So which is better? EO1 or EOU? I'm gonna play through them all before I start Nexus...

So which is better? EO1 or EOU? I'm gonna play through them all before I start Nexus, but only doing original or remakes.

Etrian Odyssey Thread

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EOU classic

EOU

I've heard both untolds are better, but I never played the originals
In EOU1 story mode gives you a couple extra floors to explore, so story mode isn't a bad choice if you don't mind the story mode team. There's nothing wrong with classic mode though.

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>There's nothing wrong with classic mode though.
Unfortunately it locks you out of the all chests medal because it includes those in Gladsheim. If you're not a 100% completion autist then it's not that big of a deal, but if you're someone who must get every item and codex entry then you're contractually required to play Story.
It's probably the biggest flaw in how they did EOU. At least in EOU2 you can access Ginnungagap in Classic.

Hard question. Personally I always recommend people to start the series from the very beginning and go in release order so they an appreciate all the changes that have been done through the series. The remakes have a better map design and extra dungeons (1U only available in Story Mode though), with 2U being completely different in map layout but the downside is that it pretty much became a massive FOE puzzle.

If you don't want to play both the originals and the remakes, then you should start with EOIII and go in release order.

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Cleaned NA Nexus guild cards. Help me build the collection. I especially need help from my Euro bros

The game's levelling curve also takes Gladsheim into account, so typically you'll be doing alright for the stratum, beat it, then move into the next and suddenly slam into a brick wall where enemies fucking annihilate you and you can't really figure out what the hell happened.

That's the best part

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Never tried EO1, but I know for a fact EO2 still holds up if you're comparing against the remakes.

It doesn't actually. Gladsheim gives almost no exp because the encounters are both rare and small. You get maybe a quarter of a level from killing each boss, which is exp you can easily get back by the pure root or gold pelt quests.
EOU is just hard.

le millenom girl

I came for this post.

Might as well ask here. I just picked up EO nexus as my first EO game. Will a party of Hero, Pugilist, Harbinger, Sovereign, and Arcanist be decent?

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Pugilist got nerfed hard, what are you using him for? I assume binds

Binds, yes. I looked over the skill list and I assumed binds were pretty important in the game.

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They are but pugilist is bad at them now compared to 5. Gunner and arcanist are the best. Gunner is good for offense. Arcanist are great at binds and passive healing

Arcanist is the weakest link, you might want to switch them for abother damage dealer

>Nexus
>first game

I'd never recommend Nexus as a first game, you'll miss a lot of references and twists aimed at older fans. But if that's of no concern, your party looks solid enough, you have a decent amount of auto-healing with Hero and Sovereign, Pugi will be your dedicated binder and Harbinger and Arcanist will bring the debuffs and ailments along some extra passive healing.

You could make one character per class and later equip the Memory Conch so everyone inactive gets some Exp if you ever feel like switching characters.

If anything EOX made me comeback to EO1 and holy shit it's somehow more fun for an experienced player since it's really easy to break it and sweep through it.
The DS soundtrack stills holds up honestly, and EO1 feels really unique in its simplicity compared to the rest of the series.

Pugs are sort of low damage, so you might have trouble killing things with only Hero for damage. But Sov and Har are both great at mitigating damage while Pug and Arc can lock down, so you'll never die either. Overall it's certainly a good enough party

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Hrm, if I replaced Pugilist, what should I replace it with? Shogun looked pretty neat, are they a decent damage dealer?

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My Team is Hero (vampire), ronin, shogun, princess and arcanist. We have large damage and pretty great regeneration

Shoguns and Ronins are pretty good. Arcanist also has binding circles so you still have a replacement, only downside being that they activate at the end of the turn.

Though watch out, shogun wear cloth armor and ronin can be glass canons

Thanks lads, i'll swap out Pugilist for Shogun. Any tips for using them?
Noted, so Shogun are squishy. Will a hero help mitigate that?

