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Etrian Odyssey


Sunwoo
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Hoplite, Zodiac, Abarlist and Buccaneer.

This will be interesting. Regardless, you'll want the healing skills, since you lack a dedicated Monk. There's two different ways of approaching this:

- Active: Get Protect Order! But that requires Rally Order. . .which isn't necessarily a bad thing, but it does eat precious points. You can also put a point in Reinforce, to make the rest of your buffs more effective. The other downside is that this path costs TP.

- Passive: Royal Veil into Triumphant Cry into Monarch March. Eats about as much points as the active version, but at least Guard Order (the prerequisite for Rally Order) is a solid skill. Though Monarch March isn't useful in-battle, it's healing without TP cost.

You'll also want a side of Attack Order as well, because it's great for ending battles faster. Nobility Proof is okay, and I'd go as high as Inspire (Knighthood is bugged, don't bother with it). Royal Lineage is useful if you notice that you run out of TP often, but that shouldn't be a huge problem outside of boss battles. Many of the Prince skills are usable with a single point! So, here's a rough outline of what you want to get, in what order:

- Start with Attack/Guard Order, and put the third point either in Royal Veil (passive healing) or Guard Order (active healing).

- Stick a point into Nobility Proof if you notice your battles are taking a while; otherwise, continue down the healing path you chose. When you can, put a point into Prevent Order!

- Once you're done with your healing path, you can either attempt to go down the other path or work towards Inspire/Ad Nihilo. If you need TP, put a point or three in Royal Lineage.

- When you're "done", your Prince should be able to heal when buffing, heal with buffs, heal after battle, and/or heal while walking around. He should also be able to give someone's weapon an element, then dispel it with Regal Radiance (do this to your Buccaneer or Arbalist ONLY), dispel enemy buffs with Ad Nihilo, and regenerate his own TP. There's some specialist builds floating around, but I like being able to choose my buffs for the situation.

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...on another note, I've really got to go back to EOIV. Right now I'm in the Third Land.

The Hollow Queen in the second labyrinth wasn't.... too difficult for me, but apparently she's one of the harder bosses in the main game?

Would say I've had the most trouble so far with that, no doubt.

[spoiler=regarding the final boss?]Memory's a bit rough regarding the fight itself and my progress because this was a week or two ago, but I've checked everything else.

I took a few cracks at fighting the Heavenbringer, but my party runs out of TP before I even get her to half health. My party in the front is: (L.55) Landshark / Imperial, (L.55) Fortress / Dancer + in the back: (L.58) Sniper / Arcanist, (L.58) Medic / Fortress, (L.54) Runemaster / Imperial. I have a member in every other class (for the unlockables, just the three plot characters) with two available scrolls for speed grinding. Am I at a decent enough level for the fight, or do I want to get some more levels?

Also, I'm particularly concerned about the L/I, because they're not really using the subclass beyond TP regain, if anyone would like to advise a more favourable strategy (or subclass) for them, it would be greatly appreciated.

Proficiency: */1

Sonic Raid: 3/10

Power Break: */6

Mind Break: 1/6

Power Boost: 1/8

Elemental Links: 5/10

Vanguard: 4/6

Mineralogy: */1

-

Expertise: */1

Double Strike: 4/8

Initiative: 5/8

Swordbreaker: 3/6

Improved Link: 3/8

-

Enlightenment: */1

Weapon Parry: 1/6 (my shark still has one weapon though)

Link Mastery: 3/6

-

Hawkeye: */2

Absorber: */3

Finisher: */3

Wide Effect: 1/3

If more party details are needed, my Sniper is bind-oriented, my Medic is intended to be a tanky healer, my Runemaster is just a magical attacker, and my Fortress is meant to be a super tank (Guard Mastery + */5 Fan Dance + Landshark's Swordbreaker line bonus + 9/10 Iron Wall / HP Boost).

And I'm curious about my Medic, who has only taken Knight's Boon and some HP Boost from the Fortress subclass, is there a more appropriate subclass I could be using instead?

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So uhh

I started playing EO4 a few days ago!

I must say, I like how open-ended it is, in the sense that party management is literally a solid chunk of the game. I have no idea if I'm doing it right though since battles feel like my Fortress still gets 3HKO'd under most circumstances after loading her with the best armour I can get, and everyone else is relatively 2-3HKO'd reliably even in back row.

Is this game just really pushing durability? I'm totally not used to that

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Would say I've had the most trouble so far with that, no doubt.

