Post by coliflowerz on Apr 23, 2015 1:41:53 GMT -5
Having recently finished a solo of Farah, sans Sekundes and both Nereids, I want to try writing up a guide on Farah Oersted in Tales of Eternia. I plan on covering:
-General game plan
-Relation to other PCs
-Artes and their usage
-Combos
-Equipment
And anything else I find interesting. Things in particular:
-Advantages and disadvantages over Reid
-Incorporating Mirage
-Incorporating Deadly Force
-Maximum Burst's potential and weaknesses
Hopefully by the end it'll be cohesive and informative. If anyone has anything they'd like to contribute, feel free to. I'll update this thread with notes when I find the time.
I: General
1. The Two Farahs
A. Front Line
a. Deals heavy damage in forms of combos
b. Only character with diagonal approach
B. Healer
a. Can heal HP, status effects, and resurrect
b. Has more durability than Craymel mages
2. Stats
A. Emphasis on attack, accuracy, and evasion
B. Can jump very high
C. Run speed is slightly slower than Reid
3. Pros and Cons
A. Pros
a. Long combos can keep enemies occupied
b. High damage output
c. Aerial approach allows for unique offensive opportunities
d. Can heal
e. Mirage can dodge normally near unavoidable spells
f. Easy to access mystic arte
B. Cons
a. Lack of diverse equipment
b. More frail than Fog/Max or Reid
c. Attacks do not start-up very fast
d. Cannot play an effective spacing game
e. Has difficulties against multiple enemies
f. Uses TP fast
II. Moveset
1. Normal attacks
A. All ground normals start-up relatively slow
B. Air normals can cover good amounts of space
2. Ground Artes
A. Palm Strike
a. High amounts of hitstun
b. Low TP cost
c. Can be cancelled very early
d. Critical hits push enemies too far for most follow-ups
B. Triple Blossom
a. Moves Farah forward the most
b. Cancel window is late
c. Slightly lifts enemy
C. Sonic Fist
a. High amount of hits
b. Last hit cannot be cancelled
c. Can be hard to implement in combos, but rewarding
D. Mirage
a. No hitbox but invulnerable in the middle
b. Start-up is not invincible
c. Has recovery
d. With proper timing many things can be dodged
e. Can be used to space Farah better after an air-to-ground arte to use a healing arte
3. Ground-to-Air Artes
A. Swallow Dance
a. Combos into air-to-ground artes easier in the corner
b. Cheapest ground-to-air arte
c. 2nd hit can miss smaller enemies
B. Rising Dragon Strike
a. Lifts very high; on enemies that cannot be lifted, knocks down instead
b. Wind and Lightning element
c. Starts-up slow
d. Moves Farah forward
e. High TP cost for level learned
C. Super Swallow Dance
a. Swallow Dance + cancellable back flip
b. Similar in damage and cost to Rising Dragon Strike
c. Can be canceled early in a similar fashion to Swallow Dance
4. Air-to-Ground Artes
A. Eagle Dive
a. Easy to use vertical approach, fast, cheap
b. Lifts target slightly
c. Has less applications than other air-to-ground artes
d. Hard to use in combos except in the corner
e. Hits OTG
B. Death Blossom
a. Fast diagonal approach with long recovery time on miss
b. On landing uses attack near identical to Triple Blossom
C. Eagle Rage
a. Slower but more effective diagonal approach
b. Projectiles are Water element
c. Has least risk
d. Hits OTG
-General game plan
-Relation to other PCs
-Artes and their usage
-Combos
-Equipment
And anything else I find interesting. Things in particular:
-Advantages and disadvantages over Reid
-Incorporating Mirage
-Incorporating Deadly Force
-Maximum Burst's potential and weaknesses
Hopefully by the end it'll be cohesive and informative. If anyone has anything they'd like to contribute, feel free to. I'll update this thread with notes when I find the time.
I: General
1. The Two Farahs
A. Front Line
a. Deals heavy damage in forms of combos
b. Only character with diagonal approach
B. Healer
a. Can heal HP, status effects, and resurrect
b. Has more durability than Craymel mages
2. Stats
A. Emphasis on attack, accuracy, and evasion
B. Can jump very high
C. Run speed is slightly slower than Reid
3. Pros and Cons
A. Pros
a. Long combos can keep enemies occupied
b. High damage output
c. Aerial approach allows for unique offensive opportunities
d. Can heal
e. Mirage can dodge normally near unavoidable spells
f. Easy to access mystic arte
B. Cons
a. Lack of diverse equipment
b. More frail than Fog/Max or Reid
c. Attacks do not start-up very fast
d. Cannot play an effective spacing game
e. Has difficulties against multiple enemies
f. Uses TP fast
II. Moveset
1. Normal attacks
A. All ground normals start-up relatively slow
B. Air normals can cover good amounts of space
2. Ground Artes
A. Palm Strike
a. High amounts of hitstun
b. Low TP cost
c. Can be cancelled very early
d. Critical hits push enemies too far for most follow-ups
B. Triple Blossom
a. Moves Farah forward the most
b. Cancel window is late
c. Slightly lifts enemy
C. Sonic Fist
a. High amount of hits
b. Last hit cannot be cancelled
c. Can be hard to implement in combos, but rewarding
D. Mirage
a. No hitbox but invulnerable in the middle
b. Start-up is not invincible
c. Has recovery
d. With proper timing many things can be dodged
e. Can be used to space Farah better after an air-to-ground arte to use a healing arte
3. Ground-to-Air Artes
A. Swallow Dance
a. Combos into air-to-ground artes easier in the corner
b. Cheapest ground-to-air arte
c. 2nd hit can miss smaller enemies
B. Rising Dragon Strike
a. Lifts very high; on enemies that cannot be lifted, knocks down instead
b. Wind and Lightning element
c. Starts-up slow
d. Moves Farah forward
e. High TP cost for level learned
C. Super Swallow Dance
a. Swallow Dance + cancellable back flip
b. Similar in damage and cost to Rising Dragon Strike
c. Can be canceled early in a similar fashion to Swallow Dance
4. Air-to-Ground Artes
A. Eagle Dive
a. Easy to use vertical approach, fast, cheap
b. Lifts target slightly
c. Has less applications than other air-to-ground artes
d. Hard to use in combos except in the corner
e. Hits OTG
B. Death Blossom
a. Fast diagonal approach with long recovery time on miss
b. On landing uses attack near identical to Triple Blossom
C. Eagle Rage
a. Slower but more effective diagonal approach
b. Projectiles are Water element
c. Has least risk
d. Hits OTG