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Old October 30th, 2009, 10:26 PM   #1
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Default RPG Inferno Pet Discussion

So, I feel many people could use some pointers on which pet is best for them or which pet is coolest or which pet is yadda yadda yadda, so here we go, Pet discussion.

Feel free to discuss/ask for Builds for your Pets that you use or would use to get through a specific area with a specific pet or discuss anything else about Pets!

Which one is cutest, which you feel is best, etc, etc. I want to see what others think of the current pet selection! Today, I'm going to be working on adding the other five Pets to the Inferno wikia (link) so any information that can be shared by those who use each Pet (as I have only used the Sahagin Pup) would be greatly appreciated! ^_^

I'll edit links to each Pet's page on the wiki into this thread as they're made, so check back.


Last edited by Igshar; November 1st, 2009 at 01:40 AM.
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Old October 31st, 2009, 06:58 PM   #2
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Default Re: RPG Inferno Pet Discussion

D: WTF WHY NO POSTS?!

I'll go down a list of the pets and what I think of them.


Cactoid

He's easily one of the better pets. He packs 18 base eva. Which is pretty awesome. Almost a 50% miss chance on all enemies. Power Snag allows him to take Str from enemies so even if they do hit him, they do it for ever less then normally would. He can even boost his eva up with a sleight doing very nicely. It's a shame no one has him. He could easily be one of the two or three best allies/pets to have in this chapter.

Chocochick

Chocochick is rather good. High Speed so he can double you very easily. He can go both str and magic making him a great pet to use. He can attack pretty much any enemy in the game and deal some kind of damage. If you like high speed and a pet that gets more turns then yourself, this pet is perfect for you.

Ember

Ember is by far the strongest Magic pet. He can deal devastating damage to enemies. He comes with the highest magic for a pet in the chapter, along with a Ra spell and an amazing spell called Explode. Explodes base is 25, Ra's are 16 and basic spells are 10. So it's highly overpowered compared to other spells. He sacrifices himself to deal massive damage to enemies. About double normal damage. He's the only magic pet that doesn't have a spell to bring back his MP. But he does have a sleight that costs 0 ADR that heals him for 2 MP along with 5 HP. Him having a sleight that heals MP is much better then magic since he can waste himself to 0 MP and bring himself up to 2 with one turn, along with restoring 1/9 of his base HP. He is for sure the best Magic pet when it comes to damage. He can also hold his own fairly well.

Moomba Cub

Moomba is an amazing pet. He has the highest str of all pets in the chapter. He comes with a nice dex and speed stat along with fairly nice HP. He can deal a great deal of damage but he has low defenses making him an easy target. It's best to keep an eye on him to make sure he never gets too low. Moomba has two sleights, a normal attacking sleight, then a somewhat of an upper attacking sleight that deals massive damage. He comes with a Speed and Str buff that costs 2 MP as well. He increases his str and speed by 5 when using it. It's very helpful if the pet gets more then one turn in a round. He is the best pet when it comes to damaging with Str.

Sahagin Pup

The Sahagin is a very defensive pet, he can really do great for himself. He can hold his own nicely with his 17 def and 15 spr. He can even buff his def and spr by 5 as well. Him having focus is perfect for him as well. He doesn't need aspil really at all. Two casts of his spell and then a focus after to restore all MP used. He has the lowest magic of all magic pets thoughl. He can't nearly do the damage all other pets can do, which makes him a very slow pet to fight with. He very rarely does over 15-18 damage to enemies. He mostly hovers around low 10's compared to 20's and 30's other magic and str pets can deal. He's a good pet for this who don't mind fighting slowly, but for those who like to deal damage and have an offensive pet, he is not the choice for you.

Totberry

Totberry is a str pet that uses magic to weaken his enemies. He can lower enemies spr and magic by 7. He has 17 def so he can take str hits very nicely. He also has grudge so he can take away enemies MP. He's a great pet if you go magic yourself. He can weaken enemies Spr so you can deal more damage to them. He only has one sleight so he can't deal damage like the Moomba can but he can weaken the enemy unlike any other pet can do really besides the Cactoid.



