The blood sword for Red Hair dude fixes him up pretty well so he can reliably tank in the front line and you can keep chloe and the cleric free for other formations
I got the Battler's Shield, Runic Sword, Unwavering Spear, and Watchman's Lantern. The Watchman's Lantern you can't get in a store, but if you fight Bruno and search the area nearby for a tower Lex will climb it and gain it. The item stops blindness, burning and has one extra benefit. It really helps a trained Aubin or Bruno from getting hit by extra damage after a round as well as stops their attack from lowering due to blindness. Another weapon I never got but is just as powerful as the Runic Sword is likely the Sanguine Blade. It's at Palevia Island in the port town or the small town on the backside of the island next to the church. It's an item that for a starting area might become this or that for beginning players because you can either get the Runic Sword for 12k or the Sanguine Blade for 15k gold.
I highly underestimated the choker item since the equipment limitation but its actually insane, especially on shaman, after debuffing a whole row with atk down -50% you increase the damage of one of your units by 50% with action points 2+ or even more which leads to absolute melt, even cleric is quite sick with it, when you use the mace to give ap to others and then also add more damage with that item on your mage - a cleric transforms actually in a valid dmg providing unit, pretty underrated
Alain should 100% be on the front line. His attack heals himself (for double if he gets a kill) which makes him extremely good as a damage sponge. Honestly, even to level 15, I haven’t switched from recruit weapons and shields on hard mode. The exp gain is too good and outpaces story level progression. Story level progression is like lvl 12 or so.
Totally trying to get more familiar with how this game works on all its specifics. The AP and PP understanding to which units synergies best. Crazy how much depth this game has
Archers are good against magic users because they can hit the back row. Game says to leave wizards to hunters. The fire bow is devastating as well. Knight with unwavering spear and double ap tool, plus witch making attack have magic is the best combo I can think of. Cavalry bonus makes it near unstoppable. I never used the cleric, but I hear it has pp restoring skills.
2:39 the staff is only useful against heavy shields, alot of small shield characters are resistant to magics. 3:55 sadly, this won't always work out, character initiative is always changing. All in all the witches gear is directed at running over heavy units. Personally while I understand that some classes are meant to be anti-whateverclass, I like a more versatile approach.
“As long as you have a PP, this will happen. You can’t do double PP to make it activate more than once…” Chuckling at this like I’m back in elementary school 😂
Yupp, and when it comes to items "smoked nuts" 1+ stamina. Valor points is just strong as beep (can snipe out enemies, buff, revive, heal an unit etc), and sometimes you need 1+ to activate it OR save an unit that run out of stamina. what did it cost, 500-600 gold? thats an item that should have been 3000 gold+. just 1-2 can change a losing battle into a winning. I would highly suggest picking up every Smoked nuts in every town, ASAP - you got nothing to lose by having many of them.
You don’t need every nuts and there’s other ways to manage your stamina. And you don’t really need to “save” a no stamina unit unless you put them in a situation you shouldn’t of in the first place. You can still fight with no stamina if you don’t rest and you can even move them by swapping them in and out of combat
My friend if you see this help me... Miriam (She is a Radiant Knight) CAN equip the Familiar Chocker... Combine with the Runic Sword, i think im into something good here with this combo.. but idk... any ideas o better uses??? Usualy she attacks first... so she trasfering her 50% mag. attk. before attaking to a witch o wizard seems good option. Cheers°
I think less so with the Witch, they feel like more of a support unit with them having lower magic than the Wizard and their 1st attack having 20 less potency. Wizard also has attacks that deal damage with their pp while Witch has buffs with their's. Using it on a Wizard is just doing to do more damage outside of some niche circumstances. Especially with either flame burst or when the Wizard hits level 15 and gets magic pursuit. Witch seems to love being paired with units whose attacks hit multiple foes (like the griffin knight) so Magick Conferral does more damage rather than being buffed themselves.
@@Puckix he's not. it's not like fire emblem where he hoards all the XP. He can actually help power level under leveled units. I used him on my expert run through the demo
@@purplatypus7405 like the other dude said, Josef doesnt steal exp like the Jagens/Marcus does in Fire Emblem. You can actually use Josef in the front lines to level up your scrubs and he also has heals and follow up attacks so he can keep being relevant after your units starts snow bowling
We don’t need to save money for shit in this game even on normal you are so fucking overpowered everything dies. You don’t even need to do a build because anyone you put together straight massacres anything. It’s kind of a joke.