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  #181  
Old 02-10-2019, 10:51 PM
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Made it to 3F of Lush Woodlands and beat the surprise attack from the Berserker King. That was really cool! My party is almost level 13 and I've settled on a lineup of:

Hero/Ronin/Imperial
Sovereign/Zodiac

Being able to fight that boss in the state I was in made me feel pretty confident in this party so far. It has very little mitigation so I'm relying on arm binds from the Ronin when it's important, and otherwise just glass cannoning everything.

Ronin does a crap ton of damage and I'm using mine in Swift Stance so he's fast. Imperial will have such a better skill rotation once they get to tier 2 skills, so I'm reserving the actual Overdrive attacks for bosses and hard FOEs. The trick I've found for Zodiac is very liberal usage of their Force Boost along with the passive to return TP when you defeat an enemy -- I maxed mine out pretty early -- so that way they can last a lot longer and go for multiple kills during their Force Boost turns to gain MP back.

I am highly looking forward to subclassing with all the classes available in this game. I suspect Ninja is still pretty good for Zodiac, but otherwise I'm not sure how anyone else would pan out.

I'll try to post my QR code tomorrow.
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  #182  
Old 02-11-2019, 04:48 AM
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Iíve not really sat down to play the game earnestly yet (Iíve got a vacation with lots of travel time coming up soon), but I have built a party and explored a chunk of the first floor of the first dungeon.

First off, Iíd like to give props to the art team for reining in the amount of naked toddlers in this one. By EO standards ďonly a fewĒ is a huge improvement. Letís see if we canít bring that number down to zero, guys! Many of the portraits also seem to be a lot less sexualized in general, too! Again, thereís still a fair chunk of horny on display, but still far below the average for the series.

Iím running with Hero/Imperial, Medic/Runemaster/Sovereign right now, but Iím thinking of changing some of that around. Iíve got just absurd passive healing, which is good for longevity purposes, but my damage output is pathetic without quickly burning through my TP, so Iím heading back to town just as often.
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  #183  
Old 02-11-2019, 08:45 AM
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  #184  
Old 02-11-2019, 05:08 PM
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Very obnoxious labyrinth where you have to keep fighting these instant death golems that can only be paralyzed and attacked with ice. Unclear what Iím doing here... maybe Iím not supposed to be here... I forget what any child adventurers say to me... actually fucked up to help humanity reimpose civilization across an apocalyptic landscape if theyíre just going to replace wild monsters with our immiserated livestock. (I am not sure what the lore is)
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  #185  
Old 02-11-2019, 05:15 PM
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Quote:
Originally Posted by Pizzarino Sbarro View Post
Very obnoxious labyrinth where you have to keep fighting these instant death golems that can only be paralyzed and attacked with ice. Unclear what Iím doing here... maybe Iím not supposed to be here... I forget what any child adventurers say to me... actually fucked up to help humanity reimpose civilization across an apocalyptic landscape if theyíre just going to replace wild monsters with our immiserated livestock. (I am not sure what the lore is)
The trick to those guys is they only activate and move while you're in a fight, so you can control their positioning by timing where you get into encounters. The damage tiles in their rooms are also rigged to immediately get you in a fight.

But maybe you already knew that, in which case the trick is to ignore that area until you can just kill everything.
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  #186  
Old 02-11-2019, 05:34 PM
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I know all that. I actually just wasted an unusual amount of time trying to trigger one of those fights (because the golem was blocking my way) but I accidentally killed the enemies too often. (second time was my heroís doppelgangerís fault) The fights are not that hard but they are obnoxious. Additionally, Birgitta bugs. Weird vibe. Itís fine... Iíll manage.

What causes FOEs to respawn? I assume they do at some point. (maybe not)

V. grateful theyíve made these fights easier to trigger by making the encounter rate ďtoo high, imo.Ē

At least I just found a shortcut back to the entrance.
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  #187  
Old 02-11-2019, 05:50 PM
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Quote:
Originally Posted by Pizzarino Sbarro View Post
What causes FOEs to respawn?
Time passing. (In-universe time, not playtime.)
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  #188  
Old 02-11-2019, 05:56 PM
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Good to know.
-
Oh, that is enough

Anyway, I hate this boss!

e: it will cast reflect if you attack it with lightning (any elemental attacks?) but the counter attack isnít triggered by the Heroís Volt follow up attack thing.

