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Posted: Fri Feb 01, 2008 9:19 pm
So, I'd love to ask all of you, what do you think is the best set-up of units in each of the games. Usually, in most games there's the obvious broken class, but that's not always the most powerful, especially if you were to put it into competitive play.
Once a few groups are posted, I might ask people to start making groups of certain themes, or, if you want to build one around a certain theme, go ahead, it's more fun that way isn't it?
Of course, eventually we'll get into the question of what is the single most powerful team, and that's what my first team post is.
I'll start it off with my thoughts on Disgaea 2's system, and the single most broken party I have ever imagined. (And am currently working on completing.)
Assuming we have a 8 Generic person party:
2 Archers. Sure, they don't have the most insane stat growth in the game, but they sure have the most insane range. I've got one archer now with a near-capped archer lover, imagine what several with a smaller, but still formidable range size would be like? For that matter, I'd actually claim a party of 8 Archers as possibly the greatest, as although they don't have the same damage potential, hit and run sniping one enemy down at a time is nasty, especially since no matter how far apart they are, they're still going to get a complete combo on you each round.
1 Spirit. This is to go with the next one.
4 Wood Golems. This is the other combo that I had gotten out on my file. Honestly, a standard 4 golems surrounding one healing transmigrated spirit is unnaturally powerful. It's not that they do alot of damage, it's that they just don't die. I used this combo to buy time against alot of really high power bosses. Just get something that inflicts poison really well, or have these guys take the attacks of a character immune to poison, while your 2 archers stand off in the middle of nowhere pelting them. Again, the most helpful part in this is that while the wood golems regen life, the spirit regens sp, meaning he can keep those barriers going all day long.
1 Geomancer. And when all else fails? Just destroy that stupid geo-symbol. I can't say how many times a well thought out strategy can be foiled by an awkward geo-symbol position, or to have gotten stuck somewhere in the geo-world because there's a cluster of 5 or 6 squares off in the middle of nowhere with the gate keeper. Yea, you can use a gency's exit, but at least this way you have a chance, for when you really want something on THIS prize gauge.
Anyway, feel free to post.
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Posted: Fri Feb 01, 2008 9:41 pm
I also like using Archers. But I only use just one, then probably a high level mage or a gunman. Three darn long rangers already. Then a Kunoichi or a theif or both, both can move very far and can cause SE's that can be very helpful. Not to mention theives can steal, degrading enemies. Lastly is the final Prinny Resort, good all-rounders and projectiles.
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Posted: Tue Mar 25, 2008 11:57 am
Disgaea's best team = laharl....
level 99999 laharl.... smile no seriously...laharl is so easy to level up and you can beat the game with only him and every boss. i've done it...it's sad but i like using themed character's like you said and creating a personal story in the background for my own entertainment...
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Posted: Tue Mar 25, 2008 9:58 pm
Actually a one man max level team is a common SRPG strategy, I remember having a level 99 Fazz in Hoshigami pawning everything and a level 99 Ramza casting Ultima 1 hit kills in FF:Tactics.
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Posted: Thu Apr 24, 2008 9:29 am
first i use 2 characters to build up damage usualy anyone with a spear because they will stand next to my final attacker, then i use a gunner to lower speed so that my warrior with an ax can attack to lower defense, if by then their still alive i hammer them with my strongest character (usually adell) and have someone standing behind him to combo for leveling purposes. i focus on one enemy at a time and attack the enemy that gives the worst status effects first. always works wink
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Posted: Tue Jun 10, 2008 8:27 am
For Cursed Memories, Id say:
Ten Omniscient Rod-equipped Space Knights with the following spells in addition to their standard spells: Tera Fire Tera Ice Tera Wind Tera Star Omega Heal Espior
Ten units that can nuke anything at longer range than even a max-lover archer and heal each other at the same range. Plus, their 50% damage bonus with their spells helps overcome the fact that they only have 120% INT aptitude.
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