Bringing it back a few chapters...
I'm at Battle 5, in Rindo; my team's trying to get to Manarina.
Team:
Code: Select all
Max ("the Mandatory") SDMN
Lv. 6 | XP: 26 | HP: 15 | MP: 14 | ATK: 24 | DEF: 10 | AGI: 11 | CRI: 4
Magic: Egress
Weapon: Middle Sword-E
Mae KNT
Lv. 5 | XP: 25 | HP: 11 | ATK: 16 | DEF: 13 | AGI: 10 | CRI: 3
Weapon: Spear, Bronze Lance-E
Pelle KNT
Lv. 6 | XP: 85 | HP: 18 | ATK: 21 | DEF: 17 | AGI: 13 | CRI: 3
Weapon: Spear-E, Bronze Lance
Earnest ("Ernie") KNT
Lv. 6 | XP: 50 | HP: 19 | ATK: 19 | DEF: 12 | AGI: 10 | CRI: 37
Weapon: Spear, Bronze Lance-E
Arthur ("Artie") KNT
Lv. 6 | XP: 9 | HP: 10 | MP: 10 | ATK: 16 | DEF: 7 | AGI: 9 | CRI: 3
Magic: Blaze 1, Freeze 1, Bolt 1
Weapon: Spear, Bronze Lance-E
Anri MAGE
Lv. 5 | XP: 73 | HP: 11 | MP: 17 | ATK: 9 | DEF: 6 | AGI: 11 | CRI: 3
Magic: Freeze 1
Weapon: Wooden Staff-E
Alef MAGE
Lv. 5 | XP: 73 | HP: 12 | MP: 22 | ATK: 11 | DEF: 6 | AGI: 14 | CRI: 3
Magic: Bolt 1, Drain 1
Weapon: Wooden Staff-E
Tao MAGE
Lv. 6 | XP: 13 | HP: 13 | MP: 20 | ATK: 12 | DEF: 6 | AGI: 19 | CRI: 3
Magic: Blaze 2, Sleep 1
Weapon: Wooden Staff-E, Speed Ring-E
Khris HEAL
Lv. 6 | XP: 69 | HP: 14 | MP: 16 | ATK: 15 | DEF: 8 | AGI: 7 | CRI: 3
Magic: Heal 2, Blast 1
Weapon: Wooden Staff-E
Balbaroy ("Bally") BDMN
Lv. 6 | XP: 24 | HP: 14 | ATK: 22 | DEF: 10 | AGI: 12 | CRI: 4
Weapon: Wooden Arrow-E
Bleu DRGN
Lv. 4 | XP: 77 | HP: 14 | ATK: 15 | DEF: 9 | AGI: 5 | CRI: 3
Zylo WRWF
Lv. 6 | XP: 16 | HP: 21 | ATK: 24 | DEF: 11 | AGI: 12 | CRI: 4
UPDATE: Placed my commentary on my team in spoilers to shorten the page.
Max ("the Mandatory") SDMN
He has strong ATK, but only solid DEF; thus, I have him attacking as needed and a healer nearby (mostly to protect the Force's funds). (Seeing as Egress is now free to cast (at 0 MP cost), it will be interesting to see why Max has a mana pool at all...)
Mae KNT
Right now, she's the weakest of the Four Horsemen. Her DEF is higher than Ernie or Artie, but at the moment, Pelle's outclassing *everyone*. (No wonder Kane was able to pimp-slap her in that cutscene.)
Pelle KNT
He started out weak, but first his DEF shot up, then his ATK. With the B. Lance, his ATK is 24: equal to Brian and Ain Max and Zylo's.
Earnest ("Ernie") KNT
Ernie's ATK is almost respectable, and his DEF is actually solid--only a point behind Mae's. He started out with the highest ATK, but Pelle caught up handily.
Arthur ("Artie") KNT
Artie is physically weak, with the lowest ATK and DEF of the Four Horsemen, but those spells of his come in handy to offset these weaknesses; this is the reason he's at the same level as Ernie and Pelle (Lv. 6)--whereas poor Mae is straggling at Lv. 5.
Anri MAGE
Anri has a decent mana pool building, but at the moment, her HP is low and her DEF stat isn't quite up to the challenge. But, as she's the ice-oriented DPS, she should be behind a knight, Max, or a melee fighter anyway. Still waiting for Her Majesty to develop an AOE spell, or even to find a second spellbook.
Alef MAGE
Foxy Loxy here, much like the new queen of Guardiana, is powerfully fragile; she has power as the lightning-affinity DPS, but a sneeze from a Dark Dwarf will end her due to her low HP and DEF. Alef does, however, have a second spellbook; it remains to be seen what purpose Drain will serve.
Tao MAGE
Despite her spell loadout being the weakest of the Black Mages, Tao's AGI stat (even without the Speed Ring) gets her out of hairy situations: a good thing, as while Tao's HP is the highest of the trio, her DEF stat is the same. Also, her fire specialty means lots of spells cast that are easy on her mana pool, leaving Tao as the only Black Mage with an AOE spell in her element; she also has a second spellbook with the chance-based Sleep.
Khris HEAL
The team healer of the Shining Force, Khris keeps everyone healed and occasionally uses Blast. Her mana pool is fairly low, so the team has Herbs and Seeds on them in a pinch. (Also, the other members of the Force will pass their healing items to her when she's out to help increase her XP and mana pool.)
Balbaroy ("Bally") BDMN
Balbaroy has turned in his sword for archery, and he has a respectable ATK only two points behind Brian and Ain Max and Zylo. He also dodges well. His DEF stat isn't quite up to snuff, but he's a BDMN archer--he's not supposed to be on the front lines.
Bleu DRGN
Bleu's ATK is decent, though his DEF is starting to flag; his low MOV and AGI is hurting him in levels: currently stuck at Lv. 4.
Zylo WRWF
Our "warwolf" rounds out our team. With ATK equal to Max's and his HP and DEF (at the moment) even higher, Zylo's definitely very versatile: he can't be contained.
= = = =
Enemy I hate so far in this hack: the damned Bats. They hit my melee fighters like trucks, and can kill Bleu if two of them gang up on him. Tao's the only MAGE who won't be OHKO'd by these obnoxious creatures.
In Battle 5:
At the start, there's a "Commander" (likely a magical clone of Lemon's grandpappy) who's map sprite looks like Elliott's. The trick here is that he respawns.
Also, apparently in this version of SF: The Legacy of Great Intention, Runefaust has no problems building fences to prevent the Force from bypassing the arduous desert trek to Manarina.
While I'd like to have the ground fighters deal with the dangers on the ground and have my fliers--Bleu and Bally--face off against the Damned Bats, my fliers aren't up to the challenge.
Any tips here?
While stats have gone up a bit for Alef, Anri (who has Freeze 2 now), Mae, Bleu (who had a SPD/AGI stat level up), and Max; Max ended up dying to a combo of that cheap Dark Elf sniper and a *respawned* BAT. (Seriously: *frag* those dudes.)