Hey everyone. I started up this thread because... I'm very curious how others play this game. When we play with eachother online, we're always either attacking or tech spamming, and stuff dies. We don't question why the enemies died, we're just glad they're out of our way (but not so glad when all they drop are Diopsides, Kleingolds and Roche Limits and to a higher extent, Divine/Powers). I wanted to ask how the players defeat their foes, and more importantly, how they do it.
Template (I'd prefer it if you chose to share through this chart. If anyone has any problems with it, they can make whatever minor changes they wish) EDIT: I've added Mustache's Mag and Armor sections. I suppose the Armor would be used for set bonuses if they apply.
Spoiler!
Class:
Area: (Universal or field/boss name)
Weapon: (Type or name)
Mag: (Stats, Photon Blast, Nature)
Materials:
Armor:
Units:
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-
-
-
Palette:
1.
2.
3.
4.
5.
6.
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HUmar (3)
Spoiler!
(Page 4) ZackyStyles
Spoiler!Name: PA Spamming sans Heavy attack
Class: HUmar
Area: Universal
Weapon: Claw, Double Saber, Daggers, Gunblade (sometimes)
Mag: 100/0/0/0, Flozir, Ruffian
Materials: 100 POW
Armor: Carabinier armor / Noble Cloak (unobtained)
Units:
-Divine/Power
-Divine/Power / Slow Protect / Ice Protect / Light Protect
-PP Recovery lv5 / HP Recovery lv5
-Compress PA
Palette:
1. Shifta / Deband / Star atomizer / Resta
2. Attack
3. Dodge Roll
4. Dimate / Monomate
5. Deband / Difluid / Monofluid
6. Anti
My set-up I think is a bit odd. My palette is cut and dry attack and heal. I am constantly using my PA's so the Compress PA is a great help. All of the protect units are situational such as dark while heading through the dark shrine because the poison the monsters use is annoying, Slow on Humilias, Chaos+Mobious, the Light protect helps on runs through almost anywhere especially the robots in Paru. I use PP recovery more than the HP because I use my PA more often than I lose health so I need to keep getting my PP back. As for my palette I use Star Atomizers on boss fights, Shifta I use all the time as the attack buff really helps. Deband is great for going up against Arkzeins and the like, and Resta is a fall back plan (when I play with friends as I am the strongest of my close group who play together) I use Monomates/Monofluids wwhile going through the levels and Dimates/Fluids when up against bosses and harder foes. Anti helps with reviving friends that I play with and gets rid of any of the unprotected status effects. As for weapons I main my Hadan Bite for most use as it is a solid weapon with a good PA and deals good damage. My Dioskuroi is good against the Dark Shrine and the Phobos/Zaphobos rooms in the ET. The Foie Haze while not immensely powerful is solid enough in power and has decent parameters and element so that I can deal a fair amount of damage to almost all monsters. I dont use my Emperor Axeon all that much anymore because my L button is broken, this also creates problems for my other weapons as well, but I cannot lock on and while it is a decent weapon, I have trouble with hitting on occasion. I can still get a PB to work if I jiggle the button but it wont work all the time.
My palette is still a work in progress as is my units and armor. any help/suggestions would be greatly appreciated.
Doctors notes:
-With permission I can and will make changes to your palette.
-I've changed plenty of errors, and altered the formatting a little bit. I'll do it again in the future once I have more time.
-HP/PP recoveries were changed to Lv5. We need to use the best stuff available to us.
-Poison and Confusion give you plenty of time to use Anti, so Light and Dark protect are unneeded in my opinion. Light protect may be important if you are being shot down by the Parubots, so I kept it's slash.
(Page 4) Tamlin
Spoiler!Name: Defensive HUmar
Class: HUmar
Area: Universal
Weapon: Shield, Double Saber, Gunblade
Mag: 0/100/0/0, Granir, Healing
Materials: 100 GUARD
Armor: Carabinier Armor
Units:
-Divine/Guard
-Divine/Guard
-Divine/Guard / Element Boost
-Compress PA
Palette:
1. Attack
2. Dodge Roll
3. Heavy Attack
4. Offensive Tech
5. Deband
6. Resta / Dimate
HUmar and HUmarl are THE most versatile classes there are! Also the most survivability because of their versatility. They have higher physical stats than the Newman classes, and the added benefit of being able to use Techniques is something that puts them over the top in my book.
Shields are just my preference for my DEF HUmar. They provide a boost to DEF and they can be used to block with, which prevents all damage from the front. The PAs are powerful and they high elements make for a really well rounded weapon. Otherwise... they don't do much for most people
I like Gunblades because they stress Versatility, which is key in my book. Emperor Axeon is the best at doing that, because it also provides a 50 point boost to the MST stat. With a Gun and a Blade to boot, this weapon is VERY well suited to almost any situation. However, it does lack in damage dealing potential when compared to specific classes.
Doctors notes:
-Minor changes to text (I'm not a professional editor)
-Removed Hunter Shell
-Altered Weapon and Mag. They can see what weapons you're using in your analysis =)
-Added Slash for Element boost assuming you need it. Even a Defensive character needs to kill things...
-Added Slash for Dimates. The HUmar Resta is one of the weakest in the game. Especially since you aren't running Shifta
-Techs are cool, but when you're not using the Emperor Axeon, swap out for Shifta
-I imagine this will be VERY hard to use in SH
-HUmarl is outclassed by the HUmar when using this setup
(Page 6) Tamlin (Arca Plant)
Spoiler!
Name: Defensive HUmar
Class: HUmar
Area: Arca Plant
Weapon: Shield, Gunblade, Claw
Mag: 0/100/0/0, Midgul, Healing
Materials: 100 GUARD
Armor: Carabinier Armor
Units:
-Light Resist Lv 5 / Element Boost
-Light Resist Lv 5 / Compress PA
-Light Resist Lv 5 / Slow Protect
-Light Resist Lv 5 / Ice Protect
Palette:
1. Attack
2. Dodge Roll
3. Heavy Attack
4. Zonde / Shifta
5. Deband
6. Resta / Dimate
Ok, this isn't meant to be a guide to play the HUmar. This is just my ideal setup for Arca. The Light Resists are for the Korse and Akorse.
This isn't about dealing absurd amounts of damage; This is for taking the least amount of damage possible.
When you hit Humilias though, it all changes. I like to stick close to Humilias and pound him with the strongest Melee PA I have, so the third set of units is meant specificaly for the big guy himself.
Hope you Enjoy!
Doctors notes:
-Added a slash for Shifta beside Zonde
-I would actually advise against using the Healing nature when the Hungry and Timid natures allow for invincibility (15 sec) at max charge.
-Out of curiosity, how much damage did you take from a Missle with all of that Heat Resist packed? Have you tested this yet?
-@ Point#3: I don't think the Arkz Missles are elemental. Test and see if you take any less damage. Assuming you have those Heat Resists.
-EDIT @ April 13th, 2012: The Arkz Missles are indeed Non-Elemental. Removed the paragraph regarding heat resistance.
RAmar (1)
Spoiler!
(Page 5) DoctorShanks
Spoiler!Name: Unique RAmar (?)
Class: RAmar
Area: Universal
Weapon: All Ranger weapons except Laser Cannon, and Handgun. Sabers.
Mag: ?/0/?/0, Midgul, Fickle
Materials: 100 POW
Armor: Kepler Suit
Units:
- Divine/Power / Ice Protect
- Divine/Power / Slow Protect / PP Recovery Lv5
- Element Boost / Divine/Power
- Compress PA
Palette:
1. Attack
2. Dodge Roll / Anti
3. Heavy Attack
4. Jellen / Anti / Star Atomizer
5. Zalure / Anti
6. Resta
I can’t imagine the RAmar playing all too differently from his brother, the HUmar. His superb ability to solo with Debuffs instead of Buffs is something that makes the HUmar/l very Jellen. I set up this guy to be as unique as possible without giving in to being a weaker Hunter. I listed every Ranger weapon as a useable option except for Hanguns and Laser Cannons. Lets face it, Laser Cannons just outright suck; they can’t chain and their Photon Arts have such low DPS that they almost aren’t worth mentioning. Handguns, while great, unfortunately deal much greater damage when used by hunters. It doesn’t help that the Rouge Pulse, which is arguably the strongest Handgun in the game (Unless you’re lucky enough to find a Celeb Lv5 H44 Missouri with Flame hit/Thriller Combo, in which case just use that) can be used by a Hunter. Fortunately for the RAmar, he, as other Rangers, can wield the good stuff, such as the Crimson Vis, the Nemesis, the Frigiand, and the Lavateinn. The latter of which can be used with a much greater effort with a HUcast, however, he cannot possibly dream to solo with it nearly as good as the RAmar can. When using the Crimson Vis, you may want to make sure it has Lv3 Celeb and Cool Style. When using Cool Style, you may want to equip a HIT mag, as Cool Style needs all the accuracy it can get. The Frigiand will want the same Lv3 Celeb, and have Earth Bullet or Impact Zero (go for Earth Bullet). The Lavateinn has it’s uses with any Photon Art, though Mine Sneak is generally the winner. Bazookas always have had a bad reputation for being slow, but the Compress PA almost solves that problem completely. Your Nemesis will want to have Lv5 Celeb to maximize its power, and have either Crush Bomb for clearing out small enemies, or have Wild Blow for dealing ridiculous amounts of Damage to a single enemy or bunched up enemies if you’re lucky. I recommend Crush Bomb because Wild Blow is seriously hard to aim, but if you can master Wild Blow, then good for you. Sabers are your Meele weapon for when your Gunblade doesn't have the stats to cut it (heh). All of the Saber Photon arts are exceptional.
The mag and materials are pretty straightforward. I've never played a RAmar, so you'll have to experiment with how much Power and Hit you'll want. Cool Style needs accuracy as does the Nemesis, but the other two Photon Arts are very accurate. 100 Power Materials maxes out the power of Shifta, but if you're playing online, you can mess around with these if you really desperately need more accuracy. 100 POW is usually the way to go; online or offline.
Now for the Palette... both types of attacks are for the accuracy reason, as even a Ranger can have a hard time hitting stuff at a low level. Dodge Roll is very nice, but if you aren't playing solo, then you can try using Anti to cover for your party members. Anti can be slashed pretty much anywhere on this set, and I recommend you use it over Zalure when playing with a Force. If your Force insists to use both debuffs, you can run any item of your choice over the debuffs, though I would recommend the Star Atomizer in case your Force gets into some serious trouble. Resta is there because you have it. Who wouldn't want free heals?
FOmar (4)
Spoiler!
(Page 18 ) PSchiZ (Gurhacia Valley)
Spoiler!Name: All-in-one Valley nuker
Class: FOmar
Area: Gurhacia Valley
Weapon: Any Force Weapon
Mag: 0/0/0/100, Flozir, Any Nature
Materials: 100 Mind
Armor: Ancient Robe / Noble Cloak / Shinobi Suit
Units:
-Divine/Mind / PP Recovery lv5 / Element Boost
-Divine/Mind / PP Recovery lv5 / Element Boost
-Tech Save Lv3
-Compress PA
Palette:
1. Barta
2. Zonde/Dodge Roll
3. Normal Attack/Jellen
4. Shifta
5. Difluid/Zalure
6. Resta
First thing's first-Trap Vision so you can see those burn traps. You can dodge them too...either one.
