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Author Topic: Tales of Symphonia: Dawn of the New World  (Read 8742 times)

Pyro

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Tales of Symphonia: Dawn of the New World
« on: November 19, 2009, 01:07:37 AM »
- ToS2 is your standard Tales action RPG.

- A rundown of the stats:
HP: Lose these and Marta will go from <3 <3 <3 to ;_; ;_; ;_;
TP: Used for artes/spells.
P. Atk: Physical attack. Affects damage done with physicals. Subtractive in some form.
P.Def: Physical defense. Affects damage taken from physicals. Subtractive in some form.
Dex: Ability to break enemy's guard. Accuracy, basically.
A.Atk: Attack power for magic. Subtractive in some form.
A.Def: Defense power for magic. Subtractive in some form.

- Skills: The game features passive abilities that do things ranging from resisting elements to boosting stats to reducing casting times. One thing to keep in mind with these is that all of them stack, including duplicates of the same skill! Very important. Two Blue Amulets (reduce status chances to 50%) stack for status immunity, for example. Notably, attack enhancing skills stack for fantastic effects. Skills come in two flavors: Innate skills learned via levelling up, and equipment skills that are active only as long as the character has the relevant equip on. Innate skills must be set by expending Skill Points (up to the maximum value for the character) while equip skills are ALWAYS active as long as the relevant equip is in place. I've listed skills in the character sections, but got lazy as I went along and stopped duplicating skill descriptions.

- There are 10 cast members (8 ToS1 folks +Emil/Marta). Emil and Marta are the only members of the cast who are capable of changing equips (including accessories) and are the only cast members whose level is not locked in place. Emil/Marta are taken at level 62, which is high but I had an experience -> 75% weapon and avoided encounters for most of the endgame so I'm kind of blanking on how people finish at L50 or whatever unless they avoid quests entirely, lose lots of losable fights, etc... This is also convenient because they learn their last skills around this point (excepting one lvl 100 skill for both of them) and I don't have an endgame save with them lower or anything particularly near endgame, so yeah.

- Status blocking equips (for Emil/Marta) include Poison, Paralysis, Petrify, Sealed Artes (Silence), Sickness, Shock, and Sleep. More useful is the Blue Amulet, which resists all status effects by 50% (stack for immunity). Also worth mentioning is the Blue Talisman, which does the same for magical ailments (debuffs).

- Damages are taken as the best of either a full combo or a spell. I didn't get too involved here, especially for the ToS1ers (they want their original forms pretty uniformly, for the most part).

- All stats assume default equipment complete with relevant skill boosts.

- Marta/Emil's equipment can be changed mid-battle with no delay/action time/recharge. Very useful.

-Well then. Let's get this show on the road.



Emil:
HP: 5653 (6124 if twinked for HP) (3298 if twinked for offense)
TP: 316
P.Atk: 1926 (1730 if twinked for HP) (2220 if twinked for offense)
P.Def: 853 (719 if twinked for offense)
Dex: 819
A.Atk: 506
A.Def: 599 (587 if twinked for offense)

Equipment:
Weapon: Nether Traitor (551 P.Atk, Regenerate 3, Accelerate)
Body: Solitude (142 Pdef, 82 Adef, HP Increase 2, P.Def Increase 2)
Head: Warrior's Bandanna (20 Pdef, 12 Adef, Lure 2, P. ATK Increase 2)
Arm: Dark Passage (15 Pdef, 9 Adef, Critical 2, P.ATK Increase 2)
Other 1: Blue Amulet (Resist P. Ailments 2)
Other 2: Blue Amulet (Resist P. Ailments 2)

Alternate Body: Pain Killer (131 Pdef, 76 Adef, Glory, A.Def Decrease, P.Def Decrease)
Alternate Body: Power Drive ( 120 Pdef, 70 Adef, Critical 2, HP Decrease 2, P.ATK Increase 3)
Alternate Head: Dusk Bandanna (20 Pdef, 12 Adef, HP Increase 1)
Alternate Arm: Star Breaker (46 Pdef, 27 Adef, Technical 3, Light Element)

Combo attack: Aerial physical *9->Phoenix Rush->Demon Fang->Roaring Tiger: 15300 (38 TP)
(Offense twink combo: 17500)

Mystic Arte Devil's Hellfire: 33000 dark damage to a single target.

