Mini G2 gameplay discussion
Today we'll discuss our party's glass cannon, Vira-Lorr
Vira-Lorr build favors INT over all else, there really is no need to look anywhere else but INT (For MAG) and VIT (additional HP & DEF).
Her weapon options are very good too, capable of wielding staff and swords.
Her main weakness is low HP, AGI, and movement speed.
Here are her innate skill slots:
1x Extra
- Extra skill has no element attached to them and is usually a non combo. This slot will definitely be permanently occupied by the Impulse spell (5-Hit Magic attack).
2x Special
- Special skills tend to have high combo hits but are terrible or situational on their own. Since she really has no physical attack to boost the damage, slot in Steal to spam in boss fights and Trick Hit for the odd escape option.
1x Earth
- Earth Needle is definitely staying here, or if you want an alternate healing spell, Harvest Heal might work.
Now, weapons play a major role in her effectiveness. Not only they increase her magic attack, but it also provides her with additional spell slots. Her current weapon is a Thunder-element weapon, Thunderseal Sword.
If you look at the stats closely, Thunder element weapons are all-rounders, increasing all statistics when upgraded. Every elemental weapons are focused differently, e.g Fire has highest Break value, ATK, and is split between STR and VIT only.
Interestingly, Thunderseal also gives more MAG than ATK, making it a great weapon for casters like Vira-Lorr.
Every elemental weapons also comes with three skill slots that correspond with their element, making the wielder very specialized.
Non-elemental weapons tend to be more varied, offering more than one type of slot.
With the Thunderseal equipped, her skill load-out should look like this:
2x Thunder
Thunder can be comboed with Fire and Black Mist(Zerva) for a high damage magic attack. It also has significantly high Break and a chance to paralyze its target.
1x Evasion Gain
There really isn't much option for the 3rd Thunder slot until you gain higher tier spells, your choice is either Evasion Gain or Accuracy Gain. Both are support spells, but I feel Evasion Gain wins out here because its impact can be felt when the front liners are equipped with Wind Guards and hits 80-90 AVD values. Think of an evaded attack as a free heal. And remember, magic cannot miss - so switch to spell casters when you meet high AVD opponents and let the melee-users attack with multi-hit skills.
There is also a reward for specializing on a specific skill type, every time you use a skill, you increase the skill affinity, boosting the character's damage output/effectiveness. So don't spread out the usage, spam that Thunder like no tomorrow if you're a Thunder weapon user and spam Power attack when you control Borgnine to break more effectively.
That's all for now, stay safe and aim for the OVERKILL!