Agarest Generations of War Zero How to Get Easy Mode

Special article

Enemy AI

Enemies in Record of Agarest War generally follow one of three distinct AI patterns. Identifying these patterns tin can help you brand better decisions about the order in which you eliminate enemies and formulate the best strategies with which to approach tough battles.

  • Warrior: This is the nigh common AI pattern type you will encounter in the game and it applies to the vast bulk of enemies that assail primarily with physical arts and skills. Warrior-type mobs will make a beeline for the nearest bachelor target, and once they are next to that target they will not motility until that target either moves away or dies, fifty-fifty if there is a softer target within their movement range. This effectively allows them to be "tanked" by making certain that the first or only target in range is someone with high HP and defence, such every bit Borgnine. This type of AI will only intentionally link with other enemies if at that place is no target within their movement range.
  • Sorcerer: This AI blueprint applies to nigh all enemies in the game that assail primarily with magic arts and skills. Wizard-type mobs volition endeavour to situate themselves at the maximum casting distance from a target while simultaneously staying out of range of as many of your party members as possible. They volition too always attempt to link with as many other enemies as possible. Similar Warrior-blazon mobs, Sorcerer-type mobs tin can be "tanked" by making sure the first or only target in their range is the party fellow member of your pick. Yet, Magician-type mobs will prioritize staying out of range of multiple targets, which can often lead to them moving to unfavorable positions and/or attacking unintended political party members based on how your political party members or the other enemies on the field movement.
  • Thief: The last type of enemy AI pattern is somewhat rare, which is a blessing considering that it is also the virtually troublesome. Similar to Warrior-type mobs, Thief-type mobs volition make a beeline for the nearest available target. Yet, unlike Warrior-type mobs, Thief-type mobs will abandon their current target if at that place is a softer target or group of targets in range. This behavior makes them impossible to tank and can lead to battles rapidly getting out of hand equally they shred your lines and pick off your more vulnerable party members ane-by-one. The majority of Thief-type mobs attack with physical arts and skills, just there are some that attack with magic besides, such equally the Mandrake Root in the Quaternary Generation. Thief-type enemies will just intentionally link if there is no target in range.
Monolithica 19:01, Nov 20, 2010 (UTC)

Enhancing for Fun and Profit

Enhancing tin make or suspension your playthrough on Difficult style; yous will either be filled with joy at the awesomeness of your characters or become very frustrated very speedily equally the Enemy AI pwns you to $.25.

This section is very much a work in progress. I hope to add a generation by generation "must enhance" item list soon only for at present I'll just lay down some basic strategies.

Know Your Playstyle

The potential for characters is nearly unlimited in this game; fifty-fifty without capturing monsters you will proceeds new recruits on a fairly regular ground. Do you want to focus on melee characters who bound into the thick of the action? Perchance you'd adopt to focus on mages and blast the enemy from a condom distance with powerful spells? Perhaps fifty-fifty a niggling of both? Make the choice early and stick with it, because it will determine what items y'all demand to heighten to become the beneficial agile skills, and unless you lot farm quite a chip in a Quest area you'll never take enough EP to enhance everything. The party setup I have used with dandy success is 3 directly melee, 2 straight mages, and a situational support grapheme who can steal items or straight tank some of the harder bosses.

Capture Is Your Best Friend

Go the Capture skill as before long as possible on Zerva and the Hunter Willpower.. Load him up with as many Luck +15 active skills every bit you can (yous'll need 216 EP to convert a Ring of Luck to gain this active skill. 216 EP isn't that hard to farm, even in Generation one). If you're interested in keeping him equally a party member, information technology's not a keen thought to spend all of his points on Luck; if you're ok with using him in a support-only role go ahead and spend the points. By the stop of Generation 3 I was using Vashtor for this office without any luck bonuses, and still could capture mobs 75% of the fourth dimension. In Generation five I have been using Thoma with no luck bonuses, and accept had a 95% success rate.

Capture can get you some of the best active skills in the game, as many of the Monster Weapons catechumen into very powerful +ATK +MAG +RST and +DEF skills. I fabricated information technology a habit to capture one of every monster type that gave a unique item in each Generation, and I would advise anyone else to do the same. If you notice a monster type with a great bonus, capture more of them and trade to the Monster Guild to stack the bonuses to your taste.

Accessorize!