Skills:
Sky Attack 1 (9): Use Base Artes in midair.
Sky Combo 1 (4): Add one hit to basic aerial attack.
Sky Combo 2 (8): Add two hits to basic aerial attack.
Sky Combo 3 (12): Add three hits to basic aerial attack.
Backstep (2): Tap away from the enemy to rapidly back away from it.
Ability Plus (9): Use a second Base Arte after a first in a combo (can not be the same arte twice)
Add Combo 1 (4): Add one hit to basic ground attack.
Add Combo 2 (8): Add two hits to basic ground attack.
Recover (1): Able to recover quickly after being knocked down/away.
Special (10): Chain into a Mystic Arte from an Arcane Arte/High Spell when Unison Gauge is full.
Sky Attack 2 (9): Use Arcane Artes in midair.
EX Attack 1 (5): A basic physical attack performed on the ground can be suplemented for an attack which downs an enemy.
EX Attack 2 (5): A basic physical attack performed in the air can be supplemented for an attack which downs the enemy.
Item Pro (4): Increase the effectiveness of gels by X%
Tenbrae (5): Turns Demon Fang into a dark-elemental Arte.
Glacies (5): Turns Blade Fury into an ice elemental Arte.
Tonitrus (5): Changes Ravaging Tiger into a lighting elemental Arte.
Lumen (5): Changes Savage Reaper into a Light elemental Arte.
Solum (5): Changes Fiend Fusion into an Earth elemental Arte.
Ventus (5): Changes Phoenix Rush into a Wind elemental Arte.
Ignis (5): Changes Havok Strike into a fire elemental Arte.
[Regenerate 3: Restores 5% HP every 10 seconds]
[Accelerate: Reduces recovery time from attacks making Emil very very fast]
[HP Increase 2: Increase HP by 20% from base]
[P. Def Increase 2: Increase defense by 20% of the base unequipped value]
[Lure 2: Makes enemies more likely to attack Emil]
[P.Atk Increase 2: Increase P.ATK by 20% of the base unequipped value]
[Critical 2: Makes Critical hits more likely.]
[Resist P. Ailments 2: Reduce the odds of receiving a Physical ailment by 50%]

Optional equipment skill descriptions:
[Technical 3: Reduce all TP costs to 1]
[Light Element: Make attacks partially Light elemental]
[HP Increase 1: Increase HP by 10% of the base]
[Glory: Immunity to staggering]
[A. Def Decrease: Decrease A.DEF by 30% of the base value]
[P. Def Decrease: Decrease P.DEF by 30% of the base value]
[HP Decrease 2: Decrease HP by 30% of the base value]
[P. ATK Increase 3: Increase P. Atk by 30% of the base value]

Comments: SMASH damage. Rar durability. He can move either of those in a more extreme direction at the cost of the other. Having the draw of ToS2 status-mocking equips helps. Emil is lucky his best sword has so much attack power, and that he gets so many awesome equips. (Note: he learns Ability Plus 2 at level 100, but that doesn't even help his damage much). Note that if he faces a healer, he can reserve his attacks until an MA, which will do an absolutely obnoxious amount of damage after capping off his combo.




Marta:
HP: 3949
TP: 439 (535 with Fairy Tale)
P.Atk: 811
P.Def: 797 (871 with Fairy Tale)
Dex: 623
A.Atk: 1529 (1728 with Wizard's Ribbon)
A.Def: 942

Equipment:
Weapon: Mythril Spinner (224 Patk, 296 Aatk, Vs. Magical Being 2)
Body: Windmill (74 Pdef, 98 Adef, A.ATK Increase 2, A.DEF Increase 2)
Head: Healer's Ribbon (9 Pdef, 12 Adef, Resurrect, Technical 3)
Arm: Master Mind (31 Pdef, 41 Adef, Speed Cast 2, A.ATK Increase 2)
Other 1: Blue Amulet (Resist P. Ailments 2)
Other 2: Blue Amulet (Resist P. Ailments 2)

Alternate Weapon: Millstone (371 Patk, 280 Aatk, P.Def Decrease Attack 2, Stone Blast)
Alternate Armor: Fairy Tale (148 Pdef, 196 Adef, Technical 1, TP Increase 2)
Alternate Head: Elemental Ribbon ( 14 Pdef, 18 Adef, Resist Wind/Earth/Fire/Water 1)
Alternate Head: Wizard's Ribbon (5 pdef, 6 adef, Mental Charge, A.Atk Increase 2)
Alternate Other 1/2: Mystic Symol (Speed Cast 2)

