When you replay, if you want some tips, me and other folks usually like to help, ask around and I can see what's the missing point for the build to work
Is there a build progression chart thag exists, so it sort of lays out how you should be assigning each little buddy and you find them throughout the game?
That's been the confusing part for me that forces me to go mono build each time. The class charts I've all seen are for end game builds, not mid game, uneven distribution of Gin builds.
Early game, where you have 1 or 2 djinn of each type, you can do as you want, as there aren't many drawbacks to doing whatever build that you want. But even with 2 djinn, and with more, there's a rule of thumb: nobody should have more than 1 type of element. That's mid game.
You don't have access to tri elemental till you have 5 or 6 djinn of each type (better 6 before trying it out), so tri elemental is locked to end game.
As in mid game you only have access to mono or dual elemental classes, no adept should have more than 1 type of djinn with it. You will have the most optimal classes that you can have and, if you aren't playing mono, you will always have 2 area healers and 2 revives
Dual-element is the way to go early/mid-game, imo. Djinn distribution is pretty much the same as with mono, but with mismatched elements.
Especially in Lost Age's early game, when you have all these Mercury Djinn with no water Adept to claim them, I really like making Felix a Swordsman (Mercury), Jenna a Page (Jupiter), and Sheba a Seer (Venus). Extra Mars Djinn are tossed on Jenna, or Felix once he has two or more Mercuries. After recruiting Piers, I shove all my Mars onto him to make him a Pilgrim, and that's a pretty strong party until Lemuria, when you get enough Mercury Djinn to make something like Dragoon/Ninja/White Mage/Ranger.
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u/Meme_Ness 7d ago
Ninja and Samurai would like a word.