![]() Especially when you’re attacking an ailing enemy. Sword/Mist Dance + dual-wielding will give you some cheap damage. Careful with Vanguard, but Vanguard is unnecessary. Nightseeker will LOVE the defence buffing skills. Landsknecht offers several offensive and defensive buffs. 440% damage when you attack an ailing enemy? When you have your class skill as well? AND it doubles? OH YES. It’ll give them a chance to survive against ranged attacks, but also melee attacks in the front.Ĭombined with Venom Throw, a win button for randoms. Enlightenment also boosts damage against ailing enemies by 180%. You waste Nightseeker a lot if you don’t go for damage. Also, binds DO NOT trigger the extra damage. Good thing their ailment skills are ranged. Nightseekers should stay in the back, then move to the front when the enemy can’t attack due to ailments. Whatever you try to say, their Vit does not allow them to sit at the front unprotected like a Landy can. Nightseekers have the defensive stat of a backliner. They may also attack twice if you spec into Follow Trace. Some of Nightseeker’s physical attack skills have extra effects, depending on if the target has an ailment. Their ranged Throw skills reach any enemy, and are weapon independent. They abuse the ailments of enemies to deal more damage, but aren’t too bad at inflicting ailments themselves. Nightseekers are debilitating melee attackers. Drive Blades function as regular swords, so you’ll still be able to use Landy skills. Linkers will enjoy Absorber and Finisher. Guess what deals elemental damage? Links! Landies will also enjoy the TP Up and Free Energy, no matter which skill they use.Ĭharge, more melee skills, and Blood Surge. Runemaster has several passives that boost elemental damage. While it may seem odd at first glance due to Landy’s bad Tec, it’s not the offensive skills you’re supposed to look at. Blade Flurry allows you to dual-wield, and Follow Trace allows you to potentially attack twice with Sword Tempest. That’s what it offers for non-Link Landies. Useful for when you’re out in the field with a TP-less Medic.įollow Trace, Blade Flurry, and Speed Boost. While it’ll use the Landy’s TP, it is NOT reliant on TEC. Initiative bumps up the Landy’s damage even more. Vanguard lowers your defence a bit, but it increases your offensive power AND lets you go first, helping out with the Landy’s class skill. Don’t forget about the other phys skills, however! Has a pretty nice 400% damage mod at max. Don’t forget to take skills related to Links. While they do impose limits to your party composition and strategies, they have very good damage potential. If you want to use a phys focused Landy, you have to wait for level 20. Links also must go first, but usually don’t due to Landies having middling Agi Link Landies also have less available buff slots, and may find themselves out of TP fast. ![]() The Link skills, without their supporting buffs, are pretty bad. Links take up a lot of space in the Novice skill list. In the early game, Landies may find themselves to be very limited. Landies can also wield two weapons at once, forgoing a bit of defence for extra versatility. Landies also have standard physical attack skills. Vanguard helps them make the most of their class skill, which increases ally damage and accuracy for the rest of the round against enemies the Landsknecht attacked. Their Break skills can help lessen damage to the party. Their Link skills have the potential to be a great source of damage. Landies are physical fighters, built around playing along with the team. ![]()
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