Spells:
Dispel: Remove an ally's magic ailment (16 TP) (Earth)
Charge: Give 15 TP to an ally (self targetting possible) (24 TP) (Lightning)
Recover: Removes an ally's physical ailment (12 TP) (Water)
Barrier: Temporarily increase an ally's P.Def for about a 20% reduction in damage taken. (8 TP) (Earth)
Enhance Cast: Temporarily increase an ally's A. Atk (15 TP) (Ice)
Cure: Fully heal a single ally's HP (48 TP) (Water)
Ressurection: Restore a fallen ally to 30% HP, or fully heal a living ally. (64 TP) (High Light)
Revive: Grant auto-life status to a target. The target will revive with 30% HP upon dying. (96 TP) (High Light)

Divine Saber: 7800 Light magic damage. (52 TP) (High Light)
(Divine Saber with Wizard Ribbon: 9000) (with Enhance Cast: 11000) (With Both: 13000)

Radiant Roar: Mystic Arte. 20000 Light magic damage to all +50% healing to all party members. (23000 with Wizard's Ribbon) (30000 with Wizard's Ribbon + Enhance Cast).

Physical*9->Tempest Swallow->Remnant Strike (with Millstone): 4000 physicla damage. High chance of reducing target defense by 20%. High chance of triggering Stone Blast for 6500 total damage)

Skills:
Backstep (2): Tap away from the enemy to rapidly back away from it.
Ability Plus (9): Use a second Base Arte after a first in a combo (can not be the same arte twice)Add Combo 1 (4): Add one hit to basic ground attack.
Add Combo 2 (8): Add two hits to basic ground attack.
Add Combo 3 (12): Add three hits to basic ground attack.
Recover (1): Able to recover quickly after being knocked down/away.
Special (10): Chain into a Mystic Arte from an Arcane Arte/High Spell when Unison Gauge is full.
EX Attack 1 (5): A basic physical attack performed on the ground can be suplemented for an attack which downs an enemy.
Item Pro (4): Increase the effectiveness of gels by X%
Speed Cast 1 (6): Reduce casting time for spells.
Speed Cast 2 (9): Reduce casting time for spells even more.
Run Away (4): Reduce the amount of time required to escape from battle.
Stealth 1 (4): Reduce the chance of an enemy targetting the user.
Concentrate 1 (15): Reduce the chance of a spell being interrupted when attacked during casting.
[Vs. Magical Being 2: Increase damage done to Magical Beings]
[A.Atk Increase 2: Increase A.Atk by 20% of the base value]
[A.Def Increase 2: Increase A.Def by 20% of the base value]
[Resurrect: Small chance of reviving with 30% HP upon dying.]
[Technical 3: All spells/Artes cost 1 TP. Fuck yes.]
[Resist P. Ailments 2: Reduce the odds of receiving a Physical ailment by 50%]

Optional equipment skills:
[P.DEF Decrease Attack 2: Chance of decreasing enemy P.Def by 20% upon a normal physical]
[Stone Blast: Chance of casting Stone Blast whenever the user attacks with a basic physical]
[Technical 1: Reduce arte/spell costs by 20%]
[TP Increase 2: Increase TP by 20% of the base value]
[Resist Element 1: Resist the appropriate element by 20%]
[Mental Charge: Regain TP after battle]

Comments: Oh hey a Tales healer with no resource problems ever. Marta can whore out infinite healing/auto-revive to see a Mystic Arte or just heal->poke as needed. She has some buffing and whatnot if it is called for, but damage and loads of freaking healing are her bread and butter. Her backup physical is shockingly competent. Worth noting that her MA can be chained into after she calls down a spell, so add her Divine Saber damage to it for practical purposes. (Note: Marta learns Speed Cast 3 at Lvl 100. This allows for an infinite Photon chain even without Mystic Symbols, and just generally 0 casting time regardless. Take that as you will)




Lloyd:
HP: 5125
TP: 444
P.ATK: 1284
P.Def: 868
Dex: 540
A.Ak: 388
A.Def: 645

Equipment:
Weapon: Gagnrad (384 Patk, Life Drain 2, Critical 2, Cast Delay Attack 2)
Body: Mumbane (142 Pdef, 82 Adef, Resist Dark/Earth/Ice/Water 1)
Head: Duel Helm (15 Pdef, 9 Adef, P.Atk Increase 2)
Arm: Kaiser Bracelet (42 Pdef, 24 Adef)
Other 1: Poison Periapt (Resist Poison 3, Resist Water 2)
Other 2: Garnet Ring (1 Pdef, 1 Adef, Technical, Fire Elemental)

