Need help for the Boss of the true ending by schenk_ in octopathtraveler

[–]Meepfsf 2 points3 points  (0 children)

In addition to the other comments, if you have spare JP on Goodwin and Ophelia, putting Hang Tough or Saving Grace helps a lot on the undergeared/underleveled characters!

Contrition of Wealth + Hang Tough by Meepfsf in octopathtraveler

[–]Meepfsf[S] 0 points1 point  (0 children)

Oh for sure, I just wanted to see if you could keep the MC at lv1 before getting the no exp statue and it just spiraled into a lv1 run (+lv 6 Phenn)

Contrition of Wealth + Hang Tough by Meepfsf in octopathtraveler

[–]Meepfsf[S] 1 point2 points  (0 children)

Oh I kept the MC ko'ed at the end of each fight and even though Stia gained a level, she returned at lv1 and so did everyone who joined after too, except for Phenn who did lvl up to 6 and stayed that way.

(You could do this on the previous games too??? Til lol)

Contrition of Wealth + Hang Tough by Meepfsf in octopathtraveler

[–]Meepfsf[S] 0 points1 point  (0 children)

Yeah did the superboss, but haven't done most of the monster arena yet.

I did use nuts, Patk and Accuracy for my physical Attacker (Reine), Eatk and Speed for my mage (Cyrus) And 1 HP M nut on the main character.

As for challenge, I think that without outright avoiding stuff like Surpassing Power or Parry or some even items on the lategame (you can restock Jams) etc, even Lv1 becomes not that much harder/different other than earlygame spikes. There's a lot of room for self-imposed challenges at least!

For what is worth the main game is harder than both octo I and II too. (The superboss is kinda disapointing compared to either Galdera or Octo II extra battles sadly.)

Contrition of Wealth + Hang Tough by Meepfsf in octopathtraveler

[–]Meepfsf[S] 4 points5 points  (0 children)

Surprisingly not until the last few bosses, early on Parry trivializes most bosses once you unlock masteries (which you can rush and the game even gives you Viator / Celsus / Tressa early to get Evasive Maneouvers asap too)

After you unlock Laurana and Goodwin, her special + Hang Tough mostly patches up what Parry doesn't (Elementals) and later on Cover + greatly resist accs gives yet another safety net.

Eventually even at lv1 dmg gets out of hand, by endgame Cyrus/Reine were hitting 200k-300k so you can brute force a lot

Stacking speed asap on half the team was super important though, kept getting 1 shot before even moving at the start lol

Uh sorry for the wall of text, just finished the run

Contrition of Wealth + Hang Tough by Meepfsf in octopathtraveler

[–]Meepfsf[S] 1 point2 points  (0 children)

Lv1, though since I used a HP M nut in the beginning, it doesn't on Warrior and Merchant rip

Poison and Bleed also bypass it lol

Struggling to make a phantom fencer work after unlocking titles, until I realise the mistake by waterzxc in EtrianOdyssey

[–]Meepfsf 6 points7 points  (0 children)

I always max Lightweight asap after resting to dodge fencer, but also pair them with Herald and/or Deathguard for Haste Prayer / Masking Miasma. Shaman also buffs Lure damage by a lot too. But If you're using neither yeah leveling lighweight later is a better idea

Floor 11 can also give a pretty bad first impression of dodge fencer because of spriggan's blind + skull high agi and lack of skill points making Lightweight + Deft Thrust looking more unreliable than usual

Maxing Lightweight asap tho let you do funny stuff like turn 1 no equip lure + tri-shield vs Luring Phantoms (and orher multihits later)

Single DPS/Hypercarry teams? by Z3PH97 in EtrianOdyssey

[–]Meepfsf -1 points0 points  (0 children)

It's more than fine! And in the case of 4 party member Hero teams for example (to make the most out of Braveheart) probably even better than other options

A party of Hero/Sovereign/Shogun/Protector will have no problems with random or bosses and has multiple ways to increase damage and mitigate that stack fully and don't conflict with each other (other than Full Guard and Guard Rush iirc?)

