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Author: Subject: Tactics to achieve and lvls. of top 10 characters
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[*] posted on 2-3-2005 at 12:09 AM Reply With Quote
Tactics to achieve and lvls. of top 10 characters



I was interested in just how deep others have gone in character development. Please list your top 10 characters and their lvls. In this post...or one to follow: List major tactical ideas to achieve these levels. Here is my list of top ten.

1. Cleric: level 6870

2. Prowler: level 5578

3. Brawler: level 5092

4. Blue Mage: level 4740

5. Tyrant (Laharl) level 4312

6. Warrior: level 3967

7. Divine Majin: level 3779

8. Green Mage: level 3718

9. Red Mage: level 3596

10. Witch (Marjoly) 3278
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[*] posted on 2-3-2005 at 12:28 AM Reply With Quote


Uh.. I dont want to show mine,they are all still in the 100s xD When I play more of Disgaea,I'll get back to you on that!



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[*] posted on 2-3-2005 at 12:47 AM Reply With Quote


Same here, my highest character is Laharl at a piddly (Well compared to yours) lvl 103, most of my other main characters are in the late 90's but everyone else (about 80 other characters) are only in the 40-50 range! How long have you been playing?



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[*] posted on 2-3-2005 at 04:30 AM Reply With Quote


eehhh....most of my characters are the same as the ones above said....my laharl is by far the most powwrful for now...120...others are 100+ and others, below 90
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[*] posted on 2-3-2005 at 05:07 AM Reply With Quote
Tactics to level and one reply.



Original question from Vyres: Same here, my highest character is Laharl at a piddly (Well compared to yours) lvl 103, most of my other main characters are in the late 90's but everyone else (about 80 other characters) are only in the 40-50 range! How long have you been playing?

I played it exclusively every day for the first nine months it was out. (various amounts of time per day) Took a break then played, probably, 2-3 months and haven't played the last 2 weeks.

Tactics:

1) My cleric asap took on 10 pupils. All the first four mage types, including star mage and various other ones just to help her level (despite what others I have seen said: extra gain does work!) Since the mage's secondary skill is the bow; I had Laharl use the bow to level the weapon up and then gave it to my cleric to work with. Eventually, since she casts the strongest magic; I had her learn the Tera Star which is good for about 70% of maximum damage per opponent, but works against all protections (fire, wind, ice). This becomes more important as the game goes on.
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[*] posted on 2-3-2005 at 05:26 AM Reply With Quote
tactics: (cont.)



2) Prowler: When I understood how important a thief was: (e.g. no high level thief means very little probability of attaining the ultimate weapons) I memorized all attacks that I could so I would be sure to have him make the kill. Very tedious, but despite no transmigration he leveled fairly quickly. BTW I combined specialists so that I only had a few different types when I went in the item dungeon to subdue them. Also, for each weapon or armour type every slot had at least a few specialists in it so protections, afflictions, etc.-all stats improved each ten levels down that I descended. (Here, I am going to pause and see if there is any interest or not. If there is: I will add other information, but this is a lot of typing if no one really cares about this.:D)
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[*] posted on 2-3-2005 at 05:56 AM Reply With Quote


You have stated some pretty good information,why dont you make a guide though? Kind of like what Okor did for his Majin guide.
The reason I'm stating this,as an opinion,just so you can fit it all in one topic,and I'm pretty sure other members will read it too. There are also other topics in the Overlord's castle where members have stated stats,what they did to level up,how they get this character more skills,etc. But most of those are not in one topic,they are just scattered in different ones.




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[*] posted on 2-3-2005 at 06:51 AM Reply With Quote


I haven't seen the Majin guide, but I will take a look. The primary reasons I chose to post here are twofold. 1) Since I am typing this out in real time rather than copy and paste: In case I need to mention a spoiler it's not a problem. 2) This area moves slowly enough to let me refine and clarify my thoughts without feeling rushed. However, I am not rigid in this thinking and if you would like me to post elsewhere it is absolutely no problem.
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[*] posted on 2-3-2005 at 07:03 AM Reply With Quote


Oh no this is fine. Overlord's castle or here is just fine. Also if you need to mention a spoiler,then you made this topic in the right place :)



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[*] posted on 2-3-2005 at 07:31 AM Reply With Quote


OK, I will continue to post here.

