Something went wrong. Try again later
    Follow

    Etrian Odyssey IV: Legends of the Titan

    Game » consists of 6 releases. Released Jul 05, 2012

    The 4th entry in the Etrian Odyssey RPG series, and the first for the 3DS.

    New to Etrian Odyssey

    Avatar image for commisar123
    Commisar123

    1957

    Forum Posts

    1368

    Wiki Points

    0

    Followers

    Reviews: 4

    User Lists: 14

    #1  Edited By Commisar123

    So I'm new to the series, any advice for getting off to a good start?

    Avatar image for beardfish
    beardfish

    120

    Forum Posts

    0

    Wiki Points

    0

    Followers

    Reviews: 0

    User Lists: 1

    @commisar123: I'm new to the series as well but several hours in. My characters are about level 16 right now and grinding towards the first labyrinth boss. Most of my regrets so far have been skill choices, I regret putting points into gathering / item drop modifier abilities. At this point they seem like a waste and detract from the important skills (defense for fortress, spell dmg for caster, binds for sniper.

    I've been working on grinding up my runemaster, and however many great things I've read regarding this character I'm not seeing the awesomeness of it (assuming it's because of my spread out and poor skill choices)

    Im running:

    Dancer / Fortress / Nightseeker

    Runemaster / Medic

    Avatar image for joeyoe31
    Joeyoe31

    848

    Forum Posts

    17

    Wiki Points

    0

    Followers

    Reviews: 0

    User Lists: 0

    #3  Edited By Joeyoe31

    So I'm new to the series, any advice for getting off to a good start?

    Get a healing class. Medic or Dancer. If you're willing to risk not having a constant healer, than pick Dancer. Dancers can do a decent amount of damage and their samba's give your party some seriously needed buffs. Medics are still good all around healers, but that's all really all they do.

    Always carry two warp wires (or Ariadne Threads in EO4).

    Take your time when you're starting out. If you don't feel comfortable with a situation, just warp wire out, heal and try to maybe get some levels on the way back into the dungeon.

    Squirrels are evil. Don't trust them.

    And in case you're wondering

    Night Seeker/Fortress(will be replaced with an Arcanist)/Dancer

    Runemaster/Sniper

    @commisar123: I'm new to the series as well but several hours in. My characters are about level 16 right now and grinding towards the first labyrinth boss. Most of my regrets so far have been skill choices, I regret putting points into gathering / item drop modifier abilities. At this point they seem like a waste and detract from the important skills (defense for fortress, spell dmg for caster, binds for sniper.

    I've been working on grinding up my runemaster, and however many great things I've read regarding this character I'm not seeing the awesomeness of it (assuming it's because of my spread out and poor skill choices)

    Im running:

    Dancer / Fortress / Nightseeker

    Runemaster / Medic

    I beat him at level 15. I don't think you need anymore levels dude.

    Avatar image for beardfish
    beardfish

    120

    Forum Posts

    0

    Wiki Points

    0

    Followers

    Reviews: 0

    User Lists: 1

    @joeyoe31: Am having a problem with damage output due to the defensive / utility classes (fortress doesn't hit too hard, medic doesn't do much except heal, and dancer hits for a mediocre amount when not twisting. Need to upgrade that dancer's sword, but the main problem is the runemaster is still level 10 as I had been grinding up a sniper until I changed my mind.

    Avatar image for commisar123
    Commisar123

    1957

    Forum Posts

    1368

    Wiki Points

    0

    Followers

    Reviews: 4

    User Lists: 14

    Well now I have to know.

    @joeyoe31 said:

    Squirrels are evil. Don't trust them.

    Avatar image for zeik
    Zeik

    5434

    Forum Posts

    2

    Wiki Points

    0

    Followers

    Reviews: 0

    User Lists: 0

    @commisar123: I'm pretty sure he's referencing EO2, where you would occasionally happen across an event in a dungeon where a squirrel would steal your warp wire needed warp out of the dungeon, which sucked.

    I haven't seen anything like that in this one so far though.

    Avatar image for superwristbands
    SuperWristBands

    2281

    Forum Posts

    7

    Wiki Points

    0

    Followers

    Reviews: 0

    User Lists: 2

    #7  Edited By SuperWristBands

    @beardfish: Yeah, that party might be a little lacking in damage until you get a little farther with the Runemaster. You can probably hit pretty hard at level 10. I think lightning was the strongest of the spells for Runemaster. Lightning Rune and Runic Gleam with a few points into TP boost was what I had at the beginning.

    Just wait until you get that Nightseeker to level 20 and open up the Veteran skills for Shadow Bite. Oh boy does that do a stupid amount of damage. That and your Runemaster using Storm Rune will make your damage problems a thing of the past.

    There are also some pretty good tips in this thread that you might wanna read over.

    Avatar image for happymeowmeow
    happymeowmeow

    226

    Forum Posts

    10

    Wiki Points

    0

    Followers

    Reviews: 0

    User Lists: 8

    Binds and status changing spells play a large role in the game, make sure you can defend and dish em out.

    In EO games it generally pays off to dump all the skill points into one skill tree and max it out, for example just make an Ice Runemaster.