Accessories can also catechumen into bully bonuses. The start tier of accessories catechumen into +15 of their related attributes. The second tier convert into +30. Some college tier accessories volition convert into +twoscore, but these practice not go buyable at the Particular Shop and unless you're planning to farm alot of the necessary materials (which really isn't a bad idea because alot of them are necessary for Titles), y'all can find a Monster Particular that gives you lot a better bonus.

Keep Your Gear Capped

Always continue your gear capped as soon every bit possible. Whether you synthesize a new item or go it from a monster, cap it as soon as possible to reap the benefits. Keeping your gear capped (along with good utilize of + active skills) can hateful the difference between barely scraping through a tough boss battle with your entire political party live or getting wiped. In Hard Mode some of the bosses have attacks that will quickly tear through an ill-equipped or poorly placed party.

Past the same token, don't raise anything yous aren't using on your main party, unless yous need to convert an Item to synthesize a ameliorate one. If yous plan to buy the 10,000,000 EP DLC pack this evidently doesn't apply, only if you lot desire to feel the game for the challenge your EP is precious and should merely be used equally needed.

Other Active Skills

These tend to be useful on a situational basis, though there are some that are useful at all times.

The resistance related ones are extremely situational and should unremarkably only exist equipped if going into a battle where you know you'll run into those effects. Possible exceptions being Resist Ailments+ and Resist Outburst/Management, which are useful in a larger variety of situations. Resist Bind/Stun and Resist HP Bleed/Break are almost ever a waste product of a slot though.

The utility skills are more of a mixed bag:

  • Accuracy Up+, Critical Hit Up, HP Upwardly+, and Restore HP xv% are very useful for some characters and far less so for others.
  • Counter is extremely powerful when it triggers, but a large number of stars must align for that to happen.
  • Evasion Up+ and Float are extremely useful, peculiarly when paired together confronting concrete based enemies.
  • MOV +3 is rarely (if e'er) worth the slot.
  • Detail Drop Rate Upwards is useful for parties that don't brand heavy use of EX Steal abilities.
  • Restore AP++ is universally useful and should be on every character.
  • The effect of Magic Upwards+ is not shown in the grapheme's status page merely adds huge amount of damage for battle mages. Oasis't tested Resist Magic Up+.

Spending Level-Up Points and PP

Spending your attribute points in this game is thankfully non equally "make or suspension" as other games. If you screw up and max Intelligence out on Borgnine (unless you lot're Really looking for a challenge!) y'all can e'er use a dissimilar grapheme, or make up the deviation using Party Points (PP).

PP act every bit something of a safety net and behave almost identically to level-upwards points. The main difference is that if spent on a captured monster, they will transfer along with that monster over to a New Game+ of the same or lower difficulty. If your characters are built efficiently from the beginning you'll take petty use for them, but they tin exist particularly useful in sure situations:

  1. Acquired a new political party fellow member that's of a significantly lower level than your master party and don't wish to level them up separately.
  2. Ran into a boss fight underleveled, are doing next to no damage, and practice not want to grind for several levels.
  3. Just got the Truthful End and want to go straight to fighting the Guardian Gods.
  4. Making up for a captured monster'due south terrible attribute growth ranks and keeping them on par with the storyline characters.

Every bit to actually spending the points, the strategy is dependent upon what type of grapheme you're building and that character'south growth ranks. A grapheme focused on physical attacks will spend their points much differently than one that uses magical attacks, and putting points into an attribute with an E or F ranking ends up being something of a waste.

Also of notation is that the point cost for raising an aspect volition max out one time it reaches an unmodified 91. A graphic symbol with an A rank in Magic, for example, volition have to spend seven points to enhance Magic from xc to 91 and 8 points to enhance information technology to 92 and beyond. Since characters will periodically receive free attribute boosts every few levels, the useful ones should exist raised to 91 as soon as possible.

For physical characters:

  • Strength is the fundamental ability to raise since it controls both attack damage and the chance to hit with non-magical abilities.
  • Vitality is a very particularly useful aspect, equally it increases your defense and HP, making it much easier to survive dominate EX's and counters, saving you the fragment/stone of life, the AP for healing, and the possiblt turns wasted ressurecting the fallen party member.
  • Intelligence is basically an inferior Vitality for a physical character. Both raise defensive statistics, but Vitality also increases HP. If the character'south EX abilities do both physical and magical hits however, it may be a practiced idea to enhance this to 91 as well.
  • Agility is primarily useful for determining activeness order. While it is true that you only need ane character with a high rating in social club to take the slower ones act through their extended expanse, this arroyo has several limitations. Range issues and the logistics of using multiple-character combination attacks against several targets beingness primary, while AP/SP Up bonuses beingness added in full only at the beginning of a character'southward plough being secondary. Complicating the upshot further is that you often desire to go first confronting common enemies (to wipe them out fast) and final against bosses (to heal/resurrect before the end of the plow).
  • Luck does a variety of things. For a physical character withal, information technology's central utilize will likely exist to increment the chance of a successful Steal effort. While information technology does too heighten Avoid and Hit, Avoid is simply useful at extremely high levels and Hitting is increased by Forcefulness.

