TakaJun wrote:As for tech, either max it out, or don't touch it. The 3rd or 4th hit in a combo usually does one damage and not worth it unless you're going to be using the special move.
Is it really that big of a deal though? Fought him on Hard 3 and didn't touch mdef of any of my characters. Everyone except for Touka, Oboro, and Karura was too low of a level and got knocked out in one hit anyway. However Touka had about 30 more mdef than the other two and was getting hit for the same amount. I'll try it on Hard 5 eventually, as soon as Kurou stops completely kicking my ass.TakaJun wrote:But ignoring it could prove fatal for the last boss, because the boss uses magic and can wipe out your whole party in one blow on harder difficulties. It made me have to start all over to increase characters' mdef. (
Henduluin wrote:TakaJun wrote:As for tech, either max it out, or don't touch it. The 3rd or 4th hit in a combo usually does one damage and not worth it unless you're going to be using the special move.
Exception to this is Eruruu. Maxing her tech is nothing short of mandatory IMO. double heal = <3
KaneDragon wrote:Playing on normal, I found a one-square blind spot under the end boss's right arm. After beating them the normal way (99 attack Oboro ftw), I went back, parked Kamyu in the spot, and chipped away at his health with spells until he finally died. Lolipedofin seems to be talking about this, except this spot is a square away (an L-block from his hit box, just outside the range of his giant fire attack), so I don't know how lolipedofin secured a melee fighter like Aruruw.
Does he still have that blind spot in the harder difficulties?
It's a pain saving up to max out the Techs, though, considering how much attack you could get for the same amount... (
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