Dude this game is so much more enjoyable with your videos! I almost fell off of it because of how deep it is and how poorly you can perform if you don't know all this stuff but I'm glad I'm sticking with it!
Your excitement is infectious about this game. Would love to see time spots (time checks whatever they are called) that tells me at what point your talking about what. But it doesnt matter. Good stuff
The max stats total for a hired unit you can get from the shop is 278-280 (excluding HP/MP). There are a few template variations for each generic (with their default stats that are good for berserkers, knights, ninjas build).
Thanks for this. First time player here just beat Nybeth in Ch.1 and was wondering where to go with my builds. Other than RF Denam and Canopus, I wasnt sure where to even start with the rest so this has been a really useful watch. Your voice is great to listen to and you really know how to break down information very well. Time for me to spend some Goth and finally upgrading my gear. Can't wait to get caught up on your content!
Thanks, I'm a first time player and got stuck at the end of Chapter 2. I basically made it to this point with no upgrades, no monster recruits, stock characters by just making a bee line for the leader. Now I'm farming for all +1 crafted items in phorompa wildwood before I start any of chapter 3. I've felt like I'm playing hollow knight all over again :-). Triangle strategy was just ok, this is possibly the best game I've ever played in my life, my attention is fully captured 30+ hours which never happens for me. This video totally saved me or I couldn't have made it any further in the game.
I'm very glad to help, and really really glad to hear you got to see how fun this thing can be! If you ever get stuck or have any questions, feel free to reach out. Comments may be far more chaotic than before, but I'm still trying to get to most of them!
Seeing how this game came before final fantasy tactics its crazy how much they simplified FFT compared to tactics ogre. FFT stats is pretty much bravery and faith in determining which characters are good at what class. And I love that game.
I think you should do a video on one of the coolest but least used aspects of the game: Beast elevation As in, beasts can be treated as a 3 elevation platform to shortcut walls, bridge gaps for the one tile jump, make gradual inclines for jump challenged mages, create gaps in Rampart Auras your unit can jump through, etcetc It's great fun and making visual guides with movement cost contrasts really shows you how carefully they really designed each battle map and why walls are the height they are.
I find, in Reborn the Rune Fencer/Valkyrie is a super strong class, much stronger then in the PSP version. On the PSP they where constrained by all the skills you needed to really do allot damage, which means either you go full Physical or full Magic setup. Here though they are just limited in how many spells they can carry.
@QueenAleenaFan You don't really need to focus. Either you gear them Offensively(use a Spear) or Defensively(Sword/Shield combo), in both setups you can give them a Attack Spell and a Heal Spell. Being able to go to the front lines and smack enemies as well as being able to equip up to Meditate 2 makes them get allot MP really fast even without the card. Then giving them a Attack Spell as well as a Healing Spell allows you to choose between a Finisher, a Attack Spell or Healing someone... which is unbelievable flexible. In addition to that, with that setup they can utilize all cards be they Plus Physical or Plus Magical. So you could just decide in a match on cards that "just happen to drop" giving them Plus Physical in one match and Plus Magical in the next. This also makes them very versatile when combined with other units, you use other physical strong units in this match? Just give them the Plus Magic cards, you have Magical strong units already? Give them Plus Physical. And if you already have both in the match, a Valkyrie/Rune Fencer is strong as a support without cards, nearly never running out of MP and always able to do "something" no matter do they have MP or not. They are like a real Ace in the pocket.
Hahahahah i know the sheer pressure i can put on people when i request something. It's just that your passion for the game has been really contagious. So, thanks for being cool about it and responsive to the community especially those who are new to TO.
@@CoffeePotato yeah, that was exactly my point because i know how hard it can be as i'm in the same boat teaching my friends competitive fighting games (my other passion with RPGs).
Watching your channel has helped me to from interested but a little frustrated in tactics ogre to feeling like a true strategist. Thanks for making the game more fun for me to enjoy!
38:06 I really love the berserker class, but I cannot stand that the berserk skill is random. I feel like that skill procs when I don't want it (allies standing near me,) and I almost never have it when I'm in group of enemies. Equipping a shield instead of a 2-handed weapon is a super solid strategy to not waste your skill or damage your own team. Thank you.
Amazing video. I would love to see one for the more "advanced" or unique classes. Especially the Lord because the amount of combinations available is staggering. Like I gave him Meditate, Double Attack, Sword, and Sanguine - and the Sanguine stacks with both strikes of the double attack while the Meditate allows it to happen nearly every turn. Only using Sword because I got a powerful one from the story, but after unlocking more crafting might switch it to daggers.
I know I already posted but I wanted to talk about using a double sword ninja build. Running in without preparation is a sure fire way to watch your buzzsaw break. However, if you instead use your classes that are waiting for their mana charge to item buff your paper blender he will become quite effective. I have forgotten what the items are called off hand but you will know them when you see them. Most can even be purchased in stores. It's still a pain as using them properly really requires extra steps.
Just picked up the game, thanks for the info. I played a ton of FFT growing up, probably hundreds of hours but never got to experience this game until now. I'vr only just started chapter 2 but this game seems pretty awesome.
Started with FFT too, and it's quite the ride. One of very few games where I can honestly say almost every first assumption will be wrong, and almost every dang thing is a mechanical rabbit hole, despite appearing simple. I love this game.
I found your channel a month or two before reborn release. I have watched your videos a multitude of times pre release. The thing I appreciate about your videos is the length, they are more like mini lectures. Now please do one for each class. 😅
You got it! Technically lots of things in the works, but Know Your Reborn is planned soon. Gotta do the Nothing Burger Challenge, Beast Elevation, OV/RB/PSP/SNES comparisons, Finisher abuse for insane numbers, and...you get the idea 🤣
This is awesome. Im a FFT looooong time vet and finally playing this so its really nice to know what to actually do in this game considering how much different yet same this is compared to FFT lol
Swordmasters were amazing in the ORIGINAL PSOne version. You could run around and poison and petrify just about everyone with a solidly built Swordsmaster. This new version... is very different. They also used to be able to wield two swords back then, much like ninjas. Now they can't. They are a completely different class.
Yeah, but they have been for over a decade. They were kind of "The Hamedo guy that does Bard and Dancer stuff" coming off of FFT, but kind of sucked there. They could petrify on their first finisher, could pretty much always petrify with a Macuahatl, and yet they were a paper thin ghost of a class. This time they kept that idea, but you don't need to burn fans to do their dances, they hit hard, their Preempt-Knockback build is just a skill of it's own, and you can combine their moves instead of praying you didn't get smushed on an attacking round.
@@CoffeePotato Swordmasters kick ass now. I like to use ninjas to assassinate the back line (mages, archers) and let Swordmasters clown on the front line. Speaking of ninjas, they're versatile enough to have two: one a ranged specialist, one a dual-wield specialist. It works better in-game than it sounds on paper.
I fell in love with this game all the way back in 1997 and I'm elated it's back. Thankfully, this time it's not locked to one machine although I would like to see it on the Series X as well. I picked this up for our PS5 and have once again enjoyed it immensely. As I work a ton I haven't had the time to really put much effort into it yet...but I just started a 9 day paid vacation and I will be playing Tactics Ogre Reborn nonstop. Well that is after I go to GameStop today and try to get another copy as my fiancee (a gamer as well) wants to play it. She starts her vacation on Wednesday and we're doing a gaming staycation. At any rate, thank you for the refresher course.
Great video! It's nice to see the specific weapons the one vision strats came from. Honestly, I never knew about the 100% accuracy status thing back in my multiple PSP playthroughs until I saw your OV videos mentioning it so I'm glad you're hammering that fact in for Reborn so everybody can have fun with it, lol Really love Berserkers in this game, I don't know if they got buffed a bit (did Berserk give a damage buff before?) or if damage and accuracy calc is just working out better for me in this game, but my lizardman is shredding everybody with claws
In the ninja section, you mentioned poisoned arrows. Can you please explain that part a little bit better? I haven't even seen any arrow items. When can we acquire them? Thank you, great video!
