Wild arms xf what is vp
That'll solve low lvl vitality problems. Puni feels squishy soft! There, there, Puni, squishy Puni More topics from this board How do i use potential egg? Side Quest 1 Answer Where should i search for the potential egg? Side Quest 1 Answer This game in chronlogical order? Plot 1 Answer Where can i find Electrigger? General 2 Answers Can I save my game in the middle of a battle?
General 1 Answer. Ask A Question. Browse More Questions. Keep me logged in on this device. Forgot your username or password? User Info: reticents reticents 13 years ago 1 What does VP do? Side Quest 1 Answer This game in chronlogical order? Plot 1 Answer Where can i find Electrigger? General 2 Answers Can I save my game in the middle of a battle?
General 1 Answer. Ask A Question. Browse More Questions. Keep me logged in on this device. Forgot your username or password? User Info: Theclub83 Theclub83 13 years ago 1 I understand how it functions but i dont get the reason its in the game.
User Info: echaone echaone 13 years ago 2 There are other skills that can refill VP later. User Info: echaone echaone 13 years ago 4 Yea, Nectars are cool items. User Info: dinit 7 dinit 7 13 years ago 6 If you have over VP, and run out. Whipped out the psvita to play this gem again. Playing on Vita, stuck on load screen after Side Quest. Where should i search for the potential egg? This game in chronlogical order?
Where can i find Electrigger? If you haven't already, move Felius to the ground the lowest Hex and take advantage of his 'Upper Hand' Original again on Glenn. The Secutor will move again, and naturally target the Replica once more. After that it shall be Clarissa's turn, and as she is at full health use another Sacrifice Original on the level 12 enemy. As the Arcanist, call forth yet another Replica and place it in front of Glenn. Don't even think of using her Lightning just yet. Ah, predictability.
Glenn will wipe out your Replica once again, and not come after your other units. Clarissa should receive another turn, so use her Sacrifice Original. The Secutor is nearly dead. Felius - Upper Hand. Arcanist - Replica. Glenn - Heal Berry. Okay, do not panic. Clarissa should be up again, so have her use another Heal Berry of her own none left.
Felius will be up again, so use his Upper Hand no pun intended. Glenn will now destroy the Replica. Now it is the Arcanist's turn once more, and now it is safe to use her Lighting Original as the Secutor is nearly dead. Clarissa should then use Sacrifice on Glenn once more. Don't worry about having no Heal Berries left. Finish him off with Clarissa's Sacrifice Original. The strong foe will finally perish.
Now you can safely head for the bridge's control Crystal with the Arcanist and use her Lightning to activate it. If you don't have enough MP, you have not followed this strategy correctly. Optionally you can wait until you have wiped out the last remaining unit with Felius and the dog as they should have enough HP to safely engage the unit in battle. Use this time to move the Arcanist into position, and have Clarissa open the nearby chest for a Heal Berry not that she can use it.
Don't worry about Clarissa losing HP because she's run out of VP, as she cannot die in this manner; she'll simply be reduced to 1 HP and then nothing else will happen. Make Clarissa a Gadgeteer so she is useful as a healer and then equip her corresponding weapon and armour you will not need to purchase them, they should have been won in previous battles and do not forget to equip her previous Skill, the Dandelion Shot OC, as that way you can take advantage of the abilities of that Class with the exception of Howling Shot as that requires the Dandelion Class weapon.
In town, use your money to stock up on Heal Berries if you need to, but don't bother with Potion Berries or elemental Gems yet. Item-wise, make sure everyone has Heal Berries equipped Clarissa as a Gadgeteer can have 7 attached. Notes: Be careful with using 'Mystic' with Heal Items, as the large area-of-effect may include the enemy, and yes if this happens they will also be healed; something that doesn't occur too often with RPGs.
Be sure to target the right Hex location that will cover your allies and not foes as well. Strategy: Like the previous mission, there is a cowardly and EXP sacrificing manner to complete this battle, but we'll ignore those parameters.
If you have followed the Pre-mission Advice, you'll have no trouble dispatching those tough-looking level 20 foes and the two much weaker enemies. Begin by moving all four of your characters as far forward as they can go, heading near those stone pillars, though have Labyrinthia Warp there so she is in range to attack quicker.
