Dig still gives you random Items based on the nearby Monsters item drops, so it CAN be a really good way to farm rare item/equipment drops with some patience, vs having to try & grind for them. I am also not sure if it still has a chance to give huge amounts of Gold... Am starting to think maybe not as I have used Dig a LOT & have yet to hit the motherlode for Gold. In the SNES version of the game I would hit paydirt pretty often actually & it was a SUPER easy way to get rich quick. I assume this was removed in this version which sort of makes sense as it was a bit broken. Either way, I still will often try my luck with a quick 5 Digs when entering an area where I know the Monsters have good drops, including Seeds! I've gotten quite a lot of extra seeds by simply using this in sets of 5, as after 5 uses it stops giving you anything until you leave or reenter the area.
i only made it 9 minutes into the video before i realised i should have been taking notes and should start over lol. there is allot of good information packed into this i wish i had the chance to see this video before playing through the game. there is so much to consider vs what i knew about Dragon warrior 3 from the NES.
This is an amazing video that cuts through all the uninformed discussions that either recycle the same info from the original, or recycle the same info from the first two same day articles about building a party. Thanks for sticking up for mage. Simply put, they were amazing through my whole playthrough and almost single handedly carried my party through the pyramids. This was alongside my hero with the preist and theif on their backs beong item bots until level 34 before reclassing for everyone. I did not realize the sheer damage potential of Monster Wrangler until just before fighting baramos.
Using two monster wranglers with wild side combined with monster pile on. Is like the DQ equivalent of draw monster card from the Yugioh anime. DURRO MONSTA-PI ON
Awesome vid! It details things other videos don't even bother to or think about. I wish I was taking notes from the beginning. Even a (relatively) short write-up of this info would be valuable information.
Just finished my first playthrough yesterday and I took Wrangler, Martial Artist, and Thief (turned Sage), with the Sage being the only class change (mostly because I wanted to see the abilities). But yeah, can confirm, I used Monster Pile-On to just decimate bosses. The boss rush ending with Zoma wasn't tough, but I did spend a lot of time exploring the hidden spots for monsters and the sparkles on the map while fighting random encounters, so I'm sure I was overleveled (even on Draconian). Thanks for the tips, especially regarding the personalities. Got a couple ideas for new playthroughs, and will definitely class change more!
I did my first playthrough with the intent of doing everything up to, and including, getting every single achievement. I started with Thief, Monster Wrangler, and Priest. As I had to get every single ability I went Thief -> Merchant -> Warrior and never had any issues. Sandstorm was amazing for early game boss survival, Merchant allowed me to get Call to Arms, and Warrior gave the bulk and raw strength to deal with regular combat encounters. Wrangler -> Martial Artist was basically just for completion's sake as Monster Pile-on is... broken, to say the least. Also ended up reclassing them as a Wizard because I liked the sprite (interestingly there's a skill from Wizard that didn't count toward the achievement, which was the ability to remove curses). Priest -> Gadabout -> Sage but I would definitely just go the consumable route, in the future. It was nice having an emergency button with Kerplunk Dance but I never needed to use it. Likewise Hustle Dance was useful in the rare situations where my Sage couldn't cast magic for one reason or another (and this was made, effectively, obsolete by Sage's Stones). Otherwise doubling magic attack had limited usefulness outside of post-game enemies and you're almost better off doing it via Wild Side than max leveling a Gadabout. The thing I learned was that the utility skills were the most important ones. Period. Pure damage only mattered during the final post-game challenges.
For my first playthrough I had Mage -> Warrior (After Oomph), Thief -> Sage (After Snoop), and Monster Wrangler -> Martial Artists (After Wild Side). I also gave everyone the Tough Cookie personality which made game very easy, even on Draconian mode (I didn’t need to grind once before post game).
