Gaming Etrian Odyssey III: The Drowned City

alucard2727

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DS1 said:
Zarcon said:
It's a shame this release doesn't work too well, having fun with it.
Locks up whenever you do something that targets more than one creature (Cross slash limit break for example) and sea voyages don't really work.

There's so much overlap with the classes that, more than ever, you aren't forced to bring certain classes.
I was actually stuck for a while deciding who to bring when I figured I didn't need to bring the monk (healer) or hoplite (tank) since the other classes could do just as well via other methods.

Lol, dang! The monk and the hoplite are my staples! Don't tell me I'm going to NOT need them!!

From what i've seen they base classes like that just seem to be better at healing atk def etc, while but while other classes can do the that to but not as effective.
 

Isabelyes

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alucard2727 said:
Playing the first one atm and on Floor 21 so it shouldn't take me much longer to beat since i'm not gona fool with getting full monster and item list.

The Fifth Stratum will take you hours. Believe me.

And you'll probably never, ever defeat the Final Boss.
Enjoy the scenery, though!
I always thought EO I's Fifth Stratum was one of the most beautiful...



DS1 said:
QUOTE(Zarcon @ Sep 23 2010, 02:42 PM) It's a shame this release doesn't work too well, having fun with it.
Locks up whenever you do something that targets more than one creature (Cross slash limit break for example) and sea voyages don't really work.

There's so much overlap with the classes that, more than ever, you aren't forced to bring certain classes.
I was actually stuck for a while deciding who to bring when I figured I didn't need to bring the monk (healer) or hoplite (tank) since the other classes could do just as well via other methods.

Lol, dang! The monk and the hoplite are my staples! Don't tell me I'm going to NOT need them!!


Princesses pretty much make Monks obsolete.
Hoplites are probably pretty useful - kind of like EO I's Protector Class - but, if you really dislike them, you should go with the freaking awesome Pirate Class.


I've discussed about it for hours, and this is going to be my party:

Princess/Farmer
Hoplite/(Monk/Shinobi - Probably Shinobi)
Pirate/Shogun (Might change this later)

Shinobi/Zodiac (Dark Ether + Meteor spamming = YES PLEASE!!)
Zodiac/Warrior (Charge + Meteor + Shinobi/Zodiac = OH FUCK YES)

(-> WHY OF COURSE I FANCY ANOTHER CUP OF TEA)
(MY DEAR)
 

Zarcon

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DS1 said:
Zarcon said:
It's a shame this release doesn't work too well, having fun with it.
Locks up whenever you do something that targets more than one creature (Cross slash limit break for example) and sea voyages don't really work.

There's so much overlap with the classes that, more than ever, you aren't forced to bring certain classes.
I was actually stuck for a while deciding who to bring when I figured I didn't need to bring the monk (healer) or hoplite (tank) since the other classes could do just as well via other methods.

Lol, dang! The monk and the hoplite are my staples! Don't tell me I'm going to NOT need them!!
Yea, I was so torn between sticking with what works (And absolutely needed in EO1, somewhat in EO2) and trying something new.

The passive heals from the Prince(ss) class works wonderfully and s/he can use a targeted taunt skill. As in, S/he can make all enemies attack a chosen party member.
Combined with a Wildling and beast summons you have a disposable tank.
Both do a decent job at attacking too and the beast summons use up the unused 6th party slot which means more bodies and less chance of a squishy member being hit.

The Buccaneer looks a tad weak at first compared to the Gladiator, but the skills make it a fine choice as well. Able to swap from melee to ranged attacks and eventually being able to attack multiple times with normal attacks, the damage output catches up fast and you get more options as well.

I could go on about all the other classes really, they did a very good job of not forcing you to bring along a "mandatory" class this time around.
 

CaelumSora

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NOOOOOOOOO!! im back and still nothing =[
ok tonight when i get back from work, is gonna be my last attempt to hope for something...
this post is giving me nightmares already...

perhaps there is a possibility that the dump was hard as impossible to achieve?

friday to saturday im gettin my copy with the bonus stuff ^^
but i hope i get to play today!!

good luck to us tonight!!!
 

