Techers sometimes have problems avoiding it, especially those without har / quick units. Still, more experience will only improve his abilities.
Stupid, stupid rat creatures!
'Cause that's been working out pretty well for them already, right? Skill takes some time to acquire and just telling people, "you suck," doesn't really help them much, does it?
Even with skill, you can't avoid every megid and having some extra END when soloing a room filled with deljabans can really help out. Especially if you're primarily a melee character that gets stuck in long, slow moving PAs like most of the Wartecher ones.
I will say this as additional advice for a Wartecher: Renzan Seidan-ga, the twin claws PA is your friend when fighting Jarbas, though you'll need to learn when to get out before they start using their ice attack (dambarta). It's not too bad agains Carriguine either. You also have cards where you can attack and move at the same time, though Wartechers only get level 20 bullets which limits their effectiveness.
This one looks like it got lost in the noise Psycho wands are an area drop, so they will drop off of any creature in an area that has them, which is most, if not all, relic sites. If you can run Protector's Gamma (the first mission in our current event) on S rank, the "B" route has the possibility of dropping them.
They are extremely rare, however, so I'd recommend saving to buy one if they're still fairly cheep. We've had some events in which they can drop so the price is a little lower than normal. You may want to spam Protector's Gamma on S-rank as much as you can as well. You'll need the diad that drops near the end of the mission. In fact, you'll need 30 of them.
Last edited by Dragwind; Jul 29, 2009 at 04:08 PM. Reason: merge from double post
Well, as a wartecher, then you may have to just make the Jarbas a priority and melee them. I'd say follow Maboroshi's advice then and try to stay behind them while you beat on them with the PA they suggested. If you see the other getting ready to throw a megid ball at you (without seeing one in front of me, I'm drawing a blank on what the animation looks like, it's his usual casting animation though), then just move sideways so it misses you. Going solo against those guys is pretty tedious, since you have to constantly back out of range of a possible megid ball (which could turn out to be him buffing, and usually is).
If you are having trouble dodging, then do their other suggestion - grab a Vijeri resist or a dark De Colte line to help you out. They'll probably cost a pretty penny though, so be warned.
Stupid, stupid rat creatures!
I never said that anyone "sucked" or not. I just found it funny that the only solutions given to this kid was "buy stuff to make you immune". How does that advice improve his skill. I was just pointing out that there are other options, such as trying to figure out how to best fight the jarba as a wartecher.
I disagree with this statement. Sure, if there are 6-8 megid tossing enemies in a small space it is harder to avoid being hit but these jarbas only spawn two at a time so, with a little patience, it IS possible to avoid every megid in this room.Even with skill, you can't avoid every megid and having some extra END when soloing a room filled with deljabans can really help out. Especially if you're primarily a melee character that gets stuck in long, slow moving PAs like most of the Wartecher ones.
That being said, the best weapon for a Wartecher fighting a Jarba is the bow. I would suggest either Fire or Dark bullets; Fire will cause the most damage to the Jarba because they are ice and Dark bullet has a chance of infecting the Jarba, which will cause additional damage for a short period of time. If you stay far away from the Jarba while shooting it with the bow, the only attack that it can hit you with is Megid and they telegraph this move with an audible inhalation before casting. When you hear the inhalation sound effect just move two steps to the right or left and avoid the attack which you should see coming in plenty of time if you are at bow range. If there are more than one Jarba on the screen, postion your character so that you can see both of them and avoid megid shot by either of them.
Last edited by JAFO22000; Jul 30, 2009 at 10:42 AM. Reason: Forgot a backslash...like OJ!
There was only one possible solution offered at that point and the only "advice" you offered was that he wasn't skilled enough. Or perhaps that everyone else was too "cool" to want to use skill, I guess.
Every path in protectors delta actually has a room full of 5-6 deljabans somewhere, so if he was having trouble at the beginning, the later areas would be worse. And really, what's wrong with a few training wheels to help you not get punished overly harshly when trying to learn the game? It's not like 20 END on a De Colte Line will make megid harmless. You still want to avoid them because they do damage.
It also depends on your play style. I avoid them when possible, but I don't sit at the edge of their range and ping them from as far away as possible either.
Keep in mind that a Wartecher is limited to level 20 bullets and A-Rank bows. It's not too bad, I guess, but on higher levels that may take quite a while. In either case, is it really that much safer than using techs at range with a 1-hand rod or TCSM? I'd expect a Newman Wartecher is going to be doing more damage with Diga or Foie.
Personally, with my level 75 Human Wartecher, my ice claws seem to be a lot more effective. I do have a freeze resist to help out (which should be available for dirt cheap) when I get hit by the occasional unexpected GiBarta.
S.B.M.-
If we haven't chased you off yet, there's a lot of good tips listed in the thread. I'd recommend trying them all and seeing what works best for you.
Awesome absolutely fantastic advice from all of u.
I'm runnin b ranks with just me and my PM now. Just avoid megid. I have dark armor. Using debuffs also seems to work well, and with my new har / quick to cast and run before theycan even cast. Thank you all. Your arguments truly enlightened me. XD
My alt is a Level 119 Beast Wartecher. I prefer the bow over techs for Jarbas because:Keep in mind that a Wartecher is limited to level 20 bullets and A-Rank bows. It's not too bad, I guess, but on higher levels that may take quite a while. In either case, is it really that much safer than using techs at range with a 1-hand rod or TCSM? I'd expect a Newman Wartecher is going to be doing more damage with Diga or Foie.
Personally, with my level 75 Human Wartecher, my ice claws seem to be a lot more effective. I do have a freeze resist to help out (which should be available for dirt cheap) when I get hit by the occasional unexpected GiBarta.
A: You can hit them from a further range. The further you are away from them, the easier it is to dodge the megid AND you don't have to worry about any other attack they have.
B: You get about 2-3 shots off in the time it takes to cast one tech (keep in mind that the majority of time playing this character was pre-TCSMs).
C: Jarbas are tech resistant.
D: The status effects for the dark and fire bullets on the bow will really help you take them down quickly
There is a reason that the Hunter classes were deemed "useless" when everyone was running Sea Lab missions: Meleeing a Jarba is not good for your health (that and "The pre-nerf Mizunas had a VERY high evasion, making them a pain in the ass for fighters!).
Just my OPINION. OP, I agree that you should try all of the suggestions here and see what works best for you.
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