@@CoffeePotato oh, you mean the ninjutsu benumb, bridle (and I guess there's a third one for poison I haven't unlocked yet)! I was looking for something literally named "poisoned arrow" 😅 my bad! Thanks for clarifying!
Theoretical Berserker Cudgel Build: Damasc Mace + 1, Cudgels, Berserk, Risk Management and Siege or HPup Berserk allows them to spread around Stun with the mace. Risk Management helps mitigate damage. They charge into/through the enemy front line, escorted by warriors/TKs/knights. Gear them to be the most attractive target to the enemy to let Risk Management do its job, and to build MP. Use cudgel finishers to debuff with with enfeeble for your backline mages. Like, it's a stupid build, but it seems like it could fill a particular niche. Or be useful in some sort of Only Cudgels challenge run.
You know what? It's super fast to reroll hires. I restarted the game due to a lot of financial mistakes. When I was hiring I made sure they had the right stat layout for each class I had in mind. I'm really dominating and the free units I got at the start were pretty adept, too.
The shop units usually have better stats than the recruitable ones in story battles (or dungeons), because You can get the maximum total stats of 278-280 for every Level 1 generic unit from the shop. For every generic unit in the shop, they have several templates (from a defensive type to an all rounder type). For example, You can make a tanky wizard/archer with poor INT/DEX or a squishy warrior with poor VIT. Reroll a few times, and You will see there are only a few stats combinations. Too bad we can't hire any hawkmen from the shop like in PSX.
Hi there! Great video! I was wondering if you could recommend party composition based for early game or maybe do a video on cool party compositions. I am in Ch2 right now and I was always using 2 clerics but I think that is just slowing me down. I've been trying out the beast tamer with a bow but she seems to always do 1 damage, maybe 15 or so max. Is this why you use the status blowguns and grenades? Is their damage just always that bad?
I can do that, it's been requested a few times. So as weird as it sounds, bows, crossbows, and guns all collectively have the best damage in the game. But. It's terrible at armor penetration. You can stack Dex and Strength to brute force it. You can use Breach and Fear, however, to instantly get access to their higher damage at any time. While any unit will benefit from the damage boost, ranged ones will get substantially more from that. For example: In the late game, normal archers do 10-200 damage. But. Breach/Fear, and they boost that to 1200. Double for 2400. Trem/Double for 5000, since the Averse adds 200ish. Up that to 6200 with an Instill. Ranged units are like a river behind a floodgate, it's removing that gate that makes them insane.
This is my first experience with any game in this series, and I am in chapter 2. Thought I would point out that I was stunned to find out the meaning of the status effect stunned: "SOMETIMES unable to take action" I went out of my way to get a weapon that stunned, and the first couple times, I thought I must be confused. I would get the symbol on an enemy I attacked, and then they would quickly take their turn anyway. Now, I go to the enemy's "card" and mouseover the status effect and find out the unhappy truth. Since this has happened the first three times implies that "sometimes" is not a super high percentage. I think that this is the sort of thing that all the online tip videos kind of slides over. Sometimes you talk about the odds that something like poison will fire, but how about the certainty and length of effect if it does fire? In my mind, at least, that is part of the valuation of a given strategy. Whether it is worth getting the weapon and the skill and the actions in battle to inflict a status effect depends a lot on what you actually accomplish when you succeed.
Fair, but it's also hard to quantify in this one as well. So in simple terms, it just means you can slow down something with a debuff that's easy to spread. Hard to quantify, but easy to feel. So then let's say "you have a 15% chance to hit with a debuff that causes a unit to lose a turn 50% of the time. The duration of this debuff is based on chance and Mind score, with the brackets moving up to the point where a high Mind unit can be scary with any debuff lasting ages. This is further scaled based on each unit's daily Luck, and some percentage based modifiers can lock these into their maximum value. " Easier to quantity on paper, does nothing for feeling it out, and really doesn't explain why it's useful. So that's why I try to just explain how to guarantee it, and hope folks will see how it works in practice. While it's not guaranteed to take effect, any Stumble can be massive. It's a debuff that can potentially ruin consecutive turns, save a unit about to be killed, stop a heal, anything. This is actually the nerfed version, too. In PSP it also prevented any Counter actions. Despite losing that (it was a go to for many), it's still incredibly handy to just throw out there and watch the delays grow. You don't just throw it on one. You throw it across the whole party as they get within range.
@@CoffeePotato Thanks, that is helpful. I think that most beginners like me need to start with the information that it's a very helpful debuff, but that even after it has been applied to an enemy, it is still just a percentage chance. (Like, don't think you can just ignore that unit for a turn or two!) And that Mind is a major variable. (Is Mind of the target part of the equation, too?)
% damage is always one of those things that scales so exceptionally well. When end game heavies are rocking 4-6k HP, taking 1000+ per round for free is massive.
Can anyone break down what exactly I lose if I run a cudgel on a wizard, and then remove the cudgel *skill*? I know I keep the +cast range, but it appears cudgel skill also increases magic damage, but it’s not clear how much so I don’t know what I’m sacrificing by not having the skill equipped (besides the finishers)
@@CoffeePotato If you don’t care about finishers and you’re just utility casting and poison clouding, should I just swap that cudgel skill slot for something else? Thanks! Wasn’t sure if I was losing a ton of damage dropping cudgel skill but keeping the weapon in MH for range
Griffin is the one early game unit I can't live without. I feel like I could make a team of only Warriors work as long as I had a Griffin in there. The first Phorampa map should be a mandatory stop for new players. You can recruit Hawkmen and Griffins there. An early-game Cleric with flight is great to have. Hawkmen also make great Beast Tamers, thanks to flight + lobber + double recruiting allowing them to go wherever they need to be and also recruit many more creatures for you. Or you can give them the beast tamer monster buff moves and have them follow around their creatures. A squad with Canopus, Hawkman beast tamer and Griffin works really well. I think the monsters make a huge difference on the game's difficulty, especially early. The AI redirection is so essential. It pretty much always works too, even on bosses. A single Griffin can make Oz and Ozma so much easier, or any other boss fight where the boss starts with 4 cards. It's rare for them to die in one turn. If they do, you just revive them and they get their turn back immediately, so they can proc Dash and run to the back lines for heals. Monsters got such massive buffs in Reborn compared to PSP, imo. I kinda wish you could recruit some in Chapter 1. I'm not a fan of Worlding around and would rather just do full "runs" of the game. Early Lizardmen/Medusae would be great too.
Hey Coffee, two questions: You didn't mention where to find dragoon classmarks, I assume in the wildwood? Also, do you happen to know of skill scavenging is still a thing? Obviously I can just switch a unit to a class and the bulk of skills are just unlocked, but could I still scavenge weapon skill levels or should I just sell all this silver obereth I've saved up?
Feel free to sell the coins, everyone just has their skills, so there's no need to scavenge. Skills will catch up faster the more they are behind. The dragoon marks are available in the wildwood, but I did mention that both routes will see you fighting a dragoon early, which will drop your first 3 marks.
I wonder, maybe Rune Fencers have concentration because it helps with debuffs in weapons? because it seems like without it they don't always trigger on hit. Like my valk hits 2 units with Breach spear both 100% accuracy both were hit only one of them was breached.
They don't trigger status, they're a damage bonus that's affected by the relationship of the elements involved, going from something like 15-30% added to the final attack. This isn't too much normally, but used alongside things like Tremendous Double archers, Slayer Dragoons, etc, the numbers can skyrocket.