DS1

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Well what I'm thinking is that you don't need to heal every turn, so every turn you have a healer and characters who aren't dying is a turn wasted. Same with the hoplite, he's not an attack specialist, so if characters can do well enough to defend themselves, he's just a wasted spot. That's 2 characters wasted who could potentially be dealing heavy damage.

Of course, I hope that they greatly boosted the hoplite (what did they use to call this, defender?) and monk's abilities so that they don't feel like a waste.

edit: AH HAH! Princess makes monk obsolete does she?! That's exactly what I can't stand about this series, useless classes. I want to have fun, not be pushed around by premeditated decisions by the designers.
 

Zarcon

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Monks can be put in the front line to punch the crap out of things.
Hoplites use spears and have a few decent attack skills, they can also swap from front/back using an attacking skill.

Also, keep in mind you'll have subclasses too which grant even more variety.

[EDIT]

Prince(ss) doesn't make the Monk obsolete.
The Monk still has all the active burst heals and a full party burst heal.
Also an in-battle ressurect skill.

The Princess on the other hand has a passive party heal (as long as she has full health, it doesn't work otherwise) a passive after-battle heal (if she's still alive) and a heal as you walk passive.

Depends on how much control you want with healing.
Course, you can just subclass one to the other and you'll be covered from all angles, haha.
 

Leamonde.Halcyon

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DS1 said:
Well what I'm thinking is that you don't need to heal every turn, so every turn you have a healer and characters who aren't dying is a turn wasted. Same with the hoplite, he's not an attack specialist, so if characters can do well enough to defend themselves, he's just a wasted spot. That's 2 characters wasted who could potentially be dealing heavy damage.

Of course, I hope that they greatly boosted the hoplite (what did they use to call this, defender?) and monk's abilities so that they don't feel like a waste.

edit: AH HAH! Princess makes monk obsolete does she?! That's exactly what I can't stand about this series, useless classes. I want to have fun, not be pushed around by premeditated decisions by the designers.
Then don't be pushed around
tongue.gif
Pick the classes you want and have fun
yaynds.gif
That's what I'm doing.
 

Isabelyes

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It's not that Monks are horrible - Princesses are simply more useful in some situations,
and those situations tend to appear a lot (especially early in the game, from what I've heard).

Also, useless classes:

Farmer - Doesn't really do anything that makes him a Must-Have.
Zodiac - From what I've heard, they're pretty bad in the late-game - though subclassing intelligently might solve this. *Wink*

Gladiator is also kind of useless. Sure, he's strong, but he hasn't got any handy skills.
He's more kind of, if I may quote Scy, "Derp I do damage" .

There are other classes that hit less - but not radically so - and they've got better skills.


There you go, three useless classes. And that's only from the top of my head.


...I do agree with you, though. :3

Zarcon said:
Monks can be put in the front line to punch the crap out of things.
Hoplites use spears and have a few decent attack skills, they can also swap from front/back using an attacking skill.

Also, keep in mind you'll have subclasses too which grant even more variety.

[EDIT]

Prince(ss) doesn't make the Monk obsolete.
The Monk still has all the active burst heals and a full party burst heal.
Also an in-battle ressurect skill.

The Princess on the other hand has a passive party heal (as long as she has full health, it doesn't work otherwise) a passive after-battle heal (if she's still alive) and a heal as you walk passive.

Depends on how much control you want with healing.
Course, you can just subclass one to the other and you'll be covered from all angles, haha.

True, true. Revive certainly is handy - but if you play with caution, you'll probably make it to the Third Stratum without dying at times where you need party members to be alive - Bosses etc.
In normal battle - or outside of it - you can just use a nectar, and everything'll be chocolate and rainbows.

After the Third Stratum, you can subclass someone as a Monk, and then you are, indeed, covered from all angles.
Especially if you subclass the Hoplite to Monk, seeing as she's got mad defense and all.
 

Zarcon

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Farmers have a built in warp wire.
Never again will you be caught having forgotten to buy warp wire.
Also saves you 100en each I suppose.
Also, 5 skill points to get 5 gather/chop/mine instead of 15.
Also, a few neat support skills.

