Tactics Ogre: Let Us Cling Together (PSP): Difference between revisions

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* Archers are the god-kings of damage, try to have at least one, maybe two in your party all game. If you give Canopus a bow, he's unbelievably deadly and can get anywhere on the battlefield.
* Archers are the god-kings of damage, try to have at least one, maybe two in your party all game. If you give Canopus a bow, he's unbelievably deadly and can get anywhere on the battlefield.


* Damage spells blow unless you're using them on dragons or golems. Use status effect spells instead. Earth and Dark have the best status effects, but water's the only out-and-out shitty element. Be very careful when you're using missile spells, I can't count the number of times I've fucked up and nailed one of my own dudes
* Damage spells blow unless you're using them on dragons or golems. Use status effect spells instead. Earth and Dark have the best status effects, but water's the only out-and-out shitty element. Be very careful when you're using missile spells, I can't count the number of times I've messed up and nailed one of my own dudes


* If you're using Rune Fencers/Valkyries, outfit them to be roving buffbots, they'll never do enough damage to help out more than a few times a battle and they take damage like wet toilet paper.
* If you're using Rune Fencers/Valkyries, outfit them to be roving buffbots, they'll never do enough damage to help out more than a few times a battle and they take damage like wet toilet paper.
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* If you use the crafting system for only one thing, make it weapon upgrades. It's a really bad crafting system and outfitting everyone with updated stuff takes way too damn long, but weapons alone will make a big difference. A prime example is the +1 shortbow. When crafts start getting any significant chance of failure, savescum it. You owe it to yourself to make crafting as painless as possible.
* If you use the crafting system for only one thing, make it weapon upgrades. It's a really bad crafting system and outfitting everyone with updated stuff takes way too damn long, but weapons alone will make a big difference. A prime example is the +1 shortbow. When crafts start getting any significant chance of failure, savescum it. You owe it to yourself to make crafting as painless as possible.


* Just go ahead and use Chariot. All it causes you to miss out on is a useless title for perfectionists. The game, especially the post-game, is built around the assumption that you're abusing the fuck out of Chariot. Use Chariot to recruit enemy units. Use it when you accidentally hit your own unit with a missile spell. Maybe even use it when Parry and Deflect activate later on because that ability is total bull.
* Just go ahead and use Chariot. All it causes you to miss out on is a useless title for perfectionists. The game, especially the post-game, is built around the assumption that you're abusing Chariot. Use Chariot to recruit enemy units. Use it when you accidentally hit your own unit with a missile spell. Maybe even use it when Parry and Deflect activate later on because that ability is total bull.


* On classes: Warriors are always solid and it doesn't take long before they can use their auto-crit every round. Archers are the best unit, hands down. Wizards get excellent debuffs. Go with dark magic if you want a little of everything. Clerics are nice, but many players do fine with just items and Lobbers. Knights eventually get pretty iffy, but the first couple ranks of Rampart Aura transfer to some other melee classes like dragoons, which easily solve any dragon/beast problems you may be having. Assuming your archers haven't done it already. Rogues aren't worth using for stealing, but they have some pretty badass skills and do a good job of ruining someone's day with daggers. That's mostly what I used, off the top of my head.
* On classes: Warriors are always solid and it doesn't take long before they can use their auto-crit every round. Archers are the best unit, hands down. Wizards get excellent debuffs. Go with dark magic if you want a little of everything. Clerics are nice, but many players do fine with just items and Lobbers. Knights eventually get pretty iffy, but the first couple ranks of Rampart Aura transfer to some other melee classes like dragoons, which easily solve any dragon/beast problems you may be having. Assuming your archers haven't done it already. Rogues aren't worth using for stealing, but they have some pretty badass skills and do a good job of ruining someone's day with daggers. That's mostly what I used, off the top of my head.