Haha! My party building has been a damn mess! I had eight new characters I was flipping in and out willy nilly! I have my hero at 40 and I'm near Baramos def at his castle but now I have a thief that went to a monster hunter, a monster hunter just chillin, a Merch that went to a Fighter who now is a Martial Artist...a Mage who became a Thief...A Gadabout who became my Sage... it's a freaking cluster of mad purportion! I think I can possibly salvage this playthrough but damn if I didn't go weird. Luckily I used Vamp and Bat out of Hell and one of my characters has agility out the ying yang! Thanks for this! Maybe I'll just start a new adventure and bounce my peeps around! I forget to use the thing that lights up the treasure and I KNOW I missed a lot of stuff!! 😅😅😅
It wasn't in my original plan, but am now considering fitting a Gadabout into my reclass plans for a character just to learn Whistle & Spooky Aura. Not sure if it's a good idea or not...
So I don't really like using multiple of the same class. What I got from this video is to start with a Monster Wrangler and a Thief. Not really sure what to pick for the last slot or what to reclass my thief into. I really like Warriors so I might make Thief into Warrior not sure though. The last slot I will probably make a Sage but idk what to start as.
@@quickpawmaud my party is a Monster Wranger, Merchant into Sage, and a Priest into Warrior. I'd recommend maybe doing a sage for your thief, or maybe even going into gadabout or mage.
Maybe this won't solve all your issues, but I found a video that suggested this party as an "Ultimate Boss Killer" and when I tried it myself, I was able to kill the story boss in 4 rounds. It's also solid for random battles and, after a bit of work, does okay Metal Slime hunting as well. So aside from the Hero, you have: *Warrior* - Level until they get Sword Dance (about Level 37) -> change to *Monster Wrangler* until they learn Wild Side & hit Level 20 -> final change to *Martial Artist*. Equip them with your strongest Claw weapon. *Thief* - Level until Snoop (around Level 22) -> change to *Gadabout* until they get Egg On (about Level 31) -> change to *Sage* until all Spells are learned (Level 38 or so) -> last step is to change back to *Thief* so they can use Whips/Boomerangs and ya know, the Agility. Give them a strong Boomerang or Whip. *Priest* - Level until 20 -> change to *Thief* until Level 30 -> final change to Sage. Be sure to give them the "cast twice per turn" helm. Now in boss fights, you have the Hero use Orochi's Sword, MA uses Wild Side, Thief uses Oomph on MA, Sage casts Sap. For Turns 2 thru 4, the Hero can heal, use the Sword again, or do whatever, really. MA spams Sword Dance. Thief and Sage use Sap until foe has 4 "stacks" of it (leaving them with 0 defense), and then they can contribute damage, buff the Hero with Oomph, Egg On the MA, or heal as needed. As you can see, this means that your Oomph-boosted MA is hitting a 0-defense target 8 times per round and is more likely to Crit (because Martial Artist). The Hero can contribute with Oomph-boosted Falcon Slashes and has Omniheal in their pocket if things go south. You also have TWO characters who know every spell, including Puff! and Multiheal and Kazing. The Thief/Sage can use Egg On and Oomph to skyrocket the Hero and MA's damage and in normal fights can use Hypnowhip or Kaboom. They'll also Steal all kinds of useful things (like Seeds) after battles. The Sage is double-casting every spell, so it's easier to get that 4-stack of Sap applied to bosses, and they can double-nuke random battles with Kaboom or Kacrackle. Obviously this is a Party that takes a fair bit of leveling to truly reach it's potential, but I was able to get them to where they needed to be with about 3 hours of Metal Slime hunting - that wasn't too bad for me, but your tolerance for grinding is probably different from mine, so your mileage may vary. Anyway, I'm sure there's other variations of this Party with different strengths but I tested this specific one myself in-game and I was able to get to the first post-game boss with a Level 44 party (you're not really supposed to be taking him on until Level 55 or so). Even if this Party isn't your thing, hopefully it'll at least give you some ideas for your own Party build(s).