Thank you for the time stamps. This guy, I would watch his his videos to completion but I have to eat and sleep and everything else that prevents me from spending all day to learn something that could be said in less than 1 min.
Wow I learned so much stuff, and I'm in Chapter 4. x_x For instance, using Dagger+Dagger skill in the offhand for Parry and the finisher for archers. Also, the way Preempt works with Swordmaster's critical to prevent attacks. (...and) Absorb MP being used defensively to prevent casting from mages. (...and also) Knights using crossbows in order to effectively 'block' enemies from moving by standing in a good spot but still being able to chip damage. (...) How to use Ninjas the most effectively so they don't just die. ...and tons more stuff. Just little nuanced things that I think add up to making a big difference in strategy. I mean, I've been getting through the game just fine and my builds have been mostly OK but I feel like I'm going to kick a little more butt now going forward. Oh! And I've been using my Beasttamer with whips and putting beefy healing potions in and lobbing them for heals. I've never used bombs before... I need to change this. Also not really sure if whips are very good some sometimes their finishers do bananas damage and I'm not sure why. I really should use the blowguns more I think...
ninja x2 attack with a dagger +1 simply deletes Casters and if it DOESN'T kill them; the 2x dagger +1 WILL silence them; making just about any caster you attack with it (even runefencers) absolutely useless for as long as the silence lasts. Because of their high movement and jump range they can usually reach that backline quite easily... they're squishy so it's highrisk-high reward but a losing a ninja just so the enemy healer can't heal the boss in your burst phase CAN make a big difference
This was great. I was actually wondering if CoffeePotato would make a follow up to his archer video detailing on how to not make early game archers suck. Because most people complaining about archers are about level 19 or so.
@@CoffeePotato If you can make an expanded version on the archer that would be great too :) But I think you did a good job here. On the Steam Forums I see common complaints around 3 things. 1. Bosses that start wtih 4 buff cards. 2. Archers being "weak". 3. The level cap.
Early in the game i got stuck at the uphill battle at Brigantys. Went back to Phorampa Wildwoods and recruited a flying murder squad of griffons and hawk men. The hawkmen are sooo good!! The griffons all have the same RT so they move in a big swarm and swoop down on units and chain pincer them lolol
Wait what? The game is under a lot of flak? Where? Everywhere I go I see nothing but well deserved praise for this amazing SRPG. I see far more people playing it than when I started back in 1997 with Tactics Ogre: Let Us Cling Together. I never played the PSP port because I don't typically play portable games.
@@wargames2195 I actually don't care for that either as I feel it limits what you can do in a game that was completely wide open before. However, it has not effected me negatively and I don't suppose it ever really will because over leveling isn't something I need. Besides...if I remember correctly over leveling will wind up biting you if you're not careful. I feel like after a certain point the enemies level up with you making your returns severely limited minus skills. I prefer walking into a fight under-leveled and ganking higher level enemies with item buffs. That has always amused me. Addendum- They're on PC...so why don't they just mod the game? I guarantee someone is going to take those caps out.
Crossbow finishers are handy in general, and avoid the downsides of using a one handed crossbow against heavier targets, while the added range allows for more effective use of AoE abilities where you'd prefer to use them. So if you post up a TK, they retain the ability to push with their shield, they can obstruct and debuff passively while using their crossbow for debuffs/damage at range. A knight can block and support, a dragoon can still make effective use of their anti armor skills while gaining a Knockback. The difference in damage between a heavy crossbow and a light one mostly come up in the post game or when taking basic attacks, which can still be pretty solid if using Fear/Breach/Elements. It just gives them the means to exploit more situations at the cost of some general purpose damage.
Interestingly it's not new, it's just what an optimized PSP ninja looked like with Dex's accidental misclick scaling fixed. They feel so much better now, though, that's for sure.
@@CoffeePotato Gotcha! They did a fantastic job with the balancing and mathematics. I heard someone sayin that the Cleric is worthless because healing magic is a fixed amount, but they didn't take into account all the spells she can use nor the (RT) due to light wt equipment she wears.
It's always been a thing since PSP. Cat Claws and Tiger Claws have a chance to poison. Either Vigorous or Might are 100% hit chance moves, which also gives the Poison 100% chance to proc.
@@CoffeePotato thanks. I am on my first play through on the switch. I played march of the black queen back in the day. Trying to play it blind, but looking up some things. I am just getting the boat in chapter two. I have recruiter 2 hawkmen (beast master and Valkyrie) a lizard man (berserker) two gryphs, one cockatrice and a red dragon. Feeling happy about my progress. Dennam is a terror knight and I have a ninja on my team. 🙂
@@MrOrangeonion Healing barely scales, but the Faerie Powder in the store as well as Blessing make it heal far more. It's not quite a set amount, but mostly a set amount. Ultimately it's their speed, range, and autos that make them worth it. Heal 2 spam remains just enough through to post game.
@@CoffeePotato Like the game has felt like a chore for me and irritated me. Ive never failed once no deaths unless i let ai take over. The story is fantastic though. I have 3 clerics and 4 paladins and 2 dragons and 1 archer, im beggining to think its my setup of classes, i have dropped too 3 paladins and gotten a berserker which he is strong.
The more I hear about the possibilities of some of these classes, the more I feel like MND is maybe the most important stat for a lot of classes. And that motivates me to plot squeezing out a few extra points of it if possible. Which makes me wonder. Does leveling up a character in a particular class influence which stats are likely to upgrade the most? (Beyond the points that you gain or lose anyway when you change class.)
Yes, diff classes have diff stats growths. But it won't be apparent until at least mid 20s (unless they are mages). Archer = more DEX/AGI, Berserker = more STR, Knight = more VIT, Cleric = more MND, Wizard = more INT. Melee oriented classes will have more HPs than MPs (except for the Rune Fencer which has balance stats growth between a mage and a warrior). If You prefer stats growths of an All Rounder, Rune Fencer and Warrior are the options for early chapters. The latter can't cast magic (and have lower MPs). There are also extra random 2-5 pts stats bonuses every levelling. I dunno how it works. I think they depend on your combat performance (or LCK). Uniques (except Denam) have more stats bonuses.
@coffeepotato thank you for putting this together, helps me grasp the game a bit bitter Dumb q - I’m still trying to wrap my head around why you would choose one weapon over the other. For ex., w vartan/canopus why would you go for the dagger vs other one handed weapon? Is it due to speed? Finisher? Some other consideration?
Early game....Rune Fencer with Scorpion+ Late Game...Still That. Post Game...Lord with Exorcism Staff, Resurrection, Paradigm Shift, Nullify, Restoration, Conserve MP, RT, Phalanx, First Aid and a Dragon Fang. He Poison, he break time, he make brain happy.
For instills, should the Rune Fencer/Valkyrie take their element or a different one? Also, thank you! The first like ten minutes in particular REALLY helped and everything is useful
Hey can anyone confirm if the Enchiridions in Phorampa are found in the same maps and in the same manner? Aka random loot drop by an enemy that is wielding a weapon of the associated type?
Great video. Quick question do you want to level up units in a basic class before changing to another? For example in final fantasy tactics you would level one class to unlock those skills to use in another job. Or does it not matter if they have leveled in other classes?
It doesn't matter in this game (which gives you more freedom), though if you start building a lot of weapon ranks with a certain type and want to keep advancing it, you may want to plan your jump to a new class who can also use it. Like a warrior who builds a lot of ranks in 2H swords may want to jump to terror knight since there won't be another class that can use 2H swords for a while
It's maybe a point or two preferring a certain stay that you'd do that for here, but realistically I'd say just throwing them into what you'd like is what you want to be doing.