For magical characters:

  • Strength is almost e'er a waste of points.
  • Vitality is a great skill to have for mages. Since you won't exist increasing the forcefulness of these party members, vitality is the best way to increase their physical defense. Intelligence volition increment the magical defense.
  • Intelligence is a magic user'southward primal attribute. Information technology controls both the harm of their attacks besides every bit their defense confronting those same attacks.
  • Agility is roughly merely equally useful for a magic user as a concrete assailant. The exception would exist if the graphic symbol serves as a healer, in which case a lower Agility might be more useful and so that they tin can prepare any dead or disabled characters before the new turn starts.
  • Luck does a variety of things for a magic focused character as well. Most notably it seems to affect the chance of successfully applying status effects (needs confirmation; appeared to affect Judgment'south hazard of instant expiry).

For mixed characters:

  • Forcefulness is somewhat mandatory, as no other attribute raises concrete harm.
  • Vitality is merely as useful for these characters as it does for the concrete or magic characters.
  • Intelligence ends up being slightly more useful than Forcefulness due to raising both damage and defense.
  • Agility will normally be more useful for a mixed character than a purely physical character. Due to using both types of skills, they're more probable to be involved in multiple multi-character combos and then will have greater need of the full AP heave gained from AP Up actives.
  • Luck ends up being a decent choice since it enhances both the adventure to hit with concrete attacks and the take chances to cause condition effects with magical ones (the latter needs confirmation).

Boxing Tips

Ane of the near appealing aspects of this game is that y'all can approach battles in a myriad of different ways. The following are general tips that tin be incorporated into whatever playstyle.

  • Continue your characters linked: This may exist the most important thing to consider regardless of your playstyle. Linked characters mean more harm can be dealt earlier the enemy tin react, and it gives you more control over the battlefield as y'all can strategically identify your characters so that no target is out of reach (be it friend or foe).
  • Finish Extended Attacks with magic: Many of the enemies in the game have the Counter skill, and if they are repeatedly hitting with melee attacks they can cut downward your HP very rapidly. Ending an Extended Set on with a magic skill will non trigger Counter, and allows you to pummel your enemies without fearfulness of an often devastating reprisal.
  • Proceed your characters fairly spread out: Nearly of the big monsters and almost all of the bosses have AOE attacks which they will use against y'all constantly if you allow them to. Go along a tank in front of the political party to absorb the brunt of the attacks and keep everyone else at least a few squares away from each other. The tank will be killed often, but Resurrecting one political party member is alot easier than Resurrecting 4 or v. (This becomes a real issue from the finish of generation 3 and onward, when bosses can do AOE from 4+ squares outward and kill your entire party).
  • Keep items stocked: There are a few reasons for this. Most important is that a Fragment of Life costs vi AP less than Resurrect, though it has a very limited range, and items can't be used in an Extended Attack. Even when Extended, in that location is a limit to how far Resurrect will reach, and having a few Fragments will allow you to keep you characters from expiring before the ii turn timer runs out. Grass and Cure Grass give you ten SP per use and only cost 8 AP; use this to your advantage by hanging back and building enough SP for an Actress Skill during tough battles.
  • Pay attention to elemental enemies: Not all enemies absorb elemental attacks only pay attending to the ones who do. If y'all utilize a chemical element-based weapon or skill against an enemy of the same element yous'll heal them, and though there are rare situations this tin can exist useful, more often than not it can only exist bad for you. Goose egg is worse than pummeling a dominate and so all of the sudden your Extra Skill heals him to full.
  • Wounding your enemies: While information technology'due south bang-up to kill an enemy in one fell dive, it's not always possible. When you accept an enemy that's much stronger than you that can heal, I sugguest wounding it. Getting it down to every bit niggling health as possible forces it to heal itself, instead of attacking y'all. This can be a real life saver in difficult battles, and can save you from useing fragments/stones of life.
  • Kill mages first: This should be self-explanatory. Kill the healers or they'll stay out of range undoing any damage you lot manage to do.
  • Sometimes it'southward best to let the monsters strike first: If you can't impale a large monster or boss with an extended attack, information technology's usually much better to wait for them to attack. If y'all attack them first, you put your entire party in range of an AOE attack that will oftentimes accept devastating consequences. If you wait, at worst they might kill your tank; at best your tank survives and you lot can throw everything you have at him and so move out of range on the adjacent turn.
  • Use Parry and Magic Barrier to your advantage: Sometimes having a tank at the caput of your political party merely isn't expert enough--against extremely powerful enemies, or bosses, your tank volition either exist weakened to the point of nigh-death, if he/she isn't killed outright. The Willpowers Parry and Magic Barrier, yet, keep a character alive when they reach critical status, blocking all advisable attacks except for EX Skills (Parry-->Physical, Magic Barrier-->Magic). A proficient play a trick on is to go along a grapheme with the Parry willpower at the caput of the party, soaking upward damage for a few turns--when you lot notice, during a Motion Stage, that a Boss (or a powerful large monster) has the SP to use one of their EX Skills, pull your Parry character back to exist healed, and motion your tank to the front of the line.
  • Vitalize Early:To experienced players, this would probably seem obvious, merely it'southward an of import step in bringing out a characters full potential. Vitality provides HP upon level upwardly, for each and every level they gain. Raising this early in a characters development maximizes the return for the points you invest. The earlier the VIT is raised, the more levels that VIT gives +3 to HP, and particularly on Mages, every HP can make a deviation.