@@Darkkfated I mean the point of this video was explaining the ultimate grind parties are unneeded and goal oriented play like that is a pitfall. Also he explains Martial Artist only gives 5% crit which doesn't seem worth it when it is the slowest leveling class in the game.
I've restarted the game after reaching Romaria to tweak my starting team to better reflect on what my end team would be. My companions are a Thief, Priest, and Mage, with my Thief going to become a Sage and Mage going to become a Warrior. I'm torn between setting my Priest to a Martial Artist or a Monster Wrangler, as I do want to conveniently collect those friendly monsters and have a reliable attacker.
Wait what? Seed stats don't get halved on reclass? That's huge, I've just been giving them all to the hero because I figured that was the best value. No regrets tho honestly, hero's stats do seem kinda underpowered compared to all their class changed friends.
I did one grinding session at the tower of transcendence to add in an extra cycle of classes. Took me maybe an hour and a half and a podcast. I ran Hero Warr/Thief/MA Priest/Thief/Sage Mage/Gad/Sage Obviously this party isn’t as strong as one that runs a Wrangler or two but I didn’t want to run a broken class. I also don’t like using the HP or MP items other than the prayer rings (which are scarce and break randomly). Under these conditions I find Priest to be essential to survive a dungeon. I’m pretty well equipped to handle anything (because I have three versatile casters) but not overleveled. I got killed in the Orochi rematch lol.
I just beat HD 3d Zoma for the first time with three Martial Artists. Two were reclassed. Multifists and high critical rates made the hero a weak fighter in comparison. I didn't get critical claim yet. I didn't use leg sweep yet. The non reclassed martial artist is still okay, but the reclassed warrior to Martial Artist is a better damage dealer with sword dance. I equipped elevating shoes on everyone, and I'm not sure that is a good idea against bosses. Equipping strength increasing equipment also helps, but I'm not using many of them right now. I bought all the best gear, and I still have 150,000 gold. I didn't beat all the monster arena, but that does help get money. Knuckle Sandwich didn't seem good any time I used it.
So which do you feel is the better End or Post Game class between Mage & Sage, assuming another character already knows all the Priest spells? Are there any problems w equipment when going Mage instead of Sage for the End & Post Game? I know the Sage has a bigger/better equipment pool to choose from, so I was wondering about this!
@@skins4thewin for postgame you'll have to reclass out of sage/mage for the boomerangs/claws dungeon either way, so at that point you're gonna need to switch either way. Those 2 sections kinda kill the final class discussion for me, because in theory maybe warrior is the best final class or maybe it's MA, but it doesn't matter all that much when you're forced to reclass out of that in practice
@ thanks for the quick reply. Might have to go Paragon then. I beat the game with Clown and it was fine, but my hero became an item bot by the end of the game, starting a new play though soon. My first play through I beat the super boss in 8 turns. Hero with snooze item, Sage with dupe hat and snooze, thief with Peruscutter and falcon blade worked extremely well. Great guide, learned a lot that I will take into my next play though!
it only buffs up the first attack and you can only apply it once. Someone with wild side doesn't want to use it since the second one fizzles out and someone without still doesn't really want to use it on someone's that's used wild side, since alternatives like sap work on both attacks (also enemy dependent ig) and having it is less valuable since you can no longer use it on the first turn (since the attacker will cast wild side and egg on wears off after a turn)
Why would you never use zing in combat? I've had countless fights where only my hero or my sage was still up and brought the whole party back to full health. Zing saved my ass so many times. There's also the nuance of auto battling. Party members choose their actions on their turn, not up front like they would with follow orders. A sage that's set to focus on healing can heal a party member that was full health at the start of turn. I only use full follow orders on bosses.
