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Man God

Member
Oct 25, 2017
38,306
The end of this game is no joke. I had level 99 characters walking around the post game dungeon and getting shreked by some of the normal encounters and the FOEs were harder than the final boss for the most part. Became a lot easier after I unlocked the dragons and got a few more levels. Now I'm finally wrapping things up...and maybe have another 40 hours left. I think I will retire everyone considering how easy it is to grind levels with farmers/new challenger/taunt assassins or the infinitely respawning hexgourds.

Best game since EO II, though I haven't played enough of V to consider that. First game with subclassing I truly loved; bringing the level cap up to 99 and then 130 and making subclassing so late made it feel less suffocating than EO III and IV. They did an admirable job with the classes in this game; Hero is a great note to go out on and besides a couple of no brainer omissions like Hexer, Alchemist, Arbalist, Dark Hunter I think they did a good job bringing in classes from the entire game. Seeing all those old maps was a hoot; they picked the best of the best for the most part. Same with the bosses and FOEs, though I could have done without the chameleon king. The story isn't quite as neat and compact as II or I and the twist is both predictable and a bit lame but the characters aren't bad and they stay out of the way more often than not.
 
Oct 26, 2017
7,964
South Carolina
The end of this game is no joke. I had level 99 characters walking around the post game dungeon and getting shreked by some of the normal encounters and the FOEs were harder than the final boss for the most part. Became a lot easier after I unlocked the dragons and got a few more levels. Now I'm finally wrapping things up...and maybe have another 40 hours left. I think I will retire everyone considering how easy it is to grind levels with farmers/new challenger/taunt assassins or the infinitely respawning hexgourds.

Best game since EO II, though I haven't played enough of V to consider that. First game with subclassing I truly loved; bringing the level cap up to 99 and then 130 and making subclassing so late made it feel less suffocating than EO III and IV. They did an admirable job with the classes in this game; Hero is a great note to go out on and besides a couple of no brainer omissions like Hexer, Alchemist, Arbalist, Dark Hunter I think they did a good job bringing in classes from the entire game. Seeing all those old maps was a hoot; they picked the best of the best for the most part. Same with the bosses and FOEs, though I could have done without the chameleon king. The story isn't quite as neat and compact as II or I and the twist is both predictable and a bit lame but the characters aren't bad and they stay out of the way more often than not.

Yeah, and a Pugilist is about useless against the SSGSS Boss so I had to go Imp for that part to get some raw damage going and throw out Leg Binder late to keep it Non-Stupid.
 

Man God

Member
Oct 25, 2017
38,306
I took one look at the memory conch and rolled up one of every class and five farmers. I then realized I didn't have a Gunner so I retired one of the farmers into a Gunner, which is fine as a gathering party is better with four farmers and a survivalist anyways. My main team morphed from Hero/Protector Zodiac/Medic/Survivalist into Hero/Protector/Sovereign Medic/Ninja, which got me through most of the game but by the end I had every class at or near level cap so I did some lab work and now have good representatives of each class.

Infinite Hexgourds is a pretty good way to level late but the combination of a bunch of farmers+New Challenger+Taunt Assassins means you can level up progressively and quickly, and I'm betting when I retire my entire guild at 130 later today or tomorrow it will only take an hour or two to get back to 130 for everyone.

When you have every character with their best/almost their best equipment and max stats/skill points the only thing left is figuring out how to slam jam the final boss. I've also learned that my favorite true final fight from EO 2 is a secret world encounter just now. What a weird decision to take a mid game FOE from EO 1 and make it the hardest regular encounter in the series in EO 2...and this game.
 

Man God

Member
Oct 25, 2017
38,306
Completed everything just shy of 175 hours. What a send off. I doubt they'll bother with a Switch game, but I'd give it a shot anyways. Really great final boss, "sixth stratum" boss, and even a true final boss. Was completely floored with the game having a hidden subclass of sorts.

Stretching out the game worked wonders for leveling and subclassing; kept the challenge going right along, gave you plenty of skills and options to level, lots of equipment options, different conditional kills to keep things interesting. Really good implementation of Boost skills; none of them are broken, all of them have their uses. Liked the character selections, though I wish they'd pulled a smash brothers and just included everyone.

Really good options at the Guild menu for messing with equipment and looks. Wish the game was dubbed in English like V was. Another thing I've always wanted in EO games were macros for common skill selections but you can't get it all.

Oh and no FM Snyth is a bit of a bummer. Still a great send off to the series that I swore was going to end with V...which I'm finally going to beat this summer.
 

