Re: LunaSoft - 蒼穹のクレイドル
Got a question. Certain skills don't seem to be able to be activated, like certain shield and one-handed sword skills that have a different symbol. Their readout shows an MP cost, then a percentage, then another percentage. What do those skills do, and how useful are they? I assume they're a passive skill.
Yep, those are passives (or rather, 'reactives'). They activate on a trigger (being attacked, after attacking, etc.) Shield skills generally read "when attacked, x% chance of negating y% damage.
They are highly OP. Some of them mention they require a specific weapon equipped to work but this is bugged; all reaction skills work regardless of what weapon you have in your hand. The best are the "% chance to land another attack after striking another enemy" skills. If they activate when you use a hit-all attack, the reaction skill will hit all enemies
again. This triggered attack can itself trigger
another reaction skill (but fortunately, not itself).
End game I tend to stack four attack-triggered reaction skills and one hit-all attack on my units when I'm not fighting bosses. OP? Yeah, but some enemies can use the same tricks on you too (I'm looking at you, Golem) so you might as well join the party.
These skills are not as useful against bosses as they use the 'power' value of the reaction skill, which is usually far lower than most single-attack skills. Against bosses, you're better off using shield skills that can negate 100% of the damage. (the ones that only negate 10% are useless), or the 'negate and counter' skills usually found at the end of weapon skill trees. The 'negate and counter' skill can also nullify a hit-all attack against your teammates.
The normal counter skills are useless. They don't negate damage, and usually your units wind up doing far more attacks than they receive.
Also, some things that I've noticed. Some other weapon types that have been useful for me so far have been the axe, bow, and spear weapons. They all have skills that attack multiple enemies, and those skills can be learned fairly early. Healing seems like it's really good later on, but it seems relatively unnecessary with weaker early game spells. Spears can also be used from the back row, making party placement a little more versatile (if I didn't already have three casters and two ranged weapon users, lol). Lastly, abuse the hell out of equipping weapons of the same type to stack skill growth.
I tend to not favor axes as they have a slow 'charge' time and generally do not deal balance point damage (stunning enemies is important end-game as they have hit-all attacks that can quickly stun your team if you don't stun or kill them first). Their attack reaction skills are very useful though, due to their high base power.
Healing skills are generally subpar since they need a charge-up time like all skills. Using items has immediate effect, which make them more useful (and they're cheap). Generally, you are better off quickly killing or stunning the opposing team instead of stalling, and another attacker is therefore more useful than a healer.
Boss battles are an exception though. These tend to drag out for some time, making a healer more useful.
I usually have a healer in reserve (who also happens to be my buffer) who I swap in for boss battles.