Zonde is key for sweeping monsters like Ghowl, Vulkure and Grimble/Tormatible. Use Barta for monsters like Garapython, Garahadan and Helion/Blaze Helion. If you come across a mixed monster group like two Garapython's and two Vulkure, just focus on killing the monster that's weakness is Barta first-in this case, Garapython. Then kill the other monsters with Razonde.
Helion, on the other hand, will charge at you once it gets close enough, so you would have to dodge roll to the side of it to avoid its annoying stomp move. DO NOT stand infront of it, or else you'll take an acrobatic-flying-charge-180-degree-flip to the face. And it hurts. Jellen will really help to decrease its massive ATK and Zalure will make it easier to do a lot more damage, so it will die faster. Stand close (not too close) to it and spam Barta. Blaze Helion is even worse, so lock and load. Or spam, in a FO's case.
If you have a Heaven Element weapon, well, I'd use it to take care of small mobs.
Reyburn is easy with Flozir (the more people that synchronize, the better, of course)- just use resta when you need to and spam Razonde.
This isn't the best strategy, since it uses PP really fast...but it's better than nothing I suppose.
Doctors notes:
-Added extra slashes beside the first Divine/Mind. Element Boost is very compatible with PP Recovery Lv5 in the case of Magical Sign and in the case where the Celeb level isn't level 5.
-It's very worth noting that the Alice Olivia has a wonderful 20% Barta Boost. I guess that's why there are no slashes beside Barta huh?
-I really don't have much else to say here. It looks really nice.
-I'm guessing the theme here is for both Magical Sign and/OR Tech Spamming. So long as anyone knows what units to use at what time ^^.
(Page 4) DoctorShanks (Dark Shrine)
Spoiler!Name: Dork Shrine
Class: FOmar
Area: Dark Shrine
Weapon: Kerykeion, White Disaste, Psycho Wand (whatever you can afford)
Mag: 0/0/0/100, Flozir, Fickle
Materials: 100 MIND
Armor: Noble Cloak
Units:
-Divine/Mind
-Divine/Mind
-Tech Save Lv3
-Compress PA
Palette:
1. Megid / Grants
2. Resta
3. Shifta
4. Zalure
5. Deband
6. Jellen
Get it right. Trap vision. This setup gets the girls guaranteed.
Doctors notes:
-FOmar is outclassed by the other forces with this setup in one way or another
-Despite the above, FOmar can still tear apart the Dark Shrine wtih flying colors.
(Page 16) Doctor Shanks (Eternal Tower)
Spoiler!Name: Not-so-Eternal Tower
Class: FOmar
Area: Eternal Tower
Weapon: Rod
Mag: 0/0/0/100, Flozir, Fickle
Materials: 100 MIND
Armor: Noble Cloak
Units:
-Divine/Mind
-Divine/Mind / PP Recovery Lv5
-Tech Save Lv3
-Compress PA
Palette:
1. Foie / Grants / Megid
2. Zonde / Grants / Megid
3. Barta / Grants / Megid
4. Resta
5. Shifta
6. Dodge Roll / Jellen / Zalure
Near-perfect mob coverage with a 20% bonus to each of the techs listed on the Palette. That's all that needs to be said offensively. Unfortunately, it's not perfect. The thing about the Eternal Tower when playing as any Force is all the pallete changing you'll probably have to do. This setup aims to minimize palette altering.
That armor is the best armor available to the FOmar, but use a Pizza Box or even an Ancient Robe or Shinobi Suit if you have one with 4 slots. The standard FO setup is in play again, only this time, PP Recovery Lv5 is a legitimate option. The reason for this is the fact that each room only has one wave of hostiles, giving that unit plenty of time to work its magic in the time you aren't killing things. Also, the 3 elements that the FOmar uses aren't as expensive as Grants or Megid, so he doesn't piss away his PP as quickly as the other forces would despite having mediocre PP with no natural regeneration.
As for the Palette, Foie, Barta, and Zonde are all boosted by 20% when used by the FOmar, so it is very unlikely you will ever have to dip into Grants or Megid unless you come across a Za/Phobos. Shifta provides it's amazing boost as usual, and Resta is a must for any flesh character. For the last slot, Dodge Roll's sole purpose is to avoid an oncoming Missle from those nasty Arkzeins. Jellen is another option, but as the floors increase, so do the accuracy of the enemies, which eventually makes Jellen a bit more of a useless technique. Dodge Roll is prefered, but Zalure can be used to lower the resistances of your enemies to potentially kill them in one less hit. It is still recommended you run Dodge Roll when you come across an Arkzein, as you'll quickly notice how dangerous they are becoming.
(Page 6) Tamlin (Arca Plant)
Spoiler!Name: U MAD ARKZEIN???
Class: FOmar
Area: Arca Plant
Weapon: Fuuma Shuriken/Kouga Shuriken, Psycho Wand/White Disaster
Mag: 0/0/0/100, Midgul, Fickle
Materials: 100 Mind
Armor: Shinobi Suit / Spirit Garb / Noble Cloak
Units:
-Divine/Mind
-Divine/Mind
-Tech Save lv 3
-Compress PA / PP Recovery Lv 5
Palette:
1. Zonde
2. Dodge Roll / Foie
3. Resta
4. Zalure
5. Jellen
6. Shifta/ Difluid
I know all the other Force classes have higher MST stats, but I like the FOmar because of his 20% boost to Zonde/Razonde, as well as Foie/Rafoie and Barta/Rabarta.
This is exactly what it looks like. Weaken enemies with Jellen and Zalure, then buff your own offense with Shifta. Spam Zonde as much as possible before you run out of PP, then refill. Repeat. Heal as needed. The Tech Save lv. 3 and PP Recovery Lv. 5 are simply for reducing the amount of times you need to refill your PP. It's not the most complex tactic, not by a long shot, but it most CERTAINLY works.
I know neither armor has much of any light resist, or heat resist for Arkzein's missles either, but if you close in quickly, the missles will never get a chance to fire off.
The choice between Spirit Garb+White Disaster or Shinobi Suit+Kouga/Fuuma Shuriken is simply up to the user.
Enjoy
Doctors Notes:
-Changed the name because derp
-Added slashes for Psycho wand and Noble Cloak. WD would be outclassed.
-Throwing Shurikens at Arkz from afar is just asking for them to launch their death cannons at you... but given the fact that you are running Jelly, they might not hit you.
-I don't think Spirit Garb has the Evade to take on Arkz and dodge their missles. You would have to close in as quick as possible and rely heavily on dodge roll.
-Removed the slash for Dimates. You're a Force.
-Added a slash for Foie over Dodge Roll. Not that I expect you to take it, especially in a party, but running purely Zonde leaves you defenseless against Akorse even with Zalure. You'll spend too much PP trying to kill it alone.
-Since the FOmar has a low PP count, Difluids might actually be handy. I still recommend the L+Start button combonation if your L button works.
-Added a slash for Compress PA over PP Recovery Lv5. I may have explained how it doesn't recover fast enough for the amount of PP you blow through in a run. Also, to my knowledge, you wrote this before you knew about Compress working on Forces Techs.
-I recommend Hungry nature for your mag. The rest of the natures have abilities that you could easily use yourself.
HUmarl (1)
Spoiler!
(Page 15) Mustache
Spoiler!Class: HUmarl
Area: Universal
Weapon: Double Sabers, Swords, Sabers, Handgun
Mag: 100/0/0/0, Ruffian, Granir
Materials: 100 POW
Armor: Carabinier Armor
Units:
-Divine Power / Element Boost
-Divine Power
-Divine Power
-Compress PA
Palette:
1. Normal Attack
2. Dodge Roll
3. Heavy Attack
4. Resta
5. Shifta
6. Difluid
I decided to post this because there isn't one up for HUmarl yet. As you can see I have Power power power. The primary reason that shes getting the shaft. She's my first character I liked her ascetically yellow and black with matching Radam mag really makes her stick out from a crowd and personally I think it looks better than Cast+Radam. Anyway we're not here to talk about looks. With a distinct lack of evasion I heavily favor Double Sabers over Daggers while using a HUmarl. I used my Clair Doubles all the time on her both because they're a big damage dealer and it looked really awesome with my character. I also used a series of Morgenlotes with a verity of different %s. What I don't understand about Double Sabers is why everyone likes Million Rave, which I feel not only makes you extremely vulnerable to enemy attacks it also has to be carefully deployed to get the full effect. Tornado Dance is easily my favorite PA for Double sabers letting you manipulate enemy positions effectively, and pairs better with Normal/Normal/Heavy/Charge PA. Just my two cents there... Sabers I like to deploy a heavy lvl5 Zalure which is better then even lvl 15 Zalure spell, if I'm not in a group I will often hit the Zalure then switch to double sabers for heavy damage against many of the large enemies. Easily an under valued strategy that can add hefty damage to problem boosted monsters or any arena. There's not much point to it in a group online but solo it probably makes HUmarls and HUmars some of the more effective classes in the game. Swords...yadda yadda, Over-End, yadda, yadda, Bosses. Handguns...Blah blah...Rouge Pulse...Blah blah...Flame Hit...Blah...Range. Ruffian on my mag is actually there by choice. There's Multiple different ways for the mag to employ a Lvl 15 Shifta on you personally that I loved while soloing. It has a higher revival chance than Cautious and move chances for a large offensive boost. As opposed to the better chance for a lvl 10 boost that I can just cast on myself. I use Granir I like it here over Flozir simply for the double Arkzein rooms in Arca or the Tower. I just blow it off and keep going on my day. I use Difluids over PP recovery lvl5, Without natural recovery I don't see much point in avoiding the use of fluids when you'll use them at least occasionally.
Anyway, with all that out of the way...I'm deleting my HUmarl in favor of a HUcast, I would rather be dealing the most melee damage out of anyone in my group rather than a weaker second in line with support that is outclassed easily by any Force.
Doctors notes:
-I included that last line only because it says something about your experiences with the HUmarl... even though it isn't very positive.
-Added a slash for Element boost over a Divine/Power as Swords and Double Sabers cap out at 3.
-Granir is a good solo PB? Nice to know. In this case it would enhance the HUmarl's already great soloing capabilities.
RAmarl (1)
Spoiler!
(Page 16) DoctorShanks
Spoiler!Name: Slicer RAmarl
Class: RAmarl
Area: Universal
Weapon: Trois Souther
Mag: 0/0/0/100, Flozir/Midgul, Fickle
Materials: 100 Mind
Armor: Noble Cloak
Units:
-Divine/Mind
-Divine/Mind
-Element Boost
-Compress PA
Palette:
1. Attack
2. Dodge Roll
3. Resta
4. Zonde / Anti / Heavy Attack / Foie
5. Jellen / Anti / Heavy Attack
6. Zalure / Anti / Heavy Attack
Ladies and Gentlemen, the RAmarl; Sega's biggest mistake in PSZ. Seriously, look at her base stats, she has lower HP than the FOmar (not to mention her ATP stat only being 18 higher than him too)! However, I looked a bit closer at her stats and noticed something that could be used to a slight effect with any luck. She has a very high MST stat, and the highest ATA stat of all the fleshies in the game. I put 2 and 2 together, and created a Slicer Build. I'll admit I've seen this idea somewhere else, but here it is on paper.
It sounds really good on paper, but I have yet to see a RAmarl try this in game. Her stats are beyond retarted, but look to be very workable. Basically, her awesome ATA stat is the sole advantage that she has over the Forces; she is basically trading loads of MST for loads of ATA (as well as the ability to equip the Eridanus or even the Loneos).
