![]() ![]() Well taunt can make some fights bearable, especially against hard-hitting enemies or against debuffers: considering Gully has a high HP pool, they focus her with debuffs but she can take them. The only one that hits hard enough that you might want to have a dedicated tank is the last boss, and 90% of that boss abilities hits in AoE so taunt's not going to help anyway. Originally posted by Bruxae:I don't think you NEED taunt, it's nice if you want to make a dedicated tank but it's also possible to make everyone semi-tanky with life leech, I haven't tried it seriously myself but I imagine it might even be more powerful at times since you don't rely on one guy to only heal and one to only tank, allowing you to burst dmg faster. Taunt is a mandatory ability to control the fight: what about adding a similar ability to another character suited for tanking? (Alumon?) Healers/Support -> Calibretto (heals over time, physical debuffs), Knolan (burst heals, magical debuffs)ĭPS -> Garrison (bleed, burst damage), Monika (poison, burst damage)īut Gully's taunt is indeed unique and way better than any other missdirection ability.Īre there any plans to review the tanking by making one of the characters a good replacement for Gully? Tanks -> Gully (shields and defense buff), Alumon (life leech and autoheals/shields) (I would not say OP, tanking is her role and it's obvious) What makes her "mandatory" imho is Taunt: she get overcharge everytime she gets hit and it doesn't cost mana, she can start right off the bat with it. Initially I thought that, beign Gully the main character, she has the abilities to tank to make her mandatory in every party composition. Or, to be more accurate, to have a character able to control the enemies' "damage flow". One of these abilities is indeed "Taunt". ![]() Moreover it's a matter of difficulty, and you have to grind in many if your play isn't very good.I'm playing this awesome game for a while and, after recruiting Alumon I've noticed how important is to have certain abilities in your party, especially considering there is not a "aggro meter". At this point you find the level 13 character and you could pick her and continue with the level 13 dungeon.īut I suspect this can be avoided by switching asap to play dungeons at Heroic difficulty, like since second dungeon.īut I don't agree JRPG are used to force you into grinding, forced dungeons and outdoor respawn is very common and very tedious, at least BCN avoid this. It's right there's this difficulty curve problem, 11-13. Game's not good at explaining things either, and while I require no handholding, the need to repeat dungeons to see their expanded variants and to level is not apparent at all in the beginning. ![]() I feel similarly, except I stopped after the Dig (14-15ish). Never experienced that in any game, not even any jrpg. I'm in no mood to grind the same content 3-5+ times just to catch up to the next content. I honestly quit the game when I finished the level 11 dungeon and the next is level 13. Originally posted by ventrix:The level curve is extremely off, same as the balance overall. ![]()
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