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Defend Order will be more than enough. Ronin is the glass canon of the game for example and they do fine in the front row with Sovereign's buffs.

You can put pretty much anything in the last slot and that party would be good
I haven't used it but shogun seems pretty good at dealing damage
Hero will probably be too busy using other attack skills to block but Sovereign can buff and Harbinger can debuff so it'll be fine

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My best Combo is using Shoguns great warrior power on Hero. It boost Hero attack and aggro. Once hero hits 20 he gets his own aggro draw passives

Don't listen to the fags, Pug is great at binding. Max out double punch and following strike. Then max status att up and it will shine. The only shitty thing about pug this time around is these dumb passives you have to invest in.

Thanks lads, i'll make the switch to Shogun and see how that goes then.

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It looks like action speed is the main payoff if you're using them over a gunner? They have 65% speed on their basic binds instead of gunner's 40%, and I'd guess fist weapons have higher base speed than guns, but I don't have a list of all weapons' speeds.

Pug is good at binding but they don't do as much damage as a dedicated damage dealer

Do your best champ. Also did you want the vampire item early?
It gives a bunch of strong boosts

I dunno, i'll probably get that when i'm suppose to get it, unless it's optional or something.

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Ignore brainlets, Pugilist is actually good at binding, unlike Arcanist

Optional accessory. You can get it anytime after 1st boss I believe. You need guild cards for it, the Mega above is mine.

>Hero (vampire)
There's no good reason to give up Hero's force boost afterimages, it's the only thing keeping them on par with other damage dealers later in the game.

You are right, guns are slow

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Gunners have a better inflict chance on skills and higher str/luc to help land binds but pugs have double punch and status atk up to help them. Pugs also have clinch but it's pretty shit.
I guess the advantage pugs are supposed to have over gunner is that in theory with raging billows, fighting spirit, and breather pugs have a lot of ways to boost their damage but in practice a gunner spamming charge shot/ricochet requires much less set up so it ends up being better.

EOU Classic mode. EO1 is dated as fuck and hilariously unbalanced.
>Immunize

I would recommend not having both arcanist and harbinger on the same party. They have too much overlap and share too similar a role. I'd replace one with gunner so you get a good binder after swapping out pugilist, and having more ranged damage is valuable because hero will want a slot in the front open when it starts using anything that's not mirage sword.

Even with everything maxed out Pugilists don't come close to Gunner's damage numbers.

There's not much overlap since harbinger is shit at inflicting ailments and having a second atk down/def down debuff can be useful.

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I made mine more tanky is why I did it

Heros are already tanky with heavy armor, the ability to use shields and good Vit.

How are you gonna land ailments and binds with that lineup? No, Arcanist doesn't count.

You don't need to land ailments or binds, Nexus is full of bullshit high damage classes, enablers and weak bosses.

Haven't needed them actually. At this point I just get bosses to 1/3 health and then shogun instakills.

I always play EO games and quit towards the end because I'm not big brain enough to win yet I beat EOU's story mode. I dunno how to feel about that.

If you weren't playing on Expert you were on literal easy mode

On the flip side, you can only have 3 debuffs on an enemy at once. 2 are pretty much locked down by attack/defense down. If you want to stick stuff, wilting/binding will take the third and if not then sluggish is probably better than stacking another attack/defense down. Harbinger does all of this, and then there's nothing for Arcanist to do. Arcanist's versions are also capped at 3 turn durations, and with hero+sovereign+harbinger there's no need for more passive healing. Arcanist kinda got outclassed in this

Harbinger doesn't have a lot of time to land ailments while keeping up debuffs so it's not like the arcanist actually has nothing to do. But it's true that since arcanist's healing isn't needed a night seeker or ninja would be better for landing ailments. The only thing arcanist really has is the 100% chance line revive, but that's only available late game.

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me talking to the bear

based

You're gonna burn yourself out my man.

me under the table

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