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ladyatma

EO3 Party

Sep 6th, 2011
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  1. Before I begin, I cannot stress this enough; COMMON SKILLS ARE A POINT SAPPING TRAP. DO NOT USE AT ALL. THIS WAS MY BIGGEST MISTAKE.
  2.  
  3. This party emphasises defense and minimal resource use for maximum survival times/dungeon delves.
  4.  
  5.  
  6. Hilde - Gladiator Lvl 70 - Sword Spec
  7. *Gladiator
  8. Endless Battle - Master
  9. Sword Mastery - Master
  10. Avenger - 5/10
  11. Break - Master
  12. Rush - Master
  13. Rampage - Master
  14. Berserker Vow - 1
  15. Charge - Master
  16. Wolf Howl - Master
  17. *Common
  18. Combat Study - 1
  19.  
  20. Hilde Notes - I don't think I'd change anything with her. I'd have put the combat study point in either Berserker Vow or Avenger myself. She did what she was intended to; be my only real fast physical sweeper.
  21.  
  22. I'm unsure what plans I have for her over the next 29 levels. Maybe dual class into arbalist for things like Giant Killing.
  23.  
  24.  
  25. Atma - Hoplite/Ninja - Lvl 70
  26. *Hoplite
  27. Guardian - Master
  28. Shield Matsery - Master
  29. Spear Mastery - 8/10
  30. Parry - 1/5
  31. Magic Parry - 2/5
  32. Line Guard - 5/10
  33. Antifire - 5/10
  34. Anticold - 5/10
  35. Antivolt - 5/10
  36. Bodyguard - 5/10
  37. Blitzritter - 1 /10
  38. Provoke - 5/10
  39. *Ninja
  40. Senpuku - Master
  41. Kagerou - 3/5
  42. Bunshin - Master (Only requires 1 anyways)
  43. *Common
  44. Combat Study - 1
  45.  
  46. Atma Notes - Here's half of the game killing combination. Ninja skills I would not change at all. That is all needed to learn Bunshin, which creates a perfect, player controlled copy of her. With this in your party, you can double spam defensive skills so your your party either takes minimal or no damage at all turn after turn, or to protect certain party members only with. For hoplite skills, fuck blitzritter, it sucks. I would put that and the combat study points in the parries or bodyguard.
  47.  
  48. For future plans, just going to beef up things like the parries, bodyguard, and the elemental guards.
  49.  
  50.  
  51. Rasalina - Princess/Zodiac - Lvl 70
  52. *Princess
  53. Royal Veil - Master
  54. Triumphant Cry - Master
  55. Monarch March - Master
  56. Reinforce - 3/10
  57. Attack Order - 2/10
  58. Guard Order - 2/10
  59. *Zodiac
  60. Fire Mastery - 8/10
  61. Ice Mastery - 8/10
  62. Volt Mastery - 8/10
  63. Fire Star - 3/10
  64. Binary Fire - 2/10
  65. Ice Star - 3/10
  66. Binary Ice - 2/10
  67. Volt Star - 3/10
  68. Binary Thunder - 2/10
  69. *Common
  70. Combat Study - 1
  71.  
  72. Rasalina Notes - The other half of the game killing combination. Royal Veil/Triumphant Cry/Monarch March at max + Atma using bodyguard on her = constant free healing in and out of battle. Royal Veil will heal the party a bit for free at the end of every turn she has max HP at; have Atma bodyguard her to take her damage for free heal spam. Triumphant Cry heals the party a chunk at the victory/exp gain screen. Monarch March at max means 10HP healed per step and also means no damage tile damage taken. You can see where this is going; MASSIVE FREE HEALING = MASSIVE SURVIVAL. I would not put points in Attack/Guard order as there are Limit Skill Scrolls that work better for that and Atma can protect the party mostly anyways. Would take it and the Combat Study points to save for more spell levels in Zodiac. Reinforce was also kind of dumb; would also save for more magic.
  73.  
  74. As she levels, I would add more points in all her spells/magic.
  75.  
  76.  
