|09-23-2007, 07:45 PM||#1|
Because I'm such a nice guy (actually you should thank Jennifer Sims since she wrote the Brady guide)...
1 - Orange Glow - Heal one party member
1 - Shade Comet - Inflict dmg on the target and nearby enemies
8 - Nether Wave - Close combat atk w/ final atk reaching enemies in the back
16 - Earth Heal - Heal party members in the vicinity other than yourself.
20 - Shooting Star - Med knock-down, inflict dmg on target and nearby enemies
28 - Roundel - Atk nearly enemies w/ magic
32 - Pure Geyser - Atk all enemies w/ power of water
36 - Disruption Wave - Close combat atk w/ the final atk reaching enemies in the back
40 - Zodiac - Atk nearby enemies w/ lightning
48 - Blossom Shower - Heal all party members
48 - Terra Externa - Atk all enemies w/ power of the earth
1 - Sacred Signature - Heal one party member
1 - Piu Grave - Auras are collected and shot upwards
6 - Coup de Grace - Strong knockback, compassionate strike
12 - Coup de Jarnac - A strike in the night, hits enemies in the back as well
24 - Spirits of Pathway - Heal one party member
28 - Orzel Bialy - Auras are collected and blown upwards
32 - Legion Fulminante - Drop a lightning bolt on the target and nearby enemies
38 - Mirage Blow - Atk with the light of illusion and decrease enemy's atk by 10.
46 - Phantom Pain - Atk with the light of confusion and increase the enemy's atk by 20.
52 - Tri-Clementia - Heal all party members
60 - Crimson Blaze - Engulf all enemies in flame.
1 - Phantom Wave - Icy breath that engulfs the target & enemies behind it
1 - Sun Slash - Weak knockdown. Basic close-combat atk by a knight
5 - Sky Divider - Med knockback. Special atk that slices enemies in two
10 - Shadow Assault - Med knockdown. Med close-combat atk by a knight
20 - Fire Wave - Blazing fire stream that engulfs the target and enemies behind it
30 - Starlight Blast - Weak knockdown. A relentless close-combat atk that overwhelms the enemy
40 - Void Edge - Strong knockback. Sends the enemy into another dimension.
50 - Bloody Plume - Med knockdown. A relentless close-combat atk that crushes the enemy
1 - Vivid Shot - Photos taken will develop gradually and can be sold at shops
1 - Rapid Shooter - 4 hits for a target within 40 ft
4 - Fire Blast - 4 hits for a target within 40 ft
8 - Power Smash - Med knockback. Pierce the enemy with a sharp hammer
12 - Night Shot - Photos taken will develop gradually and can be sold at shops
24 - Sledgehammer - Med knockdown. Pierce the enemy with a hard hammer
32 - Vital Drain - Absorb HP form the target and nearby enemies
48 - Sky Fire - A powerful heat blast hits the target and nearby enemies
11 - Bone Crumble - Close-combat atk w/ a finishing blow
11 - Sacred Strike - Med knockdown. Pierce the enemy w/ a holy arrow
15 - Heal Arrow - Heal all party members
20 - Hawk Eye - Mark the target & increase the power of the next atk
30 - White Dagger - Close-combat atk w/ a finishing blow
35 - Evil Strike - Strong knockdown. Pierce the enemy w/ an evil arrow
40 - Night Arrow - Heal all party members except yourself
50 - Full Barrage - Arrows come down on nearby enemies
Last edited by Kaens; 09-23-2007 at 08:11 PM.