I mentioned auto battling at 49:36. Healing via focus on healing is still much worse than going first since depending on how you play you both just get a free action at the start of a turn to gamble for a snooze, thwack or you might even use a defensive buff or do some damage with a spell, all of which will greatly impact a random battle that is usually decided in the first 1-2 turns and against bosses you can only effectively use snooze, sap, whatever defensive buffs and even in some cases even the healing spells, for example when someone is barely damaged, but you still need to heal them to put them out of lethal territory, which the AI wouldn't do. You can mitigate how badly exactly it sucks, but going last is a noticeable downgrade. And maybe my phrasing on zing wasn't great, there are instances where you either die or have to gamble on it, but you're never going to be in a situation where you go in thinking "hell yeah zing is gonna win me this thing". If you can make a full recovery using zing, then you're more than capable of beating that boss with less struggle and even wiping and coming back would probably be faster. In the background I had this clip of a fight against the soul of baramos for a pretty long time, that was the longest scene in the entire video, where I struggled with zing and eventually did make a recovery, but it took like 2+ minutes. I put that there to make the point that sometimes zing is all you got, so you should still use it in those cases, but I really just as well could have restarted that fight and it would objectively have taken less time overall
That's fair and makes sense. I wasn't really watching the video that much because I'm only at baramos' lair and haven't played the game before. Great video nonetheless, was just curious why you said zing was useless. I do still wonder what utility auto battling has. It's pretty great imo to have a slow reactionary healer and it feels a little like an exploit/bad design. I would prefer it if the ai made their choices up front. That way you can use auto for trash mobs and use stratagy on bosses.
I truly don't get the Sages stat growths... It's stats are pretty pathetic for a class that takes SO FREAKING LONG to level & is supposed to be so superior. The Mage has better stats in just about every category that matters which is just crazy to me! I can absolutely see now why one may want to actually use a Mage over a Sage in the End or Post Game if you already have another character who knows all the Priest spells.
Honestly this video kinda reinforces my opinion that the remake doesn't have much of the original game's appeal. All the classes do different things and the balancing is totally different. It's still good, but stuff like "oh, priests can be sub-par warriors since they get a decent equipment list" is suddenly 100% irrelevant, in favour of everyone being a very role player. It's DQ3 through the lens of DQ9 and DQ11. Very interesting decision.
@@abbieburton2794 I think it's way more interesting this way and the current class balance is way healthier than the old one ever was. Priest > Warrior was also irrelevant on nes or snes and MA was at least as dominant as MW is in the remake (I am sad to see healing zoma to death gone though). And more importantly it gave me the same vibe as playing the original for the first time and messing around with party compositions. Something that even the original doesn't get out of me anymore
@Easssae oh, I was unclear I think ; I meant that in the NES version with no personality and lower stats, the fact the priest class itself got a decent weapon selection earlier on felt like an advantage. It's that kinda wizardry balancing, where the cleric can use some good melee weapons to make up for the inherent pacivity of being the healer. It was never earth shaking, but it did feel like a consideration ; especially with toriyama's original art always showing priests with maces instead of staves. Whereas now stats have increased across the board, so getting to hold a better weapon than your mage isn't really much of a draw. I do think the new balancing is equally good as the NES game at least ; unlike the awful snes, gbc and mobile versions, personality actually feels considered within the balancing. I still dislike the mechanic and the generally bloated stats, but at least enemies are scaled to match up to you.
@@abbieburton2794Yeah that's a good point. Priests basic attacks used to matter, now they're entirely useless outside of australia. It's the same with a thief
Dig still gives you random Items based on the nearby Monsters item drops, so it CAN be a really good way to farm rare item/equipment drops with some patience, vs having to try & grind for them.
I am also not sure if it still has a chance to give huge amounts of Gold... Am starting to think maybe not as I have used Dig a LOT & have yet to hit the motherlode for Gold.
In the SNES version of the game I would hit paydirt pretty often actually & it was a SUPER easy way to get rich quick. I assume this was removed in this version which sort of makes sense as it was a bit broken.