[spoiler=regarding the final boss?]Memory's a bit rough regarding the fight itself and my progress because this was a week or two ago, but I've checked everything else.

I took a few cracks at fighting the Heavenbringer, but my party runs out of TP before I even get her to half health. My party in the front is: (L.55) Landshark / Imperial, (L.55) Fortress / Dancer + in the back: (L.58) Sniper / Arcanist, (L.58) Medic / Fortress, (L.54) Runemaster / Imperial. I have a member in every other class (for the unlockables, just the three plot characters) with two available scrolls for speed grinding. Am I at a decent enough level for the fight, or do I want to get some more levels?

Also, I'm particularly concerned about the L/I, because they're not really using the subclass beyond TP regain, if anyone would like to advise a more favourable strategy (or subclass) for them, it would be greatly appreciated.

Proficiency: */1

Sonic Raid: 3/10

Power Break: */6

Mind Break: 1/6

Power Boost: 1/8

Elemental Links: 5/10

Vanguard: 4/6

Mineralogy: */1

-

Expertise: */1

Double Strike: 4/8

Initiative: 5/8

Swordbreaker: 3/6

Improved Link: 3/8

-

Enlightenment: */1

Weapon Parry: 1/6 (my shark still has one weapon though)

Link Mastery: 3/6

-

Hawkeye: */2

Absorber: */3

Finisher: */3

Wide Effect: 1/3

If more party details are needed, my Sniper is bind-oriented, my Medic is intended to be a tanky healer, my Runemaster is just a magical attacker, and my Fortress is meant to be a super tank (Guard Mastery + */5 Fan Dance + Landshark's Swordbreaker line bonus + 9/10 Iron Wall / HP Boost).

And I'm curious about my Medic, who has only taken Knight's Boon and some HP Boost from the Fortress subclass, is there a more appropriate subclass I could be using instead?

I cannot remember where exactly in the Echoing Library, but there is an spot where you can get the ingredients to make Amrita II. Get enough to make around 30-40 of those, and the amount of grinding that you'll do as a result of this will probably make your party strong enough to face the Heavenbringer and not run out of TP.

I don't remember my party exactly though, so I cannot comment on that. I was in the level 60s though when I defeated him. (I also admit that I did play on Casual. Yes, I'm a noob, but the game was crazy difficult on normal mode, and it was my first Etrian Odyssey game. When I get EOUII, then I'll be playing that on a harder difficulty)

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So uhh

I started playing EO4 a few days ago!

I must say, I like how open-ended it is, in the sense that party management is literally a solid chunk of the game. I have no idea if I'm doing it right though since battles feel like my Fortress still gets 3HKO'd under most circumstances after loading her with the best armour I can get, and everyone else is relatively 2-3HKO'd reliably even in back row.

Is this game just really pushing durability? I'm totally not used to that

Sort of.

The trick is to kill the enemies before they kill you. . .or bring a healer along, so the durability issues become moot, and making sure that your party isn't horribly underleveled.

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I'm running

Lanknendshnet | Fortress | Dancer (Sword)

Healer | Sniper

and...haven't even bothered creating a 6th unit or higher

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Landshark - should be shanking things left and right

Fortress - keep the heat off of your dancer

Dancer - get a-healin', because they can do that

Healer - uh, heal

Sniper - rain hell. . .but normally this slot is filled by a mage, because I like picking on elemental weaknesses

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I hoped it'd be. I've got it to Lv2 so far.

I wish it just said " ## % Change increased!

Edited by Elieson
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It goes off at a vey high rate, regardless. And freeing up that first turn can be a life-saver.

Your team is really solid. I'd say you could replace the Medic for NS, and just use items and your Dancer for heals until you get to sub-classing, giving you a nicely rounded out party once you put the proper subs in place (such as making your Landy into a Linky, with an RM sub). Putting Arcanist onto your NS would cover any late-game healing deficits pretty well.

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Linking is making it so attacks proc off of, or chase, your Landy's link skills. You Vanguard, Improved Link, Link skill, and then watch your dual mace Dancer and NS make out like Merry and Pippin with Gandalf's fireworks at Bilbo's Eleventy-first.

Edited by maelstrom
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Fortress has trouble doing their job early on due to many factors. They don't get to shine until you hit level 40 and can make full use of their tanking skills and better armor to actually protect a line or the party without dying in the process.

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I'm not sure I understand

How does it actually work? I spend a turn using a Link and...then I attack if I'm attacked?