Specific Tips

This is a section of more specific information that has been compiled from playthroughs.

EX Stealing: while anyone with a Special slot can steal, only a few characters can EX Steal (steal with an EX movement). Sure bosses have very useful items that tin can only be EX Stolen from them then it'southward useful to keep one of these characters in your agile party during boss fights. These characters are:

  • Luana (Rainbow Trip the light fantastic)
  • Winfield (Hold Shot, Sidewinder)
  • Fer (Common cold Strike)
  • Sherufanir (Raising Dance)

SP Charging: If your strategy revolves around saving SP and then combining EX attacks, you can use 1 of the skills that targets your party (like the Burn down skill Power Upward) and go 10SP per employ. This is useful to do on certain bosses on Hard like Midas: salve up SP while he kills your tank then hit him with your EX2/three skills in ane turn to kill him.  Skills like Heal work well at just 8 ap per cost without the genius skill active.  Skills like Harvest Heal or Light Heal work fifty-fifty better considering they can bear upon up to five members at a fourth dimension, at a modest toll of 10 or 16 ap respectively.  Sanctuary costs 24 ap just heals all allies 2 squares from caster, (and may besides heal any graphic symbol linked as well).

Stardust: Stardust is an Actress category spell that has a big radius (xiii squares) that can exist acquired in Gen 3. This spell is extremely useful for clearing fields of normal monsters provided your Mages are leveled enough. (Someone verify this, merely I've had stardust from around the get-go of Gen iii from title farming. It might have been a drop, I can't remember, but having this skill can make Ellis a god.)

  • Stardust (at least on the Steam version) has a range of only three. Can someone please verify this? Maybe the PS3 version has a different range?

Ellis: Ellis, one time she gets her EX2 allows you to hit anyone (see below) on the field when she is linked with someone else and it is her turn. You can employ this to jump to the dorsum lines of the enemy and hitting hard to attain Mages who run away from your party and scatter.

  • Ellis' EX2 power is Regeneration, which has a range of 10 squares. On the SMALLER Fields (such as Vital Field, which tends to exist the endgame Field of Option), Ellis tin indeed reach anywhere. Note that on the larger Fields (such every bit Little Fortune, which is thirteen 10 13), even standing in the middle of the board may foreclose you lot from reaching enemies hiding in the corners. As noted above, Stardust solves nigh of this problem.