We have one workable weapon: The Trois Souther. Find one with Bright Sign, decent stats, then Celeb that baby up and we're good to go. Jam pack her with MST, and throw on your Noble Cloak (Pizza Box is fine too). Basic FO units are in play. You probably shouldn't be tech spamming except at the Meele resist areas since Slicers are Meele weapons after all.
I admit I pulled the Palette out of my ass just 5 minutes ago, but it seems reasonable. Her above average MST should grant her a powerful enough Resta for both her and her teammates. Attack because Heavy Attack is difficult to use with Slicers in my opinion (if you don't mind this, try running Heavy Attack over #4). Zonde is also there for stunning at places like Arca, but Anti is an option since this is mostly a wild card slot. Now, Jellen and Zalure are here to lower enemy Accuracy and Evasion respectively; The RAmarl should miss rarely if not at all when the enemies are under the effects of Zalure. Jellen can help you take another hit sometimes, and it is absolutely essential at Arca if you hate Arkzeins (and who doesn't?).
FOmarl (5)
Spoiler!
(Page 4) DoctorShanks (Dark Shrine)
Spoiler!Name: Dork Shrine
Class: FOmarl
Area: Dark Shrine
Weapon: Kerykeion, White Disaster, Psycho Wand (whatever you can afford)
Mag: 0/0/0/100, Flozir, Fickle
Materials: 100 MIND
Armor: Noble Cloak
Units:
-Divine/Mind
-Divine/Mind
-Tech Save Lv3
-Compress PA
Palette:
1. Megid / Grants
2. Resta
3. Shifta
4. Zalure
5. Deband
6. Jellen
Get it right. Trap vision. This setup gets the girls guaranteed.
Doctors notes:
-FOmarl has the most powerful Grants in the game.
-She is the master of the second half, but shares the FOmar's problem for the first half.
(Page 3) DoctorShanks (Makara Ruins)
Spoiler!Name: Supportive Ruins
Class: FOmarl
Area: Makara Ruins
Weapon: Starlight, Psycho Wand
Mag: 0/0/0/100, Flozir, Fickle
Materials: 100 MIND
Armor: Star Cloak / Noble Cloak
Units:
-Divine/Mind
-Divine/Mind
-Compress PA
-Tech Save Lv3
Palette
1. Grants
2. Resta
3. Megid / Deband
4. Shifta
5. Jellen
6. Zalure
My reasoning for such a setup is the fact that I can greatly abuse the FOmarl's 30% Grants Bonus. The additional 10% bonus from the Starlight and the 50+MST bonus from the Star Cloak add up to the strongest Grants in the game. When I did number crunching on the Starlight vs White Disaster issue, I realized that my maximum damage went down slightly, but my minimum damage Skyrocketed, ultimately leading to more stable damage and a for sure 5HKO on the Rumoles instead of a 5~6HKO. I have yet to test with the Psycho Wand as I do not have one.
My Units are pretty self-explanatory. Compress PA for instant Gigrants and a quicker charge for everything else such as Alresta. The two Divine/Mind's are both Wild Cards, and raise my damage. Tech Save Lv3 in my opinion is a must for all Forces. It is essentialy the wonderful "buy 4, get one free" deal. And since you're going to be "buying out" your PP anyway, you might as well take the offer.
Now my Palette... well Grants is always first, followed by Resta then the three (important) supporting techs. I usually run Deband ONLY when I am playing with two other players or another Force who can run Deband for me. The reason I am almost always running Megid is because Bullbatts have an immunity to Grants, and take pitiful damage from it when under the effects of Zalure. The Bullbatts have a low resistance to Dark, so I use Megid over Deband because Deband is (considered by many) the least useful support tech of the four. I may think about running Zonde to hit them with much less of a need to aim, but Razonde is more expensive in the long run.
Doctors notes:
-I've since found a Psycho Wand after writing this, and it is stronger than the Starlight/Starcloak combo.
-Starlights are more common.
(Page 0) DoctorShanks
Spoiler!Name: Standard Supportive
Class: FOmarl
Area: Universal
Weapon: Rod, Wand, Slicer
Mag: 0/0/0/100, Flozir, Fickle
Materials: 100 MIND
Armor: Noble Cloak
Units:
-Divine/Mind
-Divine/Mind / Slow Protect / Ice Protect
-Divine/Mind / Tech Save Lv3 / Element Boost
-Compress PA
Palette:
1. (Offensive Tech) / Heavy Attack / Attack
2. Resta
3. Shifta
4. Zalure
5. Deband / Anti / (Offensive Tech)
6. Jellen / Anti
My Units are pretty complicated I think. Divine/Mind is what I would call a Wild Card. The Ice Protect is used when I'm playing at Rioh Snowfield, and the Slow Protect is for Reyburn and Chaos+Mobius. Element Boost is for my Lv4 Alice Olivia, but when I'm not spamming Magical Sign, I'm using a Tech Save Lv3 to save on Tech spamming with the White Disaster. Finally, Compress PA is an absolute MUST for any Force.
I gave plenty of slashes as this is a universal palette setup. Obviously, at specific areas I have definite palette setups without slashes or having to decide what to run. When I'm at Paru or Gurhacia valley, I use a Wand with Magical sign along with Heavy Attack. My reasoning for running Heavy over Normal is the fact that the FOmarl has the highest accuracy of all the Forces. That and my Alice Olivia carries a 40% Accuracy adjustment, which is nice. When I'm at the other 5 areas, I run a White Disaster along with an Offensive tech depending on the field (Foie for Rioh Snowfield, etc). The only time I run with the regular attack is at Dark Falz, where I wield a Kouga Shuriken. The second offensive tech is only used if I'm at Ozette, Arca, and Makara. I run Foie/Zonde at Ozette when the Pelcatraz spawns or when there is a quintuple frog spawn. I run Zonde/Grants at Arca to hit the Finjers harder and easier along with the 30% boost that the FOmarl gets to Grants. At Makara, I run Grants/Megid for when the Bullbats decide to get in my way. And finally, the only time I will EVER run Anti is when another Force agrees to run Deband. I chose to slash the (second) offensive tech over Deband because in my opinion, why raise your pitiful defense when you can lower your opponents monstrous attack?
I'm not very experienced with mags and how they work or what is the best nature. I personally like the Fickle nature because of the invincibility time you get when fully charged. Special natures are the way to go for Forces. I think the Eccentric nature provides a small PP recovery when walking sometimes, but I'm not so sure if the benefits outweigh the losses. Flozir is absolutely amazing and should be the only PB considered for a Force... you may have to go hunting in Paru for this one.
(Page 2) AtBHR
Spoiler!Name: Physical FOmarl
Class: FOmarl
Area: Universal
Weapon: Saber, Daggers, Gunblade, Shield, Handgun, Mechgun, Sword
Mag: 0/0/100/0, Midgul, ???
Mats: 100 POW
Armor: Noble Cloak
Units:
-Divine/Hit
-Divine/Hit
-Divine/Hit / Element Boost
-Compress PA
Palette:
1. Heavy Attack
2. Roll
3. Anti / Jellen
4. Resta
5. Shifta / Zalure
6. Jellen / Zalure
This is an unorthodox FOmarl build I've done a couple times before. She doesn't use any attack techniques at all and relies on hunter and ranger weapons instead. I feel she fights closest to a RAmarl only she has a slightly better selection of melee weapons in exchange for having less of a selection of ranger weapons and have level 15 support techs. The 30% Resta boost bumps her Resta to the 400-500 range by the time she reaches level 90-100 without having to add one point of MST. She has a full hit mag and hit units so she can hit the broad side of the barn. The Hocho, the only sword a force can use, is her boss slaying weapon that actually does a lot of damage for a celeb-less level 20 sword with Overend. Without celeb, she can hit over 100 damage using heavy attacks. With celeb, she can do 200-300 damage. When soloing, she uses Shifta and Jellen, but in parties, she uses Zalure in place of Shifta due to always being one or two people who are very zealous about using Shifta.
Doctors notes:
-A slash was given over Jellen for Zalure since you're going to want all the power you can get while offline.
-A slash was given over Anti for Jellen for the defensive reason. The importance of Anti is meh when everyone usually carries scapes and sols.
-Element boost was given a slash over one of the Divine/Hits in case you're using a Mechgun.
-Mag was changed to 100 HIT
-Good work
(Page 11) DoctorShanks (Dark Falz)
Spoiler!Name: Slicer Toss ~ Dark Falz
Class: FOmarl
Area: Dark Falz
Weapon: Slicer
Mag: 0/0/0/100, Flozir, Fickle
Materials: 100 MIND
Armor: Noble Cloak / Shinobi Suit
Units:
-Divine/Mind
-Divine/Mind
-Element Boost / Divine/Mind / PP Recovery Lv5
-Compress PA
Palette:
1.Attack
2.Resta
3.Shifta
4.Deband / Dodge Roll / Anti / Fluid
5.Jellen
6.Zalure
Pretty simple yes? The FOmarl along with the FOnewearl are both the best users of Slicers in this game due to them having higher MST than the guys. The Noble Cloak gives great Defense and Evasion and is the best armor available to the FOmarl. The Shinobi suit is another option to those wielding the Kouga Shuriken, and the Shinobi suit grants a 24% Dark Resistance naturally. I'm not sure if that offsets any of the damage but whatever. The Units I chose were pretty standard as well. There is no slash for Tech Save Lv3 because you'll only be using supportive techs every once in a while. In fact, you could probably try out a PP Recovery Lv5 on this set since you'll be attacking most of the time, and Dark Falz doesn't really give you any breaks to recover in the rare case that you need to (I wont put that on the FOnewearl setup since she has a natural recovery and I can't imagine she would need more). Element Boost is only if you're running a Slicer with Celeb, and Compress PA is for quick helpful heals as well as to rebuff when Trinity dies. When Trinity dies, you'll have enough time to cast both Alshifta and Aldeband for your party with half a second to spare.
Palette is also simple and straightforward. Heavy attack is not mentioned because Slicers are much easier to use with the Normal attack, and they deal OK damage anyway. Another reason for the Normal attack is that Dark Falz likes to unleash surprise ground-spikey attacks and you might have a better chance of getting away. The third reason for normal attack is easier chaining. If you're dealing the most damage in the party, you'll want to steal chains with Bright Sign (let you party know) and this is another reason Compress PA is helpful. Only a fool would run anywhere without Resta. All four support techs will make your party love you forever, including Deband which some people might think isn't very worthwhile, in which case you can run Anti in case some moron didn't bring Scape Dolls, or fluids in case you're worried about running dry (don't run PP recovery Lv5 in this case). Jelly and Zally are wonderful.
STRATEGY
When the fight begins, immediately begin chargins Zalure and Jellen (in that order. Reason being that your party will get a few extra high hits while you're casting Jelly) then go straight for the Force pawn which spawns on the left. The Force is without a doubt the most dangerous piece. Once the Force is down, the choice is up to the party for who they want to go for next: The Ranger or the Hunter Pawns. Although most parties I have played with go for the Hunter Pawn, I would say to go for the Ranger because when Trinity is no longer invulnerable, the Hunter acn stil miss under the effects of Jellen whereas the Ranger hits everyone regardless. The problem with leaving the Hunter alive is that it is kind of a selfish move on your part. You have super high evasion allowing you to dodge like a champ, but your fellow Hunters and Rangers may have trouble avioding it. Work out with your party which pawn you want to kill.