Mandelbo

Member
Oct 30, 2017
547
So after rediscovering my copy of EO4 and totally falling in love with it, I picked up Nexus (if only to hear all the music from past entries that I've missed out on!) I only played it for about an hour because I've still not finished with EO4, but the final couple of bosses are proving to be a bit of a roadblock, so I'm thinking of just cutting my losses and moving to EON. Since I'm still at a point in Nexus where I can completely change my party up with no consequences, I have a few questions:

I don't really want to end up in the position I'm at in 4 where I've discovered only too late that my party isn't really optimised properly (in part because it was my first EO, partly because I swear the game never actually tells you what each stat influences), so I want to get party composition right more or less out of the gate. At the moment, I have a Landsknecht, a Protector, a Medic, a Gunner and a Harbinger in my party. I want the Landsknecht to be the main damage dealer (with elemental damage on the side), the Protector obviously to be the tank and damage reduction person, with my Gunner specialising in binds and the Harbinger just hanging around to debuff enemies.

I'm not 100% certain of this layout, mainly because I don't think the Harbinger is what I *actually* want, and secondly because I don't have any way of buffing the party itself - I haven't got an equivalent for the Dancer in EO4. So, can I have some party composition tips please? What classes work well with each other (bearing in mind subclassing'll be useful later on)? I just don't want to get to the point where I realise I fucked up about 20 hours ago and have to redo a bunch of levelling to fix it...
 

Deleted member 11008

User requested account closure
Avenger
Oct 27, 2017
6,627
I would change the protector by a sovereign unit, I think it is more useful with their buff and passive skills. The harbinger class has eroding and stifling miasma, so it's useful to debuff enemies, and you can gain hp to the party when dispeling miasma, so even if I would like say replace the medic unit (I'm not sure if I play with one, I'm not a big fan of the class), it doesn't hurt have two units to heal your party at early game imho.
 

Mandelbo

Member
Oct 30, 2017
547
I would change the protector by a sovereign unit, I think it is more useful with their buff and passive skills. The harbinger class has eroding and stifling miasma, so it's useful to debuff enemies, and you can gain hp to the party when dispeling miasma, so even if I would like say replace the medic unit (I'm not sure if I play with one, I'm not a big fan of the class), it doesn't hurt have two units to heal your party at early game imho.
Thank you! That's quite helpful - balancing my party was already hard enough in 4, so now there're almost 20 classes to choose from there're so many things to consider!
 
OP
OP
Zen Hero

Zen Hero

Member
Oct 25, 2017
5,636
So after rediscovering my copy of EO4 and totally falling in love with it, I picked up Nexus (if only to hear all the music from past entries that I've missed out on!) I only played it for about an hour because I've still not finished with EO4, but the final couple of bosses are proving to be a bit of a roadblock, so I'm thinking of just cutting my losses and moving to EON. Since I'm still at a point in Nexus where I can completely change my party up with no consequences, I have a few questions:

I don't really want to end up in the position I'm at in 4 where I've discovered only too late that my party isn't really optimised properly (in part because it was my first EO, partly because I swear the game never actually tells you what each stat influences), so I want to get party composition right more or less out of the gate. At the moment, I have a Landsknecht, a Protector, a Medic, a Gunner and a Harbinger in my party. I want the Landsknecht to be the main damage dealer (with elemental damage on the side), the Protector obviously to be the tank and damage reduction person, with my Gunner specialising in binds and the Harbinger just hanging around to debuff enemies.

I'm not 100% certain of this layout, mainly because I don't think the Harbinger is what I *actually* want, and secondly because I don't have any way of buffing the party itself - I haven't got an equivalent for the Dancer in EO4. So, can I have some party composition tips please? What classes work well with each other (bearing in mind subclassing'll be useful later on)? I just don't want to get to the point where I realise I fucked up about 20 hours ago and have to redo a bunch of levelling to fix it...
I would recommend not to worry too much about picking the perfect party from the get go! You get an accessory in this game that when equipped on one character in your party, it will cause all the characters not in your party to gain exp at 1/2 rate. So you can create a bunch of reserve characters that passively gain exp, and swap them into your party late in the game if you want to change your party composition. Personally, I switched characters a number of times across the game!

About your party composition: My main comment is that gunner isn't great at specializing in binds. Gunner is actually a really great class but its main strength is damage dealing, while binds are something it can do on the side. Its binds aren't especially great because they're only single target, only hit on a single turn, don't have super high chances of activating, and gunner doesn't really have any way to boost its chances of landing bind. If you want a class that specializes in binds, I'd recommend arcanist, or maybe pugilist.
 

