cleartonic

dq3cleric

May 29th, 2021
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  1. Cleric starting adjustments
  2.  
  3. Get Cleric over Thief until post Pyramid, then deposit Cleric for Thief permanently. Overall is probably a minute investment for maybe (??) consistency.
  4.  
  5. Cons:
  6. - + ~12 seconds for creating Cleric (no need to be strict on personality)
  7. - + ~30 seconds for party exchanging Cleric for Thief after the Pyramid
  8. - + ~6 seconds for extra level up on Cleric
  9. - Thief starts at Lv1 for beginning walk to Kandar 1 (not very consequential)
  10. - Expel is a great tool, but it isn't guaranteed to work, and in some situations blows up the strategy entirely (while simultaneously not helping with running from battle)
  11.  
  12. Pros:
  13. - Cleric gets Expel at Lv2, used for many enemies. ~75% success on Slime/Trick Moth/Babble/Stingwasp/Rabidhound, and most importantly Mummy (purple) and Mummy Man (white). 100% success on Trick Bag. 30% success on a few other enemies. Theoretically should save time for awful battles & give some consistency
  14. - Cleric deals slightly more damage in early battles with Club equipment than Thief
  15. - Backup option to cast Heal spell on demand (very minor benefit)
  16. - Option to fight 1 extra encounter in Pyramid chest room with Expel to get extra Ruby Ring (7350G). If this is done, better gear for Kandar 1/2 and can save the Prayer Ring for free use, and overall likely results in getting another Prayer Ring or two.
  17.  
  18. This is very much a consistency route for the early game, but I am unsure how it plays out. There are routes that permanently use the Cleric, but I haven't seen this idea above in practice, so I don't have any empirical evidence on if it's good or not. All you can do in this game is test strategies and see what works for you, with what goal time you have
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