|09-23-2007, 07:45 PM||#2|
17 - Shadow Silhouette - Rob target of energy & increase the power of the next special atk
17 - Grand Slam - Med knockback. Quick spinning atk
25 - Deadly Orbit - Med knockdown. Multi-hit atk that slashes the enemy
30 - Solar Flare - Med knockback. Dmg the enemy with fire & light
35 - Corona Stream - Rob target of energy & affect the enemies behind it as well
40 - Iron Cross - Strong knockback. Quick spinning atk
50 - Deadly Circle - Weak knockdown. Multi-hit atk that crushes the enemy
60 - Dark Nebula - Strong knockback. Absorb energy from the atmosphere & atk
25 - Full-Moon Bind - Bind the enemy and immobilize them temporarily
25 - Super Nova - Med knockback. Multi-slash atk
25 - Aurora Curtain - Reduce the power of the enemy's next atk against you
25 - Eclipse Gaze - Throw two circular blades. Ricochets to enemies on the sides as well
30 - Midnight Cloud - Med knockback. Multi-slash atk
40 - New-Moon Bind - Bind the enemy and reduce their mobility
50 - Luna Stream - Scatter the enemy's shadow and any enemies behind it
60 - Illumination - Throw two circular blades. Ricochets to enemies on the sides as well
19 - Heat Blade - Weak knockdown. The fire on the blade burns all
19 - Magma Pillar - Emerging lava attacks on nearby enemies
23 - Plasma Chains - The second hit damages enemies from behind
27 - Geo Blade - Med knockdown. The ice on the blade crushes the enemy
31 - Whirlwind - Create a tornado and attack the enemy
43 - Raven Blast - Atk nearby enemies
55 - Maelstrom - Create a maelstrom and atk the enemy
63 - Dimensional Turn - The second hit dmgs enemies from behind
18 - Snow Claw - Med knockback. Close-combat, multi-hit atk
18 - Willow Strike - Kick creates a horizontal shock wave
20 - Night Fist - Atk the target and any enemies behind it
25 - Howling Thunder - Strong knockback. Close-bombat, multi-hit atk
30 - Shadow Light - Med knockdown. Jump up and atk the enemy in front
40 - Phoenix Rising - Kick creates a horizontal shock wave
50 - Dragon Blow - Atk the target and any enemies behind it
60 - Death Chasm - Med knockdown. Jump high and atk the enemy in front
18 - Feather Spin - Close-combat atk on the target and any enemies behind it
18 - Eagle Wing - Close-combat atk on the target and any enemies behind it
18 - Unicorn Horn - Heal party members in close proximity other than yourself
22 - Aiatar Horn - Strong knockback. Atk one enemy with the power of the Aiatar
56 - Obsidian Needle - Strong knockback. Fierce piercing atk
60 - Bird Warm - Blow away the target & nearby enemies
64 - Wolf Fang - Med knockback. Fierce piercing atk
68 - Beast Meteor - Blow away the target and nearby enemies
Last edited by Kaens; 09-23-2007 at 08:30 PM.
|10-04-2007, 08:00 PM||#3|
You're Not Invited
One tip concerning what special attacks to use.
I found it best to equip everyone with whatever had the highest hits (such as Deadly Orbit with Salsa, 17 hits) because during a Harmony Chain, you'll get your Echoes back up to the point where on your next character's turn, you can go right into another Harmony Chain. The damage that builds from stringing Harmony Chains together like that is ridiculous and key for beating tough enemies such as the bosses in the Mysterious Union.
Even using characters that get "double hits" during normal attacks helps quite a bit, like Salsa and Jazz. Using someone fast like Falsetto is also a good idea. Viola is pretty much a must-have though for Heal Arrow.
~Alan | My Anime List | Good Reads |
I award you no points, and may God have mercy on your soul.
Last edited by The Pants Party; 10-04-2007 at 08:10 PM.
|10-05-2007, 02:45 PM||#5|
didn't this game JUST come out yesterday in retail. how are there message boards for it already. damn you people work fast lol
Last edited by beyondthegrave; 10-05-2007 at 02:49 PM.
|10-05-2007, 03:45 PM||#6|
Join Date: Jan 2007
Location: in la paz, baja california sur, mexico
BTW thanks for the info kaens, this willl help me a lot
|02-13-2008, 04:08 PM||#8|
Join Date: Feb 2008
At Party Level 5 and 6 (with 1.5X moving speed), Jazz typically gets a max of 12 hits when running up to the enemy. That's MAX, whereas a lag in moving will get 10 hits. Falsetto also typically gets 12 hits. By floor 11 in Mysterious Unison, Falsetto can increase the combo rate with a pair of gloves that give her a total of 24 hits (the only other character with an increased combo rate weapon is Claves, that I know of). Coupled with her awesome speed and brutal power, Falsetto is hard to beat.
I just started Encore, so I can't check, but I believe March is capable of higher combos than her sister. She'll likely be my third character after Chapter 6 in Encore (Falsetto and Jazz being the first two).
I've noticed something in the last few boss fights in Mysterious Unison and the last boss, in that I couldn't always start a 32-hit strength 6 Harmonious Chain multiple times in a row. Since Falsetto could chain up to 24 by herself, I was nearly always at 32 hits after a 6 length Harmonious Chain, but it wouldn't always "connect" the second time around. Not sure if it's a glitch or a deliberate mechanism to prevent abuse from the overpowered Harmonious Chains, but I simply couldn't usually pull off two 6 length Harmonious Chains back to back. I had to build up the hits again (after draining them when the Harmonious Chain didn't start) to start another chain.
Gold is so trivially easy to make in this game, I can't remotely recommend Viola late in the game. The power of her bow from a distance is usurped by the time other characters start getting big combos and healing is a trivial task. Beat can make enough gold from photos in the first few boss fights to last the rest of the game. Do yourself a favor and buy 99 of whatever the best healing item is so you can pull out the heavy hitters and not the heavy healers. Remember - the faster the enemy goes down, the less you get hit.
Lastly, unless this is my imagination, moves like Death Chasm and Dimensional Turn can kill enemies before their HP is fully expended otherwise. It can be useful as the second moves for a Harmonious Chain for a single character, as after the first combo, the Death Chasm and Dimensional Turn will often kill the enemies. I noticed this particularly with the 3 million gold enemies on the 11th and 12th floors of Mysterious Unison, which have a lot of HP for a regular monster.