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Any direction is fine.  However to maximize output, general advice for most people would be:

Veronica - staff and vim, get Channel Anger and the MP restoration, but also Magical Might boosts helps a LOT.  Sage's breath is quite important.

Serena - Harpistry and staffs.  Get Snap, Crackle, Poof asap as well as Alma Matter.  Harpistry should focus on Fire, Ice, then Light (? tile in the center).  MP is slightly more useful than Magical Mending boosts, but only slightly.

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4 hours ago, ignasia said:

Any direction is fine.  However to maximize output, general advice for most people would be:

Veronica - staff and vim, get Channel Anger and the MP restoration, but also Magical Might boosts helps a LOT.  Sage's breath is quite important.

Serena - Harpistry and staffs.  Get Snap, Crackle, Poof asap as well as Alma Matter.  Harpistry should focus on Fire, Ice, then Light (? tile in the center).  MP is slightly more useful than Magical Mending boosts, but only slightly.

Interesting setup.

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3 hours ago, James Fenton said:

Any tips for slyvando 

Whips and back-up party.

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Hustle Dance is always the first thing to go for with Sylvando.

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Well, aim for the Charm + 40 at the top point of the center bottom circle in Showmanship.  You'll get +10 bonus points from that (each character has a hidden +10 bonus point spot, only Sylvando and Erik have one available in Act 1, Erik is his Agility +30 in his Guile tree).

In anycase, after getting that feel free to reset your stats.

Hustle Dance for Sylv is almost a must, like all his Showmanship skills, the effects are based on his Charm stat.  So any charm bonuses help tremendously.

Now for general direction after Hustle Dance, as Sylv is not a powerhouse in Acts 1 and 2, but instead a versatile buff and back-up attacker, and mob clearer:

1) Damage:

 - Best option is through is Showmanship skill tree.

  • Gold Rush requires Hustle + Fuddle + Tap Dance (all useful) and Deftness +20.  Gold Rush is unaffected by stats, but is very solid damage, almost brokenly so in Acts 1 and Act 2.  Though you will need to keep up with the cost, as it is expensive in Act 1.  This is easily done through Casino abuse or material farming and crafting.  Or you can just save it for bosses.  Costs 1,000g per usage, deals 270~330 fixed damage (not to metal slimes unfortunately) to all enemies.  When you get this it is by far the highest damage skill available in Act 1, and it doesn't take too much of a point investment either.  You want certain bosses in Act 1 to go down fast?  This will assure a 2~4 round boss fight for some of the toughest bosses in Act 1.  Literally game breakingly high damage.
  • Steadier Growth but really high over time, That's Amore and Pink Pirouette.  You will require the Charm bonuses, as many as possible for these.  Which is beneficial for your Hustle Dance healing as well.   Plus you get confusion (PP) @ a sad 10% and paralysis (TA) @ a slightly better 25%.  TA is also neutral damage and single target, while PP is Woosh, which is a decent property, and quite good in Act 2 especially, but also solid in Act 1.  Meaning you'll get a fair amount of damage bonuses due to elemental weakness, and not too many resistant enemies.

    Aiming for this will likely grant Kiss Me Deadly, which has a 50% effective rate to poison, which goes well with Erik if he has daggers and you prefer Cobra Strike + Victimizer

 - Knives

  • Sleeper Hit + Persecutter... persecutter is 6.1x damage if the enemy is afflicted with Sleep (sleeper hit or snooze/kasnooze spells or some other means like Dirge of Dundrasil), or confusion
  • Cobra Strike + Victimizer... victimizer is 6.1x damage if the enemy is afflicted with Poison/Envenom (cobra strike or kiss me deadly, a skill from his Litheness tree)
  • Note that this is best as a backup for setting up Erik, as Erik has the skill Divide, and while Sylvando has a higher Strength stat, the differential in base output is minimal, meaning Erik + Divide is much stronger as Divide means 3x hits of whatever you hit something with, so if Victimizer, that's 3 hits of 6.1x damage. 

    Do note that when you use Persecutter or Victimizer, it removes the status effect.

2) Utility

 - Whips

  • Whips offer only one thing: range of options of cause and effect.  Three exceptions for damage, Wyrm Strike (decent single target), Lashings of Love (meh damage to humanoids), and Starstrike (meh damage to anything but most enemies are weak or non-resistant to Light property).  Do not expect anything remotely close to decent damage.  They're all group or single attack as well.  Rates are paltry though.  Pick whatever you want.  Rates are:
     - Hypnowhip -> Confusion 25%
     - Starstrike -> Blind 50%
     - Trammel Lash -> Paralysis 25%
     - Hit the Hay -> Sleep 25%
     - Lash Batter -> Beguilement 25%
     - Wyrm Strike -> Disruptive Wave (removes all buffs, but for only 1 enemy) 100%

 - Daggers

  • Setting up Erik for high damage with Erik if you're making Erik into a dagger build (do note you'll want to use Oomph and Sap and it's not useful on anything but Bosses).
  • The aim is to get both Cobra Strike + Sleeper Hit + Nastier Knives.  Nastier Knives takes the 25% effective rate for Sleep and Envenom and doubles it to 50%.  Erik cannot access Nastier Knives until Act 2, so Sylvando is your best bet for this.

 - Litheness and Showmanship

  • You can actually set up Erik for daggers this way as well, with two skills:
     - Kiss Me Deadly (50% poison) + That's Amore (25% Paralysis), which should only be done by getting the +40 Charm boost that unlocks the 10 point spread.  This will boost That's Amore's damage, and increase the rate of Pied Piper from the Litheness (50~67% Beguile) line should you choose to get that skill, which is VERY useful in many normal battles, especially vs many Rarefied monsters.

