![]() Of course, one could also argue that the Guardian and Monk subclasses are more suitable, given that the former works well with her skill set, and the latter gives her the means to attack even faster, and auto heal herself every turn as well.Įdit: I just realized something. Come to think of it, other than her somewhat low resistance to ailments(which a Status Boost Tome could help in), and her low affinity to cold and mystic(which can be fixed via Voile), Momiji doesn't have any glaring flaws, does she? This could make her perfect for the Strategist or Pharmacologist subclasses, since her sturdiness would be helpful for the former(being able to grant a defensive and offensive boost to everyone would be quite helpful, not to mention that her Speed buff will be strengthened by the sheer point of the reduction of its decay), while her speed would be helpful towards the latter(the skill set for said subclass weakens ailments and debuffs on allies every time she takes a turn). This is the power of the "Team 9" group skill.Īs a aside, I had always thought that her accuracy increasing skill worked well with said defensive nature, making her prefect for helping others to not miss and to hit harder just by being there. Most (all?) other tweaks were minor.Īllow me to do the math based on the wiki. Shikieiki did get a high DEF boost, and Meiling got a significant ATK boost. Kogasa, Rumia, Cirno, Minoriko and Parsee were the other who benefited the most, even though all Parsee got was a MND tweak- in that her already ridiculous mnd got even higher. You need to be to compete with the gimmicks the other guys get, of course, but daaang. A lot of people comment that it seems kind of worthless, and I haven't heard anyone's opinion on Youmu later in the game.Į:Daaang they buffed Momiji's stats all by so much in the 1.20x rebalance. so I wonder if Youmu's nukes also scale a lot better than they seem when you first get her. In other news again, early in the game her nuke didn't seem particularly good. In other news, seriously, if you were going to banlist anyone, banlist Nitori, as you pick up better and better gear she just gets stupid good. OR, you can do what I did, and use Nitori and Flandre to just brute force through, which works because Nitori is OP and never has to be switched out ever even in full ATK builds with her crazy nuke potential, and it's weak to DRK so Flan works wonders. However, you've got to figure out how you're damaging it through it's DEF/MND you can debuff it off with ArmTwisting or Hina/Reisen or at least using "Eyes That Perceive Reality" characters, or you could use straight off def/mnd ignoring characters. So long as you've actually spent your money in the Library and not stockpiled 1m+, the challenge level should be fine in terms of surviving everything except perhaps the final phase. I think having a counter for these bosses of some form in your party is really important, and thankfully there's a good variety of choices for that. That's more my fault though I guess? As for the "overlevel and power through with Nitori/Flan/etc sheer numbers" option, it's there, but I was more or less immune to all of the boss's attacks WAAAAY before I managed to start hurting it, so obviously it wasn't the intended solution. I wonder if PSN even does alright damage still in postgame?)īut my team actually doesn't carry any of those, I didn't have -anything- until I got Rumia recently, who sure is important in randoms now. (It's so much harder to use Wriggle in this game. Some of these bosses might be vulnerable to PSN, although I think a lot of them do resist it. There's now a large array of characters that can ignore a significant amount of def or mnd (even Iku!), and Monk has an option that can sometimes get the job done. You have armtwisting to combine with debuffs to debuff even highly resistant bosses without too much issue, or using Reisen and/or Hina to similar effects. It's because you actually do have a lot of ways to deal with it. I think I understand why boss def/mnd is so high in many cases well first of all it's because they ended up giving the player several too-strong options that let you utterly demolish bosses that don't either have extreme HP or extreme defenses when you put the strongest characters in gambler builds.
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