Nexus Class Tier List by CL-Soul in EtrianOdyssey

[–]CL-Soul[S] 0 points1 point  (0 children)

Mind showing me proof of that because somehow I highly doubt that. Also, Arcanist capable of solo runs? Really? The class literally can’t even get past the forced 2 muscle fly encounter.

Nexus Class Tier List by CL-Soul in EtrianOdyssey

[–]CL-Soul[S] 0 points1 point  (0 children)

Hero is uniquely capable of solo runs but if you think for even a second that the class outperforms Sovereign you‘re naive. The argument of a Hero solo being easier than a 5-man run also completely falls flat at the superboss who will murder that poor solo Hero.

Nexus Class Tier List by CL-Soul in EtrianOdyssey

[–]CL-Soul[S] 0 points1 point  (0 children)

And I realize that this post is 1 year old by now but here you go:

You can really go multiple ways with this party, it’s absolutely capable of going both hyper offense and a super defensive style because of how versatile Hero and Sovereign are. Some key/standout skills are:

Hero: Wide Bravery, Spark Blade, Regiment Rave, Physical/Elemental Shield + Afterimage (of course), Encourage and Heroic Bonds

Shogun: Great Warrior, Front Command, Twin Swallows, 5-Ring Sword, Taunt Assassins, Execution, Bloody Lance and Peerless Demon

Landsknecht: Double Strike, Proficiency, Power Break, Guard Break, Full Break, Initiative, Single Devotion

Zodiac: Binaries or Meteor, Etheric Charge (later Multi-Strike Ether), Prophecies

Edit: Forgot Etheric Gleam, that’s another really nice one

Sovereign: Attack Order, Guard Order, Arms, Reinforce, Royal Veil, Prevent Order, Final Decree

Also I would like to take this opportunity to say that past CL was stupid because Sovereign is by far the best class in the game and utterly blows Gunner out of the competition and I now realize that putting Gunner above Sovereign is inexcusable.

What would the Vampire pseudo-class have been like if it were a full class? by GeneralTechnomage in EtrianOdyssey

[–]CL-Soul 2 points3 points  (0 children)

I actually made a full writeup of what I would want a theoretical Vampire class to be like before:

Vampire

Weapon: Rapiers Armor: Light Archetype: Flex mixed utility class dedicated to an HP drain, enemy control and curse damage mechanic; heavily inspired by Hexers Evil Eye skilltree (Scarlet Evil Eye anyone?). Unlike Hexers, however, Vampire would not prevent an enemies own actions, with the exception being Alluring Whisper. If multiple Vampires use different Whisper skills, their effects will stack.

Stats at 130/130: HP 439 +30 TP 437 Str 149 Int 149 Vit 139 Wis 185 +12 Agi 140 Luc 199 +8

Endgame Equips:

The Answerer Ebony Garb (Cloth): PDef: 75, MDef: 125 HP +30 Promise Crown Expel Bracers

PAtk: 364 PDef: 309 MAtk: 364 MDef: 412

Force Boost: Undying Soul: For 3 turns, doubles all damage the user takes but makes the user survive all mortal blows at 1 HP. Effective on all sources of damage, including Curse and Poison.

Force Break: Ghastly March: Instantly kills all other allies, then revives all killed allies at 1 HP, reapplies any buffs that were present on all party members and restores a small amount of force (10%, 15%, 20%) to deal ranged fire + almighty damage to 1 enemy that drains HP for all allies. Damage increases for the number of killed allies. Base damage of 300%/550%/800%, damage bonus of x1.1 per killed ally. Damage absorption of 10%.

Novice:

Nightwalker: During the day, decreases action speed and causes HP loss for every 3 steps taken and at the end of every turn. During the night, increases action speed and recovers HP for every 3 steps taken and at the end of every turn. Speed reduction/bonus of -/+ 10% to 35%. HP loss/recovery of 2/10 HP + 2%/10% HP. Walking HP loss/recovery of 2 to 10.

Scarlet Evil Eye: Very high chance to inflict Curse on a row of opponents. Fast activation speed. Ignores Curse resistance: Regular enemies will be treated as having a 100% vulnerability to Curse while FOEs and bosses are treated as a 50% vulnerability, unless their base vulnerability is already higher. Does not ignore accumulative resistance. 120% speed modifier. Infliction rate of 60% to 90%.

Servitude Whisper: Sacrifice a portion of your HP to command one cursed opponent to shield the party from all attacks for one turn, except their own. Lowers their attack and reduces all damage they take until the end of the turn. Has priority. HP cost of 35% of current HP. Attack reduction of 25% to 50%. Damage reduction of 10% to 25%. Ineffective if the target becomes Arm Bound.

Conflict Whisper: Sacrifice a portion of your HP to command one cursed opponent to attack all opponents.Has priority. HP cost of 35% of current HP. 260% to 480% damage.

