Ganbare Gincun wrote:Picked up a DSi XL and DQ9 today. Any suggestions on min-maxing your characters in the game? My friends have indicated that buffed-up melee classes are the way to go, but I'm interested to know how the folks here are playing through the game.
This is an easy one to answer.
First, yes melee characters are going to do more damage than magic. It's not nearly as bad as in earlier DQ games, as 1: Magic does more damage in DQ9, particularly with good Magical Might and the possibility of 'Haywire' spells which are basically critical hits for mages. 2: Enemies are on average, less resistant to magic and elemental weaknesses both occur at all, and are common. Even post game stuff often has an elemental weakness of some kind. 3: New (better) spells are added, which do more damage.
Now the downsides:
Earlier games had large groups of enemies. So throwing down a Firebane, or Infernmost was a valid life choice. DQ9 does not have very large groups. Even if you do encounter 4 enemies at a time, they are likely to be in two separate groups of two. And you learn new spells a lot slower. For example, this is a Mage's spell progression:
Frizz - N/A -2 MP- Singes 1 enemy around 15 pts. of damage.
Acceleratle - 4 -4 MP- Raises agility of all comrades.
Crack - 6 -3 MP- Pierces 1 enemy around 30 pts. of damage.
Sap - 7 -4 MP- Lowers defense of 1 enemy.
Evac - 8 -3 MP- Teleports out of a dungeon.
Bang - 11 -5 MP- Hits all enemies around 25 pts. of damage.
Safe Passage - 13 -2 MP- Can travel through any terrain without damage.
Crackle - 16 -8 MP- Pierces a group around 50 pts. of damage.
Fuddle - 19 -5 MP- May confuse a group.
Bounce - 21 -4 MP- Barrier that reflects all spells back at the enemy.
Kasap - 25 -8 MP- Lowers defense of a group of enemies.
Boom - 28 -10 MP- Hits all enemies around 60 pts. of damage.
Frizzle- 30 -6 MP- Hits 1 enemy with a fireball around 80 pts. of damage.
Oomph - 33 -8 MP- Raises attack of 1 comrade.
Kacrack - 40 -24 MP- Hits all enemies around 92 pts. of damage.
Blunt - 42 -8 MP- Lowers attack of 1 enemy.
Kaboom - 47 -28 MP- Hits all enemies around 140 pts. of damage.
Kafrizz - 53 -18 MP- Hits 1 enemy with fire around 190 pts. of damage.
Kafrizzle - 64 -45 MP- Hits 1 enemy with fire around 292 pts. of damage.
Kacrackle - 68 -50 MP- Hits all enemies around 185 pts. of damage.
Note the heavily delayed spell progression compared to earlier games. And this is a real and meaningful distinction, as you will finish the game at the same level you'd finish another DQ game (40ish) and not around 70 or so, to actually have the uber spells. That only happens post game.
Now, here is how you succeed at DQ9.
The class change system. You will get access to it early. Use it early, use it often. When you change classes you keep your progression in that class, so if say you're a level 15 Minstrel, switch to a (level 1) Warrior and don't like it you can switch back to being a level 15 Minstrel.
Changing classes resets your stats. So you would go from level 15 Minstrel stats, to level 1 Warrior stats. And if you level up to 15, you'll have level 15 Warrior stats. These are preset, not random. Stat seeds ONLY apply to the class you use them on. So save them for whatever your end class will be.
Changing classes makes you lose access to any spells that class had. So if you're a Priest, and you switch to a Martial Artist no spells for you. However you DO keep skills. This is important, and is critical to any optimization approach. This applies both to weapon skills, and to class skills. As such classes heavy on skills, but not so good on spells or other inherent benefits are just stopping points for the benefits. You'll want to be say... a Martial Artist because you can get various useful skills from the focus tree. Along with stat boosts. Which are permanent and stack. So if a class gives +20 Agility, and later gives +40 Agility you get +60 Agility. Forever. Even if you later change classes. Get enough passive stat bonuses and you can be a level 1 character who can beat the final boss or worse. Specifically, and regardless of what you actually intend to do with your characters you want everyone to do the following:
Martial Artist: Either long enough for Psyche Up, or to max Focus for the stats.
Thief: Long enough for Half Inch (steal). You can come back later for the rest if you care.
Paladin: Max their class skill tree. MASSIVE HP and Defense boosts. You WILL need this post game. Full stop. Even if you don't care about post game, Paladin is the cornerstone of most optimized strategies, so you'll do it anyways.
Warrior: More HP, Str, Def, etc. Not as important as Paladin. Don't bother with the last skill but everything up until that is good.
Ranger: Vanish saves you the trouble of buying 99 Holy Waters all the time. This WILL matter later. Can be worth maxing if you care about Deftness. Deftness boosts steal and critical hit rates. Rangers are better thieves than thieves, keep this in mind.
Gladiator: Feel the Burn is made of Win and Awesome, covered in Epicness and topped with hardcore icing. You. Want. Feel. The. Burn. The stuff leading up to it is pretty damn sweet also.
Armamentalist: Everyone shouldn't need this. But one person should. Armamentalist or 'Red Mage' gives you Fource skills. Fource skills basically allow you to abuse those common elemental weaknesses I told you about with melee attacks. Need I say more?
Oh and you should probably have one caster, who has maxed out Mage and Priest skills then heads into Sage. Doing that means much more Magical Might and Magical Mending, and a better spell list. Because Priests don't get Kazing. Or double cast. So they're your healer and support guy.
Forebearance + Magic Mirror + Reverse Cycle owns just about anything that can't erase your buffs, even post game.
Is there a more specific answer you are looking for?