Hey, may I know where to unlock swordmaster plz? I have finished Chapter2, and i can see katana is available in shop, but cannot see any swordmaster classmark or even any enemy with that class
man. i hope that i can afford Switch someday, and try this game on my own. i love LUCT from PSx since the very beginning of my gaming life. that was about 15++ years ago
Plays well on any flavor of PC. I'd honestly say save a little more and replace the laptop with a Deck, it's the only thing to natively play the whole series and mods at this point.
Damn, I've been working on my own tactics game for a while, I gotta say your videos changed my mind on some stuff. The armor system that I thought sucked balls is actually pretty good, with just one caveat...there is just not enough info ingame about it, to the point it might as well suck balls for the general audience.
Poison is great, but it's risky relying on it to finish things off unless you've cleared all the healers from the field. I do want to run a solo class run with all the classes and see how it goes. Current Valk run is going quite well, though cheating a little by leaving Gildas and Myrdin as white knights mostly due to their ape rt reduction, as I'm focusing more on spear than valks specifically. Being able to be decent at phys, magic, and healing is really strong. I stopped using concentration on them as I tended to almost always have 100% hit rate. I also give them ease instead of boon to strip off negative statuses. Two healing items for big bursts of healing exorcism and blessing is my normal item load. Recruit challenges require having the correct recruit ability. If no humanoids, recruit won't qualify for the challenge. Might have to try a shield bash run sometime. Ninja can use status blow guns with their ninja status spells to apply multiple statuses and are one of my most hated enemies to run into. I found that matching your element on spells is more damage than going off element chasing weaknesses.
I played the original on the PS1 as a kid but always overleveled 2-3 units with my unlimited free time and breezed through the game, did the same in FFT too. Got this game and I'm in love with how deceptively simple it is. Whole new experience.
Oh man, I didn’t even know characters rolled with different affinities for stats. Does it lead to a pretty big difference by max level or is it fairly minor?
Nope, everyone just knows the skills they can. It was such a relief to see Fusils on Canopus without spending 100 hours to break heaven and hell to make that happen.
Currently there's no Rogues on the player side. They used a special AI situation or some such on the PSP version, which apparently made it impossible to bring over on the player side. Functionally speaking, Beast Tamers, Archers, Familiars, and Buccaneers have aspects of the class in their own ways in this one. (It was functionally an archer upgrade that got locked into crossbows in PSP)
I mean knights are the new replacement know. Haven't changed my Denam from the knight class since the start of the game. The extra access to higher healing spells can be useful some times.
What's the recruit icon show when targeting? Blue circle means valid, Red X means invalid. Make sure they're valid first. Things like Fear and Charm don't work because they're not rational enough to talk. Silence, Sleep, and Petrify block it for obvious reasons.
@@CoffeePotato The blue circle/ red X makes sense. Yea I didnt know if any status effects helped or not, sometimes I see 20% but on basic units. Honestly Im so tripped up over this mechanic, probably from mainly playing Fire Emblem the last several years haha.
The New and Improved Beginner's Guide:
ua-cam.com/video/xnsn459F0KY/v-deo.htmlsi=zsjtcskjQ2wauqPb
Timestamps, hope these help for the people asking
Hiring Units and Stats - 0:00
How to get New Classes - 3:50
Warrior - 5:43
Archer - 10:02
Wizard/Enchantress - 15:34
Cleric - 18:20
Rune Fencer/Valkyrie - 23:03
Knight - 29:34
Terror Knight - 31:55
Berserker - 37:15
Swordmaster - 43:44
Dragoon - 46:07
Ninja - 49:49
Beast Tamer - 53:53
Vartan - 56:15
Early Beast Recommendations 58:10
Thank you for the timestamps, this comment should be pinned!
Much obliged, thank you!
@@CoffeePotato Uhm one question, can I get an invitation for your Discord? It seems I cannot enter.
@@fernandozavaletabustos205 Sure thing! discord.gg/VMB8DwTN
@@CoffeePotato Thank you!
I'm legit happy this version of the game came out so the new players can experience your content. The passion you have for this game is infectious.
I have never been so glad to be contagious, thank you!
Dude this game is so much more enjoyable with your videos! I almost fell off of it because of how deep it is and how poorly you can perform if you don't know all this stuff but I'm glad I'm sticking with it!
Glad to help, that's what I'm here for!
Your excitement is infectious about this game. Would love to see time spots (time checks whatever they are called) that tells me at what point your talking about what. But it doesnt matter.
Good stuff
Timestamps
One day I will remember they exist! Until then--ooh, a birdy
@@BAIGAMING Someone has already posted timestamps in the comments.
The max stats total for a hired unit you can get from the shop is 278-280 (excluding HP/MP). There are a few template variations for each generic (with their default stats that are good for berserkers, knights, ninjas build).
Thanks for this. First time player here just beat Nybeth in Ch.1 and was wondering where to go with my builds. Other than RF Denam and Canopus, I wasnt sure where to even start with the rest so this has been a really useful watch. Your voice is great to listen to and you really know how to break down information very well. Time for me to spend some Goth and finally upgrading my gear. Can't wait to get caught up on your content!
What a useful channel! Seeing all of your detailed guides has convinced me to try this game out.
Thanks, I'm glad to help!
Thanks, I'm a first time player and got stuck at the end of Chapter 2. I basically made it to this point with no upgrades, no monster recruits, stock characters by just making a bee line for the leader. Now I'm farming for all +1 crafted items in phorompa wildwood before I start any of chapter 3. I've felt like I'm playing hollow knight all over again :-). Triangle strategy was just ok, this is possibly the best game I've ever played in my life, my attention is fully captured 30+ hours which never happens for me. This video totally saved me or I couldn't have made it any further in the game.
I'm very glad to help, and really really glad to hear you got to see how fun this thing can be! If you ever get stuck or have any questions, feel free to reach out. Comments may be far more chaotic than before, but I'm still trying to get to most of them!
That's how I'm playing it, now I know how it's supposed to be done
@@adilghazanfar519 Final Fantasy Tactics, check it out
I found this to be the most useful of all the videos so far. Lots of important and helpful tips. Thank you
Glad to help, thanks!
Seeing how this game came before final fantasy tactics its crazy how much they simplified FFT compared to tactics ogre. FFT stats is pretty much bravery and faith in determining which characters are good at what class. And I love that game.
True, though like all Matsuno games, they're swimming in hidden mechanics just kind of because.
I think you should do a video on one of the coolest but least used aspects of the game:
Beast elevation
As in, beasts can be treated as a 3 elevation platform to shortcut walls, bridge gaps for the one tile jump, make gradual inclines for jump challenged mages, create gaps in Rampart Auras your unit can jump through, etcetc
It's great fun and making visual guides with movement cost contrasts really shows you how carefully they really designed each battle map and why walls are the height they are.
This is true, it's such a cool mechanic. Ok, I'll try to show this off ASAP.
New title: Shocking Early Game Classes! Find Out Where They’re Hidden. Stunning Early Game Builds Your Doctor Doesn’t Want You to Know About.
"Yasumi Matsuno is FURIOUS about these early class exploits! Watch for details!"
Berserks HATE it
Too long for Susan 😂
Ninja is planning a silencing campaign...
"Cleric casts nothing but Greater Heal II for 8 levels of POTD
See what happened to his kidneys..."
I find, in Reborn the Rune Fencer/Valkyrie is a super strong class, much stronger then in the PSP version. On the PSP they where constrained by all the skills you needed to really do allot damage, which means either you go full Physical or full Magic setup. Here though they are just limited in how many spells they can carry.
Tgey also can focus on one weapon, and can get meditate to fast charge finishers
@QueenAleenaFan You don't really need to focus. Either you gear them Offensively(use a Spear) or Defensively(Sword/Shield combo), in both setups you can give them a Attack Spell and a Heal Spell. Being able to go to the front lines and smack enemies as well as being able to equip up to Meditate 2 makes them get allot MP really fast even without the card.