Either way, I still will often try my luck with a quick 5 Digs when entering an area where I know the Monsters have good drops, including Seeds! I've gotten quite a lot of extra seeds by simply using this in sets of 5, as after 5 uses it stops giving you anything until you leave or reenter the area.
i only made it 9 minutes into the video before i realised i should have been taking notes and should start over lol. there is allot of good information packed into this i wish i had the chance to see this video before playing through the game. there is so much to consider vs what i knew about Dragon warrior 3 from the NES.
This is an amazing video that cuts through all the uninformed discussions that either recycle the same info from the original, or recycle the same info from the first two same day articles about building a party.
Thanks for sticking up for mage. Simply put, they were amazing through my whole playthrough and almost single handedly carried my party through the pyramids. This was alongside my hero with the preist and theif on their backs beong item bots until level 34 before reclassing for everyone. I did not realize the sheer damage potential of Monster Wrangler until just before fighting baramos.
Using two monster wranglers with wild side combined with monster pile on. Is like the DQ equivalent of draw monster card from the Yugioh anime. DURRO MONSTA-PI ON
Dude this deserves more views, been needing this video for a hot minute now. Thanks brother.
Yeah, same! I might actually start another adventure file from the beginning! My shiz is a mess! 😅😅😅
Awesome vid! It details things other videos don't even bother to or think about. I wish I was taking notes from the beginning. Even a (relatively) short write-up of this info would be valuable information.
Awesome! Thank you so much for making this.
Great vid, very professional work!
Yo cyrus, good to see you!
@Easssae Great to see you too, looks like you're flourishing, seriously this vid is really great work
@@cyrus2395 there aren't all that many people I'd rather hear that from
Just finished my first playthrough yesterday and I took Wrangler, Martial Artist, and Thief (turned Sage), with the Sage being the only class change (mostly because I wanted to see the abilities). But yeah, can confirm, I used Monster Pile-On to just decimate bosses. The boss rush ending with Zoma wasn't tough, but I did spend a lot of time exploring the hidden spots for monsters and the sparkles on the map while fighting random encounters, so I'm sure I was overleveled (even on Draconian). Thanks for the tips, especially regarding the personalities. Got a couple ideas for new playthroughs, and will definitely class change more!
Excellent information
Why do i keep hearing GET TO THE CHOPPER !!!
I did my first playthrough with the intent of doing everything up to, and including, getting every single achievement. I started with Thief, Monster Wrangler, and Priest. As I had to get every single ability I went Thief -> Merchant -> Warrior and never had any issues. Sandstorm was amazing for early game boss survival, Merchant allowed me to get Call to Arms, and Warrior gave the bulk and raw strength to deal with regular combat encounters.
Wrangler -> Martial Artist was basically just for completion's sake as Monster Pile-on is... broken, to say the least. Also ended up reclassing them as a Wizard because I liked the sprite (interestingly there's a skill from Wizard that didn't count toward the achievement, which was the ability to remove curses).
Priest -> Gadabout -> Sage but I would definitely just go the consumable route, in the future. It was nice having an emergency button with Kerplunk Dance but I never needed to use it. Likewise Hustle Dance was useful in the rare situations where my Sage couldn't cast magic for one reason or another (and this was made, effectively, obsolete by Sage's Stones). Otherwise doubling magic attack had limited usefulness outside of post-game enemies and you're almost better off doing it via Wild Side than max leveling a Gadabout.
The thing I learned was that the utility skills were the most important ones. Period. Pure damage only mattered during the final post-game challenges.
For my first playthrough I had Mage -> Warrior (After Oomph), Thief -> Sage (After Snoop), and Monster Wrangler -> Martial Artists (After Wild Side). I also gave everyone the Tough Cookie personality which made game very easy, even on Draconian mode (I didn’t need to grind once before post game).
Damn. You guys are killing it!