Evil Dragon: Evil Dragons are very dangerous enemies. Merely it seems that they are very vulnerable confronting the combo Judgement (Ascension + Ray + Impulse + Stardust + Atomic Pigsty). I tried it several times in the fight confronting Null and every time I hit these dragons with this combo instant expiry was triggered.(tested with EU PS3 version)

Sacrificial Lamb: I have establish information technology to exist extremely usefull on tough bosses. What you lot need to do is motion up your sacrifice ( I ever use my tank since he sometimes survives the onslaught) in front of the dominate and moving the residual of your party far behind it but exist sure to go on them all linked. When the boss unleashes it'southward fury upon your sacrifice it volition stay focused on it. Usually your cede dies but y'all will recieve some nice SP for that because everyone is linked. At present with Ellis in your political party and her power to pretty much strike anywhere on the field information technology is your turn to inflict some nice damage on the boss.Exist sure to cease your attacks with magic though since some volition counter and pretty much wipe out your party since they are all together afterwards the chain of attacks. Be sure to keep some AP so you lot can revive your sacrifice. When the turn ends pull everyone but your cede back and have the cede face up the boss once more. Rinse and repeat. The just thing that can ruin this strategy is the boss's EX-Skills and moving. Merely since they don't tend to move a lot when they have a enemy correct in forepart of that that rarely happens.

Complimenting Combinations

AP+

To increase your Activeness Points (AP) to a maximum level every plow, then you lot should attempt to team up some of these characters:

  1. Leonhart (Energy) (Genius)
  2. Luana (Energy)
  3. Qua (Energy)

Add together these characters to the fray and watch multiple combos unfold due to "Genius" reducing the amount of AP necessary to utilize skills

  • Elaine (Genius)
  • Thoma (All) (Genius)
  • Ryuryu (Genius)
  • Rex (Wed Silvi) (Genius)
Genesis Blaze
Leonhart Ex3 Elaine Ex3
Fyuria Ex3 Luana Ex3
Rainbow Stream
Fyuria Ex2 Elaine Ex3 Luana Ex2

(Stardust_Fall:  Fyuria3+Luana2+Ellis3) *

(Planet_Arrow:  Luana3+Elaine2+Vira-Lorr3) *

(Traitorous_Avenger:  Winfield3+Elaine3+Zerva3+Leonhardt3)

(Lost_Infiniti: Ellis3+Leonhardt3+Dyshana3)

(A-Stop: Borgnine3+Leonhardt3+Winfield3+Ellis3+Vira-Lorr3+Zerva3)

(Note to self: Elite AP Party: Leonhardt+Luana+Fyuria+Elaine+Ellis+Vira-Lorr) (side note: obviously Qua, with the skill energy is also a great option, however, due to the combination Ex attacks, The previously mentioned party has many more combinations. Or substitute Ellis for Qua, considering there is only one combination that Ellis tin can participate in.)

SP+

To increase your SP as quick as possible effort using a combination of some of these characters:

  1. Borgnine (Spirit)
  2. Lavinia (Spirit) (Resolve)
  3. Fyuria (Resolve)
  4. Valeria (Resolve)
  5. Ladius (Resolve)
  6. Thoma (Wed Valeria) (Resolve)
  7. Ganz (Resolve)
  8. Hildegard (Resolve)
  9. Rex (Wed Hildegard)
NOTE: Some probable EX-combo's to use with some of these characters
  • Extra Stream: Ellis1+Borgnine2
  • Turn Pike: Borgnine1+Arbol2
  • Void Scream: Vashtor2+Borgnine2
  • Forced Impact:  Borgnine EX3 +Winfield EX2 +Zerva EX2 +Leonhardt EX2
  • 50-Claw:  Borgnine EX1 +Alberti EX3 +Ganz EX3
  • B-Inferno:  Borgnine EX3 +Qua EX3 +Noah EX3
  • A-Terminate:  Borgnine EX3 +Leonhardt EX3 +WinfieldEX3 +Ellis EX3 +Vira-Lorr EX3 +ZervaEX3
  • Capital punishment:Winfield EX2 +Lavinia EX2 +Noah EX1
  • White Hole:Faina EX3 +Lavinia EX3
  • S-Harvest:Noah EX3 +Lavinia EX3 +Faina EX2
  • Genesis Drive:Noah EX3 +Thoma EX3 +Faina EX3 +Lavinia EX3

Utilise skills like Harvest Heal and Light Heal to add many SP to entire party fast.  +5 SP for all affected characters.

(Note to self: Elite SP party: Borgnine, Lavinia, Thoma, Noah, Faina, (Winfield or Qua)

Driblet Rate and Theft Rate+

To Increase theft rates in club to get more gold use these characters in combination together:==== Be sure to equip the skill "Steal" By obtaining title 57 (Kill xv salamander, warlock, earth knight, +1 Miesha, which can be done as early as generation two) you tin recycle "+Item Drop Rate" agile skill and adhere to these characters to further increase the loot. There are also items that tin can be converted into this.