Last edited by Pizzarino Sbarro; 02-11-2019 at 06:16 PM.
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  #189  
Old 02-11-2019, 06:17 PM
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As a minor suggestion for EO Nexus discussion as it pertains to spoilers, it might be good to use labyrinth numberings to provide spoiler context, if you think that the labyrinth names will spoil the experience for others? (Though I guess once you get far enough, the numbers will become spoilers for the length of the game, since it doesn't follow the normal five-stratum (+ post-game stratum) structure of most of the core series.)

For "MAIN" labyrinths, the labyrinth numbers will show up on the splash screen when entering a labyrinth, and also appear on the map screen's upper-left hand corner and the right-hand selection bar. All of the "SUB" labyrinths seem to be collectively labeled as Mazes, but so far they've all been associated with a single main labyrinth. In those cases, noting which Labyrinth they're associated with might be a good convention. (But I should also note that I'm only as far as the 3rd Labyrinth and its associated Maze, so I have no idea how much this pattern holds.)
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  #190  
Old 02-12-2019, 09:06 AM
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Finished Lush Woodlands and started in on the 3rd Labyrinth a little. It's weird they count it like that since the actual 1st Labyrinth is only 1 floor deep. I'm going to try and reeducate myself on past Etrian dungeons by listening to all the labyrinth music from the series.

I'm realizing that Imperial isn't quite perfectly synergistic with my team because of how slow they are, but I'm not so sure that's a bad thing. Ronin Zodiac and Hero are all pretty quick and usually compete for turn order, but then I know pretty well that my Sovereign will go 4th and the Imperial last. Plus, Imperials get elemental-typed Drive abilities later which synergizes quite well with the Zodiac's buff.
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  #191  
Old 02-12-2019, 09:27 AM
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Quote:
Originally Posted by Pizzarino Sbarro View Post
Oh, that is enough
About that...

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  #192  
Old 02-16-2019, 12:50 PM
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I am at the end of the 4th statum and I'm not sure how much I'm liking this anymore. I am actually having a lot of fun tinkering with my party, especially because I am trying to not use a dedicated healing class, which is a big change from my strategy in every other EO game. There are a lot of potential synergies that I'd like to explore between classes.

My problem is how boss heavy this game is. I know the game is an all-stars collection of the previous 5 (7) games, but hitting a boss every 3-4 floors instead of every 5 is kind of killing it for me. The bosses are the annoyances that get in the way of relaxing dungeon exploration; I just want to explore. Instead, I keep hitting roadblocks.
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  #193  
Old 02-18-2019, 03:53 PM
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Kvasir is the worst.

Liking the game and all, but that's still a thing.
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  #194  
Old 02-18-2019, 07:38 PM
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  #195  
Old 02-21-2019, 11:14 AM
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Where is the Bounding Beast (kangarooman) again? Iíve fought it before but canít find the information in-game and it doesnít look like itís on English wikis yet.
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  #196  
Old 02-21-2019, 12:03 PM
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I'm about 10 hours in and I'll probably finish it but this is probably my least favorite EO game. The rehashing dungeons and classes are my biggest gripes but it's also really talky and doesn't have a unique identity like the others (IV and V having the weakest identity IMO).
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  #197  
Old 02-21-2019, 12:59 PM
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Quote:
Originally Posted by Pizzarino Sbarro View Post
Where is the Bounding Beast (kangarooman) again? Iíve fought it before but canít find the information in-game and it doesnít look like itís on English wikis yet.
Bounding Beast hangs around the gathering points on the southern island of the world map.
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  #198  
Old 02-21-2019, 02:01 PM
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Quote:
Originally Posted by Kalir View Post
Kvasir is the worst.

Liking the game and all, but that's still a thing.
Is it just the laugh, or...?

I mean, that laugh is enough. It is definitely enough. But I wondered if there was something else.
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  #199  
Old 02-21-2019, 02:13 PM
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I turned off the voice acting because I usually default to doing that, but long story short: he is a very faithful interpretation of an old dude who thinks he's the funniest man in all the world.

