| You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to use many member-only features such as customizing your profile, sending personal messages, starting and replying in topics, voting in polls and more. Registration is simple, fast, and completely free. Join our community today! If you're already a member please log in to your account to access all of our features: |
| Battle Skills FAQ | |
|---|---|
| Topic Started: Jan 11 2008, 02:25 PM (295 Views) | |
| Fayt | Jan 11 2008, 02:25 PM Post #1 |
|
Easy wins have never been my style
|
Universal Battle Skills Here is a summary of the skills that every character or multiple characters can learn. When/how you can learn them, and what each of them can provide you, as well as evaluations for each of them. Legend for learning charts Ad = Adray Al = Albel Cl = Cliff Fa = Fayt Ma = Maria Mi = Mirage Ne = Nel Pe = Peppita Ro = Roger So = Sophia St = Starts with it NA = Never learns it Universal in-battle skills First here is a list of skills that are learnt at various levels by all characters throughout the game Aerial CP Cost: 2 Function: Anti-air attack, allows you to generate a focused attack towards airborne enemies. Range: Short range. Evaluation: While this can be learnt by everyone it’s actually significantly different for each character. The main purpose of the attack is to be able to hit an enemy in the air, which works well but for some it also serves as a hit all enemy types, deals both HP/MP damage and can also be used to cancel chain with effectively with great haste. Example: For Cliff, Maria & Mirage it is an anti air attack only, you cannot hit grounded units with it, making it a very poor attack for each of them. However for Adray it's a ground up attack hitting everyone in his close range. Albel uses it like a higher charge, while most of the others tend to use it as a jump up and slash down style attack. Test it with all the characters to see for yourself. Rating: 0.5-8.5/10 Charge CP Cost: 4 Function: Slams into the enemy. Range: Short range. Evaluation: This overall isn’t such a bad attack, quick and easy to perform and can act as a handy launching pad into a combo chain with a slow building attack as it can provide knock-down support, can also cause a little MP damage as well; the speed of the attacks differs by character. Although a cost of 4CP makes it hard to fit in at times. Rating: 2.5-7.5/10 Critical Hit CP Cost: 2 Function: Chance of doing major damage to the enemies HP & MP, increases with level. (MP damage only applies if you to MP damage as standard) Range: N/A, attaches too all attacks where equipped. Evaluation: Early it can be rather useful for key physical attackers, but will quickly find a spot as a benchwarmer as better skills come along. Rating: 3/10 Fear CP Cost: 2 Function: Chance of terrifying the enemy, reduces attack frequency, success rate increases with its level. Range: N/A, attaches too all attacks where equipped. Evaluation: Honestly this doesn’t seem to actually do anything, even if it does it doesn’t make much difference; I wouldn’t bother other then to see how pointless it is for yourself. Rating: 0.5/10 Increase HP damage CP Cost: 4 Function: Improves HP damage by 50%, so it says. It simply adds a little more HP damage to your attacks, increases with its level. Range: N/A, attaches too all attacks where equipped. Evaluation: Pretty pointless attack really, sure it helps your attack a little and is very easy to use, but its not really worth the effort; Particularly considering it eats up 4 CP. Rating: 2/10 Increase MP damage CP Cost: 4 Function: Improves MP damage by 50%, so it says. It adds MP damage to all attacks. Amount increases with its level. Range: N/A, attaches too all attacks where equipped. Evaluation: Unlike the HP variety this is actually rather useful, a little costly for one slot, but MP damage is much harder to generate and can result in easy kills. It’s definitely one to consider, at least early in the game for your physical attackers. Restriction: Maria is the only person that cannot learn this, that sucks. Rating: 6/10 Stun CP Cost: 2 Function: Chance of knocking the enemy unconscious. Success rate increases with its level Range: N/A, attaches too all attacks where equipped. Evaluation: Stunned enemies are open for a double damage attack, cannot block minor attacks with even 100% fury, and are also open to start a cancel chain. Can at times be overlooked by players, but it’s of excellent value for all physical attackers. Rating: 8/10
Now here is a list of battle skills that can be learnt by various items, and what item you need to learn them Drain CP Cost: 2 Requirement: Musty Tome Created by: Count Noppen and others with the Writing talent at a base cost of 1,500, requires a rating of at least 60. Function: Chance of greatly reducing the enemies fury, success rate increases with its level. Range: N/A, attaches too all attacks where equipped. Evaluation: Not such a bad attack, can help slow enemies down if you can manage to corner them and pound away with a Physical attacker, but if you can do that you can beat them anyway. Try it with one character at the most if you’re interested. Rating: 2/10 Increase HP/MP damage CP Cost: 2 Requirement: Mildewed Tome Created by: Osman the Sage and others with the Writing talent at a base cost of 1,500, requires a rating of at least 90. Function: Improves HP & MP damage by 30%. Range: N/A, attaches too all attacks where equipped. Evaluation: Like Increase MP damage, while its potential MP damage is a little lower, its made up for by bonus HP damage, and more importantly half the CP cost. Very handy