When Trinity is no longer invulnerable, she will charge at you with a Body Slam... though you probably already knew this and know how to avoid it by now, if you don't you may want to rethink your life. When Trinity is preparing her Body Slam, you can still hit her with Jellen and Zalure even before she can be hit with attacks. Take advantage of that. Now just start throwing your Slicer at Trinity. Trinity has two attacks; we will call the first one Head desk and the second one Betch slap. Head desk requires you to keep your distance while Betch slap requires you to hug her to avoid being hit. When she stands up straight, she will begin firing a laser (which I am assuming is Light or Dark based) that cannot be avoided. I mean, it can't miss you, but you can still Dodge Roll (or even walk!) out of the way. It is not hard to avoid, and that is the reason I slashed Dodge Roll instead of recommending it. Not everyone likes Deband though, so Dodge would be the superior choice if you think hard enough about it. And finally, when her head hits the ground, you can throw the Slicer at her head a couple times to get some extra damage on her. Be wary of the Pawn that you left alive.
Dark Falz is the real deal. You'll want to start out by contributing or using your Photon Blast. Hopefully you have a friend in your party that has Flozir. If not, you'll have to be the user. Midgul is fine too, but unlimited PP and quick charge time will be amazing. The reason you'll want someone else to use the PB is because you need time to cast Jellen and Zalure. IF FALZ LEADS OFF WITH HIS GROUND-SPIKE ATTACK, SAY GOOD-BYE TO YOUR PB CHAIN. THIS IS UNAVOIDABLE AND IS NOBODYS FAULT.Now that the actual fight has begun and the PB is under its animation, cast Jelly and Zally in the meantime. Falz has two phases: the first being a phase where he just stands like a statue moving only baby steps forward and uses attacks on occasion, and the second being a phase where he swims in the floor. From memory, his attacks involve a giant laser that leaves your character with 1 HP (if you've ever played Final Fantasy, you would know why this is his least-dangerous attack), a Dark Criss-Cross laser that has the potential to strike your character for 400x2 damage if you're unlucky, and that one ground-spike attack I mentioned a couple times earlier. The ground attack targets beneath your character, then launches spikes outward with a wide-ish radius that also deals more damage than the first hit. The ground attack can be avoided by simply walking. However, avoiding his attacks isn't all so easy when decides to spawn his little ball-minions. You'll know when he's spawning them when he curls up and starts making funny noises. He'll fire three weak lasers from the sky, then you'll see four spheres either circling Falz, or making other messed up movements. Thankfully, Slicers can hit these things easily, and even greater news: hitting the spheres counts as damage directly to Dark Falz, so he basically increased his total amount of hitboxes in order to try and get extra damage to you. During Phase two, he will begin swimming in the floor. If you touch him while he is swimming, you will take heavy damage that is high enough to 2HKO a Force. When he enters Phase two, it might be a good idea to renew Jellen and Zalure. You can throw your Slicer at him to help inflict damage as the Hunters will have a tough time hitting him. Keep throwing until he drops dead.
I'm honestly not sure why I just retold all of his attacks when I should have just mentioned how to kill him and be safe. I have way too much time on my hands I guess...
HUcast (3)
Spoiler!
(Page 1) Ken & Robo
Spoiler!Name: PA-Spamming HUcast
Class: HUcast
Area: Universal
Weapon: All Hunter Weapons, Handguns
Mag: ?/0/?/0, Midgul, Ruffian
Materials: 80 POW
Armor: Mobius Plate
Units:
- Divine/Power / Ice Protect / Slow Protect / Light Protect
- Divine/Power / Element Boost
- PP Recovery LV5 / Slow Protect
- Compress PA
Palette:
1. Dodge Roll
2. Heavy Attack
3. Normal Attack
4. Heat Trap / Star Atomizer
5. Dimates
6. Difluids / Sol Atomizers
The bad@$$ ol' HUcast. Gotta love em'.
Like what Eclipse5632 said, playing as a HUcast is very simple. However, my play style is sort of standard, kind of bland, and flawed in some areas. My play style is somewhat inspired by my play style back in my PSO days, and much more unique. I am used to playing as casts, so I can live well without techniques, although I have played as organics before. Anyway, don't try this play style, unless you like putting your thumb under a lot of punishment.
For me, I am a PA spammer for the most part. I also use all of the hunter weapons, as I feel there is a good use for all of them, including a handgun. My goals are to do high damage, attack fast, or to try and kill more than one enemy.
Prepare for my huge-@$$ description of my play style. It is VERY long and analytical.
My view on the Weapons:
> Sabers are all purpose, but mostly for attacking fast and hitting multiple targets. All the PAs on sabers are excellent (especially Force Ride and Zeta Cutlass), as they charge quickly and hit multiple targets. I also like how they have unorthodox movements that can sometimes make you dodge some attacks.
- > Personal recommendation: High-level saber that is either customizable or has a good element. I really like the Stormer and Luzparias. Any PA is good.
> Swords are personally more for boss killing. I personally don't like using them to hit multiple targets, as I find them too slow. I also find Sonic Raid or Dynamo spin as sub-par PAs. Therefore, a powerful sword with Over End (which is why I strongly prefer the Millias Breaker or Ainsraiffe) is IMO perfect for dealing heavy damage to a boss, especially when combo'ed with Shifta/3+chain Midgul/Flozir.
- > Personal recommendation: Any powerful sword with Over End, like the Millias Breaker or high-level Ainsraiffe.
> Daggers are another one of my favorites when it comes to attacking fast. I also like how you can sometimes cancel during any attack of a combo to dodge roll, which I find is very useful. I also sometimes use Reverse Kill (my preferred PA) for tactical reasons, such as inflicting Jellen on multiple enemies.
- > Personal recommendation: Foie Haze and Rage Tonfa, preferably with Reverse Kill. Air Ride and Huge Cross aren't bad though.
> Spears are also very good weapons. Although it takes time to get used to them, they're fast and relatively powerful. They also hit multiple targets. I would say, use whichever PA that you like. I don't like Speed Rain, since you stay in place for a while. That is also why I prefer Hopping Run, which unfortunately is not the PA of either of the drill weapons.
- > Personal recommendation: Any spear is fine. As long as it's strong.
> Claws are quite useful too. They deal 4 hits, and pack plenty of punch if you use something like a customized Hadan Bite. It may be inconvenient that they are kind of slow though. I would recommend Bite Stamp, due to its high damage output on multiple targets. I also like Serpent Air, since it does 3-5 hits on enemies and can help you avoid certain things. I also like this PA for killing Humilias, since it can strike both legs (and his body if he's downed) five times. (I give credit to whichever person came up with this strategy for killing Humilias, as I have used this strategy ever since I read about it)
- > Personal recommendation: Hadan Bite, since it is customizable and just freaking good. Try for Bite Stamp as well.
> Shields are extremely useful for either doing quick damage to multiple targets and inflicting elements. They are the only weapon with the highest activation rate for elements (right after Sabers and Laser Cannons), which proves to be very useful. Of course, blocking attacks help a lot too. My personal favorite PAs are Bull Smash (for heavy damage) and Linear Shake (efficient for elements and moving to dodge attacks).
- > Personal recommendation: LV4 or 5 Iros with Bull Smash, or better yet, Linear Shake. I strongly don't recommend Barrier Shift, unless for specific situations.
> Double Sabers are my least used hunter weapon. I find them pretty slow, but at least they do good damage and are useful for increasing the hit chain. I only prefer Million Rave and sometimes Cyclone Run (I can't stand Tornado Dance. Don't ask why.)
- > Personal recommendation: Dioskoroi or Clair Doubles (I hate Morgenlotes). To me, you want either Celeb or Million Rave.
> Handguns are for quick and ranged damage, and are useful for areas like Ozette Wetlands, Rioh Snowfield, and Makara Ruins where enemies take more damage from guns. I abuse the Tachyon Gun and its ability to have LV5 when tagged with an element for the first time, and thus I use Celeb LV5. Strongly prefer Thriller Combo and Flame Hit, especially, over Quick Draw. I think Quick Draw sucks, which is why I don't use the N-Tathlam, even though it has LV5 Heat.
- > Personal recommendation: High-level Tachyon Gun, Rouge Pulse, H44 Missouri, or whatever with Flame Hit or Thriller Combo
One more thing: Celeb/Life/Risk is your best friend.
Combat and Palette Information:
As for my play style, I always hold an attack button whenever I enter a room while the game is loading. Thus, I release a PA once I position myself SAFELY towards the enemy. After, I use regular attacks, and sometimes hold the attack button after the third attack to quickly charge a PA (The Compress PA is important for this), as it will save time to charge as my HUcast recovers from the third attack. Either that, or hack away at the enemy. Also, I use the PP Recovery 5 to make sure that I don't fail to execute a PA as often when I lack enough PP. Quite frankly, this has screwed me over many times, considering I do not use my fluids while I am keeping my thumb on the attack buttons and I do not use a PA Save LV3.
Even though I get aggressive with enemies, I make sure to avoid getting hit as much as possible. Despite the HUcast possessing the potential to tank damage, I never like to get hit, because it is SERIOUSLY not safe being below half-HP IMO. My HUcast only has Power and Hit materials, and these two stats are also what my Radam mainly has. Therefore, my HUcast has minimal tanking capability.
As for the arrangement of the palette, it is calibrated for my thumb. I always attack either by Normal>Heavy>Heavy or Normal>Normal>Normal. The reason why I always start with a normal attack is because I don't like the delay of the heavy attack, increasing the chance of missing the enemy. I also only use the Heavy attack to charge my PAs, since the A button is closer to the X button to cancel it when necessary. For my mates/fluids, it is pretty simple about where they are. By instinct, I press the B button more often than the A button to heal my HP. I can also swipe my thumb across B and A to heal both my HP & PP at the same time. The least used actions (Dodge Roll and Traps) are on the Y button, as they take a little more effort to move my thumb to. I sometimes even sneak my index finger to the Y button, as trying to get away from a fatal blow is hard to do when you are ready to execute a PA. Sometimes I do not like hotkey-ing the heal traps, as I'm not good at expecting when I might die. At the same time, I find Heal Traps unreliable sometimes, as there is no way to make them explode right away and the explosion range is too small. This would make me have to stand in place in order to get healed, which is not safe with many enemies. Therefore, I use heat traps in case I cannot really switch to another weapon at certain times. I use Star Atomizers whenever there isn't a force around to heal everyone.
Slot Units:
As for the Slot Units, they're nothing too special. I like to have a Divine/Power or two for extra ATP of course. I swap one or my PP Recovery 5 for a (something) Protect. Ice Protects are for Rioh Snowfield and Humilias, Light Protects are for Paru, and Slow Protects are for Reyburn/Chaos & Mobius/Humilias. The Compress PA always stays there. On most occasions, I may use the Element Boost.
Mag and Photon Blast:
You will probably wonder why on earth I have no more than 50 Power and more than 10 Guard on my mags. That is because I am too lazy to make another one (keep in mind that Radam Souls aren't easy to come by), I try to go for more ATA to avoid issues with connecting attacks, and the guard is usually because I go for Midgul and have some sort of issue with not having the stats as multiples of 5 (PSO and their rare mags *cough*). Of course there is no Mind, cause well...take a guess why.
By default, I use my Radam, because I like Radams and Midgul is my favorite PB. I use my Rappy mag with Flozir on very rare occasions, but sometimes I forget I have it.