Gladiators can also bind/stun and have elemental options readily available.

It just depends on how you want to play.
I'm running a party that gives me the greatest options for those conditional drops (Need to kill with ice/while bound/with slash/etc) and without the need to raise a separate gathering party.

[EDIT]

To follow up on Farmers, they have a single skill that can bind the heads, arms, and legs of ALL enemies.
This synergizes well with attack skills from other classes that do more damage/extra effects against bound enemies.
Not to mention gets you loot from things that require certain parts being bound.
Also a skill that locates FOEs for you.
A skill that nullifies trap floor damage.
A skill that removes encounters for X steps.
A skill that improves drop rates which means more money and equipment unlocks, which means better gear and better damage output/survivability.

The Farmer might not contribute as much in battle (not counting the boost EXP party skill anyway), but outside combat it makes the dungeons a much less frustrating experience.
 

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Don't Ninjas have something similar to warp wire? It was like, 'escape battle to nearest teleport point' or something.

I don't mind gladiators just being 'i do damage', because I like characters who just do damage.

My plan is always like this: front row damage/ back row support (obviously)
But to break it down, I like 1 attacker (gladiator), 1 defender (hoplite), 1 wild card (in this case ninja), 1 damage magic (zodiac) and one healer (monk, who can swap rows with ninja if need be).

But even after a few battles it was like, wait, hoplite isn't doing a lot of damage, and the monk's healing covers the lack of defense my guys have. I'm hoping he's more of a tank later on.

edit: @Leamonde.Halcyon- Playing the way I want to play is why I always have to give up after a few floors : (
 

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Zarcon said:
Farmers have a built in warp wire. Never again will you be caught having forgotten to buy warp wire.
Not needed if you simply don't forget to buy one.
I, for instance, have never, ever forgot to take one with me - though I suppose that's different for other people.

Zarcon said:
Also saves you 100en each I suppose.
Nothing special.
Zarcon said:
Also, 5 skill points to get 5 gather/chop/mine instead of 15.
Also, a few neat support skills.
Again, nothing special. They're handy, but not as fantastic as other classes - all in all, you'd better be off with a Monk or something.

QUOTE(Zarcon @ Sep 23 2010, 09:06 PM) Gladiators can also bind/stun and have elemental options readily available.
Oh? I never knew. Still, a Pirate has Trickster, which recovers a considerable amount of TP every time he uses an offensive skill. and he's also got bind/stun things and all, and I'm also using a Zodiac - who, in stark contrast to the Warrior,
has got lots and lots of TP, so she's far more useful than a Warrior.


QUOTE(Zarcon @ Sep 23 2010, 09:06 PM)
It just depends on how you want to play.
I'm running a party that gives me the greatest options for those conditional drops (Need to kill with ice/while bound/with slash/etc) and without the need to raise a separate gathering party.

Note that I'm talking from a "I simply want to beat the game, for God's sake!" perspective here.
Granted, if you want Conditional Drops, having a Farmer and all might be useful.
I don't know, to be honest.
I never really cared about 100% item completion, and I'm certain that most GBATemp members don't, either.

Btw, are you from ItL too? I seem to recognize your name...
 

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So what sort of party do you suggest I aim for? I usually pick a versatile group, not necessarily balanced or very powerful but with diverse abilities that generally allow me to handle almost any situation.
 

Zarcon

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I'm a completionist, and those conditional drops often produce real nice gear anyway, especially conditional boss drops.
I never need to buy consumable items which leaves me with a lot of money.
A lot of money that I can spend on that new 128,000en boss weapon.

But yea, even if a class seems useless on its own, it becomes infinitely better with a subclass or used as a subclass so none are really useless.
biggrin.gif


Wintrale: Honestly, you can probably just pick whatever you want. Once you can subclass you can make up for any weak spots you have.
Well, unless you pick all offensive classes or all support classes, haha.
 

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Wintrale said:
So what sort of party do you suggest I aim for? I usually pick a versatile group, not necessarily balanced or very powerful but with diverse abilities that generally allow me to handle almost any situation.