btw Specialists, to the best my pea brain can remember, have 18 catagories and the maximum number of slots on the weapon or item is sixteen. So there is no way to fit everything on one item. The most important qualities are the ones you can see being filled. It is also neccessary to to give your weak players protection from sleep (coffee makers); paralyze (medicine man); and poison (pharmacist). Poison is not essential but highly recommended.
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[*] posted on 2-3-2005 at 07:51 AM Reply With Quote


tactics: 3) Brawler Limitations-has only one multiple attack which is fire based and requires weapon proficiency at level 20. (Definitely, if you're starting out, try to level up a Ninja to fill this postion. They have better and more counter-attacks. Also, by equipping lots of coaches, to some kind of footwear or an accelerator the Ninja can't be hit. PLEASE NOTE! When planning an attack on a Ninja, make sure that your speed is about 50% higher than the one you're attacking or you will miss him. This is one of the more frustrating things that can be overlooked and if you're in a high level dungeon can lead quickly to your defeat.
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[*] posted on 2-3-2005 at 07:58 AM Reply With Quote


I never knew that.. about having more speed than the Ninja,no wonder I cant hit the jerk >>;;
Thanks for the tip!




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[*] posted on 2-3-2005 at 08:12 AM Reply With Quote


Those guys can be looked past so easily...omg How many times I have chastised myself over doing that again!
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[*] posted on 2-3-2005 at 08:35 AM Reply With Quote


3) Brawler (cont.) If you do have a brawler the fire spell can work quite well, but by equipping a fist weapon the Ninja can learn this as well. You will find that, early on, the ninja can pass promotion exams better than any other basic character that is available at this time, but peaks in development very quickly once put into regular battles. I have a shadow ninja at level 1592 and I wish I had worked on him much sooner in the game. It seems the ninja's speed is traded for offensive power. Considering the attack power of the brawler it's a tradeoff. Of course, if you can transmigrate a brawler to an eternal fist that's a good thing; although you learn no new skills by doing this. However, I wouldn't worry too much about transmigration early in the game. So concluding this rather lengthy section: If you can develop both it's a very potent combination which allows two modes. Those of attack and defense.

Another little caveat that I almost forgot. You need at least two thief types or a theif and Gordon in order to clear the cave of ordeals. Reason being that they're the only ones that can throw six spaces.
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[*] posted on 2-3-2005 at 08:38 AM Reply With Quote


Two rogues..what about scouts? They have pretty good throwing distance too.



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[*] posted on 2-3-2005 at 08:42 AM Reply With Quote


As long as they are in the theif class, they can throw six spaces. If you are in doubt, just pick one up and it's stats will come up as to how many spaces they are able to throw.
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[*] posted on 2-3-2005 at 08:52 AM Reply With Quote


Much, much later in the game there is an alternative. But, I am going to leave that as a little teaser. (hehe)
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[*] posted on 2-3-2005 at 01:25 PM Reply With Quote


My top characters are in the 50s-60s range... I haven't been able to play Disgaea since August...



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[*] posted on 2-3-2005 at 06:27 PM Reply With Quote


Originally posted by Etna:

To answer your question directly about scouts: The most a scout can throw is 5 spaces. However, if you develop a scout in the beginning, their weapon mastery of guns increases much more quickly than thieves. So you can always transmigrate later in the game. Be advised: I have never been able to carry the Geo
Change Skill (GCS) over to any other character in transmigration. Not even another in the scout class. It always resets to zero. GCS is quite useful. For example: If your bonus gauge is sitting at "3"; you have exhausted alternatives to raise it higher and the next level gives you a very sought after prize...have a scout use the GCS to give you a new set of geo-panels. Then use combos (not player combos, but geo-panel combos) to break additional pyramids and pump up your bonus gauge. If anyone has specific questions about geo-panels, I would be happy to answer them. If I have the time to post a guide on the geo-panels, I will explain this in more depth.
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[*] posted on 2-3-2005 at 06:30 PM Reply With Quote


Originally posted by Etna: Two rogues..what about scouts? They have pretty good throwing distance too.