I always go by this "Photon Blast Hierachy" when I choose a Photon Blast for my mag:
- > When solo-ing/playing with NPCs: Midgul > Flozir or Granir > Pacifal
- > When on multiplayer: Midgul or Flozir > Granir > Pacifal
Midgul IMO is better for CASTs whenever they solo, because of high-powered Shifta & Deband and sometimes Jellen & Zalure. The reason why is because 1-chain Flozir isn't as great for a CAST as much as for a force, and Granir is not worth using alone. Not to mention, your NPC's can freely cancel their PBs when you are trying to sync with them, which is extremely frustrating. This is a major problem with chaining any of the PBs offline. If it goes wrong, I find 1-chain Midgul better than other PBs. That isn't to say that you shouldn't use Flozir or Granir when offline, as you can use them at certain situations where the NPC's minds can't be distracted from other things.
When it comes to multiplayer, Flozir beats all when you chain it above 3. However, I still like to use Midgul on certain occasions as well, because it's fun doing more than 1200 damage per hit of an Over End on multiple spots of a boss (4-chain Midgul + Over End on Chaos & Mobius = Up to 9 hits of 1200 damage and more than 6-9 hits of 600 on other parts = More than 10800 damage total ^_^). However, everyone always IMO desires 4-chain Flozir, which is perfectly understandable, cause infinite PP, quick charge time, infinite critical hits, and invincibility rules.
Oh, and I FREAKING hate Pacifal. In my opinion, it sucks.
As for natures, I sometimes use the Playful natures, since I do like occasionally having Shifta granted to me when I play alone. Otherwise, just use the Hungry natures, due to their variety of effects, as well as the short-time invincibility they provide when your PB maxes out, which is relatively convenient at times.
END
And there you have it. I would recommend a better play style for others, however... Eclipse's strategy seems way more optimal as well.
** Holler at me if you have any questions or suggestions **
Doctors notes:
-Defense on a mag? Nah.
-HIT materials? Get a new mag, it's cheaper to adjust.
-80 POW materials maximizes the potential of Shifta.
-I heard you did make a new mag. I'd like to know its stats.
-We ruled out Heal traps as unreliable earlier on.
-Sol Atomizers were given a shash over Difluids. Use L+Start to use fluids.
(Page 1) Eclipse5632
Spoiler!Name: PA-less offense build
Class: HUcast
Area: Universal
Materials: 80 Power
Weapon: Double Saber, Blackhawk
Mag: 100/0/0/0, ???, ??? / 0/0/100/0, ???, ???
Armor: Mobius Plate
Units
- Element Boost
- Divine/Power / Ice Protect
- Divine/Power / Slow Protect
- Divine/Power / Divine/Hit
Palette
1. Normal Attack
2. Heavy Attack
3. Roll
4. Monomate
5. Dimate
6. Trimate / Star Atomizers / Sol Atomizers
HUcast is a pretty simple class, as you can see from my palette. I'll start by going over my slots first, though. Element Boost is probably the single most important slot item you can use as a hunter. The reason for this, as you may have guessed, is Celeb. The max element level you can get on a Double Saber is 3, but you can bump it up to 4 with Element Boost. This essentially means that this one slot item gives you 10% extra damage all by itself. That's much more than a Divine/Power, which by level 100 is probably giving you about 2% bonus ATP, which is definitely less than 2% extra damage. The worst thing about Element Boost is that you can't use more than one. I have a Divine/Hit in there because Double Sabers overall have the lowest accuracy of the melee weapons and I need a bit of a boost especially in later areas like Arca and the Shrine. When using Mech Guns (Rioh/Wetlands/Ruins), I switch out my Divine/Hit for a Master/Power (due to a lack of a third D/P) and switch to my Hagal (the 1 guard is only because I think Hagals look cool). Like Shanks, I run Ice Protect in Rioh but also against Humilias (don't have a slow protect).
I have both normal and heavy attacks on my palette, and I'll explain why. The second part of the Double Saber combo only has one hit, and I feel like it's not worth the time to do a heavy attack for one hit when you could do a normal and then get to your three-hit finisher faster. I haven't crunched any numbers on this; it's just a feeling. If I want more DPS I'll do heavy>normal>heavy, but often I'll do normal>normal>heavy to avoid accuracy loss on the first two hits. For instance, this is important when attacking Izhiraks, since if you miss one of your hits it can break out of hit stun and move out of your range before you finish your combo. Having all three mates on my palette is more or less a holdover from playing single player (notably the Eternal Tower where near the top there could be times when I'd run through all 30 before getting a chance to go back). I rarely use mates when playing online, usually because I'm playing with Shanks and he's a god-tier healer. =P If I were cool or something I'd run heat traps, but it never feels worth it to me. I dunno.
My materials are all power to maximize Shifta benefits, and my mag is all power because it's easier to switch in hit units than it is to experiment with varying degrees of hit on mags and find out how much I want.
I...don't like having to carry five weapons around, but I guess it's the price I pay for maximizing damage. They should be pretty self-explanatory, but I pretty much just have one of each weapon that has a good percent on each enemy type. Since I don't use mech guns in Paru, Arca, or Shrine, machine and dark percents are useless on them. There isn't anything deep about why there's two Roche Limits and one Morgenlote. I just haven't found any double sabers with better machine or dark than my current Roche Limits yet. Auto-sorting weapons makes it a pain to get to the weapon I want sometimes, but I have a Celeb addiction to feed. ;_;
Doctors notes:
-You now have a Slow Protect
-Mag natures and PB are unknown
-Slashes that I recommended earlier 2 months ago were given
-Don't rely too much on God-tier healers =P
(Page 2) RLbitClassica (Overview only)
Spoiler!Name: I'm a fother mucking ROBOT!
I like swords, and that's that. I know they aren't the most useful weapons(not counting over end), but they are bad-ass and can hit multiple enemies at once. For quickly killing enemies, I recommend DAGGERS. They can hit 6 times in a successful string, have 2 very useful PAs(air ride and reverse kill), they can be easily interrupted with a dodge roll and aren't difficult to come across(Makara ruins, anyone?).
Like most other Hucasts, my primary tactic is to go in and kill everything as quick as possible. My methods for doing so are usually PA spamming, just like Ken suggested. I always have "compress PA" and a PP recovery Lv5 equipped(boss battles aside).
Like a typical hucast, my materials are exclusively power mats and i abuse the hell out of the celeb element, but what i do differently is my mag buildup. I'm primarily ATA build as opposed to ATP and because of that, i'm noticeably weaker than my fellow Hucasts, but I rarely miss when attacking. This is super beneficial because instead of using a "normal-normal-strong" string, i can frequently string together "normal-strong-strong" or even "strong-strong-strong" attacks in a successful manner.
Palette? Mine rarely ever changes.
My last word is about elements. Celeb is arguably the best element in the game, but stun is also a very useful element as well. Stun is particularly effective when used in conjunction with a high element level saber(with a PA of course). I have a lv 4 anfinsen that had stun for a while(I changed it to celeb to try out, but i'll be switching back soon) and you were almost GUARANTEED to stun any enemies you attacked. This combined with a force ride PA killed many enemies(arkzein included) before they even touched me. Anfinsen drops very frequently in the dark shrine if anyone else wants to try it out as well.
Well, there you go, that's my setup, hope you like. I usually find this template more effective when lone-wolfing an area versus playing with others
Doctors notes:
-Everything was omitted because your setup is essentially the same as Ken's and Eclipses.
-PA Save Lv3 saves you such a miniscule amount of PP. PP Recovery Lv5 is more well suited to a HUcast.
-You now own the units you don't have. If you don't have em in real life, speak to me.
-Good work.
RAcast (3)
Spoiler!
(Page 3) DoctorShanks
Spoiler!Name: Standard Universal RAcast
Class: RAcast
Area: Universal
Weapon: Handgun, Rifle, Gunblade, Saber, Bazooka
Mag: 100/0/0/0, Flozir, Ruffian
Materials: 80 POW
Armor: Kepler Suit (4 slot)
Units:
- Divine/Power / Compress PA
- Divine/Power
- PP Recovery Lv 5 / Ice Protect / Slow Protect
- Element Boost / Divine/Power
Palette:
1. Attack
2. Heavy Attack
3. Dodge Roll
4. Sol Atomizers / Monomates
5. Dimates
6. Monomates / Star Atomizers
The five weapons that I listed are the only (in my opinion) good ranger weapons in the game. High level celeb handguns with Flame Hit are outstanding, and set them apart from the Tachyon gun which has the lesser Thriller Combo PA. Rifles have Mine Sneak, which is a mobile PA that hits 3 times and is(should you get your hands on one that has Lv 4-5 Celeb), more powerful than Flame hit. The mobility and power of Rifles and Mine Sneak is too great to ignore. Gunblades are terrific Paru/Gurhacia/Arca weapons as long as they have Earth Bullet or to a lesser extent, Impact Zero. Bazookas are good if you've got Wild Blow or Crush bomb on it AND you've got a Lv 4-5 Celeb on it. The huge numbers that Bazooka's dish out are amazing. It's a shame they can't be chained however. Bazookas and Gunblades differentiate you from a HUcast, giving you a uniqueness about yourself instead of accepting yourself as being a weaker HUcast.
My mag is pretty straightforward. The offensive nature is here because RAcasts don't get their own buffs while Soloing unless you party with Kai. My mag is a Paru mag, so I guess I just got lucky.
I never really used Compress PA on my RAcast because I was too lazy or forgetful to switch it over between characters. Divine/Powers are wild cards should I not need anything else in the run.PP Recovery Lv 5 is kind of a treat. You may never need to use a fluid ever again, but using fluids takes about 3 seconds anyway. Although in this game, 3 seconds can be a very long time. Ice Protect or Slow protect gets priority when I am at Rioh Snowfield or Slow inducing bosses. Element boost is only there because not all of my weapons have a Lv5 element yet. Gunblades cap out at Lv3, so they kind of need the Element Boost.
Just like my Force, my Pallete changes depending on what area I play at. Attacks and roll are on the first three as they are most important for combat. Sol Atomizers are wonderful status removers and are more reliable than a Forces Anti in the nick of time, but they are in limited supply. Dimates are primary healing, as well as Monomates. Sometimes I run Trimates when I'm not feeling too confident. Star Atomizers get a slash over Monomates because when you can't pour all of your faith into the healer, Star Atomizers act as instant healers. I be sure not to go to town with them because you only get 5. Stars are more for bossing than anything else.
(Page 0) Ken-chan (Joke build)
Spoiler!Name: Evil RAcast
Class: RAcast
Area: Universal
Weapon: Starfish Slicer
Mag: 0/70/0/30, Flozir, Anxious
Materials: 27 PP / 53 DEF
Armor: Asgard Frame
Units:
-Divine/Guard / Element Boost
-Tech Level Boost
-Dark Protect
Palette:
1. Trap Vision
2. Normal Attack
3. Moon Atomizer
4. Monomate / Monofluid / Difluid
5. Trifluid
6. Ice Trap / Light Trap
Overview:
THE BEST PLAYSTYLE AND CHARACTER BUILD EVAR!! YOU THROW YER SLICER AT EVERYTHING AND HOPE YOU WIN, BECAUSE THIS SETUP IS SO FREAKING AMAZING, IT PUTS ALL THINGS DOWN TO SHAME!! NO ADVANTAGES, NO NOTHIN'!! ARKZEINS CRAP THEMSELVES TO THE MIGHT OF THIS KICK-@$$ SETUP SO MUCH, IT MAKES THEIR MISSILES KILL IN ONE HIT!! CELEB-3 AINSRAIFFES CAN'T EVEN BEAT THIS SETUP, BECAUSE OVER END IS SO MUCH BETTER THAN THIS SETUP, THAT'S WHY THIS SETUP IS THE BEST SETUP IN ALL OF PSZ!!
