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If you're OK with a "fighting" character potentially having to heal a party taking their damage out of a tough fight to recover sometimes, then go ahead with Kevin or Duran as light classes to perform heals. I think Duran probably fits this role better as he can simultaneously be sort of tanky (I have yet to understand how provoke works in this game) and is less of a damage dealer than Kevin.
If you are picking up every treasure chest and every gold spark, then you should have plenty of healing items. The original game only had treasure and items for purchase. It was far more stringy on healing items. Seiken Densetsu II (Secret of Mana) was even worse. Holy crap were items expensive/rare in that game.
Other than the heal :
Duran light path has the shield and can be turned into a tank (effectively drawing aggro and can using the charge attack as defencive stance to take less damage) and a undead/demons enemies killer with his paladin light saber (there are a lot of them especially endgame).
Kevin light path has the pressure point spell to be able to turn into a werewolf-ish state on daytime and can either get the aura wave spell (class move meter generation) or leaf saber (mp steal on hit on allies). To be clear, kevin light path is a heavy damage dealer first.
Charlotte light path has 4-elemental sabers, and all light magic spells (saint ray, holy bolt, shield spell, light saber, turn undead) between light/light and light/dark.
Charlotte dark path is a summoner (golems then undead or demons depending on 3rd path) and a debuffer. She does a lot of non elemental damage and has very useful dark spells like anti magic, demon breath and black curse.
The primary use for Group Heal, IMO is to cut down on upkeep time. It you hate having to manually target party members and use items or spells on them individually, group heal will cut down on that. If this sounds like you, then having a group heal on Kevin would be good even if you only use it to quickly top up HP in between battles.
You could say a healer just means you don't need healing items, so you could have damage items in your ring instead.
1. Beat anise to unlock NG+
2. Return to her room again to do anise mission 1 beat anise in 6 mins
to unlock chain ability "Chaos Protection" : +100 CS when battle start
3. Return to her room again to do anise mission 2 beat anise in 4 mins
to unlock chain ability "Dark Power" : 100% heal to all allies when battle start
4. Return to her room again to do anise mission 2 beat anise in 2 mins
to unlock chain ability "Mana Miracle" : Keep the item when using an item in battle
aka free item usage in battle
use the mana miracle skill then spam Poto Oil , Marmpoto Oil ... say farewell to your healer
but at that point where you could beat anise in 2 minutes you'd probably vaporize everything instantly anyway
So ... I'd say on the first run where you usually struggle with game content ...
having a healer (such as Light Duran , Light Kevin , Charlotte ) is nice way to make sure that you will less likely run out of healing item during battle.
but on NG+ run you'd probably steam rolling everything so ... no need for healer class.
You've also got attribute skills which can improve the party's tankiness, as well as make them recover a % of their HP for every enemy they defeat in battle.
Adding a dedicated healer to the party on top of that is just excessive.
This is only half-true; you can still only use up to 9 of each item during one battle, just like in the original. The only real change is that you no longer have to go through the clunky storage screen to refill your ring-items, the remake does that for you automatically.
Will make your playthrough more relaxed.
poto oil u can only use 9 times in a battle, poto oil also scale with spirit from whoever uses it during a fight, also not the cheapest