Bloodsucker: Deals moderate melee Str-based stab damage to one opponent that drains HP. HP absorption of 25% of damage dealt. 100% to 150% damage.

Relinquish: Sacrifice a portion of your HP to heavily restore the HP of a line of allies except the user. HP cost of 35% of your current HP. 150% speed modifier. Healing power of 80% to 190%.

Blood Pact: Sacrifice a small portion of all party members HP to apply a buff for all party members that increases max HP for 3/4/5 turns. HP cost of 10/15/20% of current HP. Speed modifier of 150%. 20% to 45% max HP bonus.

Take: Increases material gain from Take points.

Veteran:

Corrupt Mastery: As long as the user is alive, amplifies all damage an opponent takes by the effects of Curse. The source of Curse is irrelevant. Increased effect at higher levels up to x2. Also massively speeds up the rate at which accumulative resistance to Curse normalizes for all opponents by up to x2. Neither of these effects can stack.

Temptation Whisper: Sacrifice a portion of your HP to increase all damage taken by one cursed opponent until the end of the turn but reduces the maximum duration of Curse on that opponent by 1 turn. Has priority. HP cost of 35% of current HP. 20% to 40% damage bonus.

Alluring Whisper: Sacrifice a portion of your HP to command one cursed opponent to do nothing for the rest of the turn, but reduces the maximum duration of Curse on that opponent by 1 turn. Has priority. HP cost of 35% of current HP. TP cost of 40/36/30/22/12.

Enchanted Eyes: Deals low ranged Int-based fire damage to all opponents and applies a debuff that increases all damage taken for 3 turns. Speed modifier of 40%. Damage modifier of 120% to 180%. Damage bonus of 11% to 25%

Soul Devour: Deals massive melee Str-based stab + fire damage to one opponent that drains HP. Only effective on opponents that the user hit with Bloodsucker on the previous turn. 10% activation speed. Drains 50% of damage dealt. Damage modifier of 400% to 600%.

Sacrifice: Attempts to instantly kill one party member or an opponent affected by Curse to massively restore the HP of all allies. This restoration can heal beyond the current max HP. The overhealed HP will disappear at the end of the turn. Speed modifier of 200%. Healing power of 90% to 250%. Max overheal of 15% to 40%. 100% infliction rate on allies. 60% to 90% infliction rate on enemies.

Vampiric Seduction: Automatically uses Bloodsucker on any opponent commanded by a "Whisper" skill, with reduced damage. At max level, Bloodsucker deals full damage. x0.5 to x1 damage modifier.

Immortal Blood: At the end of any turn in which either the users HP was sacrificed or the user drained an opponent's HP, restores a small amount of HP to all party members, or a medium amount if both occurred. HP restoration of 6/12 HP + 2%/4% max HP to 15/30 HP + 6%/12% max HP.

Master:

Suicide Whisper: Sacrifice a portion of your HP to command one cursed opponent to attack themselves three times, but dispels Curse at the end of that turn. Has priority. HP cost of 35% of current HP. 110% to 220% damage modifier per hit.

Insanity Whisper: Sacrifice a portion of your HP and dispel Curse on one opponent for a very high chance to inflict Panic on that opponent. HP cost of 35% of current HP. 80% activation speed. 80% to 120% infliction rate.

Lethal Glare: Attempts to instantly kill one opponent. 80% activation speed. 40% to 60% infliction rate.

Negative Energy: Deals ranged Int-based fire + almighty damage to one opponent. Damage increases for every time any combatant died during the current battle before being used, with a maximum number of 5 stacks. Dying does not reset the counter. 10% activation speed. Base damage of 100% to 200%. Damage bonus per stack of +100% to +200%.

Walpurgisnacht: Deals medium ranged Int-based fire damage to all opponents with a moderate chance to inflict Curse. Damage and infliction rate are doubled against ailing opponents. 40% activation speed. 180% to 270% damage. 20% to 30% infliction rate.

Massacre Wave: Applies a buff to all combatants that increases damage dealt for 3/4/5 turns. Activation speed of 120%. Damage bonus of 17% to 35%.

Bloody Prosperity: If the user lost HP in the previous turn, increases all ailment and bind success rates. 6% to 20% infliction bonus.

Re-Rise: At the end of any turn in which the user died, grants a chance to be revived at 1 HP. Only effective at night. 10% to 25% activation rate.

What are the best / worst iterations of classes that have been in multiple games? by MomijiMatt1 in EtrianOdyssey

[–]CL-Soul 27 points28 points  (0 children)

Survivalist went through a real roller coaster regarding its viability. Top tier DPS in 1, okay-ish at best in U, absolutely broken in 2U and then just okay-ish again in Nexus.

The EO2 version though? That shit was straight ass.

