We begin with a few tips to get you off the ground and winning fights. Part 2 will cover Movement, Speed, and UI Features in more depth.
The most important takeaways here are that you can win about 90% of situations by just being aware of who is figuring who, and using Elements or Debuffs to tilt those matchups as needed. You can better control engagements with good positioning, which is why we're covering that second. I couldn't keep this one under an hour while covering both, believe me, I tried.
Many of these basics remain true for the whole game and into the post game. Like one of the few weapons it's worth buying a stack of is the basic Sticker, which might as well be called the Parrying Dagger. It weights almost nothing, and will almost always be a better option for your offensive wizards than the light shields they get. It's the lightest thing for that role until the rare Cursed Dagger in late Chapter 4.
I missed a couple of things, though:
1. The third damage type is Magic. Generally it's the most consistent, but scales it's damage the least. It's cheap move isn't the physical attack, but the debuff spells. Also it's worth noting that using their Meditate to fund things like Dagger and Hammer Finishers can make them great physical hitters as well. Not so great at taking those hits, though. Still funny to see a Gryphon get flattened by a Critical Ice Finisher from a Cleric, however (Likely why the later variants switch to Fire).
2. Always start by upgrading your Arm and Leg Guards. Even if you're running Gauntlets and Chain Leggings in chapter 4, the potential moves they unlock are amazing. Only upgrade what you've already got, you'll get plenty of free armor and weapons. Upgrades are cheap. The only weapons that always want upgrades are Ranged Weapons and Debuff Weapons. We'll cover more about the UI in the next one, but it's X or Square + Right or Left to move your menu over to that page to see if an upgraded weapon has a debuff.
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