Combo: Physical*6->Sword Rain->Sonic Thrust->Raging Tiger Blade->Sword Rain->Demonic Tiger Blade: 6700 damage (67 TP)

Skills:
Backstep (2): Tap away from the enemy to rapidly back away from it.
Ability Plus (9): Use a second Base Arte after a first in a combo (can not be the same arte twice)
Add Combo 1 (4): Add one hit to basic ground attack.
Add Combo 2 (8): Add two hits to basic ground attack.
Recover (1): Able to recover quickly after being knocked down/away.
Special (10): Chain into a Mystic Arte from an Arcane Arte/High Spell when Unison Gauge is full.
Ability Plus 2 (9): Use a Base Arte after an Arcane Arte in a combo.
Item Pro (4): Increase the effectiveness of gels by X%
Lure 1 (6): Makes enemies more likely to attack the user.
Accelerate (15): Reduces recovery time from attacks making the user very very fast
[Resist Element 1: Resist the appropriate element by 20%]
[Life Drain 2: Restore 6% of MHP when an opponent is killed]
[Critical 2: Raise crit rate]
[Cast Delay Attack 2: Chance for basic attacks to make opponent's spells take longer to cast.
[P.Atk Increase 2: Increase Base P.ATK by 20%]
[Resist Poison 3: Immunity to poison]
[Resist Water 2: Reduce water damage by 50%.]
[Technical: Reduce Arte costs by 20%]
[Fire Elemental: Makes attacks partially fire elemental]

Comments: Lloyd hits things while taking hits. He wants his ToS1 form for the elemental resists that provides him with, as well as blocking more than just POIZN. His comboability and Mystic Arte are impressive, but he doesn't have the equips to turn that into raw "holy crap" levels of pain.




Colette:
HP: 3971
TP: 483
P.ATK: 918
P.DEF: 680
Dex: 474
A.Atk: 985
A.Def: 791

Equipment:
Weapon: Angel's Halo (299 Patk, 299 Aatk, Concentrate 2, A Atk Increase 2, Luck Increase 2)
Body: Solar Guard (96 Pdef, 128 Adef, Resist Darkness/Light 1)
Head: Magical Ribbon (12 Pdef, 16 Adef, A.Def Increase 2)
Arm: Angel Bracelet (17 Pdef, 13 Adef)
Other 1: Sleep Periapt (Resist Sleep 3, Resist Darkness 2)
Other 2: Topaz Ring (Technical 2, Light Elemental)

Grand Cross: 4700 Light magic damage (41 TP)

Skills: (47 SP)
Backstep (2)
Recover (2)
Special (10)
Item Pro (4)
Relax 1 (6): Periodically restore 1% of max TP
Speed Cast 1 (6)
Happiness 1 (6): Increase Gald earned by 20%
Happiness 2 (9):  Increase Gald earned by 50%
Resurrect (19)
Item Getter (6): Increase chance of stealing an item
[Concentrate 2: Restore 3% max TP once every 10 seconds]

Comments: Hey, nice to see some things never really change. Colette sucks.




Genis:
HP: 4165
TP: 668
P.ATK: 699
P.DEF: 620
Dex: 623
A.Atk: 1129
A.Def: 793

Equipment:
Weapon: One World (301 Patk, 301 Aatk, Spirit Charge, HP Increase 2, TP Increase 2)
Body: Druid Cloak (82 Pdef, 142 Adef, Relax)
Head: Aifread's Hat (18 Pdef, 14 Adef, A.Atk Increase 2)
Arm: Kaiser Bracelet (42 Pdef, 24 Adef)
Other 1: Virus Periapt (Resist Sick 3, Resist Fire 2)
Other 2: Sapphire Ring (9 Pdef, 9 Adef, Technical, Ice Elemental)

Spells:
Indignation: 5300 thunder magic damage ( 48 TP)

Skills: (62 TP)
Backstep (2)
Recover (1)
Special (10)
Item Pro (4)
Speed Cast 1 (6)
Speed Cast 2 (9)
Stealth 1 (4)
Stealth 2 (8)
Concentrate 1 (15)
Concentrate 2 (17): Reduce chance of being knocked out of casting when hit even more.
[Spirit Charge: Recover TP at the end of a battle]

Comments: Genis sucks even worse somehow.