  77. Koshka - Arbalist/Farmer - Lvl 70
  78. *Arbalist
  79. Giant Kill - Master
  80. Bolt Mastery - Master
  81. Proper Form - 3/5
  82. Extend - 3/10
  83. Heavy Shot - Master
  84. Fire Barrage - 7/10
  85. Ice Barrage - 7/10
  86. Volt Barrage - 7/10
  87. Armor Piercer - 7/10
  88. Cloudbuster - Master
  89. Smoke Grenade - 1/5
  90. *Farmer
  91. Camp Mastery - 1
  92. Harvestry - Master
  93. *Common
  94. Combat Study - 1
  95.  
  96. Koshka Notes - An absolutely lethal direct attacker from the backline. Only problem was lack of defense, but Rasalina's healing and Atma's guarding can cover this. She wound up being my best elemental attacker as well, surprisingly. Would take Smoke Grenade and Combat Study points and put them in Camp Mastery or Extend.
  97.  
  98. For level ups, I would finish off the attack skills she has now and put some more in Camp Mastery.
  99.  
  100.  
  101. Sonya - Monk/Buccaneer - Lvl 70
  102. *Monk
  103. Form Qi - Master
  104. Fist Mastery - 7/10
  105. Healing - Master
  106. Full Heal - 2/5
  107. Line Heal - 5/10
  108. Party Heal - 5/10
  109. Refresh - 5/10
  110. Unbind - 2/10
  111. Resurrect - 5/10
  112. *Buccaneer
  113. Gun Mastery - Master
  114. Chase Flame - 5/10
  115. Chase Ice - 5/10
  116. Chase Volt - 5/10
  117. *Common
  118. Combat Study - 1
  119.  
  120. Sonya Notes - An interesting combination that wound up working a bit better than expected. As she was in back row, I would not put points in Fist Mastery as it didn't really help anyways and until she got a gun from Buccaneer class, was mostly extra support and healing as needed. Would take those points and the combat study ones out and put them in more of the elemental chasers; this in combination with Koshka and Rasalina's group elemental attacks meant huge enemy groups would fall very fucking fast.
  121.  
  122. As she grows, I'd add more to the Chase skills and healing in general. On the rare times Atma and/or Rasalina would die, she was essential to survival.
  123.  
  124.  
  125.  
  126.  
  127. FARMING
  128.  
  129. For my farming party, I had four gatherers I would take either Atma or Rasalina out with as a chaperone/bodyguard.
  130.  
  131. Hito + Soz - 2x Farmer - Lvl 20
  132. Earth's Bounty - 9/10
  133. Harvestry - Master
  134. Keen Nose - 7/10
  135. Double Crop - 1/10
  136.  
  137. Hito + Soz Notes - Pretty much just obsessive farming units.
  138.  
  139. I'd just continue how they are now and maybe add To Market as they level.
  140.  
  141. Mathilda - Farmer - Lvl 20
  142. Earth's Bounty - 9/10
  143. Harvestry - Master
  144. Keen Nose - 5/10
  145. Keen Eye - 2/10
  146. To Market - Master (Only requires 1 anyways)
  147.  
  148. Mathilda Notes - An obsessive farming unit that has To Market; this sends you back to town right away. What I would do is go to a level of labyrinth they had no chance of surviving in, using Ward Chimes bought at the store to ensure no encounters and then run the fastest route to the spout, drain it, and use To Market to make a fucking killing. Just repeat this process and you'll have cash out the ass in no time.
  149.  
  150. I'd continue her as she is now on level up.
  151.  
  152. Raggy - Wildling/Farmer - Lvl 17
  153. *Wildling
  154. Beast Soul - Master
  155. Wild Mastery - 1/10
  156. Call Snake - 2/10
  157. Beast Roast - 1/5
  158. *Farmer
  159. Harvestry - Master
  160. Keen Nose - 5/10
  161.  
  162. Raggy Notes - This was partly me dicking around with the Wildling job class and she wound up being a partial bodyguard boost to the farmers. Otherwise, obsessive farming unit.
  163.  
  164. Would continue as is farmer wise on level up, no fucking idea for wildling as she's not a main so I'm not particularly speccing for anything with her in that. That part of her is entirely experimental.
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