attack and can make tough battles much easier. Perhaps a little cheap, but very effective if you need it. Rating: 7.5/10 Increase Stamina CP Cost: 2 Requirement: Crumbling Tome Created by: Mishell and others with the Writing talent at a base cost of 1,500, requires a rating of at least 60. Function: Fury expenditure is reduced by 30%, “Always active”. Range: N/A, attaches too all attacks where equipped. Evaluation: I put “always active” in brackets on purpose. Perhaps it was supposed to act like a support skill but never did. I’m not sure, either way in its form it’s an attack and should simply not exist, should it be a support skill it would be a life saver. But it must be attached to an attack slot, which means it will only benefit standard attacks, such a waste. Rating: 0.5/10 Loot Item CP Cost: 2 Requirement: Dated Tome Created by: Fayt and others with the Writing talent at a base cost of 1,500, requires a rating of at least 60. Function: Allows looting of items enemies occasionally drop when downed, likelihood increases with its level . Range: N/A, attaches too all attacks where equipped. Evaluation: Can potentially allow you to get 2-4 of every best weapon, but requires a hell of a lot of effort to get its level up, and then it only produces duplicates anyway. To me it’s a rather poor attempt at implementing the Valkyrie Profile item drop system, which is near redundant as enemies sometimes/always drop items post battle anyway and you also have “Increase change of an item” via your Battle Bonus gauge. You still may wish to try it for one of your key physical attacking characters, just put it on an attack that will knock the enemy down and hit the enemy frequently with it. Rating: 3/10 Universal Support Skills Support skills are always active, can provide a great aide to your other preset attacks it well set. First will be the ones learnt by level ups Critical Hit HP CP Cost: 2 Function: Chance of dealing a major blow to the enemies HP. Likelihood increases with its level. Evaluation: Another of the, “If it will not interrupt other selections then go ahead and add it skill”, can provide you with greater HP damage in all basic attacks. Again it’s a handy, but not required skill. Restriction: Everyone except Albel, Maria & Peppita can learn this, they learn Critical Hit MP instead. Rating: 3/10 Critical Hit MP CP Cost: 2 Function: Chance of dealing a major blow to the enemies MP. Likelihood increases with its level. Evaluation: Similar to Critical Hit MP but adds more valuable MP damage, this is worthy of considering if your characters uses a lot of MP attacks. But considering so few learn it’s not as great as it could be. Restriction: Only Albel, Maria & Peppita can learn this, everyone else learn Critical Hit HP instead. Rating: 4/10 First Aid CP Cost: 1 Function: Chance of recovering 20% of maximum HP when HP damage is taken. Success rate increases with its level. Evaluation: It’s one of the few I would call a ‘must have’, considering the lack of Support Skill options and a cost of just 1 CP why not? This can literally save your life many times in the game. It’s best suited for your physical attackers since they will get hit more. Rating: 9/10 No Guard CP Cost: 5 Function: Character doesn’t finch, even when taking damage equal to 1/15 the current HP, always active. Evaluation: This can be handy for both Symbologists and Physical attacks to fight on through damage, but being in a situation to take 1/15 damage or less; particularly on Universe/4D is at times very difficult to achieve. 5CP is also rather costly. In some cases this can be useful, I’d advise using it only as needed. Rating: 4/10 Standby Healing CP Cost: 1 Function: Heals HP gradually as the character rests. Adds 20HP to 100HP at intervals as the level raises (can be doubled with a Ring of Healing). Evaluation: If you can fit it in, then do it, since this is learned rather early and you won't have any alternatives then of course use it. At just 1 CP it’s the one you’ll often change depending on your remaining CP; a handy support skill at best. Rating: 2/10
Next are details of the support skills learnt by various items, including information on what’s required to learn them. Common Attack Symbols CP Cost: 2 Requirement: Worm-eaten Tome Found: Various locations throughout the game. Function: Enables use of basic attack symbols (Fire Bolt, Ice Needles & Earth Glaive). Evaluation: Pointless, I think that sums it up pretty well. Of those skills only Ice Needles is worth considering, but with attacks like Deep Freeze, Ice Daggers & Frozen Daggers its redundant, don’t waste your melee units time with such ineffective Symbols. Rating: 0.5/10 Common Support Symbols CP Cost: 2 Requirement: Decrepit Tome Found: Various locations throughout the game. Function: Enables the use of basic support symbols (Healing, Antidote & Silence). Evaluation: If your not interested in using ‘specialist’ healers this can help bridge the gap, used on an existing part time Symbologist like Fayt or Maria can help replace the need for Nel, Sophia or Adray. Useful for those that prefers more melee style teams. Rating: 7.5/10 Increase MP CP Cost: 3 Restricted Usage: Can only be used by either Sophia or Adray. Requirement: Fading Tome Created by: Osman the Sage and others with the Writing talent at a base cost of 1,500, requires a rating of at least 99. Function: Increases MP by 40%. Evaluation: No doubt it offers a massive boost to a Symbologists MP rating, but the question is, do they really need it? With a Regeneration Symbol equipped and their natural high MP its use is somewhat limited. Also considering you have