Haha! My party building has been a damn mess! I had eight new characters I was flipping in and out willy nilly! I have my hero at 40 and I'm near Baramos def at his castle but now I have a thief that went to a monster hunter, a monster hunter just chillin, a Merch that went to a Fighter who now is a Martial Artist...a Mage who became a Thief...A Gadabout who became my Sage... it's a freaking cluster of mad purportion! I think I can possibly salvage this playthrough but damn if I didn't go weird. Luckily I used Vamp and Bat out of Hell and one of my characters has agility out the ying yang! Thanks for this! Maybe I'll just start a new adventure and bounce my peeps around! I forget to use the thing that lights up the treasure and I KNOW I missed a lot of stuff!! 😅😅😅
amazing video
I have a Priest, Monster Wrangler and Merchant. Was thinking of getting all of their skills, then changing them to Sage, Martial Artist and Thief.
Glory to Kaclang
I absolutely love the german accent
It wasn't in my original plan, but am now considering fitting a Gadabout into my reclass plans for a character just to learn Whistle & Spooky Aura. Not sure if it's a good idea or not...
So I don't really like using multiple of the same class. What I got from this video is to start with a Monster Wrangler and a Thief. Not really sure what to pick for the last slot or what to reclass my thief into. I really like Warriors so I might make Thief into Warrior not sure though. The last slot I will probably make a Sage but idk what to start as.
@@quickpawmaud my party is a Monster Wranger, Merchant into Sage, and a Priest into Warrior. I'd recommend maybe doing a sage for your thief, or maybe even going into gadabout or mage.
Maybe this won't solve all your issues, but I found a video that suggested this party as an "Ultimate Boss Killer" and when I tried it myself, I was able to kill the story boss in 4 rounds. It's also solid for random battles and, after a bit of work, does okay Metal Slime hunting as well. So aside from the Hero, you have:
*Warrior* - Level until they get Sword Dance (about Level 37) -> change to *Monster Wrangler* until they learn Wild Side & hit Level 20 -> final change to *Martial Artist*. Equip them with your strongest Claw weapon.
*Thief* - Level until Snoop (around Level 22) -> change to *Gadabout* until they get Egg On (about Level 31) -> change to *Sage* until all Spells are learned (Level 38 or so) -> last step is to change back to *Thief* so they can use Whips/Boomerangs and ya know, the Agility. Give them a strong Boomerang or Whip.
*Priest* - Level until 20 -> change to *Thief* until Level 30 -> final change to Sage. Be sure to give them the "cast twice per turn" helm.
Now in boss fights, you have the Hero use Orochi's Sword, MA uses Wild Side, Thief uses Oomph on MA, Sage casts Sap.
For Turns 2 thru 4, the Hero can heal, use the Sword again, or do whatever, really. MA spams Sword Dance. Thief and Sage use Sap until foe has 4 "stacks" of it (leaving them with 0 defense), and then they can contribute damage, buff the Hero with Oomph, Egg On the MA, or heal as needed.
As you can see, this means that your Oomph-boosted MA is hitting a 0-defense target 8 times per round and is more likely to Crit (because Martial Artist). The Hero can contribute with Oomph-boosted Falcon Slashes and has Omniheal in their pocket if things go south. You also have TWO characters who know every spell, including Puff! and Multiheal and Kazing. The Thief/Sage can use Egg On and Oomph to skyrocket the Hero and MA's damage and in normal fights can use Hypnowhip or Kaboom. They'll also Steal all kinds of useful things (like Seeds) after battles. The Sage is double-casting every spell, so it's easier to get that 4-stack of Sap applied to bosses, and they can double-nuke random battles with Kaboom or Kacrackle. Obviously this is a Party that takes a fair bit of leveling to truly reach it's potential, but I was able to get them to where they needed to be with about 3 hours of Metal Slime hunting - that wasn't too bad for me, but your tolerance for grinding is probably different from mine, so your mileage may vary.
Anyway, I'm sure there's other variations of this Party with different strengths but I tested this specific one myself in-game and I was able to get to the first post-game boss with a Level 44 party (you're not really supposed to be taking him on until Level 55 or so). Even if this Party isn't your thing, hopefully it'll at least give you some ideas for your own Party build(s).