Just thought I'd give my own descriptions and what all they do. What they do, and how I see them. It's all my opinion on things and my thoughts on them. If I had to rank them in terms of best pet for magic and str.. well.. you can't really since they all have their own uses. But.. the best ones to use cause of how good they are.. would have to be Bomb/Ember for Magic and Cactoid/Totberry for Strength. The sheer damage the Bomb can do along with his sleight makes him top tier. The Cactoid and Totberries debuff enemies stats making the enemies weaker for you to be able to beat.


Also... Sahagin then Moomba for cutest sprites.
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Old October 31st, 2009, 07:59 PM   #3
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Default Re: RPG Inferno Pet Discussion

Quote:
Originally Posted by Avalon View Post
D: WTF WHY NO POSTS?!

I'll go down a list of the pets and what I think of them.
Because the Inferno community don't care? ;-;

<3 u

Quote:
Just thought I'd give my own descriptions and what all they do. What they do, and how I see them. It's all my opinion on things and my thoughts on them. If I had to rank them in terms of best pet for magic and str.. well.. you can't really since they all have their own uses. But.. the best ones to use cause of how good they are.. would have to be Bomb/Ember for Magic and Cactoid/Totberry for Strength. The sheer damage the Bomb can do along with his sleight makes him top tier. The Cactoid and Totberries debuff enemies stats making the enemies weaker for you to be able to beat.


Also... Sahagin then Moomba for cutest sprites.
I cannot agree on there being a "best" on any side. Moomba deals far better damage than Cactoid, Totberry, and Chocochick, but Cactoid and Totberry can debuff while Chocochick is incredibly fast and can fight two ways. Ember deals tons of damage, but Sahagin Pup has nasty staying power and Chocochick is incredibly fast.

It's more like "Which Pet is best for you?" rather than "Which Pet is best overall?" :O

That's why I like this Pet system.
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Old November 1st, 2009, 09:54 PM   #4
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Default Re: RPG Inferno Pet Discussion

I think Cactoid should get a 10 needle attack, where you bring both cactoid's mag to 0 and the targeted's spr to 0 for one turn so it generally always does 10 hp at a time. Of course with a guaranteed 10 hp attack should come at a big cost. Say 3 mp, which works because it has so much mp. Or just set a high base and a ten hp max.

oh wait...dozen needles

k delete post

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Old November 3rd, 2009, 02:24 AM   #5
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Default Re: RPG Inferno Pet Discussion

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I cannot agree on there being a "best" on any side. Moomba deals far better damage than Cactoid, Totberry, and Chocochick, but Cactoid and Totberry can debuff while Chocochick is incredibly fast and can fight two ways. Ember deals tons of damage, but Sahagin Pup has nasty staying power and Chocochick is incredibly fast.

It's more like "Which Pet is best for you?" rather than "Which Pet is best overall?" :O

That's why I like this Pet system.
Yea, there truly is not best in general. But in my opipon is what I posted on. :x It's who I believe to be the best and sorts. I can't wait till both Light and Dark pets can be talked about. >.> Should be nice.
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Old November 3rd, 2009, 09:16 AM   #6
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Default Re: RPG Inferno Pet Discussion

i really still dont know which pet to chose. i have to think fast, because in a couple of days it's time to train one for the rest of the chapter...

any advises?
need names too :)
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Old November 3rd, 2009, 03:40 PM   #7
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i really still dont know which pet to chose. i have to think fast, because in a couple of days it's time to train one for the rest of the chapter...

any advises?
need names too :)
Well they're all good in different situations. It really depends on how you like to play the game. To get more in-depth information on each of them, their names in the first post link to articles on the KHInferno Wikia which I personally made, outlining their abilities, strengths, and weaknesses. Those should help you to narrow it down a bit. If not, explain a little of the strategy you like to employ and I'm sure our crack team can suggest a couple which would be best suited for you. :3
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Old November 3rd, 2009, 06:14 PM   #8
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Default Re: RPG Inferno Pet Discussion