Doctors Notes:
-Added a slash over Divine/Guard for Element Boost for further Chaos.
-Added slashes over Monomates for Monofluids or Difluids for further healing alongside Trifluids.
-Added a slash over Ice Traps for Light Traps. Light traps make your enemies face the other way so that way the mobs will start beating the crap out of your friends. At least they're doing something and not chilling (ha) in a block of ice.
-
(Page 16) WuBing (Makara Ruins)
Spoiler!Name: Rohjade Slayer
Class: RAcast
Area: Makara Ruins
Weapon: Handgun, Rifle, Laser Cannon
Mag: 100/0/0/0, Pacifal, ???
Materials: 80 Power
Armor: Keplar Suit
Units:
-Divine/Power
-Divine/Power
-Divine/Power / Element Boost
-Compress PA
Palette:
1. Normal Attack
2. Roll
3. Heavy Attack
4. Monomate
5. Monofluid
6. Sol Atomizer
Playstyle:
The Reasons why I use Divine/Power and Power Material that much is because I tend to play aggressively, and I find that Divine/Power can make up for Racast's drawback not being able to use techniques such as Resta. Secondly, Racast is known for its high ATA, so there's no need to worry. However, the chance to miss an attack may occur frequently when ATA below 600.
With Flame Hit and Thriller Combo, people can beat against melee-resistant hostiles very easily. In my opinion, it is kind of boring if people tend to use the same guns. To make a run more entertaining, I strongly recommend the two PA : Wipeout and Bio Panic. Wipeout can deal more damage than Mine Sneak when you encounter Rohjades. However, you need at least 3 to 4 Level of Celeb to increase the damage output. Bio Panic, which is the Natural Enemy of Batts, has a crazy wide range and is able to attack multiple targets. Additionally, it can poison targets after being hit.
By the way, I suggest attacking Rohjades by using Flame Hit before they start curling. This is because when you flame hit them, you can hit up to 3 times.
Doctors Notes:
-Pacifal is cool Offline, but when online you might want to try either chaining with other PBs or grab yourself a new mag
-Changed a couple things but left the Overview untouched
HUcaseal (2)
Spoiler!
(Page 16) DoctorShanks
Spoiler!Name: Kill Bot
Class: HUcaseal
Area: Universal
Weapon: Hadan Bite, Ainsraiffe, Rouge Pulse
Mag: (100/0/0/0, Flozir/Midgul, Fickle) / (50/0/50/0, Flozir/Midgul, Fickle)
Materials: 80 POW
Armor: Mobius Plate
Units:
- Divine/Power / Ice Protect
- Divine/Power / PP Recovery Lv 5
- Element Boost / Divine/Power
- Compress PA
Palette:
1. Attack
2. Dodge Roll
3. Heavy Attack
4. Monomate
5. Dimate
6. Sol Atomizer / Star Atomizer / Difluid
I played up until Lv 81, and I still plan to continue to Lv 100 eventually. When choosing a HUcaseal over a HUcast, at Lv 100, you are essentially giving up 29 HP, 15 DEF, and more importantly, 14 ATP in exchange for 32 PP, 9 EVP, and more importantly, 14 ATA. That 14 Accuracy there makes the HUcaseal exactly 14 points less reliant on Accuracy adjustment or mag ATA. In my opinion, a professional player would not consider the slight reduction or two defensive stats to be detrimental so long as s/he knows how to dodge very well, and would very much welcome the bonus in accuracy. The loss in ATP is not a gamebreaking loss. Under most circumstances, the HUcast and the HUcaseal should kill their enemies in the exact same amounts of hits. In short, the extra accuracy makes the HUcaseal much more flexible than the other Hunters in terms of weapon choices and mag setups, and she has the highest accuracy of the Hunter Class.
Equipment choices are pretty straightforward. The Hadan Bite is the most easily obtainable weapon that dishes out destructive power when correctly rolled, and when paired with the Element Boost to reach Celeb Lv5. The Ainsraiffe is a terrific weapon for defeating Reyburn and Octo Diablo, but in the field, Over End takes a really long time to charge when compared to Bite Stamp. The Rouge Pulse (if you can find a good one) makes running through Rioh Snowfield, Makara Ruins, and Ozette Wetlands a breeze. I also prefer to use the Rouge Pulse during the second half of Octo Diablo to land hits on the tentacles much easier (keep in mind this will require a quick change in weapons). My units are standard as well; Divine Power is a wild card, PP Recovery Lv5 used most of the time so that way I don't have to dip into the item menu during a battle very often. Element Boost is used when equipped with the Hadan Bite, or the Ainsraiffe, and until I find a good Lv5 Rouge Pulse, I use the element boost on my Lv4 Rouge Pulse for the time being. Ice protect is only used during the boss battle of Rioh Snowfield.
The choice between Flozir or Midgul for your mag really depends on the party. I use Midgul when I am playing in a Party of CASTs OR when playing with only one other person (because two-chain Flozir does not grant a damage boost). Both mags should have 100 Power at higher levels, but if you find yourself needing more accuracy, then experiment. You will definetly need a more accurate mag when using the Rouge Pulse unless you can find one with a decent accuracy adjustment and with good parameters... but good luck with that one.
Lastly, my palette is set in stone with the only exception being the final slot. Star Atomizers are treats, and should not be wasted in the field as you only get 5 per run. 10 Sol Atomizers is plenty for most areas, and is the prefered option. When at bosses, then I always run Star Atomizers in this slot to quickly support party members in Peril (Humilias' Slow and Ice lasers are an example which spell death, and it is rare that a Force will heal quickly enough even if s/he is equipped with a Compress PA (it can be pulled off, but Resta must be used before Anti. Ice and Slow protects are recommended for those not confident in their Humilias battle skills)). Finally, when running Ozette Wetlands or Rioh Snowfield, I choose to run Difluids in the last slot because CASTs are unaffected by Poison, and Ice is a status which cannot be healed in solo play (you may choose to run Sols in online play, but the existence of Trap Vision moots the need for Sols or Stars).
(Page 16) AtBHR
Spoiler!Name: Killbot Swordswoman
Class: HUcaseal
Weapon: Swords (Ainsraiffle, Yonohate In, Akatsuki In), Handguns (Rogue Pulse) , Mechgun (Blackhawk) , Rifle (Lavateinn)
Mag: 0/0/100/0
Mats: 80 Power
Armor: Noble Cloak
Armor Slots:
-Divine/Power
-Divine/Power
-Element Boost / Divine/Power
-Compress PA
Palette:
-Heavy Attack
-Dodge Roll
-Sol Atomzier
-Monomate
-Dimate
-Trimate / Difluid / Star Atomizer
This is the build I've been going for lately with my HUcassie. I have been running with a Mobius Plate for quite a while and was afraid the Noble Cloak would make her more fragile, however, she hasn't been fragile enough to go back to the Mobius Plate as the 5-10 more damage has been moot. The Noble Cloak is there for the set bonuses with the In swords. The hit mag is needed to hit stuff with minimal misses. I have settled on power units and Compress PA for armor slot units and I switch out the Element Boost for a power unit when not using a Celeb weapon. The HUcassie uses swords on levels with enemies are the most vulnerable to melee damage. The Ainsraiffle have the OP'ed Overend PA that I have to be careful to aim so it does hit something. The Akatsuki In provides a fun distraction to gather souls from the small fry. The sword is weak in power, I'll admit, and can only target one enemy so it's better to use it to play with the Heaven element. The Dynamo Spin can get in more hits when needed. Best enemy to instant death is the Akorse in Arca because that's a five in one death right now. The Yonohate In, one of the most coveted swords in PSZ, does function different from the Celeb-3 Ainsraiffle. It does damage as though they have no Celeb element but then when the Risk element kicks in, the damage goes up 150% while the HUcassie takes a small portion of damage. The Sonic Raid is a PA I hardly ever used with the swords but it's a decent PA when you hit correctly because then you can get all hits in when used correctly. I'm not sure if the damage output is anywhere near the damage output of a Celeb-3 Ainsraiffle. It seems to do do enough damage in any case and on occasion; I see Yonohate In hitting as high as 800. For levels involving guns, I have the Lavateinn with Mine Sneak, Rouge Pulse for boss portions of Rioh and Makara, and Mechguns for the second part of Octo Diablo (also gets used in the first part of the MT battle). And that's my current HUcassie build.
Doctors notes:
-I've changed the Hero/Power to Divine/Power to make the build look more attractive. I can loan you a couple for a while.
-Does the HUcaseal need that much hit on her mag? I'm curious because aside from the IN Swords PA's having pitiful accuracy, I think the Ainsraiffe or the Lavateinn would appreiate a boost in the form of a 100 Power mag.
-I've added a slash over Trimates for Fluids (field) or Star Atomizers (bosses). In my experiences, Trimates are usually overkill.
-I think you need to run more Paru :P lol.
RAcaseal (1)
Spoiler!
(Page 12) Chaosmaster00 (Paru)
Spoiler!Name: Earth Bullet
Class: RAcaseal
Area: Paru
Weapon: Spears, Gunblade (with Earth Bullet)
Mag: 100/0/0/0, Flozir/Midgul, ???
Materials: 80 Power
Armor: Noble Cloak / Milias Frame
Units:
-Compress PA
-PP Recovery Lv5
-Element Boost / PA Save Lv3
-Slow Protect / Divine/Power
Palette:
1. Light Attack
2. Dodge Roll
3. Heavy Attack
4. Dimate / Trimate / Monomate / Star Atomizer
5. Sol Atomizer / Star Atomizer
6. Monomate / Heal Trap
Basically, this set-up involves using the RAcaseal in a place normally unsuitable for her kind, but actually managing to stand her ground a bit thanks to her naturally high ATA, she'll likely never miss a hit, which allows for simply focusing on highest damage out put possible from her weapons. Dodging with good timing is a must, and I recommend using the occasional Heat-based weapon or Heat Trap if you find yourself against a dual-Fruoutang combo, or a boosted one, either. It also doesn't hurt to carry around weapons that utilize Jellen to lower the damage you might receive from the foes and lower the chances of them hitting you, though chances are still pretty high either way, or lower foe DFP and resistances with a Zalure weapon, but don't underestimate the power of a well-placed Jell or Zalure.
When it comes to the mag I recommend Flozir for online in groups; offline, I recommend Midgul, for the huge Shifta/Deband / Fickle or Melancholy (for the Shifta placement and invincibility when you reach 100% PB gauge / high chance of status affliction removal / healing at low HP / high res chance on the occasion you die). I use 80 Power Materials because RAcaseals have the highest ATA, so they need no bonus ATA from mag or mats.