Also not super cool with him being a creeper about schoolgirls even if one of the replies is "I'm going to report you to the authorities". Cornball jokes alone would be fine but he just keeps going right on into some territory I would rather he didn't.
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  #200  
Old 02-21-2019, 02:38 PM
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Quote:
Originally Posted by Kalir View Post
Also not super cool with him being a creeper about schoolgirls even if one of the replies is "I'm going to report you to the authorities". Cornball jokes alone would be fine but he just keeps going right on into some territory I would rather he didn't.
Huh. Haven't gotten that far yet. I appreciate the warning, though; please don't feel bad about spoiling.
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  #201  
Old 02-21-2019, 05:32 PM
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That perverted old man thing was also one of the various reasons why I bounced off of Bravely Default. I realize this has precedence in older popular series like Dragon Ball, but "Kindly old man who really wants to get in the female cast's pants" is definitely an anime trope I seriously wish would go away forever already.
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  #202  
Old 02-22-2019, 08:12 PM
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I'm enjoying this so far (just hit Labyrinth 3) but yes the barkeep is awful and they should have replaced him with literally any other barkeep from a prior game (I guess EO3's pirate dude to maintain gender/age balance). Even just the option to disable his voice but leave the others on would be like a 10% improvement.

I'm mildly annoyed at how front-row heavy the class roster is; like half the classes are most effective in front and several of the rest are "flex" (the game lies about which ones tho). Half of them wield swords but they could only be bothered to include a single bow user? Troubadour is a particularly weird omission given the lack of dedicated buffers (I mean yes there's Princess but those two classes are more distinct from one another than some of the melee types are). Plus if you're like me and prefer to use brand new classes you'll have Hero and Imperial (being able to use them effectively from the start is basically brand new) and that's pretty much your entire front row already.

I do kind of like the boss focus, especially the surprise boss battles, but I would really like to see the next EO emphasize longer dungeon treks that don't have you unlocking shortcuts every five minutes. Maybe bring back campsites from EO5 and give them extra features like in-dungeon saves, item storage, etc. The game has so many skills related to exploration and longevity but it's way more optimal for your main party to focus exclusively on combat.

Also I spent two hours filling and customizing all 60 slots in the guild roster so as to not waste any precious passive XP, even though I know I will literally never use half of those characters.
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  #203  
Old 02-24-2019, 06:01 PM
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I'm not sure whether I would've wanted an EO3 Untold, but the arranged EO3 music here is awesome. I know many of y'all are fans of FM synth, and I can certainly appreciate its aesthetic, but give me a great arrange anytime. It saddens me that some people might have played EO5 without hearing its orchestra + choir take on End of Raging Waves.

I think I should be annoyed at Yet Another Little Girl Innkeeper, but she's lazy and cynical and makes me laugh. Also literally every time I see her my initial take is "Berserker who murdered a house cat and is wearing its skin as a cape" and that, too, makes me laugh.
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  #204  
Old 03-01-2019, 07:53 AM
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Either this game is stupid long or it holds off letting you subclass until stupid late. I just got subclasses and I am right at level 50, near the end of the 8th dungeon. There can't be much more game after this, can there?

My team has turned into an overwhelming force of destruction, so long as I keep the momentum on my side. As soon as a vital piece (my gunner or sovereign) gets sidelined, everything falls apart. Still, I haven't failed to stop a boss for a few dungeons now.

My favorite thing is a Hero's volt attack against any enemy that resists slash. The greater the resistance to the physical attack, the stronger the volt follow up is. I've hit some enemies for 2000+ damage with that volt attack.
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  #205  
Old 03-01-2019, 02:09 PM
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I am in the Thirteenth labyrinth and it isn't the post game yet. So you've got plenty of time to use your new subclasses. Also my current record for damage in one hit is 57,858. Imperials are fantastic.
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  #206  
Old 03-07-2019, 07:00 PM
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Playing EO5 after finishing Untold 2, I'm enjoying the balance of Union skills in EO5 a lot more than Untold 2's take on Force Boosts/Breaks. I feel like Union skills seem to exist to fill minor holes in your party build on a limited basis. (So, for example, in EO5 I have no dedicated healer, but I can still do a resurrect with a human Union Skill, so I'm not totally reliant on Nectars in battle to resurrect as long as one of the two humans is alive.) In Untold 2, at least with the story party, Force Breaks often seemed more or less mandatory in many cases, where bosses would have a pattern that would come close to requiring you to be able to completely nullify damage for one turn and then finish them off with the Fafnir and Ranger's force break when they entered into their low HP extremely aggro pattern.

(This was maybe also problem of HP bloat and the very Force Boost dependent nature of the story party's burst damage options, relying heavily on the Fafnir transformation.)

Looking at wikis and PR material for Nexus again (because thinking about my future party in an EO game I'm not playing yet is always at least as fun as actually playing an EO game), I see that Force Boosts/Breaks are back and am sad to see Union skills gone.