Raine:
HP: 4111
TP: 541
P.Atk: 830
P.Def: 666
Dex: 649
A.Atk: 923
A.Def: 823

Equipment:
Weapon: Crystal Rod (242 Patk, 242 Aatk, Relax, Regenerate, Resist P.Ailments 1)
Body: Queen Cloak (89 Pdef, 118 Adef, Resist M. Ailments 1)
Head: Elemental Crest (14 Pdef, 18 Adef, Resist Wind/Earth/Fire/Water 1)
Arm: Queen Mittens (29 Pdef, 38 Adef, Dex Increase 2)
Other 1: Shock Periapt (Resist Shock 3, Resist Lightning 2)
Other 2: Aquamarine Ring (5 pdef, 5 adef, Technical, Water Elemental)

Spells:
First Aid (6 TP): Restore 30% HP to one. (Water)
Dispel (12 TP): Remove one magic ailment from a target. (Earth)
Recover (9 TP): Remove one physical ailment from a target. (Water)
Barrier (6 TP): Increase target's P.Def temporarily (Earth)
Healing Circle (44 TP): 60% healing to an area (Wind)
Resurrect (51 TP): Restore one ally to life at 30% HP, or fully heal a living ally (High Light)
Divine Saber (41 TP): 4500 Light elemental Magic damage.

Skills:
Backstep (2)
Add Combo 1 (4)
Recover (1)
Special (10)
EX Attack 1 (5)
Item Pro (4)
Speed Cast 1 (6)
Speed Cast 2 (9)
Concentrate 1 (15)
Concentrate 2 (17)
[Regenerate: recover 1% max HP every 10 seconds]
[Resist P./M. Ailments 1: Resist physical/magical ailments by 25%]
[Resist Lightning 2: Resist Lightning by 50%]

Comments: Raine is actually okay. Healing is never bad to have. Her damage is kinda bad, though. Her lack of Technical 3 just puts her in an entirely different league from Marta, as she just can't wait for an MA like Marta can. Wants her ToS1 form I'm sure.




Sheena:
HP: 3865
TP: 476
P.Atk: 1139
P.Def: 790
Dex: 585
A.Atk: 611
A.Def: 626

Equipment:
Weapon: Divine Judgement (371 Patk, Light Element, Patk Increase 2, PDef Increase 2)
Body: Viridian Robe (120 Pdef, 70 Adef, Resist Wind/Earth 1)
Head: Elemental Crest (14 Pdef, 18 Adef, Resist Wind/Earth/Fire/Water 1)
Arm: Darupnir (24 Pdef, 42 Adef)
Other 1: Paralysis Periapt (Resist Paralysis 3, Resist Ice 2)
Other 2: Opal Ring (5 Pdef, 5 Adef, Technical, Wind Elemental)

Combo: Physical*6->Serpent Seal->Mirage Seal->Cyclone Seal: 3600 damage (36 TP)
(Alternatively, she can substitute Spirit Seal instead of Cyclone Seal to regain some TP)

Skills: (58 SP)
Backstep (2)
Ability Plus (9)
Add Combo 1 (4)
Add Combo 2 (8)
Recover (1)
Special (10)
Unlcuky (1): Reduce Gald received by 25%
Stealth 1 (4)
Stealth 2 (8): Reduce chance of being targetted.
Accelerate (15)

Comments: Well, at least Sheena is still fast. Especially with Accelerate. Cyclone Seal being ranged combined with Accelerate means the girl can just lift things into the air and keep enemies locked up with brutal efficiency, switching to Spirit Seal if she needs to recover TP. Unfortunately this really doesn't translate into a duel situation, which leaves her with the hands down gameworst damage/durability combination... yeah. Guess being the hottest in the cast isn't a pass to being a good dueler.




Zelos:
HP: 4681
TP: 432
P.Atk: 992
P.Def: 721
Dex: 673
A.Atk: 1041
A.Def: 547

Equipment:
Weapon: Last Fencer (357 Pat, 357 Aatk, Life Drain 2, Dex Increase 2, A.Atk Increase 2)
Body: Golden Armor (152 Pdef, 88 Adef, Resurrect)
Head: Golden Helm (20 Pdef, 12 Adef, Regenerate 2)
Arm: Kaiser Bracelet (42 Pdef, 24 Adef)
Other 1: Stone Periapt (Resist Petrify 3, Resist Earth 2)
Other 2: Sardonyx Ring (9 Pdef, 9 Adef, Technical, Lighting Elemental)