    Both of these set up for Victimizer for Erik, since it works off Poison, Envenom, or Paralysis.
  • Pied Piper + Have a Ball, for beguilement, and Have a Ball will deal great damage down the road, or with a powerful weapon (you can go Swords or Whips for this), but the main point is each hit of 6 total has a 10% chance to confuse, making it the best confusion attack in the game, despite the low damage per hit, and it can Crit.  So if you really want to round out a pure status effect version, you could go Pied Piper, Have a Ball, and compliment with Whip skills.

 - Regardless of build, ALL builds should include "Sobering Slap" on top of "Hustle Dance"

3) Metal Slime killing, and general single-target damage without a setup

 - Swords...no really this is the only entry, and no it's not that great, just aim for Metal Slash.  This is useful if you're wanting to bulk up in levels by hunting Metal Slimes, but once you gain access to Liquid Metal Slimes, it falls by the wayside in usefulness.  The exception is if Erik + Hero + Sylvando all have Metal Slash.  Then you can potentially kill a Liquid Metal Slime in a single round.  Dragon Slash has some good usage, and for dragons, which are dangerous, it is quite beneficial.  Miracle Slash is only useful if you're using Sylv as your first character and aiming for a defensive build...

4) Defense

 - Swords + Litheness

  • Sword Stance + Miracle Slash + Shield + Tap Dance

====


I would warn you not to go dual wield with Sylvando in Act 1.  Only consider it for Act 2, and note that dual wield backhand doesn't factor into boosting overall damage, it just adds an additional hit after the fact for some skills (some), not all.  It's useful with daggers when using certain daggers that add status on hit, but you also need to deal 1 damage, and backhand will halve strength, meaning damage output initially is low before weapon is factored in, and Sylv doesn't exactly have super high weapon attack bonuses.

 

 

1 hour ago, James Fenton said:

Should i go for the greatsword at the frist casino

Makes Act 1 go from mildly difficult or somewhat easy to super easy.  Literally, things just die fast with it.

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25 minutes ago, James Fenton said:

Trying to get 100 000 tokens is a pain

Auto-tokens...there are other methods of creating an auto-click system you can research:

https://gamefaqs.gamespot.com/boards/688276-dragon-quest-vii-fragments-of-the-forgotten-past/76498809/909452613

It's actually really easy.  There are two ways to look at things:

1) Poker and double or nothing luck (try not to take them past 4 if you get lucky 4x).  The number of cards usually present that are of a higher value than the card you have to battle against is in the player's favour and doesn't play by house rules (or real probability).

2) Jackpot.  See that center pillar with gold?  That's the Jackpot.  There's a jackpot bunny nearby that tells you how many coins are within it.  I don't know if you can get a Jackpot in Poker, but you can in Slots and Slime Quest slots.

Jackpot in Slots requires getting into first Metal Mode, then getting all 7's.  Each machine is also rigged to take you up and up, there's a certain give though.  1s tokens have about a 300 token failure rate.  So if you're in a bad RNG spot, the worst you'll lose combined is 300 tokens before you start making any.  10s token machines it's 3000, and 100s tokens (these appear in Act 2) it's 30,000.  The gains in between will almost always be well above the losses, as the machines are intentionally rigged to assure progressive gains. 

Just note that each time you reload the game the payout rates for each machine will change.  So sometimes each of them or several will give awesome, or maybe one or two right away then slow down later on, others will payout slowly up front then ramp it up later on, but regardless of the rate of token growth in the long term they're always in the player's favour.

Slime Quest slots is slower going, but it's a gradual increase with pretty much no loss ever.  Sometimes they can be really solid.  It's hard to determine how accurate the slime quest bunny girl is as I've seen low rated machines payout well and high rated ones pay out slowly.  Also your luck in turning the slots and nailing the right numbers for bonuses.

 

Edited by ignasia
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3 minutes ago, James Fenton said:

Any other tips

read above, I edited.

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One other major tip.  Abuse auto-save.  Walking into the casino will auto-save your position (and of course with that your token count)

One last bit about poker.  Some people avoid double or nothing and just take the wins.  Aiming for the highest possible cards for flushes, or for straights, taking the wins each time, and in the aggregate building up a baseline.

For slots, if you have about 3,000+ tokens, walk in and out to save your count, then pick a 10 token slot machine, pump in the tokens needed, then pick your desired watch list from Netflix, and while the game is running, and you're hitting A, the time will fly by as you watch your netflix or hulu or whatever streaming service you prefer, watchlist.  Check every 30 minutes or so until you feel comfortable, then check every hour or so.

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4 hours ago, James Fenton said:

Why whips

Free multi-target attacks.

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You can handle First Forest as low as 22.  27~30 is sufficient.

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I was mid-30s when I went through the First Forest (I didn't grind!)

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3 hours ago, Erdrick The Hero said:

I was mid-30s when I went through the First Forest (I didn't grind!)

I was late 30s when I got there because of strong monsters.

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3 hours ago, Erdrick The Hero said:

I was mid-30s when I went through the First Forest (I didn't grind!)

I'm not surprised.  This game really throws EXP at you.

Playing DQ8 alongside, it's really amazing seeing 300's around Argonia, and still into Orkutsk, and only 500~600's in Empycchu, per battle, with a few well over that given enough monsters join the fray, and yet in DQ11 way early on, I'm seeing those numbers, and over 1,000 on average just prior to finishing Act 1.

Clearly it's done to streamline the time spent wandering the world and keep characters at a healthy level so we experience the story in full, rather than ever worry about grinding at all, unless it's by choice really.  Or someone chooses to actively avoid monsters.

It's both really cool (normal play...and by normal I'm including draconian quest), but for a guide writer like myself, it's actually annoying, lol.  I was level 37 when I left Gallopolis for example, level 6x when I finished Act 1.

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Love them both. That is my advice.

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