To add on to what Ig said. You should pick what pet helps you the best. If you go magic, a str pet is very nice to have. If you like fast pets that can double turn you, Chocochick is the way to go. If you want a str pet that can buff its eva, take str away from the enemy and you can double easily, Cactoid is suited for you. If you want just a straight up attacker with nothing special to him besides damage you can get Moomba. If you want to be able to debuff enemies mag and spr, Totberry would be good for you. Bomb could be very good if you want a strong magic pet that can deal great damage. Bomb, in my opinion, is the strongest Pet when It comes to dealing damage. Turtle is nice if you want him to just be a wall, he does do fair damage but nothing like Bomb can do. 8 base magic compared to 18 base on bomb. Huge difference. It really depends on how you fight and what would be best. Look over the links in the first post for each pet, see what all they can do and their base stats. Then pick from there or ask more questions on certain pets or what you think would be good for you. Say how you fight and I'll try to figure out what pet would be perfect for you. As of now.. I'm thinking Chocochick, Cactoid, Moomba, or Bomb for you.
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Old November 5th, 2009, 05:23 AM   #9
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I bought a Cactard, but you knew that, and went and fixed the page. Any particular reason we aren't collecting data on Chiapets and Umbreons, though?
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Old November 5th, 2009, 05:26 AM   #10
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I bought a Cactard, but you knew that, and went and fixed the page. Any particular reason we aren't collecting data on Chiapets and Umbreons, though?
Only one person has a Chiapet and nobody has Umbreon yet, so there's no need to collect data on them yet. If we put up just 1/2 pages, everyone will be like "oooo I should do that" and they won't care about the other one and stuff. It's like what would happen if a new Pokemon generation was being released and everyone saw only 1/3 Starters and immediately were like "OMG IM USING THAT ONE" and then when the game comes out, they like the others better. Don't want to make people hate themselves.
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Old November 5th, 2009, 05:35 AM   #11
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Only one person has a Chiapet and nobody has Umbreon yet, so there's no need to collect data on them yet. If we put up just 1/2 pages, everyone will be like "oooo I should do that" and they won't care about the other one and stuff. It's like what would happen if a new Pokemon generation was being released and everyone saw only 1/3 Starters and immediately were like "OMG IM USING THAT ONE" and then when the game comes out, they like the others better. Don't want to make people hate themselves.
I love the fact that you think people look at the wikia. <3

I dunno, what you said is sort of flawed. People won't just be seeing 1/3, they would be seeing all of them. Actually, I would be sort of ticked if I didn't care for any of the pets, bought one, and then saw one I liked better and I had to disown, and retrain. Though this is coming from the guy who's spent 1,500 munny on pets, so my views are a little biased.

I did like Lex's idea of dozen needles, though. Capped at 12 damge with a high base would be nice; isn't that how drain works? Anyway, I'm rambling again.
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Old November 5th, 2009, 05:44 AM   #12
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Default Re: RPG Inferno Pet Discussion

But.. seeing the light and dark pet doesn't matter till you beat the chapter. You can't get them till then, so if even if you got to see them, you'd have to either buy one of the ones that are in the shops or get an ally. Don't see a problem on that.

And if Cactoid were to get an attacking magic spell, He'd lose his sleights I'd say and be turned into a Magic pet.

EDIT// Actually.. after seeing a few battles of Res.. I'm not quite sure that Cactoid should honestly be str.. :/ I mean.. his only real way to actually do a good bit of damage without putting a ton of points to str is to use Power Snag.. he has 6 casts of that before he runs out of MP. Now.. if a Str user had him as a partner.. I'd be rather hard to use him of course. A str user shouldn't have him just to say of course but I am just stating that. +Eva sleight really doesn't work out that great unless you can get him to go right before a str enemy. If his secondary sleight is like the others.. then it would cost 2 ADR. So, He'd have to attack twice with Cacti dance that just increases dex and eva.. to use an upper attack really to do damage.. :/ Now, I may be looking at him wrong, and I probably am. But it just seems that it being str doesn't flow right. If it was magic, It'd make more sense to me. I mean.. he could have a move called Dozen Needles, cap it at 12 damage of course. He'd do an almost constant 12 with fair magic to back it up. Maybe a 18-22 base for spell with a 10 magic base for stats on him. He could have an Eva buff perhaps as well. Then maybe Focus with it. :/ Or have a Sleight that gives 2 MP back with a 5 Eva increase. Just my thoughts on him personally, I just figure I'd give my input on him and all. Wouldn't hurt to speak my mind on him.