Pobomma and bolix pose little threat on their own. Just stay out of that not-too-close-but-far-enough-away-to-get-hit-by-Pobomma-trap-spit-attack range and you should be fine around Pobommas. Use spears to reap 'em good with their extremely low (lowest in Hard/Super difficulty) melee resistance, and Bolix's low HP makes them easy pickings. With Izhirak-S6's in the equation, make defeating them a priority, as their undodgeable lasers are annoying, and hurt a lot. With a few good quick hits of a powerful Gunblade using Earth Bullet or just solid strikes, they should die fairly soon, however, if a boost appears, don't hesitate to waste a Heat Trap to help rack up damage in the process... Fruoutangs are somewhat a pain with high HP and decent resistance to both melee and especially ranged combat, as well as powerful physical attacks, but only when close-up to them. Their ranged attack lasergun shots are fairly easy to avoid, but sometimes inflict Slow when you are hit by them. Just avoid them, and stay just out of range for their punches, like you would be if you used a Spear or Earth Bullet from a good gunblade, and they shouldn't be too hard to beat on their own. Feel free to Heat things up when the going gets rough. However, in the event of a Fruoutang / Izhirak-S6 combo, make the Izhirak-S6 a priortity, regardless of circumstances, but keep an eye on the Fuoutang to avoid getting caught by a surprise laser to the face; a good way to handle them both is to Heat the Fruoutang at the start, then head for the Izhirak-S6, so the Fruoutang has at least been hurt a bit by the time you get to him. All of these tactics apply to the rare variants of enemies as well. Special case being Booma Origins, who have immensely high physical resistances, in which you will NEED a weapon with Heat or Dark to get good damage on them, or a weapon with Heaven (like I usually carry), since they aren't immune to any status effect, even in Super; as someone who has and carries a Yasminkov M109, I can't deny it's seen its good use against these pests. <_<
As for boss, my recommendation goes for the utilization of a Gunblade with Earth Bullet specically, for its quick charge, AoE damage, low PP cost, and high output damage per hit. Make dodging lasers a priority, but don't hesitate to strike when you see the opportunity present itself (since that IS the game of being a Ranger ;P), especially when they both go to the middle for their laser-spam. low Protect is pretty much needed against C&M if you want to focus more on dodging just lasers than dodging both lasers and a pit of slow horrible death without constantly wasting Sol Atomizers. They shouldn't pose too diffilcut, but always keep an eye on Chaos. Make attempts to make him ram himself into the laser fences in the corners to put him out of commission as often as you can to lessen the amount of attacks they get out, since the only way they can hurt you is Chaos' laser attack or the combined attack in the center of the area, which you should EASILY be able to avoid by going between them and spamming an Earth Bullet to their mechanized faceholes.
Doctors notes:
-I merged most of the sentences you wrote and put them in the overview with a couple of edits.
-PA Save Lv3 reduces the cost of Earth Bullet by 4. I put a slash over Slow Protect for a Divine/Power in case you'd like to add 25 ATP per Strike with Earth Bullet.
-You don't really need Slow Protect in the field, but you're right. It can save your life if you're still very far away from a Froutang.
-Heal Traps are cool and all, but are easily outclassed by the other consumables.
-Poor RAcaseal has the most difficult time here in Paru when compared to everyone else. Thankfully this setup makes quick and easy work of Paru. Good work.
HUnewm (1)
Spoiler!
(Page 2) Norco
Spoiler!Name: Jack of all trades, master of none.
Class: HUnewm
Area: Universal
Weapon: Gigas Romulus, Rouge Pulse, Kouga Shuriken
Mag: 100/0/0/0, Flozir, Hungry
Materials: 30 POW, 50 EVP
Armor: Noble Cloak
Units:
- Compress PA
- Divine/Swift / Divine/Power / Divine/Mind / Ice Protect
- Divine/Swift / Divine/Power / Divine/Mind / Slow Protect
- Element Boost / Divine/Mind / Divine/Power
Palette:
1. Normal Attack
2. Dodge Roll
3. Heavy Attack
4. Resta
5. Shifta / Anti
6. Deband / Zonde
Playstyle
I play HUnewm because I like going into meele and I like casting techniques. Sort of a battlemages style if you will, but a bit more towards the warrior part I suppose. My favorite weapon type is Double Sabers just because I think they're awesome. I don't use Double Sabers because they're good or bad, just because I think Double Sabers are awesome.
My main weapon is a Celeb-3 Gigas Romulus(GR) which gives a 10% bonus to thunder techs(aka Zonde). This have made me focus on Zonde and made use of its perk, stun. Zonde stuns quite a lot and if it does not stun it often flinch the enemy. I do not use the extra Zonde bonus for extra damage, just for the perk of flinching and stunning the hostiles (the damage is just a bonus). I used to use Zonde as a offensive spell almost everywhere before I got some decent weapons.
I mainly go up close melee and use pretty much the same pattern as Mustache. Normal, normal, heavy and charge, however for bosses I often change to Heavy, normal, heavy and charge since they are easier to hit. Sometimes depending on the hostiles I just charge because it sometimes is more effective. Especially vs all frogs, all enemies in the valley (except Helion and Blaze Helion) WHEN they group up. For the plant I tend to spam Zonde a lot to have them stay still. I will admit if I had a little HIT on my mag or some HIT attribute on my weapons I would use Heavy, normal, heavy and charge all the time. First hit always have more accuracy if it is a normal attack.
Speaking of the Arca Plant I have been working on a experimental setup using the high MST of the HUnewm combined with the extra MST from a Kouga Shuriken, Shinobi Suit, Divine/Mind x3, Compress and a pure Mind Mag. However I only just recently started making a pure Mind Mag so I cannot give any results at this time. The idea is since EVA does not do squat vs lasers(but wonders vs Arks missles) and since the hostiles move around so much I will instead use techniques since then I will not have to chase them, nor will I have to worry as much about dodging the lasers with the Dodge Roll since Zonde stuns them. Also the extra MST will let me do better Restas which will help heal party members since this the area where most people actually lose HP. Also basically all machines are weak vs Zonde. For the machines that are not weak vs Zonde I use Foi or just normal attack with my Shuriken, I use normal attack since it is so fast and have much better accuracy then heavy, Bright Sign PA is also nice. My machine GR is does not do much difference in damage from my other GR since it is only Celeb-1 and that is also one of the reasons I consider this tactic. Something to keep in mind is that you have to use A LOT of fluids when using this setup.
As for my palette the first three buttons are always the same and never change, except if I am using my force setup. Though the second change quite often, mainly depending on what party I am playing with. Resta is always there because healing is almost always needed. Then there is Shifta, Deband, Zonde, Anti, depending on what the palette other tech users have I change this. If I am the only one I just stick to Shifta and Deband so I can be a supportive. If I am just offensive then I use Zonde and Anti and sometimes I just go for Shifta or Deband and Anti. All depends on the party.
As for my material setup I go use 30 Power, 50 Swift. I do not believe more EVA is needed and therefore I put the rest in ATP, that and the extra bonus from Shifta is always nice. Now the extra EVA from the Swift Mats I consider VERY IMPORTANT. The best weapon a HUnewm can use imo is a Celeb-3 GR, in the right hands it can be truly amazing (I am a bit short on the amazing but I will get there!). Because of the HUnewms really low DEF when they get hit they are VERY likely to fall, they also have very low hp so when they do get hit their HP drop can be quite devastating. So I make use of their already high EVA and make it higher therefore dodging pretty much anything, making solo hunting like going through the Eternal Tower a breeze except for the boredom of ET, cannot help ya there.
At Gurhacia Valley on offline I go for my Power setup, else I most of the time go for my EVA setup on offline. I switch to all out Power when playing online, because online people can actually watch my back so the EVA is not as needed, however it still helps A LOT. For example in a battle vs Octo Diablo the chances of me getting hit very very low. I can stand there staring Octo right in the eye taking the attacks right in the face and they will miss. I switch back and forward a lot to optimize my usefulness. Another example is that the chances of a Arks missles hitting me are next to none except if it is boosted or really high up in the Eternal Tower.
As for the my other unite setups they can be found there and they pretty much explain themself. For the two Machine bosses I make use of Slow and Ice Protect, mainly slow protect. If I think we got enough Power I will just go for power. For the machine bosses I prefer to use my Celeb-3 Ainsraiffe with Over End since the machine bosses got so many spots which you can damage them on making Over End godly despite the long charge time. This is also one of the reason I have Flozir on my Mags so the charge time can be redused.
Bottom line I like to experiment a lot with unites, materials and other stuff but I will never stray from my double sabers (unless it is a silyl melee resist area... xD). I play a supportive character which can really really pack punch and got decent EVA so I will not have to worry about healing so much.
Doctors notes:
-That last Divine Power is assuming you're using a Lv5 weapon.
-Fixed materials and added a bunch of slashes that made sense to me.
-Omitted the first mag because wut?
-Did you make a mind mag? Does it work when going FO?
-Good work.
Updated notes as of 12/09/2011:
-The material change was a TYPO. You made me think I changed it on purpose, but I'd like to just say that it was a mistake to clear things up.
-Updated notes as of 2/08/2012:
-I copied and pasted your playstyle whether you changed it or not.
-I added the specific names of the items you're using
-Omitted Morgenlote. One of these days a new Beast GR will show up, and you'll be the one to buy it.
FOnewm (1)
Spoiler!
(Page 4) DoctorShanks (Dark Shrine)
Spoiler!Name: Dork Shrine
Class: FOnewm
Area: Dark Shrine
Weapon: Kerykeion, White Disaster, Psycho Wand (whatever you can afford)
Mag: 0/0/0/100, Flozir, Fickle
Materials: 80 MIND
Armor: Noble Cloak
Units:
-Divine/Mind
-Divine/Mind
-Divine/Mind / Tech Save Lv3
-Compress PA
Palette:
1. Megid/Grants
2. Resta
3. Shifta
4. Zalure
5. Deband
6. Jellen
Get it right. Trap vision. This setup gets the girls guaranteed
Doctors Notes:
-The FOnewm is easily the best player of the Dark Shrine, being able to handle both sides with his 15% boost on both Grants and Megid.
-PP conservation shouldn't be an issue. I've never played a FOnewm/newearl so I wouldn't know
HUnewearl (3)
Spoiler!
(Page 1) Mustache
Spoiler!Name: Can't touch this.
Class: HUnewearl
Area: Universal
Weapon: Saber, Sword, Dagger, Claw, Handgun
Mag: 80/0/20/0 / ??? / ???
Materials: 80 EVP (assuming)
Armor: Rika's Suit
Units:
-PP Recovery Lv 5
-Divine/Swift
-Divine/Swift
-Compress PA
Palette:
1. Normal Attack
2. Dodge Roll
3. Heavy Attack
4. Resta
5. Anti / Deband
6. Shifta
With this set up my evasion is lucky 777 with the set bump Rika's Stuff gives it bumps to 802. It's high enough to dodge 90% of attacks that don't auto hit, I keep the Dodge Roll on for those machine attack lasers that hit regardless of your evasion. I always Normal/Normal/Hard-> Charge PA while Hard attack is going. Rinse and repeat, this is especially easy with Sabers and Daggers. I use a Lvl 4 Luzparias with Celeb, If I get a Lvl 5 Luzparias it will have Jell over Celeb. I use two Lvl 4 Celeb Foie Hazes, one with reverse kill for range and the other with Air Ride for excellent DPS being able to stay right infront of the big monster I'm fighting and not have to worry about getting slapped or slammed. With a Sword I only Over End, PP Recovery Lvl 5 allows me to run through a full stage with a minimum amount of fluids. When I use a Sword I never do a normal attack, and I do this when I need to clear out everything fast, it'll get me through a stage super quick, I also use this on some boss fights, I switch off to Haden Bite if I need a radius hit rather than a linier hit, against Humilias for example. I use a Rika's Claw with Haden Bite to boost my evasion when I'm in a group of 4 since the monsters have higher ATA, against bosses I switch to a Celeb Hadan Bite for that extra damage since I don't need the extra evasion. And lastly I use my Handgun which is currently a N-Tathlam the damage and heat lvl 5 are both good and while quick draw isn't great I still use it often. I'm currently farming for a lvl 5 Rouge Pulse with Flame Hit to take it's place, it might be too good to be true. I make sure I'm always Shifta'd.
