One of which is Trick Hand, which increases the effects of healing items for a certain number of turns. The character can Hide during a battle, greatly decreasing enmity, increasing evasion and critical likeliness, and allowing the use of certain hidden skills. He or she just happens to need items to do so. While it’s easy to go ahead and call the God-Hand a default healer, the Agent could be your real healer. The Agent and Duelist are more susceptible characters, but also each have two roles they can play. Coup De Grace is most helpful, as it can deal at least 500 damage and restore a couple hundred health to the God-Hand. Spinning Edge requires 2G as well and decreases physical and magical defense. Double Hook can only be used on an enemy with at least 2G and decreases physical and magical attack strength. The following three attacks require varying degrees of God Depth and involve dealing damage and offering some additional effect. Ideally, you want Jab, Double Hook, Spinning Edge, and Coup De Grace maxed. Start with maxing Jab, an attack that hits the second a battle begins and inflicts between 1 and 2 God Depth on an enemy. Making a straightforward attacker is another option and what I did with my God-Hands, working on their attacks, stances, and automatic abilities. Someone could make a God-Hand a healer first and foremost, with one or two attacks to pick up the slack. CPR revives a fallen ally, with more health given as its power increases. Detox cures ailments, with its range increasing as its level rises. Chiropractic can heal varying amounts of life force, depending on how many skill points you’ve invested into it. Since there are only eight classes, you have one double.) This character is the closest thing you have to a medic early on, though it’s primarily a pugilist. (Eventually, you have three parties of three characters. So much so, I’ve doubled up on the class. This is a good character for handling dragons in a capable group, not so much for general exploring.Īs cool as the Samurai sounds, 7th Dragon III Code: VFD’s God-Hand is my favorite character. This version requires you to be very aware of the sword’s state, since some skills are only available when it is sheathed or unsheathed. He or she would be designed to inflict high amounts of damage on a single enemy, though there is an unsheathed Whirlwind attack that hits multiple enemies randomly. This version of the character would fill a very different position. This isn’t to say a Samurai with a longsword is less desirable. Poplar Admiral has no status effect bonuses, but does a ridiculous amount of damage. Maple Tear is handy, as it imbues all of the Samurai’s attacks with fire and burns an enemy. Cyclone Dance, when maxed, deals 14 random hits to all enemies. So, he has dual blades set and, at this point in the game, I’ve had him max out his Cyclone Dance, Poplar Admiral, and Maple Tear attacks. I needed someone adept at crowd control and capable of caring for himself if the lower level allies fell. I recommend going the dual blades route, mainly because my Samurai went on to be the leader of my second team. Someone with a Samurai on their team has to decide right away which kind of character they want him or her to be. This is a warrior that wields a single longsword or dual blades. Let’s start with the Samurai, which is probably the most traditional character in the group.
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