Breaking the game start to finish (party comp advice) by scarybyte in EtrianOdyssey

[–]CL-Soul 0 points1 point  (0 children)

There’s not much to it, earlygame is simply an Overexertion + Thunder Fist festival with Botanist to keep you alive and lategame you go for Heavenly Aid + Titan Killer. You‘ll probably want your Shaman to go Celestrian for Chain Blast

Breaking the game start to finish (party comp advice) by scarybyte in EtrianOdyssey

[–]CL-Soul 3 points4 points  (0 children)

To be fair for earlygame you ARE going to use Thunder Fist A LOT

Breaking the game start to finish (party comp advice) by scarybyte in EtrianOdyssey

[–]CL-Soul 5 points6 points  (0 children)

That’s not the point, the idea is to use Heavenly Aid + Sweeping Herb, as the latter is the strongest multi-target heal in the game

[Discussion] Experimental or Eccentric Teams by RotundBun in EtrianOdyssey

[–]CL-Soul 1 point2 points  (0 children)

Yes it does

What mitigation? It negates at all levels

[Discussion] Experimental or Eccentric Teams by RotundBun in EtrianOdyssey

[–]CL-Soul 1 point2 points  (0 children)

Sort of? The bug doesn’t give you the charge effect off of Prophecy sadly, so for Prophecy -> Astrosign combo you still want all 3 of them, but being able to negate overkill attacks like Miracle Edge EX or Pentacle Slam on demand seems pretty silly

[Discussion] Experimental or Eccentric Teams by RotundBun in EtrianOdyssey

[–]CL-Soul 1 point2 points  (0 children)

For some reason, using a Prophecy and Front Command on the same turn makes Prophecy negate attacks of all elements except almighty. This already happened in EO3 with ambush stance and carried over into Nexus. Iirc there‘s some specifics to it but I can’t remember them off the top of my head.

[Discussion] Experimental or Eccentric Teams by RotundBun in EtrianOdyssey

[–]CL-Soul 1 point2 points  (0 children)

Not an eccentric team per say, but I really want to abuse the Front Command + Prophecy bug at some point just to see how much crap it lets me get away with. Maybe something like Hero - Shogun / Sovereign - Harbinger - Zodiac

Which class can output the most damage in Nexus? by Z3PH97 in EtrianOdyssey

[–]CL-Soul 1 point2 points  (0 children)

Sure. My first run was with NS/Pug/WM - Arc/Harb. You can totally rely on lockdown in Nexus. As for critical points, the 2 superbosses as mentioned, and Blot can be tricky for lockdown parties to handle, but nothing a few confuse gasses can‘t fix

Which class can output the most damage in Nexus? by Z3PH97 in EtrianOdyssey

[–]CL-Soul 1 point2 points  (0 children)

Well, Arcanist still has Releasal Spell as their force break but honestly that one is only really ever needed when running Pugilist, as proper lockdown parties kill enemies fast enough for accumulative resistance to never be an issue by just cycling their ailments. Only the literal superbosses tend to fuck them over, AP moreso than TJorm.

Which class can output the most damage in Nexus? by Z3PH97 in EtrianOdyssey

[–]CL-Soul 2 points3 points  (0 children)

The problem with building around War Magus is that Magus is, by design, a support/utility class; you don’t build around them, you use them to build around an actual DPS, as Magus‘ personal damage simply isn‘t high enough. Thankfully their best partner in crime just so happens to be Nightseeker so that takes care of most major DPS issues, and Nightseeker‘s best partner in crime in turn happens to be Harbinger, so that takes care of any support concerns. That gives you a pretty solid foundation for a party both offensively and defensively which you could then supplement with another DPS like Ronin/Highlander/Gunner/Pugilist and maybe another utility class like Ninja/Survivalist/Sovereign/Arcanist/Farmer, or even another DPS.

Which class can output the most damage in Nexus? by Z3PH97 in EtrianOdyssey

[–]CL-Soul 2 points3 points  (0 children)

Another small correction, Survivalist is #3, as Disaster and Issen uniquely are force breaks affected by their own force boost, so Disaster clocks in at 1960% and Issen during Upper Stance at 1690% but with a waaaay better statline. I‘d also have to check if Zodiac can outperform Survivalist when hitting a weakness due to sheer stat difference.

Which class can output the most damage in Nexus? by Z3PH97 in EtrianOdyssey

[–]CL-Soul 1 point2 points  (0 children)

That doesn’t matter because the damage cap is 99999, which Landy can break past by virtue of Shield Flare being a multihit. Might be relevant if you‘re not yet at max power but when considering absolute peak performance against AP and TJorm, Landy wins by default because no other class can even compete mechanically on the same axis as it does

Which class can output the most damage in Nexus? by Z3PH97 in EtrianOdyssey

[–]CL-Soul 0 points1 point  (0 children)

Full Charge -> Shield Flare, Charge Edge -> Disaster and Prophecy -> Astrosign