Once you control Clarissa again, see that Hex in the middle of the two pillars? That's for Felius to occupy, so move her directly one space behind that location.
Next move Felius to the aforementioned Hex in front of Clarissa, effectively blocking the path so that the enemies can only attack him, one at a time.
Clarissa should be up again, so have her use her Dandelion Shot 'Sacrifice' ability on the unit Felius wounded. Controlling Tony again, have him move on top of the elevated land straight ahead of him and make him wait up there out of reach.
We'll use him soon. Have Labyrinthia finish off the wounded Secutor with the Elementalist 'Crush' magic. Clarissa should now use a Heal Berry. The remaining 2 Secutors will move forward, and one of them will attack the stationary Felius.
When it's his turn, you can risk attacking the unit in front of him with his 'Hard Smash' ability, but I suggest using 'Smart Drive' as it cannot miss. Clarissa is up again, so use her Sacrifice ability on the slightly-wounded unit. Labyrinthia can now finish this Secutor off with her 'Crush' ability.
Continue to have Tony wait in his safe-haven. It's now time for Clarissa to use Mystic and a Heal Berry, making sure the target area does not include the enemy though hits Felius and herself. As Felius, play it safe and use Smart Drive. The Female Gadgeteer will probably run down to try and double-team Felius with an indirect attack, but if you've been following this strategy to the letter you have nothing to fear.
Clarissa should now use Sacrifice on the last Secutor. When you can use Labyrinthia again, have her finish the unit off with 'Fire' this enemy is weak against this type of magic, make sure you always check which element does the most damage before actually using it. Now that all the Secutor's have been defeated, have Tony move behind the Gadgeteer and attack.
You may miss, but it's of no consequence now. The battle was yours long ago. Have Felius move behind the enemy female so he can perform a Formation Art with Tony. Have Clarissa use Mystic again with a Heal Berry so that the green Hex area-of- effect targets both herself and Felius but not the enemy. Clarissa should be able to move again, but have her wait behind Felius and do not use Sacrifice this time.
We'll finish this enemy Gadgeteer off without that. Have Felius use Upper Hand, and then have Tony finish off this level 20 foe.
Now concentrate on moving all of your characters toward the remaining two enemies; but be wary of going too far or you'll end the mission the last two lines of horizontal Hex will transport an ally to safety, which is not necessary.
Clarissa should place herself near the low-level female Fantastica; in the little corner which is two spaces away. Don't worry about the enemy being too high to reach. As Felius and Labyrinthia have battled most of the enemies so far, we'll leave these last two enemies to Clarissa and Tony, to make the EXP bonus more balanced.
Clarissa when she is in her desirable location should get to move before the enemy, so use her Sacrifice ability on the closest Gadgeteer; killing her in one hit. Now move Tony up onto the raised elevation as he can jump up there, and head toward the last enemy on the map; who should now promptly target the dog.
Use a Heal Berry on Clarissa when you control her again. This is underlined by the addition of a third meter in addition to Hit points and Magic points: "Vitality Points," which are reduced every turn by an amount equal to the "Weight" of the character's equipment and items.
Once their VP are expended in this way, the Weight penalty is subtracted from the character's HP instead until only 1 remains. This imposes a time limit on battles, as protracted skirmishes will eventually be reduced to "sudden death" in this way. Furthermore, some battles have turn limits, which yield Game-Overs if the player fails accomplish all objectives within that time; and a few are stealth-based sneaking missions involving pure maneuvering.
Outside of battle, the player can travel around the "world map" of the nation of Elesius, visiting towns and conversing with townsfolk, employing or dismissing Drifters, and purchasing consumable items and weaponry. Existing equipment can be strengthened at "Synthesis" shops, a system which almost entirely replaces the RPG-standard method of the next town conveniently carrying the next-strongest phase of gear.
The player can voluntarily fight skirmishes with local monsters for level-grinding purposes. Finally, a New Game Plus feature exists, allowing the player to keep all non-plot-critical money, items and equipment; character levels are not retained, but battles yield double their normal amount of Experience points.
Characters in the Wild ARMs main series have usually had their own unique way of fighting in battle that could be described as a character class. Each of the character carries an ARM that can download various job classes and allow that character instant access to each downloaded class. You cannot switch classes during the course of a battle but are given the oppourtunity to change clases on the world map or in the prepreation phase before a battle.
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