Then giving them a Attack Spell as well as a Healing Spell allows you to choose between a Finisher, a Attack Spell or Healing someone... which is unbelievable flexible.
In addition to that, with that setup they can utilize all cards be they Plus Physical or Plus Magical. So you could just decide in a match on cards that "just happen to drop" giving them Plus Physical in one match and Plus Magical in the next.
This also makes them very versatile when combined with other units, you use other physical strong units in this match? Just give them the Plus Magic cards, you have Magical strong units already? Give them Plus Physical.
And if you already have both in the match, a Valkyrie/Rune Fencer is strong as a support without cards, nearly never running out of MP and always able to do "something" no matter do they have MP or not.
They are like a real Ace in the pocket.
Hahahahah i know the sheer pressure i can put on people when i request something. It's just that your passion for the game has been really contagious.
So, thanks for being cool about it and responsive to the community especially those who are new to TO.
Absolutely, I'm hoping this helps! (It remains hard to switch gears from insane depth to "here be puddle")
@@CoffeePotato yeah, that was exactly my point because i know how hard it can be as i'm in the same boat teaching my friends competitive fighting games (my other passion with RPGs).
Watching your channel has helped me to from interested but a little frustrated in tactics ogre to feeling like a true strategist. Thanks for making the game more fun for me to enjoy!
Glad to help, thanks for sticking with it!
38:06 I really love the berserker class, but I cannot stand that the berserk skill is random. I feel like that skill procs when I don't want it (allies standing near me,) and I almost never have it when I'm in group of enemies. Equipping a shield instead of a 2-handed weapon is a super solid strategy to not waste your skill or damage your own team. Thank you.
Amazing video.
I would love to see one for the more "advanced" or unique classes. Especially the Lord because the amount of combinations available is staggering.
Like I gave him Meditate, Double Attack, Sword, and Sanguine - and the Sanguine stacks with both strikes of the double attack while the Meditate allows it to happen nearly every turn. Only using Sword because I got a powerful one from the story, but after unlocking more crafting might switch it to daggers.
I know I already posted but I wanted to talk about using a double sword ninja build. Running in without preparation is a sure fire way to watch your buzzsaw break. However, if you instead use your classes that are waiting for their mana charge to item buff your paper blender he will become quite effective. I have forgotten what the items are called off hand but you will know them when you see them. Most can even be purchased in stores. It's still a pain as using them properly really requires extra steps.
Paper Blender is the most accurate description of the Ninja and Ranger I've heard in a while
Just recently bought game, played a bit and I found this yt channel. Very informative it helps a lot. Keep up good work. Thank you for these videos
Glad to help!
Great tips, super useful for a clueless fan coming from FFT series. Thank you!
Just picked up the game, thanks for the info. I played a ton of FFT growing up, probably hundreds of hours but never got to experience this game until now. I'vr only just started chapter 2 but this game seems pretty awesome.
Started with FFT too, and it's quite the ride. One of very few games where I can honestly say almost every first assumption will be wrong, and almost every dang thing is a mechanical rabbit hole, despite appearing simple. I love this game.
I found your channel a month or two before reborn release. I have watched your videos a multitude of times pre release.
The thing I appreciate about your videos is the length, they are more like mini lectures.
Now please do one for each class. 😅
You got it! Technically lots of things in the works, but Know Your Reborn is planned soon. Gotta do the Nothing Burger Challenge, Beast Elevation, OV/RB/PSP/SNES comparisons, Finisher abuse for insane numbers, and...you get the idea 🤣
This is awesome. Im a FFT looooong time vet and finally playing this so its really nice to know what to actually do in this game considering how much different yet same this is compared to FFT lol
Swordmasters were amazing in the ORIGINAL PSOne version. You could run around and poison and petrify just about everyone with a solidly built Swordsmaster. This new version... is very different. They also used to be able to wield two swords back then, much like ninjas. Now they can't. They are a completely different class.
Yeah, but they have been for over a decade. They were kind of "The Hamedo guy that does Bard and Dancer stuff" coming off of FFT, but kind of sucked there. They could petrify on their first finisher, could pretty much always petrify with a Macuahatl, and yet they were a paper thin ghost of a class. This time they kept that idea, but you don't need to burn fans to do their dances, they hit hard, their Preempt-Knockback build is just a skill of it's own, and you can combine their moves instead of praying you didn't get smushed on an attacking round.
@@CoffeePotato Swordmasters kick ass now. I like to use ninjas to assassinate the back line (mages, archers) and let Swordmasters clown on the front line.
Speaking of ninjas, they're versatile enough to have two: one a ranged specialist, one a dual-wield specialist. It works better in-game than it sounds on paper.
i still remember when we can get Haborym with monstrous accuracy. true beast with debuff skills!!!
I fell in love with this game all the way back in 1997 and I'm elated it's back. Thankfully, this time it's not locked to one machine although I would like to see it on the Series X as well. I picked this up for our PS5 and have once again enjoyed it immensely. As I work a ton I haven't had the time to really put much effort into it yet...but I just started a 9 day paid vacation and I will be playing Tactics Ogre Reborn nonstop. Well that is after I go to GameStop today and try to get another copy as my fiancee (a gamer as well) wants to play it. She starts her vacation on Wednesday and we're doing a gaming staycation. At any rate, thank you for the refresher course.
Glad to help, and it sounds like y'all have the best kind of vacation planned!
@@CoffeePotato
Absolutely!!!
Great video! It's nice to see the specific weapons the one vision strats came from. Honestly, I never knew about the 100% accuracy status thing back in my multiple PSP playthroughs until I saw your OV videos mentioning it so I'm glad you're hammering that fact in for Reborn so everybody can have fun with it, lol
Really love Berserkers in this game, I don't know if they got buffed a bit (did Berserk give a damage buff before?) or if damage and accuracy calc is just working out better for me in this game, but my lizardman is shredding everybody with claws
Loved this!
Hope to see the next iteration of this for mid/late game
Absolutely!
I hit a wall with the 2nd Hektor fight on my lawful route run and have found your content very helpful. Thanks.
Glad to help! Ended up making it through?
@@CoffeePotato I did. Thank you. Brigantys is definitely the first fight that you need to be 100% prepared for.
In the ninja section, you mentioned poisoned arrows. Can you please explain that part a little bit better? I haven't even seen any arrow items. When can we acquire them? Thank you, great video!
It's under the spell list, they have Poison, Silence, and Stun guaranteed arrows as Auto skills.
@@CoffeePotato oh, you mean the ninjutsu benumb, bridle (and I guess there's a third one for poison I haven't unlocked yet)! I was looking for something literally named "poisoned arrow" 😅 my bad! Thanks for clarifying!
Theoretical Berserker Cudgel Build:
Damasc Mace + 1, Cudgels, Berserk, Risk Management and Siege or HPup
Berserk allows them to spread around Stun with the mace. Risk Management helps mitigate damage. They charge into/through the enemy front line, escorted by warriors/TKs/knights. Gear them to be the most attractive target to the enemy to let Risk Management do its job, and to build MP. Use cudgel finishers to debuff with with enfeeble for your backline mages.
Like, it's a stupid build, but it seems like it could fill a particular niche. Or be useful in some sort of Only Cudgels challenge run.
Yeah, it's oddly specific, but definitely would be a fun build to run. Also might work comboing in with a High Mind physical unit wearing spell items.
I'm so glad I found this channel
Thank you for these! I’m new to this beautiful game and your videos are helping me like it even more
I'm glad to help, feel free to ask if you have any questions!
@@CoffeePotato thanks! Will do
I was busy watching the roster of characters being shown on the upper right. Anyone else noticed the Angel class?
Sure did! It was there as a little gif to help denote that there was a pause rather than a break, but it ended up sticking around.