Spells:
Healing Wind (28 TP): 36% healing to an area (Wind)
First Aid (6 TP): 30% healing to a single target (Water)
Judgement: 5000 Light magic damage to all enemies (High Light)

Skills: (56 SP)
Backstep (2)
Ability Plus (9)
Add Combo 1 (4)
Add Combo 2 (8)
Recover (1)
Special (10)
Speed Cast 1 (6)
Speed Cast 2 (9)
Run Away (4)
Lure 1 (6)
[Regenerate 2: Restore 3% max HP every 10 seconds]

Comments: Zelos went from absolute physical monster to a dedicated mage... and one who isn't that great at damage. I don't think I need to say which form he prefers, do I?




Presea:
HP: 5394
TP: 361
P. Atk: 1315
P.Def: 818
Dex: 454
A.Atk: 379
A.Def: 579

Equipment:
Weapon: Gaia Cleaver (395 PAtk, Earth Element, P.Def Decrease Attack 2, P.Atk Increase 2)
Body: Prism Protector (103 Pdef, 137 Adef, Resist Element)
Head: Ancient Ribbon (16 Pdef, 12 Adef, TP Increase 2)
Arm: Queen Mittens (29 Pdef, 38 Adef, Dex Increase 2)
Other 1: Seal Periapt (Resist Sealed Artes 3, Resist Wind 2)
Other 2: Ruby Ring (1 Pdef, 1 Adef, Technical, Earth Elemental)

Combo: Physical*4->Devastation->Infliction->Resolute Infliction: 5500 damage (21 TP)

Skills: (37 SP)
Backtep (2)
Ability Plus (9)
Add Combo 1 (4)
Recover (1)
Special (10)
Critical 1 (4)
Critical 2 (8)
Lure 1 (6)
Item Finder 1 (4): Increase the chances of finding items after battle
Item Finder 2 (8): Increase the chances of finding items after battle even more.
[Resist Element: Resist all elements by 25%]

Comments: Presea is decent enough. Durable, has actual physical damage unlike Sheena, and a good draw of resists. Just... her ToS1 form is so much better it hurts, thanks to the Pow Hammer DX in that game.




Regal:
HP: 6295
TP: 380
P.Atk: 1026
P.Def: 686
Dex: 532
A.Atk: 559
A.Def: 456

Equipment:
Weapon: Dynast (329 Patk, Critical 2, Lure 2, HP Increase 2)
Body: Cerulean Robe (82 Pdef, 108 Adef, Resist Water/Fire)
Head: Elemental Crest (14 Pdef, 18 Adef, Resist Wind/Earth/Fire/Water 1)
Arm: Kaiser Bracelet (42 Pdef, 24 Adef)
Other 1: Shock Periapt (Resist Shock 3, Resist Lightning 2)
Other 2: Aquamarine Ring (5 Pdef, 5 Adef, Water Elemental)

Combo: Physical*4->Swallow Dance->Triple Kick->Dragon Claws: 3500 damage (54 TP)

Spell:
Healer (6 TP): 30% healing

Skills: (53 SP)
Sky Attack 1 (9)
Backstep (2)
Ability Plus (9)
Add Combo 1 (4)
Add Combo 2 (8)
Recover (1)
Special (10)
Sky Attack 2 (9)
Item Pro (4)
Accelerate (19)

Comments: Regal would be so badass if he had damage. Unfortunately, he does not. So he is relegated to hoping he can Healer/damage his way to victory. Of course his damage is even worse in practice because he won't want to burn up that much TP, but there you go. Resisting Fire/Water/Lightning the most along with that HP means a strategy of Healer -> build up Unison Gauge -> Unleash Coil'd Combo/Mystic Arte is actually viable. Such a combination is painful as hell. Basically trades his damage from ToS1 for more durability and poor healing, with an option for busting healers.

Averages:
HP: 4721
TP: 454
P.Atk: 1074
P.Def: 752
Dex: 597
A.Atk: 805
A.Def: 682

Damage: 6190
15300: Emil's Aerial Combo:
7800: Marta's Divine Saber
6700: Lloyd's Combo
5500: Presea's Combo
5300: Genis' Indignation
5000: Zelos' Judgement
4700: Colette's Grand Cross
4500: Raine's Divine Saber
3600: Sheena's Combo
3500: Regal's Combo
« Last Edit: November 28, 2009, 05:34:59 AM by Pyro »