![]() Though the turn-based battles are fairly straightforward, the different ways the classes’ move sets work reminded me a little bit of Final Fantasy VI’s varied party. Plus, these aren’t just your standard warriors and black mages - 7th Dragon III has some truly original creations like “God Hands,” who combine martial arts with healing abilities, and “Duelists,” who use a deck of colored cards to summon traps and creatures. End of the World: EX Skill - Massive magic damage to all enemies, may cause bleed and paralysis.As for the game’s main draws, combat and exploration, the first word that comes to mind is “addictive.” With eight character classes to choose from, and a number of different skills to learn for each class, there’s plenty of variety to keep you busy here.Mage's Consent: Greatly increases the strength of the Mage's next magic attack.Heaven's Press: Magic damage to one target, may cause bleed.Mana Bullet: Very high magic damage to one target.Dead Man's React: For 4 turns, if an ally dies, the Mage gets an extra turn.Recover: Removes Poison, Blind, and Paralyze from an ally.Shieldcraft: Creates a shield for the Mage that protects against damage.Shock Veil: Places a buff on an ally that counters enemy attacks with elec damage that may paralyze.Volt Storm: Elec damage to all enemies, may paralyze.Shock: Elec damage to one target, may paralyze.Freeze Veil: Places a buff on an ally that counters enemy attacks with ice damage that may freeze.Blizzard: Ice damage to all enemies, may freeze.Freeze: Ice damage to one target, may freeze. ![]() Flame Veil: Places a buff on an ally that counters enemy attacks with fire damage that may burn.Volcano: Fire damage to all enemies, may burn.Flame: Fire damage to one target, may burn.On top of that, Dead Man's React is one of the longest-lasting React skills that grants the Mage an extra turn if an ally dies, allowing them an extra opportunity to revive their fallen teammate and bring them back into the fight with a Cure on the next turn. ![]() Mage's Consent is a powerful charge skill that can greatly amplify their damage output - fantastic when used in conjunction with a skill like Magic Bullet, and devastating if used on their EX Skill.ĭefensively, the Mage also has Shieldcraft which sets up a LF buffer that can help them absorb hits so they don't die as easily - an important feat for the best healer of the game. The group attacks are significantly less powerful but are meant for crowd control and widespread distribution of the elemental ailments. They may not have the same kind of raw damage demonstrated by the Rune-Knight or Duelist, but being able to hit with any of the three elements on demand can work favorably in striking enemy weaknesses. Their offensive spells are no slouch, either. This makes them a staple for the active party. While Cure may be weaker when healing multiple party members at first, continued investment in it will also greatly improve its group healing strength to the point where it can bring the entire team back from the brink of death. Level their Cure past level 4 so that it can heal the entire party, and level their Recover to maximum so that it can cleanse the entire party of all ailments for free. The Mage is by far the best healing class in the game. With powerful spells on hand and unparalleled healing ability, the Mage lends a great edge to parties both offensively and defensively. Mages are the quintessential caster class in the game.
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