  1. Winfield (Feat of Agility)
  2. Luana (Heavenly Sense)
  3. Sherufanir (Discovery)
  4. Noah (Heavenly Sense)
  5. Ganz (Discovery)
  6. Fer (Heavenly Sense)

These iv characters have Ex-Steal capabilities, (see above) which can steal actress special items from bosses

  • Luana (Rainbow Dance)
  • Winfield (Concur Shot, Sidewinder)
  • Fer (Common cold Strike)
  • Sherufanir (Raising Dance)

Use these Skillsets to do steal combo'southward ( Steal + Fob Striking) (Steal + Critical Combination + Cross Edge)

FYI:  Winfield doesn't really have a combo that combines with whatsoever of these characters.  However hither are a couple that could be used with the other members.

Prison house Disaster
Fer Ex3 Luana Ex3 Sharona Ex3

Level Upwards+

To increase leveling speed use these characters in combination together

Also be certain to equip characters with the"Prayer" skill to further increment EXP gain

  1. Ellis (Blessing)
  2. Faina (Approval)
  3. Fer (Approving)
  4. Noah (Exertion)
  5. Murmina (Exertion)
  6. Plum (Potential, not actually an experience multiplier, but increases stat gain per level, so plum is complimented by this team well)
  7. Duran (Wednesday Noah) (Potential)
  8. Rex (Midweek Hildegard or Ryuryu) (Potential)

EP UP+

To increase EP proceeds after every battle, make sure to utilise some of these characters====

  1. Ellis (Blessing)
  2. Faina (Blessing)
  3. Fer (Blessing)
  4. Plum (Fortune)
  5. Reverie (Fortune)

Magic Barrier Build

To institute an regular army of magicians who become impervious to magic at <25% HP,

Also consider adding skills and gears that increase evasion, or avoid certain physical attacks altogether, such equally Float.

  1. Vira-Lorr (Magic Barrier, Anti-Magic Shield)
  2. Yayoi (Magic Barrier, Anti-Magic Shield
  3. Dyshana (Magic Bulwark, Anti-Magic Shield)
  4. Ellis (Magic Barrier)
  5. Thoma ( wed Yayoi) (Magic Barrier)
  6. Faina (Magic Bulwark)
  7. Duran (wed Faina) (Magic Barrier)

Ex Combinations that are usable here:

Rose Whip
Yayoi Ex2 + Sharona Ex1 + Sherufanir Ex1
Storm Blazer
Sherufanir Ex2 + Valeria Ex2 + Zerva Ex1 + Sharona Ex1
Arcana Strike
Yayoi Ex3 + Valeria Ex3 + Sherufanir Ex3
Dark-green Zone
Yayoi Ex2 + Vira-Lorr Ex1 + Arbol Ex3
Dangerous Trip the light fantastic
Thoma Ex1 + Vira-Lorr Ex3 + Sharona Ex1
Big Bang

Ellis Ex3 + Vira-Lorr Ex3 + Arbol Ex3 +

Faina Ex3 + Yayoi Ex3 + Plum Ex3

Blackness Pigsty
Sharona Ex3 + Vira-Lorr Ex3
Crimson Flare
Ellis Ex1 + Valeria Ex3 + Vira-Lorr Ex3
Southern Cross
Vira-Lorr Ex1 + Sharona Ex3 + Dyshana Ex3
Life Stream
Dyshana Ex2 + Ellis Ex3 + Vira-Lorr Ex3 + Sharona Ex3
Fairy'south Kiss
Ellis Ex1 + Plum Ex1 + Faina Ex2
Due east-Infinity
Rex Ex3 + Ellis Ex3 + Dyshana Ex3
Lost Infinity
Ellis Ex3 + Leonhardt Ex3 + Dyshana Ex3
Genesis Drive
Noah Ex3 + Thoma Ex3 + Faina Ex3 + Lavinia Ex3
A-Terminate

Borgnine Ex3 + Leonhardt Ex3 + Winfield Ex3 +

Ellis Ex3 + Vira-Lorr Ex3 + Zerva Ex3

U-Formation

Dyshana Ex3 + Leonhardt Ex3 + Ladius Ex3 +

Thoma Ex3 + Duran Ex3 + Rex Ex3

Using Valeria, Sherufanir, Sharona, Yayoi, Vira-Lorr and (either Zerva or Arbol) you can launch a 3 combination Ex Combo on a boss to deal tons of damage.  This works with these ex philharmonic's

Arcana Strike Blackhole

and either ONE of these skills depending on if you're using Zerva (Tempest Blazer) or Arbol (Green Zone)

Rose Whip Storm Blazer Green Zone

Political party Parry Build

Consider using this build if yous are trying to use physical fighters and desire to round out the edges against physical defense.