Doctors notes:
-You didn't list your materials, so I put 80 EVP assuming this is a full Evasion build.
-Deband does help against the couple of things that may hit you, but should still have a lower priority.
-No other complaints/questions/concerns. Good job.
(Page 2) AtBHR
Spoiler!Name: *See Mustache
Class: HUnewearl
Area: Universal
Weapon: Daggers, Sword, Handgun, Mechgun
Mag: (75/0/25/0, Midgul, Healing) / (0/0/100/0 / Midgul / ???)
Mats: 80 EVP
Armor: Noble Cloak
Units:
-Divine/Swift
-Divine/Swift
-Divine/Swift
-Compress PA
Palette:
-Heavy Attack
-Dodge Roll
-Anti
-Resta
-Shifta
-Trimate / Attack / Deband
This is a swift build HUney I've done before, and my previous main in PSZ before I retired her for my current HUcassie. At level 100 with Noble Cloak and three Divine/Swifts, she reaches a grand total of 801 evade. A lot of enemies have a hard time hitting her, including the Arkzeins that can only hit her with their spewing mines and Mother Trinity's head desk attack. She mostly uses Foie Haze daggers and Rouge Pulse depending on the level. She uses heat element to help close the gap in offensive power. Although setting enemies on fire for DoT damage did help with this, this strategy becomes moot when a fellow party member uses any other element that interferes with heat like dark, light, and stun . She used Twin Violet mechguns in certain situations and uses a sword during boss fights. I also had Shifta on the palette with this character. First of all, I hate Deband and don't think it helps that much. Second of all, even if someone else does Shifta, there might be a chance that person will drop the ball and not re-Shifta like during a boss battle for example.
I decided to try this build because it seemed like a popular build for a HUney. The two flaws with this build is there are still things that can hit you regardless, a shadowed and/or rare variant of an enemy have no problems hitting you, the enemies on the top 20 floors of SH Eternal Tower can hit you just fine, and you lack some offensive power that you would otherwise have with a full power build. I consider this build a fun alternative to the usual power build but I find it boring after a while.
Doctors notes:
-Normal attack was given a slash over Trimate to make it a possible alternative to Mustache's build.
-Deband does help against the couple of things that may hit you, but should still have a lower priority.
(Page 4) Tamlin (Overview only)
Spoiler!Name: Evasion Build
Really, this class is easily among the most versatile and effective classes! Honestly, the only thing I can't evade with her is lasers and tech-based moves! the only place this becomes an issue is the Arca plant, but with the ability to heal yourself, that balances out.
Daggers complement a HUnewearl's evasion perfectly! Nothing can hit her, which makes closing the distance a breeze! The fast, multihit PA's are unbelievablely powerful. Find a nice lvl 5 Foie Haze... and BAM! Everything goes down in a snap! Except Rohjades/Rohcrystas. I hate those.
Swords, like other people have said, are boss killers. Nothing more, nothing less.
Double Sabers are... well... they throw out even more damage than Swords or Daggers, not counting PA's. Honestly... I think Double Sabers are the perfect cross between Swords and Daggers. They're the perfect weapon for the HUnewm/newearl. The issue with them being slow and the user eating damage is resolved entirely by the high evasion of these two classes.
Doctors Notes:
-Your build was essentially the same as the other two Evasion builds, therefore the Palette and unite were Omitted.
-Has your mag been working out for you? Do you find yourself needing more hit? More power?
FOnewearl (3)
Spoiler!(Page 4) DoctorShanks (Dark Shrine)
Spoiler!Name: Dork Shrine
Class: FOnewearl
Area: Dork Shrine
Weapon: Kerykeion, White Disaster, Psycho Wand (whatever you can afford)
Mag: 0/0/0/100, Flozir, Fickle
Materials: 80 MIND
Armor: Rika's Suit
Units:
-Divine/Mind
-Divine/Mind
-Divine/Mind / Tech Save Lv3
-Compress PA
Palette:
1. Megid/Grants
2. Resta
3. Shifta
4. Zalure
5. Deband
6. Jellen
Get it right. Trap vision. This setup gets the girls guaranteed.
Doctors Notes:
-FOnewearl is the Queen of the Dark Shrine, FOnewm being the King.
-She is the absolute master of half runs (Lavis Kanon hunt anyone?).
-The other half is probably much more time consuming for her to be playing alone.
(Page 11) DoctorShanks (Dark Falz)
Spoiler!Name: Slicer Toss ~ Dark Falz
Class: FOnewearl
Area: Dark Falz
Weapon: Slicer
Mag: 0/0/0/100, Flozir, Fickle
Materials: 80 MIND
Armor: Rika's Suit / Shinobi Suit
Units:
-Divine/Mind
-Divine/Mind
-Element Boost / Divine/Mind
-Compress PA
Palette:
1.Attack
2.Resta
3.Shifta
4.Deband / Dodge Roll / Anti / Fluid
5.Jellen
6.Zalure
Pretty simple yes? The FOnewearl along with the FOmarl are both the best users of Slicers in this game due to them having higher MST than the guys. The Rika's Suit gives great Defense and Evasion and is the best armor available to the FOnewearl. The Shinobi suit is another option to those wielding the Kouga Shuriken, and the Shinobi suit grants a 24% Dark Resistance naturally. I'm not sure if that offsets any of the damage but whatever. The Units I chose were pretty standard as well. There is no slash for Tech Save Lv3 because you'll only be using supportive techs every once in a while. Element Boost is only if you're running a Slicer with Celeb, and Compress PA is for quick helpful heals as well as to rebuff when Trinity dies. When Trinity dies, you'll have enough time to cast both Alshifta and Aldeband for your party with half a second to spare.
Palette is also simple and straightforward. Heavy attack is not mentioned because Slicers are much easier to use with the Normal attack, and they deal OK damage anyway. Another reason for the Normal attack is that Dark Falz likes to unleash surprise ground-spikey attacks and you might have a better chance of getting away. The third reason for normal attack is easier chaining. If you're dealing the most damage in the party, you'll want to steal chains with Bright Sign (let you party know) and this is another reason Compress PA is helpful. Only a fool would run anywhere without Resta. All four support techs will make your party love you forever, including Deband which some people might think isn't very worthwhile, in which case you can run Anti in case some moron didn't bring Scape Dolls, or fluids in case you're worried about running dry (don't run PP recovery Lv5 in this case). Jelly and Zally are wonderful.
STRATEGY
When the fight begins, immediately begin chargins Zalure and Jellen (in that order. Reason being that your party will get a few extra high hits while you're casting Jelly) then go straight for the Force pawn which spawns on the left. The Force is without a doubt the most dangerous piece. Once the Force is down, the choice is up to the party for who they want to go for next: The Ranger or the Hunter Pawns. Although most parties I have played with go for the Hunter Pawn, I would say to go for the Ranger because when Trinity is no longer invulnerable, the Hunter acn stil miss under the effects of Jellen whereas the Ranger hits everyone regardless. The problem with leaving the Hunter alive is that it is kind of a selfish move on your part. You have super high evasion allowing you to dodge like a champ, but your fellow Hunters and Rangers may have trouble avioding it. Work out with your party which pawn you want to kill.
When Trinity is no longer invulnerable, she will charge at you with a Body Slam... though you probably already knew this and know how to avoid it by now, if you don't you may want to rethink your life. When Trinity is preparing her Body Slam, you can still hit her with Jellen and Zalure even before she can be hit with attacks. Take advantage of that. Now just start throwing your Slicer at Trinity. Trinity has two attacks; we will call the first one Head desk and the second one Betch slap. Head desk requires you to keep your distance while Betch slap requires you to hug her to avoid being hit. When she stands up straight, she will begin firing a laser (which I am assuming is Light or Dark based) that cannot be avoided. I mean, it can't miss you, but you can still Dodge Roll (or even walk!) out of the way. It is not hard to avoid, and that is the reason I slashed Dodge Roll instead of recommending it. Not everyone likes Deband though, so Dodge would be the superior choice if you think hard enough about it. And finally, when her head hits the ground, you can throw the Slicer at her head a couple times to get some extra damage on her. Be wary of the Pawn that you left alive.
Dark Falz is the real deal. You'll want to start out by contributing or using your Photon Blast. Hopefully you have a friend in your party that has Flozir. If not, you'll have to be the user. Midgul is fine too, but unlimited PP and quick charge time will be amazing. The reason you'll want someone else to use the PB is because you need time to cast Jellen and Zalure. IF FALZ LEADS OFF WITH HIS GROUND-SPIKE ATTACK, SAY GOOD-BYE TO YOUR PB CHAIN. THIS IS UNAVOIDABLE AND IS NOBODYS FAULT.Now that the actual fight has begun and the PB is under its animation, cast Jelly and Zally in the meantime. Falz has two phases: the first being a phase where he just stands like a statue moving only baby steps forward and uses attacks on occasion. From memory, his attacks involve a giant laser that leaves your character with 1 HP (if you've ever played Final Fantasy, you would know why this is his least-dangerous attack), a Dark Criss-Cross laser that has the potential to strike your character for 400x2 damage if you're unlucky, and that one ground-spike attack I mentioned a couple times earlier. The ground attack targets beneath your character, then launches spikes outward with a wide-ish radius that also deals more damage than the first hit. The ground attack can be avoided by simply walking. However, avoiding his attacks isn't all so easy when decides to spawn his little ball-minions. You'll know when he's spawning them when he curls up and starts making funny noises.
(Page 17) DoctorShanks (Arca Plant)
Spoiler!Name: Megid spam
Class: FOnewearl
Area: Arca plant
Weapon: Psycho Wand
Mag: 0/0/0/100, Flozir, Fickle
Materials: 80 Mind
Armor: Rika's Suit
Units:
- Divine/Mind
- Divine/Mind
- Tech Save Lv3
- Compress PA
Palette:
1. Megid
2. Anti / Grants / Zonde / Dodge Roll
3. Resta
4. Shifta
5. Jellen
6. Zalure
After taking a look at the Arca Plant resistances, it's pretty safe to say that all a FOnewearl really needs when running Arca is Megid. Trying to attain more coverage over the Finjers would require too many palette slots. Anti is there because people like to die A LOT in the plant, though if that problem ends up remedied by Jellen, you can run Grants for its lock-on effect on the Finjers, or Zonde if you really like the chain-lightning effect or for the odd Finjer B (though Megid hits everything else harder than Zonde will). The three support techs including Shifta at the bottom are key for making a pure Megid attacking style work better. With a 60 dark resistance, the Finjers will give you the most problems, so lower their resistance with Zalure (hunters will appreciate this), and Jellen to lower accuracy since Finjers like to dive into you shortly after they spawn (they will likely miss). Jellen also provides extra protection against Arkzeins; with such a high natural evasion stat coupled with the Rika's Suit, do you really need Dodge Roll? I'd suggest using Dodge Roll if you're a low level, but still give this a try first.
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Thats all for me. Perhaps later I may offer setups for the other 13 character classes, but it would be nice to recieve setups from more experienced PSZ players on the site. I may repost them in the OP with permission, but I'm not sure if I have the time to manage three threads. I, personally, think this was a neat idea for a thread considering the lack of activity on the PSZ forum.