Mandelbo

Member
Oct 30, 2017
547
About your party composition: My main comment is that gunner isn't great at specializing in binds. Gunner is actually a really great class but its main strength is damage dealing. Its binds aren't great because they're only single target, only hit on a single turn, don't have super high chances of activating, and gunner doesn't really have any way to boost its chances of landing bind. If you want a class that specializes in binds, I'd recommend arcanist, or maybe pugilist.

Hmm, ok - I've heard the Gunner's super good, but what are their strengths in particular when it comes to damage dealing versus, say, a Landsnecht or a Hero who stand in the front line? What is it that makes them quite so good?
 
OP
OP
Zen Hero

Zen Hero

Member
Oct 25, 2017
5,636
Hmm, ok - I've heard the Gunner's super good, but what are their strengths in particular when it comes to damage dealing versus, say, a Landsnecht or a Hero who stand in the front line? What is it that makes them quite so good?
Short ranged attacks (like swords) won't do full damage to enemies in the back row, even if your character is in the front row. Gunner has ranged attacks so it can deal full damage to enemies in the back row, no matter where the gunner is. There are definitely some fights in the game where having ranged attacks is useful.
 

Man God

Member
Oct 25, 2017
38,306
Gunner has always been a strong class. Usually makes Alchemist/Zodiac look bad, but in this case Zodiac at least has the good elemental defensive options.

There is one benefit to Gunners as binders that wasn't mentioned; Snipes have perfect accuracy making them ideal for that role against anything with high evasion, aka the damn Chameleon King. Luck boosted to the max with all the points in the right spots and a good status up sub class and they are quite a good binder, plus they can do it while also doing great damage from the back row.

Arcanist has better accuracy but runs through tp and doesn't do as much damage on non binding turns. Pugilist can do that much damage with a bind build but needs to be upfront to do so.
 
Oct 27, 2017
3,371
Got this game, finally. Currently up to B3F of Lush Woodlands. Party consists of a Hero (tank), Imperial, War Magus for binds and Ailing Slash, Arcanist for ailments, and Sovereign for buffs. Passive healing from Hero, Arcanist, and Sovereign are enough for now, and I put a point in WM's heal, but if I get overwhelmed I'll probably switch to a more basic party composition.
 
Oct 27, 2017
1,565
Ireland
I just beat the final boss (not anything postgame though) with just a Sovereign as my only healer (does have medic as a subclass, but very rarely used those skills).
 
Oct 27, 2017
3,371
Finished the 4th stratum at level 27ish. My team seems to be holding up pretty well. Really like this game's rendition of the waterfall woodlands theme.
 
Oct 27, 2017
3,371
Finished the southern shrine. I guess I'm about halfway done? The boss was a pain. I gave my hero the sword with the ability to prevent ailments and that came in really handy since my sovereign was a bit too slow to do the order in time. She was useful for removing dark mist with negotiate, though. Had my imperial spamming drives and war mage doing war mage things.
 
Oct 27, 2017
3,371
Harpuia down. I didn't have any skills to heal ailments/binds so I had to stock up on theriacas. Cheer Blade and Prevent Order helped a little, but they're not completely reliable.
 
Oct 27, 2017
3,371
Almost done with the 8th labyrinth. I hate this place. When a turtle shows up I know I'm about to get wrecked. I unlocked subclassing, so now my party's

Hero/Protector Imperial/Zodiac War Magus/Hero
Arcanist/Harbinger Sovereign/War Magus
 
Oct 29, 2017
4,515
UK
Whoops I finally started the game. How long until I turn off Heroic difficulty?

Making a party took forever but I'm probably gonna swap them in and out a lot. For my starting line up I've gone with:
F: Protector/Highlander/Nightseeker
B: Arcanist/Gunner

I didn't even realise Highlander was in the game. I wish Dragoon or Arbalist made it in. I nearly just made a team full of front line attacks by mistake because I wanted Imperial and Ronin and Shogun and Hero.
 

krossj

Member
Dec 4, 2017
371
Thanks goodness highlanders are in the game, with a sub class of protector they've became the mvp in most battles for me
 

krossj

Member
Dec 4, 2017
371
12th labyrinth boss is already difficult enough without it freezing the game at low hp :/ is this a known bug?
 
Oct 27, 2017
3,371
B4F of Golden Lair is kicking my ass. I just can't with all these frogs and moles and their multi-hit elemental attacks.
 

SenseiX

Member
Oct 25, 2017
1,783
Shovel Knight update made me bust out the 3DS and I made some progress on the Western Shrine. Can't say I missed the difficulty.