Congratulations on the 6K subs!
Thank You, they just keep coming, it's awesome!
You know what? It's super fast to reroll hires. I restarted the game due to a lot of financial mistakes. When I was hiring I made sure they had the right stat layout for each class I had in mind. I'm really dominating and the free units I got at the start were pretty adept, too.
The shop units usually have better stats than the recruitable ones in story battles (or dungeons), because You can get the maximum total stats of 278-280 for every Level 1 generic unit from the shop.
For every generic unit in the shop, they have several templates (from a defensive type to an all rounder type). For example, You can make a tanky wizard/archer with poor INT/DEX or a squishy warrior with poor VIT. Reroll a few times, and You will see there are only a few stats combinations.
Too bad we can't hire any hawkmen from the shop like in PSX.
Hi there! Great video! I was wondering if you could recommend party composition based for early game or maybe do a video on cool party compositions.
I am in Ch2 right now and I was always using 2 clerics but I think that is just slowing me down. I've been trying out the beast tamer with a bow but she seems to always do 1 damage, maybe 15 or so max. Is this why you use the status blowguns and grenades? Is their damage just always that bad?
I recommend watching his livestreams, speacially the "No Burger Challenge" in this channel.
I can do that, it's been requested a few times.
So as weird as it sounds, bows, crossbows, and guns all collectively have the best damage in the game. But. It's terrible at armor penetration. You can stack Dex and Strength to brute force it. You can use Breach and Fear, however, to instantly get access to their higher damage at any time. While any unit will benefit from the damage boost, ranged ones will get substantially more from that.
For example:
In the late game, normal archers do 10-200 damage. But. Breach/Fear, and they boost that to 1200. Double for 2400. Trem/Double for 5000, since the Averse adds 200ish. Up that to 6200 with an Instill.
Ranged units are like a river behind a floodgate, it's removing that gate that makes them insane.
Been using this guide, it's a big help, thanks!~
Glad it helped!
This is my first experience with any game in this series, and I am in chapter 2. Thought I would point out that I was stunned to find out the meaning of the status effect stunned: "SOMETIMES unable to take action"
I went out of my way to get a weapon that stunned, and the first couple times, I thought I must be confused. I would get the symbol on an enemy I attacked, and then they would quickly take their turn anyway. Now, I go to the enemy's "card" and mouseover the status effect and find out the unhappy truth. Since this has happened the first three times implies that "sometimes" is not a super high percentage.
I think that this is the sort of thing that all the online tip videos kind of slides over. Sometimes you talk about the odds that something like poison will fire, but how about the certainty and length of effect if it does fire? In my mind, at least, that is part of the valuation of a given strategy. Whether it is worth getting the weapon and the skill and the actions in battle to inflict a status effect depends a lot on what you actually accomplish when you succeed.
Fair, but it's also hard to quantify in this one as well. So in simple terms, it just means you can slow down something with a debuff that's easy to spread. Hard to quantify, but easy to feel.
So then let's say "you have a 15% chance to hit with a debuff that causes a unit to lose a turn 50% of the time. The duration of this debuff is based on chance and Mind score, with the brackets moving up to the point where a high Mind unit can be scary with any debuff lasting ages. This is further scaled based on each unit's daily Luck, and some percentage based modifiers can lock these into their maximum value. "
Easier to quantity on paper, does nothing for feeling it out, and really doesn't explain why it's useful.
So that's why I try to just explain how to guarantee it, and hope folks will see how it works in practice. While it's not guaranteed to take effect, any Stumble can be massive. It's a debuff that can potentially ruin consecutive turns, save a unit about to be killed, stop a heal, anything.
This is actually the nerfed version, too. In PSP it also prevented any Counter actions. Despite losing that (it was a go to for many), it's still incredibly handy to just throw out there and watch the delays grow. You don't just throw it on one. You throw it across the whole party as they get within range.
@@CoffeePotato Thanks, that is helpful. I think that most beginners like me need to start with the information that it's a very helpful debuff, but that even after it has been applied to an enemy, it is still just a percentage chance. (Like, don't think you can just ignore that unit for a turn or two!) And that Mind is a major variable. (Is Mind of the target part of the equation, too?)
I feel like I underestimated poison a lot since you recommend it so much, I will definetly try using it more!
% damage is always one of those things that scales so exceptionally well. When end game heavies are rocking 4-6k HP, taking 1000+ per round for free is massive.
13:00 did you say stun is 15 or 50 percent chance? My hearing sucks.
50, or at least somewhere in that ballpark as long as RB hasn't changed it.
Can anyone break down what exactly I lose if I run a cudgel on a wizard, and then remove the cudgel *skill*? I know I keep the +cast range, but it appears cudgel skill also increases magic damage, but it’s not clear how much so I don’t know what I’m sacrificing by not having the skill equipped (besides the finishers)
Finishers and some base damage/defense when using Cudgels. Also grenade damage. Range is from the staff.
@@CoffeePotato If you don’t care about finishers and you’re just utility casting and poison clouding, should I just swap that cudgel skill slot for something else? Thanks! Wasn’t sure if I was losing a ton of damage dropping cudgel skill but keeping the weapon in MH for range
Griffin is the one early game unit I can't live without. I feel like I could make a team of only Warriors work as long as I had a Griffin in there. The first Phorampa map should be a mandatory stop for new players. You can recruit Hawkmen and Griffins there. An early-game Cleric with flight is great to have. Hawkmen also make great Beast Tamers, thanks to flight + lobber + double recruiting allowing them to go wherever they need to be and also recruit many more creatures for you. Or you can give them the beast tamer monster buff moves and have them follow around their creatures. A squad with Canopus, Hawkman beast tamer and Griffin works really well.
I think the monsters make a huge difference on the game's difficulty, especially early. The AI redirection is so essential. It pretty much always works too, even on bosses. A single Griffin can make Oz and Ozma so much easier, or any other boss fight where the boss starts with 4 cards. It's rare for them to die in one turn. If they do, you just revive them and they get their turn back immediately, so they can proc Dash and run to the back lines for heals.
Monsters got such massive buffs in Reborn compared to PSP, imo. I kinda wish you could recruit some in Chapter 1. I'm not a fan of Worlding around and would rather just do full "runs" of the game. Early Lizardmen/Medusae would be great too.
Hey Coffee, two questions: You didn't mention where to find dragoon classmarks, I assume in the wildwood?
Also, do you happen to know of skill scavenging is still a thing? Obviously I can just switch a unit to a class and the bulk of skills are just unlocked, but could I still scavenge weapon skill levels or should I just sell all this silver obereth I've saved up?
Feel free to sell the coins, everyone just has their skills, so there's no need to scavenge. Skills will catch up faster the more they are behind.
The dragoon marks are available in the wildwood, but I did mention that both routes will see you fighting a dragoon early, which will drop your first 3 marks.
@@CoffeePotato Totally missed that, you're right. Thanks a ton, and thanks as well for all the videos.
I wonder, maybe Rune Fencers have concentration because it helps with debuffs in weapons? because it seems like without it they don't always trigger on hit. Like my valk hits 2 units with Breach spear both 100% accuracy both were hit only one of them was breached.
It's possible.
Sorry I didn't really get the instill effect. 25% element dmg added? Which can trigger status on hit like standard hit? 😮
They don't trigger status, they're a damage bonus that's affected by the relationship of the elements involved, going from something like 15-30% added to the final attack. This isn't too much normally, but used alongside things like Tremendous Double archers, Slayer Dragoons, etc, the numbers can skyrocket.
Thank you for the time stamps. This guy, I would watch his his videos to completion but I have to eat and sleep and everything else that prevents me from spending all day to learn something that could be said in less than 1 min.
100% a fair point. Now for an 8 hour dissertation on why the 1 RT on Knives may give them the edge compared to Katanas.