@@Darkkfated I mean the point of this video was explaining the ultimate grind parties are unneeded and goal oriented play like that is a pitfall. Also he explains Martial Artist only gives 5% crit which doesn't seem worth it when it is the slowest leveling class in the game.
I've restarted the game after reaching Romaria to tweak my starting team to better reflect on what my end team would be. My companions are a Thief, Priest, and Mage, with my Thief going to become a Sage and Mage going to become a Warrior. I'm torn between setting my Priest to a Martial Artist or a Monster Wrangler, as I do want to conveniently collect those friendly monsters and have a reliable attacker.
Wait what? Seed stats don't get halved on reclass? That's huge, I've just been giving them all to the hero because I figured that was the best value. No regrets tho honestly, hero's stats do seem kinda underpowered compared to all their class changed friends.
I did one grinding session at the tower of transcendence to add in an extra cycle of classes. Took me maybe an hour and a half and a podcast.
I ran
Hero
Warr/Thief/MA
Priest/Thief/Sage
Mage/Gad/Sage
Obviously this party isn’t as strong as one that runs a Wrangler or two but I didn’t want to run a broken class. I also don’t like using the HP or MP items other than the prayer rings (which are scarce and break randomly). Under these conditions I find Priest to be essential to survive a dungeon. I’m pretty well equipped to handle anything (because I have three versatile casters) but not overleveled. I got killed in the Orochi rematch lol.
I just beat HD 3d Zoma for the first time with three Martial Artists. Two were reclassed. Multifists and high critical rates made the hero a weak fighter in comparison. I didn't get critical claim yet. I didn't use leg sweep yet.
The non reclassed martial artist is still okay, but the reclassed warrior to Martial Artist is a better damage dealer with sword dance.
I equipped elevating shoes on everyone, and I'm not sure that is a good idea against bosses. Equipping strength increasing equipment also helps, but I'm not using many of them right now.
I bought all the best gear, and I still have 150,000 gold. I didn't beat all the monster arena, but that does help get money.
Knuckle Sandwich didn't seem good any time I used it.
i just did warrior > MR > warrior... should i change him to thief or MA?
So which do you feel is the better End or Post Game class between Mage & Sage, assuming another character already knows all the Priest spells?
Are there any problems w equipment when going Mage instead of Sage for the End & Post Game? I know the Sage has a bigger/better equipment pool to choose from, so I was wondering about this!
@@skins4thewin for postgame you'll have to reclass out of sage/mage for the boomerangs/claws dungeon either way, so at that point you're gonna need to switch either way. Those 2 sections kinda kill the final class discussion for me, because in theory maybe warrior is the best final class or maybe it's MA, but it doesn't matter all that much when you're forced to reclass out of that in practice
Soooo 3 gadabouts
Got it.
@@wjamesmci that's basically it if you break it down 👍
F😅k yeah!
Is there a way to get Bat out of Hell on the hero at the start of the game?
@@CriPPleR_HD nope
@ thanks for the quick reply. Might have to go Paragon then. I beat the game with Clown and it was fine, but my hero became an item bot by the end of the game, starting a new play though soon.
My first play through I beat the super boss in 8 turns. Hero with snooze item, Sage with dupe hat and snooze, thief with Peruscutter and falcon blade worked extremely well.
Great guide, learned a lot that I will take into my next play though!
Why does Egg On have bad synergy with Wild Side?
it only buffs up the first attack and you can only apply it once. Someone with wild side doesn't want to use it since the second one fizzles out and someone without still doesn't really want to use it on someone's that's used wild side, since alternatives like sap work on both attacks (also enemy dependent ig) and having it is less valuable since you can no longer use it on the first turn (since the attacker will cast wild side and egg on wears off after a turn)
I started with mage and found that because of whips and boomerangs he had nothing to do early game.