    The game also rewards playing slowly and cautiously: have plenty of those warp wire things, and when you can, equip the escape burst.

    Avatar image for commisar123
    Commisar123

    1957

    Forum Posts

    1368

    Wiki Points

    0

    Followers

    Reviews: 4

    User Lists: 14

    @joeyoe31: So I've been rocking

    Landsknecht, NightSeeker, Dancer

    Sniper, Runemaster

    And it seems going pretty well so far, but I'm worried I might not be tankey enough or have good enough healing. Any thoughts?

    Avatar image for zeik
    Zeik

    5434

    Forum Posts

    2

    Wiki Points

    0

    Followers

    Reviews: 0

    User Lists: 0

    #11  Edited By Zeik

    Not having a Fortress or Medic at the start is going to be tough, but not impossible. Make sure to carry a good stock of items.

    Avatar image for turambar
    Turambar

    8283

    Forum Posts

    114

    Wiki Points

    0

    Followers

    Reviews: 0

    User Lists: 2

    If you're just starting out, it really doesn't hurt to simply go with the RPG basics: a Fortress, Landshark, Night seeker, Runemaster, and Medic. Once you start getting the hang of the game's rhythms and mechanics, you can use some of the auto leveling items you get at the end of stratums to help fill in some different classes you start eyeing.

    I'll just add that the "metagame" for EO4, if there is one, is all about links and chasers now with Dancers' Chase Samba and Lansharks' elemental links accompanied by vanguard and improved link, and finally the Nightseeker's biding slash to allow for what is essentially 8 to 10 free attacks a turn. It's very TP intensive and takes two turns to set up, but it wrecks things pretty hard.

    Fortresses, on a side note, can probably be relegated to the back line actually, particularly because of taunt/auto-taunt. Their poor strength stat means putting them in the front results in little gain unless you are in dire need of their proficiency skill's TP generator.

    Avatar image for etoaster
    EToaster

    133

    Forum Posts

    5

    Wiki Points

    0

    Followers

    Reviews: 0

    User Lists: 0

    Luck is actually a major stat for Nightseekers, Snipers, and Arcanists. It determines the chance of applying your status effects and binds to enemies, and if you don't have enough, you'll find yourself hard pressed to stick anything on a powerful FOE or boss where you'd really appreciate it.

    Avatar image for zeik
    Zeik

    5434

    Forum Posts

    2

    Wiki Points

    0

    Followers

    Reviews: 0

    User Lists: 0

    @turambar: Why Biding Slash? There are plenty of other better multi-hit attacks in the game than that. The Nightseeker has Swift Edge that does 4-5 attacks or the Sniper's Squall Shot which hits up to 16 times. Or you could use a Dancer/Nightseeker or Nightseeker/Dancer with Sword Dance and Blade Flurry to do like 5+ normal hits. Or you could even take a gamble with the Nightseeker's Follow Trace and use Shadow Bite for huge damage all by itself. Just some examples.

    The Fortress' attacks are actually rather useful in this game, as many of them are more than just flat damage modifiers. Holy Smite does respectable damage and heals by a notable amount. Vengeance Smite does more damage the more hits you take, which works nicely given that their whole purpose is to tank. Once you max out HP Up you can use Line Guard or even party guard and soak up tons of damage. I never bothered with anything but tank skills in the previous games, but I find myself using offensive attacks with my Fortress quite often. The regenerating TP helps a lot for this, since I don't have to worry about not having TP for tanking skills.

    Avatar image for turambar
    Turambar

    8283

    Forum Posts

    114

    Wiki Points

    0

    Followers

    Reviews: 0

    User Lists: 2

    @zeik: Because I just got to stratum 3.

    Avatar image for happymeowmeow
    happymeowmeow

    226

    Forum Posts

    10

    Wiki Points

    0

    Followers

    Reviews: 0

    User Lists: 8

    Re: skill speeds, I thought this might help new people as this stuff is not adequately explained in game (copied from a helpful thread in gamefaqs.) All this stuff is very useful for skills that rely on going first, like the Landsknecht's link skills, or having a medic that heals before the enemy has a turn :

    Shield: -2 speed

    Heavy Armor: -2 speed

    Medium Armor: -1 speed

    Light Armor: +2 speed

    Gloves: +1 speed

    Shoes: +4 speed

    Accessories and helms are neutral.

    Gunblade: -4 speed

    Hammers: -3 speed

    Swords: -2 speed

    Thrusting Swords: +2 speed

    Katanas: +2 speed

    Daggers: +3 speed

    Bows and staves are neutral.

    Some skills start with negative action speed, others start with higher action speed.

    Each point of AGI adds a point of speed.

    The game rolls a random number between 0-4 each turn for every individual and adds that number to their speed.

    This edit will also create new pages on Giant Bomb for:

    Beware, you are proposing to add brand new pages to the wiki along with your edits. Make sure this is what you intended. This will likely increase the time it takes for your changes to go live.

    Comment and Save

    Until you earn 1000 points all your submissions need to be vetted by other Giant Bomb users. This process takes no more than a few hours and we'll send you an email once approved.