Add together items and active skills that increment resist+

  1. Ladius (Parry)
  2. Sherufanir (Parry)
  3. Thoma (Wed Sherufanir) (Parry)
  4. Alberti (Parry) (Aura/Command will increase party evasion in ExA)
  5. Beatrice (Parry)

Consider adding these members to help compliment this build.

Evade+

To promote a party with extremely High evasion, try using a compliment of these characters

  1. Silvi (Float will contrivance many physical attacks)
  2. King (Wed Silvi) (Float will dodge many physical attacks) (Parry will dodge all physical attacks that aren't absolute hits)
  3. Murmina (Float)
  4. Elaine (Aura/Command will increase parties' evasion in extended area)
  5. Vira-Lorr (Satori will only increment her evasion)
  6. Ladius (Parry will dodge all physical attacks that aren't absolute hits when character is below 25% hp)
  7. Valeria (Satori will only increment her evasion)
  8. Sherufanir (Parry will dodge all concrete attacks that aren't accented hits when character is below 25% hp)
  9. Vashtor (Aura/Leadership will increase parties' evasion in extended area)
  10. Sharona (Aureola/Leadership will increment parties' evasion in extended area)
  11. Thoma (Wed Sherufanir) (Parry will dodge all physical attacks that aren't accented hits when grapheme is <25% hp)
  12. Alberti (Aura/Command will increment parties' evasion in extended area)(Parry volition dodge all concrete attacks that aren't absolute hits when character is <25% hp)
  13. Beatrice (Parry)

Concrete Damage+

To Increase Concrete Impairment on your team, effort using a compliment of characters like these:

  1. Fyuria (Thrust) (Anger)
  2. Valeria (Thrust) (Anger)
  • Sharona (Anger)
  • Ganz (Anger)
  • Lavinia (Anger)
  • Qua (Anger)

Defence+

To Increase squad defence force, use a compliment of characters like this:

Combine this with an evasion squad or squad members with skills such as Guard, Qigong, Parry, Drastic Strength, Final Power, Unleash All in guild to acheive a team that is impervious to concrete attacks.  Or endeavor the opposite, combine this with a squad that is impervious to magic skills in order to round out the defenses and make a solid team ready to undertake whatever claiming.  Some of those anti magic skills are: Anti-Magic Shield, Cake Magic, Magic Bulwark, Magic Madness, Unleash Magic, and Unleash All

  1. Zerva (Unity)
  2. Hildegard (Unity)

Gunslingers

Ane of the advantageous weapons in this game is definitely the gun.  Because it can shoot three squares away, it can preclude counter attacks, and it volition shoot through 3 enemies, effectively assuasive your team to kill enemies in the crossfire.  Here are the characters that utilise guns in the game:

  1. Winfield
  2. Ladius*(Wed Fyuria with a "Like" attribute, not "love")
  3. Thoma*(Midweek Luana, Sherufanir)
  4. Hildegard
  5. King*(Wed Fyuria, Valeria, Noah, Ryuryu)*(Wed Fyuria, Sherufanir, Noah, Ryuryu)*(Wed Luana, Valeria, Noah, Hilda)*(Wed Luana, Sherufanir, Lavinia, Hilda)*(Wed Luana, Sherufanir, Noah, Hilda)*(Elaine, Valeria, Noah, Ryuryu)
  6. Murmina


BATTLE MAGE: Physical/Magical Combo At present this section describes characters who utilise Ex-Art Skills that can crusade physical and magical impairment at the aforementioned fourth dimension.  The reason for such combinations is because yous tin can overcome an adversity of elements, from enemies that utilise Parry to enemies that use Magic-Bulwark.

  • Fyuria
  • Luana
  • Arbol
  • Sherufanir
  • Sharona
  • Lavinia *(All Ex Skills are duo)
  • Silvi
  • Reverie

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Source: https://agarest.fandom.com/wiki/Strategy

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