I'd say:

Princess
Monk
Pirate

Zodiac
Farmer


You might have to grind a bit - and I might be totally wrong about this - but this should do nicely for nearly any situation.
Remember, you almost can't go wrong with sub-classing.
 

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Zarcon said:
I'm a completionist, and those conditional drops often produce real nice gear anyway, especially conditional boss drops.
I never need to buy consumable items which leaves me with a lot of money.
A lot of money that I can spend on that new 128,000en boss weapon.

But yea, even if a class seems useless on its own, it becomes infinitely better with a subclass or used as a subclass so none are really useless.
biggrin.gif


Wintrale: Honestly, you can probably just pick whatever you want. Once you can subclass you can make up for any weak spots you have.
Well, unless you pick all offensive classes or all support classes, haha.

So here's the million dollar question: Do you suggest I subclass as a farmer, and if so, who? Gladiator?
 

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isabelyes said:
Wintrale said:
So what sort of party do you suggest I aim for? I usually pick a versatile group, not necessarily balanced or very powerful but with diverse abilities that generally allow me to handle almost any situation.

I'd say:

Princess
Monk
Pirate

Zodiac
Farmer


You might have to grind a bit - and I might be totally wrong about this - but this should do nicely for nearly any situation.
Remember, you almost can't go wrong with sub-classing.
If you DO go with this setup, make sure you run if you encounter a tiger/lynx thing on the first floor, you're almost certainly going to die a horrible, horrible death.

DS1: If you subclass as a Farmer instead of raise one then you'll...need to raise one anyway in a separate party unless you're willing to spend points on individual gather/chop/mine skills for gathering points early on.
 

Isabelyes

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Zarcon said:
I'm a completionist, and those conditional drops often produce real nice gear anyway, especially conditional boss drops.
I never need to buy consumable items which leaves me with a lot of money.
A lot of money that I can spend on that new 128,000en boss weapon.

But yea, even if a class seems useless on its own, it becomes infinitely better with a subclass or used as a subclass so none are really useless.
biggrin.gif

Well, to each his own. :3

Note, though, that those OMG AWESOME CONDITIONAL DROP GEAR IS AWESOME equipment only applies to the conditional drops you get from bosses.
Aside from those, they aren't that special - unless you're a completionist, ofcourse. ^-^

I agree that subclassing pretty much eliminates any possibility of a party being bad.
You really can't go wrong with it - unless you're being intentionally stupid. :3
 

godreborn

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I'm running this game using the wood firmware for the r4. everything works great except for when I try to sail the boat. whenever I confirm that I want to sail, the game goes black. is this happening to anyone else?
 

Isabelyes

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Zarcon said:
isabelyes said:
Wintrale said:
So what sort of party do you suggest I aim for? I usually pick a versatile group, not necessarily balanced or very powerful but with diverse abilities that generally allow me to handle almost any situation.

I'd say:

Princess
Monk
Pirate

Zodiac
Farmer


You might have to grind a bit - and I might be totally wrong about this - but this should do nicely for nearly any situation.
Remember, you almost can't go wrong with sub-classing.
If you DO go with this setup, make sure you run if you encounter a tiger/lynx thing on the first floor, you're almost certainly going to die a horrible, horrible death.

In the Japanese version, I had a Warrior, Phalanx, Monk, Shinobi, and Zodiac.
I can't moonrune.
I still defeated it.

(Yeah, I know; Gladiator might have helped.)

That's why I said "You might have to grind a bit" - meaning, of course - "a bit more".
If you encounter such a monster at, say, level 4/5, there shouldn't really be any trouble.
 

Isabelyes

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Zarcon said:
DS1: If you subclass as a Farmer instead of raise one then you'll...need to raise one anyway in a separate party unless you're willing to spend points on individual gather/chop/mine skills for gathering points early on.

Note: Gathering isn't necessary at all; it's a nice extra, but you'll be able to get through the game without it, too.
Sure, you might not be able to finish any quest, but remember: not everyone is a completionist. :3
 

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