You can actually blow up the big air radar dishes in each major location to unlock more helicopter landing zones, usually including right in the middle of the base. Also the game never really mentions it but you can actually fast travel. Each major location (named area) will have an orange platform in it somewhere, usually near a road. On the platform should be a sign post that you rip a sticker off of to unlock it as a fast travel location. After that you can just equip a cardboard box on the platform to instantly travel to any other unlocked fast travel point. That helps *a lot* if you are going back and forth to do side missions there.
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I'd probably go with Lorewalker Cho, Unstable Portal, Mind Vision and Charge.
1. Play Lorewalker Cho (2 Mana)
2. Play Unstable Portal (2 Mana) To get Sorcerer's Apprentice
3. Play Sorcerer's Apprentice (0 Mana)
4. Cast Mind Vision (0 Mana) taking Mind Vision from the enemies hand (thanks to Cho)
5. Mind Vision (0 Mana) Unstable Portal back
6. cast Unstable Portal (1 Mana) to get Edwin Van Cleef
7. Play Edwin Van Cleef (0 Mana)
8. Cast Charge on Edwin Van Cleef (0 Mana) Which should get you infinite damage. Likely to be one short of the damage cap of 2,147,483,647 as that is the highest damage value possible in hearthstone because of the whole 32-bit integer thing. Exceeding it would drop the damage back to 0 I believe.
So 4 cards, 5 mana and technically infinite damage. The Same could also be done with Mana Addict albeit with 5 cards and 5 mana as it needs to be on the board during the infinite mind vision casts. It would likely actually be better for reaching the damage cap in hearthstone given that it's damage would be an odd number while Edwin is even.
The entire arc with Kanji is all about being true to himself. His interests are atypical for his age and gender in society. Something which led to him being alienated from everyone leading to a phase of overcompensating to try to seem "normal and masculine" resulting in his somewhat stereotypical macho behaviour and appearance trying to appear "normal" but just further alienating him instead.
Coupled with the confusion over Naoto and his belief that his interests are "feminine" led to some confused assumptions about his orientation. His story isn't about his sexuality, it (somewhat like Naoto) is about just being yourself and moving beyond the assumptions and categories society tends to throw upon them. In Kanji's case the fact that he likes cute things and making dolls, textiles, etc. means that he is feminine and interested in men. And that Naoto *needs* to become a man to fit in with her chosen profession.
It dosn't matter which way Kanji is oriented. His story is about trying to accept himself and his hobbies and finding people who care and accept him for who he is. Also learning to drown out the forced labels about his "feminine" ways that society would/will heap upon him. Trying to categorise the guy goes against the very purpose of his arc.
It is the same with Naoto's arc. She is a girl in a male dominated environment with no female role models. She fears dismissal and alienation on unfair grounds due to her gender. She just wants to do her dream job, without her gender being a handicap. The answer to a lady feeling alienated in a male dominant workplace is most certainly *not* to simply say "they should get a sex change". That really isn't adressing the problem at hand; namely somebody feeling like they will be looked down upon for who they are. She comes to accept her age and gender and that she has people looking out for her. She likely has a hard road ahead but she can make her own way as herself and try to make changes for the better. Perhaps work to bring more gender equality to that work environment, hard as it might be.
The characters are as they are, we should accept the message they bring about accepting yourself for who you are and not putting on a show to match the expectation of others. Also that sexual orientation, gender, etc. Should *not* matter. To say the characters fell short because they aren't a token homosexual or trans gender character because we don't have enough of them in games is grossly missing the point. It shouldn't matter who they are. Everyone is equal and unique and should be respected, no matter how different to the norm of society they may be.
They are interesting characters with a positive message behind them. Just because they don't conform to a stereotype that seems to be a hot topic about equality right now dosn't mean they are bad characters. They are making a statement about accepting people for who they are regardless of gender or interests. They don't need to be token characters for the sake of having them. Things being truly equal the matter of their gender or orientation should be meaningless. It dosn't matter. What should matter is what their arcs stand for; accepting people for who they are, societal stereotyping be damned.
Standard is probably the best one to start with. It is a bit more straightforward and keeps the characters a bit more distinct from each other in the early game which makes it more worthwhile to swap people in and out. At least until you max people out at which point Lulu, Khimari and Auron become kind of redundant while Yuna just gets used to provide token summons to let aeons eat one hit kill attacks from certain foes.
Anyway, if you plan to ever go far enough to defeat the dark aeons and penance then the standard grid allows for more growth potential for the characters. (Apparently around 50 or so less spheres for stats on the expert grid).
