Dragoon
Exploring was easy and Battles were easy.

Fastest Playthrough:
Arcaster - Blood Mage - Lyric - Dragoon
Exploring was a bit hard but I mostly just speedrun to the end. Battles were very easy.

Torture Playthrough:
Hedge Mage - Lyric - Scoundrel - Berserker
Exploring was good and battles were terrible especially bosses.

2 more builds:
Arcaster - Fusilier - Blood Mage - Lyric
Fastest boss deletion I've ever seen but reaching the boss was much harder and constantly needed consumables. inventory was a huge pain.

Fusilier - Lyric - Fencer - Celestine
Farmed a ton of relics with this team but inventory was bad and battles were a bit challenging.
Ghizguth Jun 4, 2019 @ 1:14pm 
Originally posted by Crax:
Originally posted by Ghizguth:
Fencer is always going to be amazing. She has 30 capacity (unless it's been nerfed or something, I don't remember), which is the second highest capacity in the game. She can remove a turn (or two with Relic) from an enemy. Her stun also does damage, which is an incredibly appreciated trait for a frontliner, she has an Attack of 3, and best of all she has okay utility stats, which means it won't be a waste throwing an Awareness item on her for example. Before Fencer I was using Celestine in my party (second composition mentioned above), but after I accidentally had to replace her with a Fencer I found her way better due to offensive option just being way better than defensive option.

Sorry to ask, but you said here that her stun can remove two turns with a relic. Which relic would that be? The red one, the tactical grenade? I've just tried but it only last a turn still, although it deals three damage :/
Is there another one I don't know about?
Crax Jun 4, 2019 @ 7:46pm 
Originally posted by Ghizguth:
Originally posted by Crax:

Sorry to ask, but you said here that her stun can remove two turns with a relic. Which relic would that be? The red one, the tactical grenade? I've just tried but it only last a turn still, although it deals three damage :/
Is there another one I don't know about?

Oh, sorry for my mistake, it's the tactical grenade. I just don't quite remember what it does because my original save starts at the epilogue scene.
Fairy 08 Jun 6, 2019 @ 2:14am 
I usually use those teams:

1st team option:

2 x Shadowmancer (hero gloves +2 combat)
Hedge Mage (matriarch amulet)
Lyric (champion's belt)

Shadowmancers spread poison, and healer keep party alive.

You can use items that increase "awareness" before you get hero gloves and matriarch amulet.
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2nd team option:

2 x Blood Mage (one with Enigma gauntlets, other one with hero gloves)
Hedge Mage (matriarch amulet)
Lyric (champion's belt)

This team is for anyone who dont like spend long time fighting. They hit enemies hard, and kill them fast.

You can use items that increase "awareness" before you get enigma gauntlets, hero gloves and matriarch amulet.
Last edited by Fairy 08; Jun 6, 2019 @ 2:27am
Mikado Aug 27, 2019 @ 6:25pm 
I just roll with 2 blood mages, lyric and huh... one of those melee cats that hit two targets, everyone with +2AP accessory, it might not look pretty but the nuking capabilities are very high
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