Post by thaquieton3 on Aug 30, 2008 20:20:09 GMT -8
So, I've discovered a way to actually guarantee you don't die in neoquest 2, and it's so simple!
Rohane
First, as you start with Rohane, put one point in Stunning Strikes, one point in Critical Attacks, and dump every other point into Damage Increase until you get it to 10. Until you get Velm, stay stocked up on potions (which isn't too terribly difficult, as you should have either enough money to buy some at the nearest shop, or simply pick them up on your travels. When you get him to 10 in direct damage, start dumping points into Stunning Strikes until it is 10. Now max out Innate Melee Haste. After that, max out the other two, as well as critical attacks, and this character is all set. (You will have some left over points that are not covered here. Spend these as you see fit. I like to put them in Battle Taunt, but only when Velm is part of the team. Until that point, Rohane's only job is to stun, and move fast. Moving fast = more turns.
When you get Mipsy, you should have enough points to put 10 in Direct Damage (a lot of people like to go with her splash attack, but mathematically, Direct Damage is the better choice.), and the remaining points in Group Haste. Max these two skills out almost immediately! Group Haste will set your team in a position that spells curtains for the opponent. The way it works is this: If your entire team is moving this fast, generally, the opponents never get a move. That means they're all dead before their slow butts can think to try and hit you!
So here's the trick: Each character has an ability that has to do with their speed. Max them all out, and couple this with Mipsy's Group Haste ability, and the possibilities are endless!
To further explain the reasoning behind why you go with Direct Damage as opposed to Group Direct Damage when discussing Mipsy is this: Mipsy is your main damage dealer. You could use Group Direct Damage, and deal a great deal of damage to a large group, and in some situations, this may seem ideal. However, when you consider the fact that most bosses fight you alone, you see more of a need for direct damage aimed at one person, which you get from Direct Damage. Instead of doing a lot of damage to a group, you do less damage overall, but more damage directly, if that makes sense.
There is another reason for this choice as well: Talinia!!!
Talinia comes with a great skill, which when maxed out is pretty much the same as Mipsy's Group Direct Damage, only it may do a little less damage. There is an added bonus to this skill, however, to make up for the lost damage: You have the possibility to stun all opponents! This can be extremely helpful.
Velm is very helpful, it just sucks that you have to wait so long to get him. DON'T PUT POINTS IN THE INDIVIDUAL HEAL! There's no reason to. You can max out Group Heal, which will do the trick for you, healing everyone at once, and allow you to better utilize his other turns. How? Simple: Celestial Hammer! You don't have to max it out for it to be useful, as some choose to max out his innate melee defense instead, but this is a matter of preference. Velm's main job should be to group heal when it is necessary, stun when the opportunity arises (celestial hammer).
So an average battle should probably look like this:
Let's say Rohane is first up, and you're facing the maximum of 4 monsters. Rohane attacks - next turn
Talinia will typically follow Rohane. Talinia should use her Multi-Target ability right away (this skill has a limited availability, as it is not something you are allowed to do every turn). -
Mipsy/Velm - If Mipsy is up first, Group Haste, then Velm should follow with his group protect skill. If the order is flipped, they do the same thing.
-Enemy turn-
They're weak, they suck, probably miss a couple swings, do a teensy bit of damage, and then it's back to you at the Studio Bob!
-Ok now Rohane is probably going to get maybe...4 turns? Something like that. Talinia is right on his heels too! Jeez these guys cheat, and Velm and Mipsy are like...can we play too? Gosh!
And then you win the fight, get some gold, maybe a potion or two, and experience, of course. We mustn't forget that!!!
Happy hunting! This is near fool-proof...unless you're a fool. Then you should probably go get some pocket protectors, because I like to steal pockets! MWAHAHAHA!
Enjoy!
Rohane
First, as you start with Rohane, put one point in Stunning Strikes, one point in Critical Attacks, and dump every other point into Damage Increase until you get it to 10. Until you get Velm, stay stocked up on potions (which isn't too terribly difficult, as you should have either enough money to buy some at the nearest shop, or simply pick them up on your travels. When you get him to 10 in direct damage, start dumping points into Stunning Strikes until it is 10. Now max out Innate Melee Haste. After that, max out the other two, as well as critical attacks, and this character is all set. (You will have some left over points that are not covered here. Spend these as you see fit. I like to put them in Battle Taunt, but only when Velm is part of the team. Until that point, Rohane's only job is to stun, and move fast. Moving fast = more turns.
When you get Mipsy, you should have enough points to put 10 in Direct Damage (a lot of people like to go with her splash attack, but mathematically, Direct Damage is the better choice.), and the remaining points in Group Haste. Max these two skills out almost immediately! Group Haste will set your team in a position that spells curtains for the opponent. The way it works is this: If your entire team is moving this fast, generally, the opponents never get a move. That means they're all dead before their slow butts can think to try and hit you!
So here's the trick: Each character has an ability that has to do with their speed. Max them all out, and couple this with Mipsy's Group Haste ability, and the possibilities are endless!
To further explain the reasoning behind why you go with Direct Damage as opposed to Group Direct Damage when discussing Mipsy is this: Mipsy is your main damage dealer. You could use Group Direct Damage, and deal a great deal of damage to a large group, and in some situations, this may seem ideal. However, when you consider the fact that most bosses fight you alone, you see more of a need for direct damage aimed at one person, which you get from Direct Damage. Instead of doing a lot of damage to a group, you do less damage overall, but more damage directly, if that makes sense.
There is another reason for this choice as well: Talinia!!!
Talinia comes with a great skill, which when maxed out is pretty much the same as Mipsy's Group Direct Damage, only it may do a little less damage. There is an added bonus to this skill, however, to make up for the lost damage: You have the possibility to stun all opponents! This can be extremely helpful.
Velm is very helpful, it just sucks that you have to wait so long to get him. DON'T PUT POINTS IN THE INDIVIDUAL HEAL! There's no reason to. You can max out Group Heal, which will do the trick for you, healing everyone at once, and allow you to better utilize his other turns. How? Simple: Celestial Hammer! You don't have to max it out for it to be useful, as some choose to max out his innate melee defense instead, but this is a matter of preference. Velm's main job should be to group heal when it is necessary, stun when the opportunity arises (celestial hammer).
So an average battle should probably look like this:
Let's say Rohane is first up, and you're facing the maximum of 4 monsters. Rohane attacks - next turn
Talinia will typically follow Rohane. Talinia should use her Multi-Target ability right away (this skill has a limited availability, as it is not something you are allowed to do every turn). -
Mipsy/Velm - If Mipsy is up first, Group Haste, then Velm should follow with his group protect skill. If the order is flipped, they do the same thing.
-Enemy turn-
They're weak, they suck, probably miss a couple swings, do a teensy bit of damage, and then it's back to you at the Studio Bob!
-Ok now Rohane is probably going to get maybe...4 turns? Something like that. Talinia is right on his heels too! Jeez these guys cheat, and Velm and Mipsy are like...can we play too? Gosh!
And then you win the fight, get some gold, maybe a potion or two, and experience, of course. We mustn't forget that!!!
Happy hunting! This is near fool-proof...unless you're a fool. Then you should probably go get some pocket protectors, because I like to steal pockets! MWAHAHAHA!
Enjoy!