We're back going down with Etrian Odyssey's third chapter, as opposed to climbing a stairway to heaven of Heroes of Lagaard.
Set in the coastal city of Armoroad, EO3 opens up like any other EO: assign a name to the guild, register some characters and receive the task of mapping part of the first floor by the city's ruling body.
There are ten starting classes in EO3 with a completely different look and names from the previous classes. Unfortunately most of these new classes behave like their "classic" counterparts: Hoplites as Protectors, Zodiacs as Alchemists, Monks as Medics and Gladiators as Landsnknechts (Landsnknechtes ?).
Despite similarities all these classes have received new secondary skills to set them apart from their ancestors...well, mostly. Gladiators are still the primary damage dealers and Hoplites sound even more tanks than Protectors.
Prince and Princesses are support units able to buff attack and defense, bestow elemental properties to allies and more importantly heal them at every turn, at the end of each battle or by simply walking around with three different passive skills.
Farmers are a completely new class that focuses on gathering and support skills and essentially embodies the support traits of the old Survivalist, properly enhanced.
Arbalists on the other hand are the Survivalists' heir for the offensive skills.
I still have to try out Wildlings and Ninjas.
All characters now have two skill sets: one class specific and one common, that groups extra HPs, extra TPs, gathering skills (all available to all classes) and surprisingly enough a skill to get more EXP; all characters are able to heal other characters outside battles with a dedicated skill, making the party less dependent on curative items and healing classes.
All new characters get three skill points upon creation and one skill point per level.
Completing quests not only gives you the promised reward but also extra EXP when reporting back; still have to face an F.O.E. but I guess they're back to give precious EXP.
Limit skills have been reworked: the party starts off with three limit skills that must be set to a determined number of characters to be used. For example Cross Slash requires two character to equip the limit skill, which can be used when both limit bars are full.
Current party is composed by a Gladiator, a Zodiac, a Hoplite, a Princess and a Monk; two healing classes are a bit too much, though they both have positive points: the Princess heals passively and buffs allies, but only the Monk is able to learn resurrection or mass healing during battles.
I'll probably switch one of them out for a Buccaneer for a provoke/retaliate combo, but then again I still have to see how two starting classes are.
More impressions as I venture further inside the new Yggdrasil Labyrinth.
Set in the coastal city of Armoroad, EO3 opens up like any other EO: assign a name to the guild, register some characters and receive the task of mapping part of the first floor by the city's ruling body.
There are ten starting classes in EO3 with a completely different look and names from the previous classes. Unfortunately most of these new classes behave like their "classic" counterparts: Hoplites as Protectors, Zodiacs as Alchemists, Monks as Medics and Gladiators as Landsnknechts (Landsnknechtes ?).
Despite similarities all these classes have received new secondary skills to set them apart from their ancestors...well, mostly. Gladiators are still the primary damage dealers and Hoplites sound even more tanks than Protectors.
Prince and Princesses are support units able to buff attack and defense, bestow elemental properties to allies and more importantly heal them at every turn, at the end of each battle or by simply walking around with three different passive skills.
Farmers are a completely new class that focuses on gathering and support skills and essentially embodies the support traits of the old Survivalist, properly enhanced.
Arbalists on the other hand are the Survivalists' heir for the offensive skills.
I still have to try out Wildlings and Ninjas.
All characters now have two skill sets: one class specific and one common, that groups extra HPs, extra TPs, gathering skills (all available to all classes) and surprisingly enough a skill to get more EXP; all characters are able to heal other characters outside battles with a dedicated skill, making the party less dependent on curative items and healing classes.
All new characters get three skill points upon creation and one skill point per level.
Completing quests not only gives you the promised reward but also extra EXP when reporting back; still have to face an F.O.E. but I guess they're back to give precious EXP.
Limit skills have been reworked: the party starts off with three limit skills that must be set to a determined number of characters to be used. For example Cross Slash requires two character to equip the limit skill, which can be used when both limit bars are full.
Current party is composed by a Gladiator, a Zodiac, a Hoplite, a Princess and a Monk; two healing classes are a bit too much, though they both have positive points: the Princess heals passively and buffs allies, but only the Monk is able to learn resurrection or mass healing during battles.
I'll probably switch one of them out for a Buccaneer for a provoke/retaliate combo, but then again I still have to see how two starting classes are.
More impressions as I venture further inside the new Yggdrasil Labyrinth.
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