just two Support Slots there is little value in equipping/making it. Rating: 2.5/10 Lucky Star CP Cost: 2 Requirement: Damaged Tome Created by: Osman the Sage and others with the Writing talent at a base cost of 1,500, requires a rating of at least 99. Function: Chance of stars falling when damage is taken, chances increase with its level. Evaluation: Well, just read the function “when damage is taken”, you shouldn’t ever try to get hit. It takes a while to develop, and outside one BT condition its rather pointless. Sure it can help boost your battle bonus gauge, but by simply exchanging in lower level characters you can boost its percentage anyway without the need for this. Rating: 2/10 Max Fury CP Cost: 2 Requirement: Moldy Tome Created by: Sophia and others with the Writing talent at a base cost of 1,500, requires a rating of at least 99. Function: Evaluation: Since there is not a massive range of support skills to choose from and you need to take brief moment to restore Fury all the times it’s nice to have it restore that little faster. Having said that fury recovers pretty quickly anyway. If you can squeeze it onto your high physical attackers it can’t hurt, although don’t go out of your way to put it on. Rating: 3/10 Quick Symbol CP Cost: 3 Restricted Usage: Can only be used by either Sophia or Adray. Requirement: Brittle Tome Created by: Sophia and others with the Writing talent at a base cost of 1,500, requires a rating of at least 100. Function: Invocation time is cut in half. Evaluation: This is an awesome skill for both Adray & Sophia. We all know Symbols take a long time to cast, but with this you can cut its casting time by a full half. Also considering what Support options there are it’s a must have when available. Rating: 10/10 Tactical Skills In Battle Tactical Skills These are the ones that can be used at any time during battle, all have auxiliary type benefits. Scan Enemy Function: Allows you to check HP, MP and elemental weakness of your opponents, well all except major bosses of course. Evaluation: It’s more then useful to check up on a new opponent every time one arrives, I’d recommend using this frequently on any new enemy. Rating: 9/10 Taunt Function: Attempt to distract an enemy and make them come after you. Evaluation: Some of the things the characters say during this are amusing, doesn’t always work and can waste some time if it does not. You probably won’t use it much, apart from amusing yourself with the comments the characters make using it. Rating: 5/10 Pre-settable Tactical Skills These are the settings you can turn on or off under your tactical skills setting. They can also at times be changed mid battle. Although setting them accordingly before battle is always the way to be. Berserk is learnt by leveling up; the remainder requires certain items as shown. Berserk Function: Raises ATK 30% and lowers fury by half, however DEF will drop by 30% Evaluation: This skill is outstanding, I’d recommend using this often and by most characters. For starters ATK is always higher then DEF, so already it’s advantageous, but to also cut fury consumption in half can double your potential combo chains. Perfect for those that like to attack hard and fast. Rating: 10/10
Combat Training Requirement: Decayed Tome Created by: Fayt and others with the Writing talent at a base cost of 1,500, requires a rating of at least 40. Function: Raises EXP acquisition 30%. However fury expenditure triples. Evaluation: 40% additional exp is great and all, however it clearly takes many moves out of the equation, combined with Berserk reduces the fury deficit to 1.5 times, still somewhat restrictive. So if you plan on using it you clearly must combine it with Berserk to be able to perform any decent attacks. Even then you are restricted by needing the finishing attack must be performed by the character with it equipped. While the bonus is nice it’s just too much effort, I’d advice using refined Ring of Eruditions and the Triple Exp bonus from the Battle Gauge instead. Rating: 2/10 Convert Damage Requirement: Tattered Tome Created by: Mishell and others with the Writing talent at a base cost of 1,500, requires a rating of at least 40. Function: Preserves HP/MP according to setting. When set it does the following: Preserve HP: 7HP damage = 1 MP damage Preserve MP: 1 MP damage = 13 HP damage Evaluation: Looking at that is already appears your ripped off on the MP preservation, although considering HP is easier to restore it’s pretty fair in the end. This skill can help cover ones shortfall, such as helping to protect Cliffs low MP. But clearly transferring HP damage for Cliff to MP damage would be suicide, think about it before applying it Rating: 5/10 Cure Condition Requirement: Deteriorating Tome Created by: Mishell and others with the Writing talent at a base cost of 1,500, requires a rating of at least 40. Function: Weakens affect of poison/paralysis/petrifaction/freezing/stunning, but lowers DEF by 20%. Evaluation: Considering the amount of restorative items, skills such are Cure Condition, as item immunities are around I wouldn’t bother. It’s not foolproof, and you would likely have some DEF reduced already thanks to Berserk. There is little point losing even more DEF for something that offers a benefit easily resolved with other measures. Rating: 1/10 That's the end of another guide, my apologies if there are any errors in the guide; I'll correct them if any come up with due credit if necessary. Comments and discussion are welcome. |
| |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · Till the End of Time Guides · Next Topic » |






11:02 AM Nov 9