Wow I learned so much stuff, and I'm in Chapter 4. x_x For instance, using Dagger+Dagger skill in the offhand for Parry and the finisher for archers. Also, the way Preempt works with Swordmaster's critical to prevent attacks. (...and) Absorb MP being used defensively to prevent casting from mages. (...and also) Knights using crossbows in order to effectively 'block' enemies from moving by standing in a good spot but still being able to chip damage. (...) How to use Ninjas the most effectively so they don't just die.
...and tons more stuff. Just little nuanced things that I think add up to making a big difference in strategy. I mean, I've been getting through the game just fine and my builds have been mostly OK but I feel like I'm going to kick a little more butt now going forward.
Oh! And I've been using my Beasttamer with whips and putting beefy healing potions in and lobbing them for heals. I've never used bombs before... I need to change this. Also not really sure if whips are very good some sometimes their finishers do bananas damage and I'm not sure why. I really should use the blowguns more I think...
It's fun to discover new stuff!
I really prefer my denam rune fencer with sword and bow over spear while my other RF has a spear
Stop and dual attack with ninja is good too
ninja x2 attack with a dagger +1 simply deletes Casters and if it DOESN'T kill them; the 2x dagger +1 WILL silence them; making just about any caster you attack with it (even runefencers) absolutely useless for as long as the silence lasts. Because of their high movement and jump range they can usually reach that backline quite easily... they're squishy so it's highrisk-high reward but a losing a ninja just so the enemy healer can't heal the boss in your burst phase CAN make a big difference
Sure can!
This was great. I was actually wondering if CoffeePotato would make a follow up to his archer video detailing on how to not make early game archers suck. Because most people complaining about archers are about level 19 or so.
I can do that, sure.
@@CoffeePotato If you can make an expanded version on the archer that would be great too :) But I think you did a good job here.
On the Steam Forums I see common complaints around 3 things.
1. Bosses that start wtih 4 buff cards.
2. Archers being "weak".
3. The level cap.
Early in the game i got stuck at the uphill battle at Brigantys. Went back to Phorampa Wildwoods and recruited a flying murder squad of griffons and hawk men. The hawkmen are sooo good!! The griffons all have the same RT so they move in a big swarm and swoop down on units and chain pincer them lolol
Right? They're so dang good. Plus you can vary their elements to hit better numbers on weaknesses. Also really solid revive clock rewinders.
35:00-35:04 the Robe +1 gives Mnd. Too bad they can't equip it. 😥
You’re the man thanks for the ideas for my second run through
Glad to help!
Do dragoons get jump attack?
Appreciate you trying to help TO: Reborn man. Game is under a lot of undeserved flaks and to be honest, it fixed the PSP version.
Wait what? The game is under a lot of flak? Where? Everywhere I go I see nothing but well deserved praise for this amazing SRPG. I see far more people playing it than when I started back in 1997 with Tactics Ogre: Let Us Cling Together. I never played the PSP port because I don't typically play portable games.
@@Sinn0100 Mostly on Steam, the old guards from PSP version do not like the level cap.
@@wargames2195 yea they actually have to use their brains
@@wargames2195
I actually don't care for that either as I feel it limits what you can do in a game that was completely wide open before. However, it has not effected me negatively and I don't suppose it ever really will because over leveling isn't something I need. Besides...if I remember correctly over leveling will wind up biting you if you're not careful. I feel like after a certain point the enemies level up with you making your returns severely limited minus skills. I prefer walking into a fight under-leveled and ganking higher level enemies with item buffs. That has always amused me.
Addendum- They're on PC...so why don't they just mod the game? I guarantee someone is going to take those caps out.
Your starting generics is always with these?
1 Warrior
1 Archer
2 Wizards
1 Rune Fencer
Yes, but one cleric one wizard.
@@CoffeePotato oh yeah...I changed my Cleric to Wizard.
I still don't understand the Crossbow Tower Shield thing. I replayed multiple times but still don't get it...
Crossbow finishers are handy in general, and avoid the downsides of using a one handed crossbow against heavier targets, while the added range allows for more effective use of AoE abilities where you'd prefer to use them. So if you post up a TK, they retain the ability to push with their shield, they can obstruct and debuff passively while using their crossbow for debuffs/damage at range. A knight can block and support, a dragoon can still make effective use of their anti armor skills while gaining a Knockback. The difference in damage between a heavy crossbow and a light one mostly come up in the post game or when taking basic attacks, which can still be pretty solid if using Fear/Breach/Elements. It just gives them the means to exploit more situations at the cost of some general purpose damage.
That makes sense actually, thank you for your elaborate answer man@@CoffeePotato
I wish you would do Warlock/Witch (Siren) and Familiar class builld, those 2 are my fave
I rock 2 Ninjas, one with a Katana & Bow and the other with the dual swords, I really like their move range.
Interestingly it's not new, it's just what an optimized PSP ninja looked like with Dex's accidental misclick scaling fixed. They feel so much better now, though, that's for sure.
@@CoffeePotato Gotcha! They did a fantastic job with the balancing and mathematics. I heard someone sayin that the Cleric is worthless because healing magic is a fixed amount, but they didn't take into account all the spells she can use nor the (RT) due to light wt equipment she wears.
Commenting just to boost the algorithm on this video.
The recipe for the ultimate cup of coffee....
I just got this game and this will help so much
Looking forward to a familiars/hoplites/juggernauts/matriarchs guide for demihumans =] And the beasts video and the dragons video.
Where does the poison on the warrior build come from?
It's always been a thing since PSP. Cat Claws and Tiger Claws have a chance to poison. Either Vigorous or Might are 100% hit chance moves, which also gives the Poison 100% chance to proc.
@@CoffeePotato thanks. I am on my first play through on the switch. I played march of the black queen back in the day. Trying to play it blind, but looking up some things. I am just getting the boat in chapter two. I have recruiter 2 hawkmen (beast master and Valkyrie) a lizard man (berserker) two gryphs, one cockatrice and a red dragon. Feeling happy about my progress. Dennam is a terror knight and I have a ninja on my team. 🙂
isn't ninja skill limit only to melee weapon, it state in help tip that it affect melee only?
Nope, that's a weird text oversight I've sent to Square for over a month. Hopefully they fix it.
Why does my healer only heal 108 despite best gear and being lv 17.
Its healed this since lv 1
@@MrOrangeonion Healing barely scales, but the Faerie Powder in the store as well as Blessing make it heal far more. It's not quite a set amount, but mostly a set amount. Ultimately it's their speed, range, and autos that make them worth it. Heal 2 spam remains just enough through to post game.
@@CoffeePotato Like the game has felt like a chore for me and irritated me. Ive never failed once no deaths unless i let ai take over.
The story is fantastic though.
I have 3 clerics and 4 paladins and 2 dragons and 1 archer, im beggining to think its my setup of classes, i have dropped too 3 paladins and gotten a berserker which he is strong.
The more I hear about the possibilities of some of these classes, the more I feel like MND is maybe the most important stat for a lot of classes. And that motivates me to plot squeezing out a few extra points of it if possible. Which makes me wonder. Does leveling up a character in a particular class influence which stats are likely to upgrade the most? (Beyond the points that you gain or lose anyway when you change class.)
Yes, diff classes have diff stats growths. But it won't be apparent until at least mid 20s (unless they are mages).
Archer = more DEX/AGI, Berserker = more STR, Knight = more VIT, Cleric = more MND, Wizard = more INT.
Melee oriented classes will have more HPs than MPs (except for the Rune Fencer which has balance stats growth between a mage and a warrior).
If You prefer stats growths of an All Rounder, Rune Fencer and Warrior are the options for early chapters. The latter can't cast magic (and have lower MPs).