Think of links as a debuff that puts a bunch of 'bombs' on the target. While the debuff is up, every time the target is hit by an attack(skills and multi-hit skills count), the 'bombs' explode to deal some damage.

Note that:

-Links lasts for one turn

-the extra damage is affected by your Landsknecht's attack, elemental up bonuses, Link skill level

-Based on skill level and another linker oriented skill, a link can have more than 5 'bombs'

-Based on the above, you will want to be able to inflict as many hits onto the target as possible to pop all the 'bombs' before the turn ends (so multihit skills and passives from Dancer and NS are great. Sniper and Runemaster also have skills that also hits many times)

-You also want the Landsknecht to go first to apply the link before everyone else hits the target.

So to answer your question directly: In ONE turn, you want to Put Link on target -> Have all attacks land on the target in that specific order.

As for your Fortress durability, you will want someone in your party to pick up Runemaster sub or have a Runemaster. This is because Runemasters have basic skills that can last for a fw turns that effectively cuts Elemental damage by a lot. They also have a passive that makes anyone in their row 'dodge' elemental attacks.

My Fortress was the Generic Fortress/Dancer for Guard Mastery, Party Guard, Fan Dance and party Runemaster next to her. The result was she can use Party guard, Eat 5 attacks, if GUard Mastery doesn't procc and negate the damage, Fan dance proccs to evade physical attacks, Runic Shield proccs to evade elemental attacks. If none of the Dodges procc, then her immense Def shrugs off physical damage(putting a dancer next to her for the Physical damage reduction dance helps too) the Elemental damage rune makes her laugh at elemental damage. As a Dancer Sub for the Fortress, she learned the dance to remove binds and always had in on so she doesn't get bound too much and can keep tanking.

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Think of links as a debuff that puts a bunch of 'bombs' on the target. While the debuff is up, every time the target is hit by an attack(skills and multi-hit skills count), the 'bombs' explode to deal some damage.

Note that:

-Links lasts for one turn

-the extra damage is affected by your Landsknecht's attack, elemental up bonuses, Link skill level

-Based on skill level and another linker oriented skill, a link can have more than 5 'bombs'

-Based on the above, you will want to be able to inflict as many hits onto the target as possible to pop all the 'bombs' before the turn ends (so multihit skills and passives from Dancer and NS are great. Sniper and Runemaster also have skills that also hits many times)

-You also want the Landsknecht to go first to apply the link before everyone else hits the target.

So to answer your question directly: In ONE turn, you want to Put Link on target -> Have all attacks land on the target in that specific order.

That's like, the perfect explanation for it. Reminds me of Thorn Bind Hostage

As for your Fortress durability, you will want someone in your party to pick up Runemaster sub or have a Runemaster. This is because Runemasters have basic skills that can last for a fw turns that effectively cuts Elemental damage by a lot. They also have a passive that makes anyone in their row 'dodge' elemental attacks.

My Fortress was the Generic Fortress/Dancer for Guard Mastery, Party Guard, Fan Dance and party Runemaster next to her. The result was she can use Party guard, Eat 5 attacks, if GUard Mastery doesn't procc and negate the damage, Fan dance proccs to evade physical attacks, Runic Shield proccs to evade elemental attacks. If none of the Dodges procc, then her immense Def shrugs off physical damage(putting a dancer next to her for the Physical damage reduction dance helps too) the Elemental damage rune makes her laugh at elemental damage. As a Dancer Sub for the Fortress, she learned the dance to remove binds and always had in on so she doesn't get bound too much and can keep tanking.

Sounds like these DR skills kick in at later levels. I'm hovering around Lv8 for my general party. If I pull in a Runemaster, drop may Bowman as an alternative I would assume? I don't feel comfortable dropping my healer and I really don't think my dancer has enough MP to maintain a fulltime healing role.


Does Auto-Taunt just activate the 4-turn Taunt skill, or is it extended?

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Does Auto-Taunt just activate the 4-turn Taunt skill, or is it extended?

Technically all buffs last one more turn than what they say because the buff counter ticks off by one at the end of the turn. So taunt technically last five turns and since auto-taunt doesn't take up a turn to activate it you get to see the full amount.

Auto-taunt caps out at a 50% chance to activate at level 4. With it being at 15, 25 and 35% at levels 1, 2 and 3 respectively.

Also do NOT invest in speed boost for your dancer. It is bugged and won't give you any evasion boost. Fan dance is completely fine though.

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