Expert allows you to vary characters more in the early game but given how fast it is to switch people out in combat there is not really a pressing need to overlap the characters early. You also aren't really missing anything with the standard grid in the long term since you gain a number of spheres that allow you to pretty much jump characters around at will. Eventually you max everything out and just stick to melee hits/quick hit for 99,999 damage anyway.
The gambit options were pretty extensive from what I recall, though perhaps a bit too much so. I just couldn't really get into the game much as for the most part my only input was running the party between locations then the game just handled everything itself. Eventually it got bad enough to where on one boss fight I just walked out the room and came back several minutes later after it had won on it's own. I vaguely recall a large bomb boss as well that I fell asleep during. The game won it for me regardless.
I much preferred how it was handled in Dragon Age. Mostly because it wasn't quite as extensive and didn't really give you the means to auto-pilot everything to the extent you can in FFXII. Dragon Age actually required me to control a character and engage with it directly. There are times in FF XII with tougher fights and optional side content that requires being more hands on. But the majority that I recall once you have extensive gambits set up is simply ferrying the programmed AI around the world and watching them auto buff themselves constantly then steal from and subsequently kill everything they meet.
Yeah, I am pretty glad for the exp share and not having to juggle lvling them all individually.
Though in regards to the Super Training mini-games for EVs that have been mentioned i'm not liking the fact that it requires you to use the circle pad to move and dodge along with the stylus to target. I'm left handed so it feels pretty uncomfortable and awkward to try and play them. I have to either awkwardly cross my hands, or fumble trying to use the stylus in my right hand. They don't seem to have included any sort of left handed option.
I suppose the topic is already covering spoilers, but just in case:
From what I recall it was largely implied he was just having a flashback to his former love, Lenore (hence saying her name). The Duke, like the player character was an arisen. He rose to power after "defeating" the dragon. However as I believe the dragon explains the Duke had not fought the dragon but merely accepted the offer, the same one given to the player. The Dragon left in exchange for the one the Duke loves.
Because the dragon vanished it was just assumed he had slain it by the populace. It is also the reason why he goes kind of insane when you defeat the dragon, insisting that you are lying and that you must have taken the deal too. As seen in this scene. Crazily justifying himself that the dragon could not be defeated by anyone and he didn't take a cowardly way out by sacrificing the person he loved rather than trying to fight.
As for the aging, he along with all the other failed arisen resume aging once the dragon is actually slain which their hearts were still bound to I believe. So he becomes old, and the even older Arisen from the cave turns to dust from what I vaguely recall.
Yeah, those weapon stats will apply on all forms of attack. So for example if you have a weapon that grants life on hit, and then drop a twister amongst the enemies each time it hits anything it will grant you life. I made a mage who pretty much just stands in melee range of everything and just spams them leeching back life faster than enemies can kill him.
All offensive skills tend to describe their damage as x% of weapon dps. All effects across all equipped gear that you have will work for your skills aswell. In the wizards case from what I recall intelligence is their offensive/primary stat, so getting more of it means more damage. Also beyond that getting lots of vitality is a good idea as well in order to stay alive.
Characters in Diablo 3 pretty much never use basic physical attacks. Even melee characters just rely solely upon skills. As a wizard the closest thing you have to a melee looking attack is spectral blades. It is possible to play a wizard by staying up close with enemies throughout the game on all difficulties but even then you will likely never swing your weapon. To all classes the weapons are more just stat sticks that may or may not play a part in the skill/spell animations the class uses i'm afraid.
You can assign basic melee attacks from what I recall of the PC version (so it may have changed) but they are usually so vastly inferior to the skills and spells there is no real reason to do so.
The AI is largely quite predictable. You are generally pretty safe most of the time as the game is largely broken up into encounter areas where there is usually a single enemy and then parts of just wandering around and getting the notes and documents.
One of my issues with the game is the damage the enemies do. For the most part they barely hurt and any damage you recieve regenerates reasonably fast. So the game for me largely boiled down to rather than hiding or sneaking at any point in the game I would just sprint, sometimes right at an enemy because it really dosn't matter if they hit you. It just seemed redundant creeping about when you can dash between all the valves/switches at no real risk and get it over and done with quicker. Once you leave the scripted enemy stalking you area/sequence they tend to not follow you, or even at times despawn.
The game is pretty to look at and animates nicely. I really like first person games showing your body rather than the floating camera or gun approach. I had an okay time with it but I found the atmosphere to be underwhelming and had an over reliance on often cheap attempted jump scares, always with a loud orchestral sting.
It is a shame, but the enemies are just too visible to examine and pose no threat. There is never really any cause for dread or fear because you can outrun them, or if the room has any furniture at all easily go around it causing them to have to path all the way around after you.
You might still have an okay time with it, but sadly your observations about the AI being predictable are pretty spot on from my experience with the game.