There are also extra random 2-5 pts stats bonuses every levelling. I dunno how it works. I think they depend on your combat performance (or LCK). Uniques (except Denam) have more stats bonuses.
Do you find agility and avoid to be dead stats like I do ?
Mostly, since accuracy is so high, but I feel like it's doing something else in the background.
So Dark aligned wizard is best case scenario since poison is OP? Is this also the case in the PSP version?
No, any element is good, Debuffs only check Mind and Buffs, not Element.
@@CoffeePotato ah gotcha, thanks
@coffeepotato thank you for putting this together, helps me grasp the game a bit bitter
Dumb q - I’m still trying to wrap my head around why you would choose one weapon over the other. For ex., w vartan/canopus why would you go for the dagger vs other one handed weapon? Is it due to speed? Finisher? Some other consideration?
It depends. For Canopus, it's just that he can bring a finisher many bosses are weak to into play with higher stats than anyone else at longer range.
What’s your favourite setup for denam?
Early game....Rune Fencer with Scorpion+
Late Game...Still That.
Post Game...Lord with Exorcism Staff, Resurrection, Paradigm Shift, Nullify, Restoration, Conserve MP, RT, Phalanx, First Aid and a Dragon Fang. He Poison, he break time, he make brain happy.
This may seem like a dumb question but if it says 30% or more to tame then why does it take about 12 tries to succeed?
Because odds are funny like that, then you'll get 4 5%s in a row.
@@CoffeePotato Oh ok, I guess I just needed to hear from the expert that it's normal and happens to everyone lol
I didn't get my swordmaster marks first kill, had to come back and recruit
Although that might have been last kill idr
For instills, should the Rune Fencer/Valkyrie take their element or a different one?
Also, thank you! The first like ten minutes in particular REALLY helped and everything is useful
Glad to help, and might as well, it gives your weapon that affinity, and boosts damage by 25% with that second hit.
Even though I was too late to find this, I made it out somehow while playing no incap rule.
Hey can anyone confirm if the Enchiridions in Phorampa are found in the same maps and in the same manner? Aka random loot drop by an enemy that is wielding a weapon of the associated type?
Nope, found most of the Enchis in what feels like random drop tables in POTD. See the Post Game video for more.
The explanation is on this video: ua-cam.com/video/fJpJZSFs9kc/v-deo.html
does shield makes the unit block/parry more often?
Nope, just a hard defense boost.
@Coffee Potato So ultimately, do you like Reborn better than the PSP remake?
Yes. In almost all aspects.
can a lizardman have classes ? in the original , their next class is "GabiarMan" which is not recruit-able in the game.
They can since PSP, yes. Warrior, Berzerker, Juggernaut, Hoplite, and Patriarch
Great video. Quick question do you want to level up units in a basic class before changing to another? For example in final fantasy tactics you would level one class to unlock those skills to use in another job. Or does it not matter if they have leveled in other classes?
It doesn't matter in this game (which gives you more freedom), though if you start building a lot of weapon ranks with a certain type and want to keep advancing it, you may want to plan your jump to a new class who can also use it. Like a warrior who builds a lot of ranks in 2H swords may want to jump to terror knight since there won't be another class that can use 2H swords for a while
It's maybe a point or two preferring a certain stay that you'd do that for here, but realistically I'd say just throwing them into what you'd like is what you want to be doing.
Doesn't the total sum of a units stats always equal the same total?
Not always.
Oh snap I gotta get some Ninja Assassin headbands now
Hey, may I know where to unlock swordmaster plz? I have finished Chapter2, and i can see katana is available in shop, but cannot see any swordmaster classmark or even any enemy with that class
recruit skills - where to get them ?
Can do
@@CoffeePotato huh ? recruit skills , where do I get them?
@@ricflair4052 Many classes just have them. Recruit is on Knight, Fencer, and Cleric. Coax is Wizard and Buccaneer, Fae Pact is Vartan, etc.
How do u increase the level of the hired troops in the shop?
Throw them into training and watch their levels go wild.
Thank you.very much man
Are class marks a per unit item or does it work for your entire party?
Per change.
man. i hope that i can afford Switch someday, and try this game on my own. i love LUCT from PSx since the very beginning of my gaming life. that was about 15++ years ago
Plays well on any flavor of PC. I'd honestly say save a little more and replace the laptop with a Deck, it's the only thing to natively play the whole series and mods at this point.
Damn, I've been working on my own tactics game for a while, I gotta say your videos changed my mind on some stuff. The armor system that I thought sucked balls is actually pretty good, with just one caveat...there is just not enough info ingame about it, to the point it might as well suck balls for the general audience.
Very true, it's been a bit of a long time frustration that they've refused to explain this system since it was born in Vagrant Story.
Poison is great, but it's risky relying on it to finish things off unless you've cleared all the healers from the field. I do want to run a solo class run with all the classes and see how it goes. Current Valk run is going quite well, though cheating a little by leaving Gildas and Myrdin as white knights mostly due to their ape rt reduction, as I'm focusing more on spear than valks specifically. Being able to be decent at phys, magic, and healing is really strong. I stopped using concentration on them as I tended to almost always have 100% hit rate. I also give them ease instead of boon to strip off negative statuses. Two healing items for big bursts of healing exorcism and blessing is my normal item load.
Recruit challenges require having the correct recruit ability. If no humanoids, recruit won't qualify for the challenge.
Might have to try a shield bash run sometime.
Ninja can use status blow guns with their ninja status spells to apply multiple statuses and are one of my most hated enemies to run into.
I found that matching your element on spells is more damage than going off element chasing weaknesses.
Solo run?
I played the original on the PS1 as a kid but always overleveled 2-3 units with my unlimited free time and breezed through the game, did the same in FFT too. Got this game and I'm in love with how deceptively simple it is. Whole new experience.
Deceptively simple, but also deceptively deep. Everything interacts in different ways, it's one of the many reasons I love it.
Oh man, I didn’t even know characters rolled with different affinities for stats. Does it lead to a pretty big difference by max level or is it fairly minor?
It's minor enough to not break a unit, because all stats will be good for something just about anyone can do, but it's a minmax to be aware of.
Hi , is the scavenge system still available in reborn ?
Nope, everyone just knows the skills they can. It was such a relief to see Fusils on Canopus without spending 100 hours to break heaven and hell to make that happen.
Whats the best way to get the rogue’s mark?
Currently there's no Rogues on the player side. They used a special AI situation or some such on the PSP version, which apparently made it impossible to bring over on the player side. Functionally speaking, Beast Tamers, Archers, Familiars, and Buccaneers have aspects of the class in their own ways in this one. (It was functionally an archer upgrade that got locked into crossbows in PSP)
Wait am I tripping? I thought warrior had 4 movement? How does yours have 5?
Upgraded legguards.
I do miss the DnD clerics from OV.
It's not like OV went anywhere, they're sister rulesets, it's all good.
I mean knights are the new replacement know. Haven't changed my Denam from the knight class since the start of the game. The extra access to higher healing spells can be useful some times.
I have a question about guests. Do they give back the stuff you put on them whenever they leave your party ?
Maybe its because of the update, but I killed plenty of dragoon and sword masters in phorampa wildwood and didn't get a single class mark.
It's not a common drop, but you can always just recruit them.
I cant recruit any one or anything, always shows 0% chance. Any tips??
What's the recruit icon show when targeting? Blue circle means valid, Red X means invalid. Make sure they're valid first. Things like Fear and Charm don't work because they're not rational enough to talk. Silence, Sleep, and Petrify block it for obvious reasons.
@@CoffeePotato The blue circle/ red X makes sense. Yea I didnt know if any status effects helped or not, sometimes I see 20% but on basic units. Honestly Im so tripped up over this mechanic, probably from mainly playing Fire Emblem the last several years haha.