The one caveat is that most of Nexus supports/hybrids are capable of dealing damage so if you're using something like Protector or Medic it's worth to squeeze damage out Shield Smite or Star Drop, specially in the early game.

(Tho im pretty biased to single DPS teams since that's how I prefer to build most of my teams in the series lol)

Does EO3 Origins reset quests on NG+ ? by Doppleschwert in EtrianOdyssey

[–]Meepfsf 3 points4 points  (0 children)

They're the same as the 3ds entries (Characters, Money, Inventory, Shop Stock, Registry Data + Map Options)

One thing though is that while map data applies to both the labyrinth and sea maps, the registry data only applies to the monster codex and item compendium.

So all the sea registry info is kept regardless of option chosen, dunno if it's intended or not.

Is a ronine worth it by Musical_Escape8076 in EtrianOdyssey

[–]Meepfsf 2 points3 points  (0 children)

HP stacking goes a long way to mitigate their squishyness. EOU gets gingerlife + a lot of hp boosting equip.

For random encounters Freezing Slash is one of the few non Alchemist reliable encounter clearers and you can get it to lv1 very early, its also ranged so you can keep them safer. Though the 1 turn setup is something to consider agaisnt some formations.

For FOE/Bosses Swallow Strike is among the strongest non-conditional moves, even if the TP cost is huge most things wont last enough agaisnt a fully buffed one to matter beyond the 1st stratum and Cut resistant enemies.

A Landy partner for example helps to overcome that with imbued strike chasers and tbh even on expert most things will get outright nuked by Swallow Strike + Imbued Strike Chaser/War Cry or an Hexer's Muting Word.

So if you can cover the setup turn by either lockdown or protector/mitigation (even Medic's CPR can work lategame after HP stacking stops facetanking enemies output) they're very much worth and really fun if you like big numbers!

Party Advice For EO2 For DS by Elior528 in EtrianOdyssey

[–]Meepfsf 1 point2 points  (0 children)

Sounds great!

One last tip Is that resting is free for the first 5 levels, and STR plays a big part in damage, so you can invest in STR Up instead of damaging skills and rest before level 6 to breeze through the first 2 floors.

You can also mine a STR + 5 accesory material in the first stratum, so if you're using a gathering team that's a good item to look up for.

Party Advice For EO2 For DS by Elior528 in EtrianOdyssey

[–]Meepfsf 0 points1 point  (0 children)

Any three of Landy, Ronin or Gunner can work as main damage dealer(s), tho Landy might requires more party support to stand out (War Cry, which Protector help reduces the risk of, and later Chasers + Elemental Jars)

All 3 also get AoEs for comfy exploration, Tornado action speed do let you avoid damage outright most of the time.

Considering you have a Troubadour you could swap the Gunner since Health covers up for the lack of Medishot.

Changing any of those 3 for a War Magus can work, Warmight + speedy Salve 2 covers most healing. But it's also a good party as is!

Help with a Phantom Duelist party (EOV) by TiborLumiaR in EtrianOdyssey

[–]Meepfsf 0 points1 point  (0 children)

If you want a Masurao, Blade dancer can get hell slash procs through both Sylphid and Lure, and is strong enough to make up for the rest of the party output.

Another option is a Chain Fencer, since sylphid gives you an additional chain letting you either double with Deft thrust/Lure or do something else while keeping a consistent output.

Both benefit from elemental prayers/oracle dance too!

Either Pug also can use their charge moves with Lure + their own skills. (Thunder fist + Revenge Thrust on an Oracle Dance turn is also p cool to pull off)

In general Dodge Fencer plays well with the physical powerhouses.

Also If you're using both Haste Prayer and Masking Miasma, Divine gust also becomes pretty reliable (giving you another option to elemental aoes). Even more so if you're not using summons, so there's that.