Why would you never use zing in combat? I've had countless fights where only my hero or my sage was still up and brought the whole party back to full health. Zing saved my ass so many times. There's also the nuance of auto battling. Party members choose their actions on their turn, not up front like they would with follow orders. A sage that's set to focus on healing can heal a party member that was full health at the start of turn. I only use full follow orders on bosses.
I mentioned auto battling at 49:36. Healing via focus on healing is still much worse than going first since depending on how you play you both just get a free action at the start of a turn to gamble for a snooze, thwack or you might even use a defensive buff or do some damage with a spell, all of which will greatly impact a random battle that is usually decided in the first 1-2 turns and against bosses you can only effectively use snooze, sap, whatever defensive buffs and even in some cases even the healing spells, for example when someone is barely damaged, but you still need to heal them to put them out of lethal territory, which the AI wouldn't do. You can mitigate how badly exactly it sucks, but going last is a noticeable downgrade. And maybe my phrasing on zing wasn't great, there are instances where you either die or have to gamble on it, but you're never going to be in a situation where you go in thinking "hell yeah zing is gonna win me this thing". If you can make a full recovery using zing, then you're more than capable of beating that boss with less struggle and even wiping and coming back would probably be faster. In the background I had this clip of a fight against the soul of baramos for a pretty long time, that was the longest scene in the entire video, where I struggled with zing and eventually did make a recovery, but it took like 2+ minutes. I put that there to make the point that sometimes zing is all you got, so you should still use it in those cases, but I really just as well could have restarted that fight and it would objectively have taken less time overall
That's fair and makes sense. I wasn't really watching the video that much because I'm only at baramos' lair and haven't played the game before. Great video nonetheless, was just curious why you said zing was useless. I do still wonder what utility auto battling has. It's pretty great imo to have a slow reactionary healer and it feels a little like an exploit/bad design. I would prefer it if the ai made their choices up front. That way you can use auto for trash mobs and use stratagy on bosses.
You should end your videos with, "I'll be back!"
there's a non-zero chance
I truly don't get the Sages stat growths... It's stats are pretty pathetic for a class that takes SO FREAKING LONG to level & is supposed to be so superior. The Mage has better stats in just about every category that matters which is just crazy to me!
I can absolutely see now why one may want to actually use a Mage over a Sage in the End or Post Game if you already have another character who knows all the Priest spells.
Solo running the game
Honestly this video kinda reinforces my opinion that the remake doesn't have much of the original game's appeal. All the classes do different things and the balancing is totally different. It's still good, but stuff like "oh, priests can be sub-par warriors since they get a decent equipment list" is suddenly 100% irrelevant, in favour of everyone being a very role player. It's DQ3 through the lens of DQ9 and DQ11. Very interesting decision.
@@abbieburton2794 I think it's way more interesting this way and the current class balance is way healthier than the old one ever was. Priest > Warrior was also irrelevant on nes or snes and MA was at least as dominant as MW is in the remake (I am sad to see healing zoma to death gone though). And more importantly it gave me the same vibe as playing the original for the first time and messing around with party compositions. Something that even the original doesn't get out of me anymore
@Easssae oh, I was unclear I think ; I meant that in the NES version with no personality and lower stats, the fact the priest class itself got a decent weapon selection earlier on felt like an advantage. It's that kinda wizardry balancing, where the cleric can use some good melee weapons to make up for the inherent pacivity of being the healer. It was never earth shaking, but it did feel like a consideration ; especially with toriyama's original art always showing priests with maces instead of staves. Whereas now stats have increased across the board, so getting to hold a better weapon than your mage isn't really much of a draw.
I do think the new balancing is equally good as the NES game at least ; unlike the awful snes, gbc and mobile versions, personality actually feels considered within the balancing. I still dislike the mechanic and the generally bloated stats, but at least enemies are scaled to match up to you.
@@abbieburton2794Yeah that's a good point. Priests basic attacks used to matter, now they're entirely useless outside of australia. It's the same with a thief