Just thought I'd give my two cents on the DLC stuff. I'm decent enough to get by, but I don't see myself as good enough to even complete a full run of this yet, and I don't really get a ton of time to practice. So really, the only equipment I would put in contention for blocking is the ribbon. I assume the enemies in this mode are (for a capped party) level 51, so that bleed could be more deadly than the buffs are helpful, and you'd lose a bit of damage over needing more heal turns. And having Focus and Inspire always on for one character at the cost of health drain. The gloves that occasionally let you steal equipment instead of crystals, that should have no relevance, as you can't change your equipment during the run anyway. That said, I prefer having better stats/damage over having status immunity. Dollar Colombian Peso Costa Rican Colon Hong Kong Dollar Indian Rupee Indonesian Rupiah Israeli New Shekel Japanese Yen Kazakhstani Tenge Kuwaiti Dinar Malaysian Ringgit Mexican Peso New Zealand Dollar. Numerous enemies can cause at least stun (I don't see slow that often), so there are a few songs in which this can be a comeback chance if an AoE stun is timed at a point where they would have otherwise been near the end of a tier 3 spell charge (a loss, without Focus, of at least a dozen beats of time) while on a character with stun immunity. Means two people can be immune to stun, two people can be immune to slow, etc. Having an extra person completely immune to everything via the ribbon is a rather big advantage.
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