The above question that was posed by Etna that belongs with the previous post.
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[*] posted on 2-3-2005 at 07:09 PM Reply With Quote


tactics: (cont.)
4) My blue mage is the first of my spell casters that I gave some added footwear. Don't wait as long as I did! If you give any mage footwear you will probably have to sacrifice some kind of protection. It is worth it to be able to move her/him without having to use another player to throw them into battle. If you refer to my top ten character list above, you can see the blue mage is quite a few levels above the others (excluding my cleric). This is because she was the one that I gave footwear to early in the game. She has a move capability of "8" and a jump capability of "42". While the added three points in moves is nice, what you really want is a high jump capability or you end up being stuck in a low place with no way out without assistance. Mages appear to be particularly vulnerable to elemental attacks so as early as possible after you are making regular trips to the item dungeons; subdue some specialists (e.g. aeronauts for wind protection; cryophiles for ice protection; and firefighters for fire protection) and fortify your mage character defenses. The basics to tactics of mage development is covered here. It would just be redundant to cover it again for my green and red mages. If you're curious to the attack powers of the mages; my red mage has the most attack power. Her capablitiy against a character that is weak in fire protection is 2.6 million hit points per character attacked.
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[*] posted on 3-3-2005 at 03:46 AM Reply With Quote


tactics (cont.)
5) There is not much I am going to add about Laharl because there are a myriad of ways to use him. He is more maxed out in my game using the bow instead of the sword. Most people that use him seem to favor the sword. It is very powerful in theory and if you invest 19,999 gladiators in it it will be. I preferred to use the bow because it is more versatile. For the bow you will need marksman as specialists as well as gladiators. Status attacks work well when equiped to the bow. (poison is inflicted by alchemists; sleep is inflicted by hypnotists; and paralyzation by witch doctors.) This allows distant strikes to weaken opponents before they ever get near your party. As I stated before; when I leveled up mages, I borrowed his bow to help them. Remember, (maybe I am stating the obvious) this is a role playing game and customization is what makes the game fun.) I sincerely hope there will be other ideas posted. I said I wasn't going to say much here and this is getting too lengthy, so in passing don't foget to use his super strikes: overloards wrath and meteor impact.
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[*] posted on 3-3-2005 at 11:42 PM Reply With Quote


Seeing as I got bored with going through the game over and over an impulse in my brain told me to start A new file Soooo.......

Laharl Lv. 7
Etna Lv. 6
Kristof (warrior) Lv.7
3 Prinnys All Lv.4
thats about it...




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[*] posted on 4-3-2005 at 10:04 AM Reply With Quote


Quote:
Seeing as I got bored with going through the game over and over an impulse in my brain told me to start A new file Soooo.......

Laharl Lv. 7
Etna Lv. 6
Kristof (warrior) Lv.7
3 Prinnys All Lv.4
thats about it...


Good luck! Hope something here is usable. If you have any unique tactics or there is something specific I can help with, please feel free to post it. ( will generally be able to get back to you the same day.) Although, I may have already, I am not interested in posting something for players over 200th level. I would like to help expediate development and I am quite interested in alternative ideas.




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[*] posted on 5-3-2005 at 06:10 AM Reply With Quote


tactics (cont.)
6) My warrior (Django) was one of the first ones with which I tried some serious transmigration strategies. I started him in the theif class and I think I had him somewhere in the 150-250 range before I transmigrated. He was a lousy thief is all I know, all the value he had was in throwing...not a high enough level to do much stealing. BTW: The Senate is a good place to adjust for your level to help in leveling up. Just lower or raise the difficulty to fit your party. That is one of the many advantages of bribing the senators instead of beating them to a pulp. There are some guides that say only to give gifts to ones who say: "Must have". While it is true that these will swing to your favor more quickly; I found that any indication that they would like the item will help to bring them towards the love-you-side. Of course, if they are neutral or below you will only piss them off. Once the senator arrives at the love-you-side...they will pretty much stay there. Take all the items that you don't want to sell and put them in spaces below your regular warehouse items for easy access. Then fill all sixteen slots with items to bribe the Senate with before you go in. Bonus points in the dungeons will help you to quickly get items. This should be possible around level 50 or greater. If this is not the case I suggest lowering the difficulty level in the Senate. Well, anyway, back to the Warrior.

Resume warrior description:

The sword is your best friend here. Even if, you used it with Laharl. Spears can attack on the diagonal, but because of the relatively large number of spaces some of their attacks throw the bearers, they are much harder to level up. This can be an advantage at some point because youu can plan to attack and add some extra spaces simultaneously, but tends to be a pain if you are trying to level. The Winged Slayer and Dimension Slash are terrific spells to have. Winged Slayer produces some problems because, like the spear you are thrown backwards when used, although you end up on the same square you began. Django has a sword, galatic muscle, accelerator and infernal armor. The sword, accelerator, and the infernal armor are all of the same rarity number. This will make him level more quickly. The more armor and weapons you match rarity numbers with; the more quickly your character will advance. I could not match the galactic muscle with the rest, but 3/4 is still quite a bit quicker in the leveling than no matches at all. Always strive to match these numbers.




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