Question: How is the balance of Force Boosts/Breaks here, relative to other games?

edit: also i have dungeon crawl planning disease, so i already made a .txt file of my theoretical party for whenever i do play this someday, trying to use no more than one character per game and having a range of elements/binds/status ailment coverage

i'm thinking:
hero(x)/reaper(5)
gunner(2)/prince(ss) (3)/mystic (4)

i hope that the existence of the .txt file will prevent me from doing this in the potentially years between now and when i get around to EO:X (because I think I mentally built and forgot about like . . . dozens of different parties for EO5)
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  #207  
Old 03-07-2019, 09:26 PM
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The Unison system was interesting, though I played the entire game rarely using anything but the double attack and TP heal. I think I was too annoyed at the skills being race-locked and also requiring skill points to mess with it any further.

EOX uses the exact same Boost/Break system as EOU2, just with more/different classes. Also some of the returning classes got tweaked. I haven't played enough of U2 to compare the balance, but for X I would say they're never really necessary - more just a way to beat a boss a few levels lower than you'd need to be without them. X does have a lot of bosses, but the tricky ones all seem to be optional (at least as of Labyrinth 6).
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  #208  
Old 03-08-2019, 08:16 PM
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My team (Imperial, Ronin, Nightseeker, Sovereign, Farmer) leaned on force boosts and breaks heavily throughout the game for FOEs and Bosses. Most fights were over by turn 3 with disables from the boosts and the heavy damage from the breaks and if not the Farmer had a really good chance of refreshing a couple of folks to use them again. I'm in the post game now and things have the defense or the HP to last longer than 3 turns, but using the boost/break skills effectively still is often the difference between long drawn out struggle and dominating victory.

The Imperial's boost cancels all of the drawback of using a drive blade attack and the break gives you triple you max tp to press the assault if the fight has to go long.

The Ronin's boost cancels the drawbacks of the powerful stance attacks, and I went with the status effect line for the petrify and the boost seems to make that ailment stick with alarming frequency. The break does powerful ranged damage with instant kill.

The Nightseeker's boost merely increases affliction rates and increases damage, but the break can do nearly fully charged and buffed up imperial damage to an ailing enemy and it increases the duration of the ailment. When the enemy is petrified those extra turns are fantastic.

The Sovereign's boost simply makes some of their buffs hit the whole party. By itself this is no great shakes but with the passives for healing that the sovereign has when buffed it lets me keep them in the back row and make them functionally immortal while attack boosting the heavy hitters. The break increases the efficacy of the previously applied buffs by some astonishing percentage. The damage on the break turn gets real in a hurry.

The Farmer's boost makes them use items twice. This is occasionally useful when refilling tp or whatnot or making a regular soma a full heal for the party. But the break refills the force gauge of everyone else if they are not broken, and if they are broken it has a significant chance to restore the gauge and fill it. The farmer has been incredibly useful in my party.

To this point in the post game I've never had to swap out for a protector or medic or grind anything. Lockdown with status ailments always got me through and the bonus exp from the farmer is very nice.
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  #209  
Old 03-08-2019, 09:49 PM
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I have to be nearing the end (12th dungeon) and mostly my team is working. Hero, Sovereign and Gunner boosts are solid. Gunner triggers a second, less powerful version of whatever skill is used, which with a little luck and their repeat shot ability can turn into a full 3x damage. Hero hits harder and the heroes shade hits much harder. The only real problem with the Hero is the 3 turn limit kind of makes their only good for at best 2 hits. Sporophyte already went into what makes the Sovereign's boost good.

The real disappointment on my team is the Pugilist, which I just can't figure out how to use. His binds don't land that often and he doesn't do a lot of damage. Also, he is especially squishy. When the binds work, Pug can still be MVP. When they don't, which is most of the time, he does nothing but suck up all of my nectars.
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  #210  
Old 03-10-2019, 01:56 AM
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My Pugilist's been the weakest link in my team, about (I would guess) 2/3s the way through the main story (completed the 9th labyrinth, party level 62), but he's still pulling most of his weight. In random encounters, the single target bind attacks have become quite reliable, even though they're all at half rank. He's definitely less useful in FOE and boss battles because they have natural resistances to binds and ailments (i.e. a 'neutral' symbol on a FOE or boss still represents a decreased chance of infliction compared to a random combat enemy), but I've tried to turn that to my advantage by building around One-Two Punch and Lash Out. I'll admit that his damage output still isn't all that hot, especially compared to my main damage-dealing Gunner and Zodiac backline, but at least he's still contributing somewhat. I've still got lots of skill points to put into that tree section's skills (including related passives), so I'm still hopeful that he'll be able to continue to develop as I go into the late game.
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