![]() Force Boost - War Edge Power: For 3 turns, War Edge skills will activate their secondary effects even if the target is not afflicted by an ailment.Weaknesses: Cannot control ailment through Random Disease, terrible Agility growth, medium-potency healing.Strengths: Priority healing and ailment/bind blocking dramatically increase party survivability, good Luck growth also improves ailment chance.In particular, their Ailing Slash becomes supremely powerful, capable of doing thousands of points of damage while ignoring cut resistance (but not immunity). War Magi also gain Random Disease and Displace to inflict ailments on their own. Their War Edge skills have been condensed and improved, as they can be used even while the War Magus wields a staff, and additional effects trigger on enemies afflicted with any ailment. Barrier is also added, as a way to defend the party from ailments, binds, and debuffs. The War variants of their healing skills now activate twice - at the start and end of each turn - allowing them to provide priority aid to give them an edge over the Medics' healing. In comparison with their counterparts in Heroes of Lagaard, War Magi have been largely improved. Shamanic spell that transfers the war magus's TP to an ally. Shamanic spell that erases an enemy's status benefits. Shaman spell that increases an ally's speed. ![]() Shaman spell that increases an ally's defense. Shaman spell that increases an ally's attack power. Restores a medium amount of HP to the entire party. Restores a small amount of HP to the entire party. Sword slash that recovers TP when attacking a cursed enemy. ![]() Sword slash that binds the arms of a paralyzed enemy. Sword slash that recovers HP when attacking a terrified enemy. Sword slash that does heavy damage to a sleeping enemy. Sword slash that binds the legs of a poisoned enemy. Sword slash that binds the head of a blinded enemy. ![]() Restores a small amount of HP to the party on every turn. Needed to learn shaman and healing skills. Increase chances of successfully escaping from battle. Extra shows skill detail or any special bonuses that are gained at certain levels.Shaman Skills are similar to the Troubadour Skills, mostly giving single target boosts.Healing Skills are exactly like the Medics Skills, allowing the War Magus to heal one or more targets.Sword Skills are the War Magi in-battle skills, abusing status ailments on the enemy for extra effects.Search Skills are out-of-battle skills, mostly for gathering materials or controling monster behaviour.Stat Increases and Passive Skills are passive benefits that grant bonuses without being activated.Skills are normally maxed at level 10, but there are some exceptions where the level cap is 5 or even 1. If that column has dashes in it the skill is accessible at level one no other skill is needed to unlock it. See the "Requires" column to see how to unlock a skill. Note: Skills are listed in the same order that is used in the game and do not necessarily unlock one after another. Stat Progression Main article: War Magus/Stats#EO2 Level Force skill - Invoke: With a passionate prayer, the war magus fully restores the entire party's HP and strengthens everyone's elemental resistances.Weaknesses: Situational Sword skills, dependent on other classes for optimal function.Strengths: Faster overall speed than Medics, capable of filling in various niches lacking in a party.Also War Magi are able to give additional ailments to or getting bonuses from enemies who are already suffering from such effects. Its skills are primarily healing- and support-based, but its TP draining and transferral abilities allow it to ensure the rest of the party never runs dry. Combining the skills of the Medic and the Landsknecht for a class useful in nearly every situation, the war magus can effectively fill two roles at once in your limited party.
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