Last edited by Avalon; November 5th, 2009 at 07:25 AM.
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Old November 5th, 2009, 09:44 AM   #13
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EDIT// Actually.. after seeing a few battles of Res.. I'm not quite sure that Cactoid should honestly be str.. :/ I mean.. his only real way to actually do a good bit of damage without putting a ton of points to str is to use Power Snag.. he has 6 casts of that before he runs out of MP. Now.. if a Str user had him as a partner.. I'd be rather hard to use him of course. A str user shouldn't have him just to say of course but I am just stating that. +Eva sleight really doesn't work out that great unless you can get him to go right before a str enemy. If his secondary sleight is like the others.. then it would cost 2 ADR. So, He'd have to attack twice with Cacti dance that just increases dex and eva.. to use an upper attack really to do damage.. :/ Now, I may be looking at him wrong, and I probably am. But it just seems that it being str doesn't flow right. If it was magic, It'd make more sense to me. I mean.. he could have a move called Dozen Needles, cap it at 12 damage of course. He'd do an almost constant 12 with fair magic to back it up. Maybe a 18-22 base for spell with a 10 magic base for stats on him. He could have an Eva buff perhaps as well. Then maybe Focus with it. :/ Or have a Sleight that gives 2 MP back with a 5 Eva increase. Just my thoughts on him personally, I just figure I'd give my input on him and all. Wouldn't hurt to speak my mind on him.
It never surprises me how many people may or may not be viewing my battles.

Anyway. He isn't too bad like he is. I actually like him a lot more than I thought I did. Not enough to change his name from Cactard, though.

I don't like power snag. It one of those spells that seems like a good idea, but doesn't really work out or ever get used (See Aero Guard). He can already get +12 str from his dozen needles. To effectively stack the buff on top of it, it takes a bunch of work. On "I'm Being Murdered Island", the current turn order is:

Me
Inky
Cactard Jr.
Me
Fun Guy
Me
Inky

Now I know he isn't fully trained blah, blah, blah, but still this turn order is working, so let's not question a good thing. Power snag lasts like what, 6 turns? That means even if he casts it, he won't benefit from it. At most, he could get +7 once per cast, but only if his low mag breaks through the enemy's spr.

That's why I'd like to see power snag swapped for dozen needles, as a spell. Correct me if I'm wrong, but I've always assumed drain was a "constant damage" spell. Considering a pet has that, I don't see why the aforementioned dozen needles spell would be out of the question. I like cacti dance. If I can work out the turn order, that +10 eva sounds great. The final thing would be his sleight that would need replacing. A larger +eva sleight sounds redundant. Something like a regrowth sleight that's +hp and +something would be sort of unique. I think he's better as a str pet than as a mag pet, though. If he turned into a mag pet, we might as well put some green tights and a hat with a little red feather on him. Actually, the hat is a good idea...
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Old November 5th, 2009, 10:45 AM   #14
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Default Re: RPG Inferno Pet Discussion

The bases for the Cactoids power snag should be/will be increased when totberries bases are increased as well. Also to mention, Aero Guard is still broken so it doesn't work at all. It still shows it needed to gain levels to get better instead of having a 10 base or so. I do think Power Snag should last more turns, on the buff side at least. Debuff not so much. Cactoid seems like its the kind of pet to be doubled by its owner do to it's low speed. Even if you don't double it, when fighting two enemies.. you'd only be able to get one turn with 5+ Str.. it's not that much when you could instead use that turn to use Cacti Dance and get ADR to use One Dozen Needles. If the Cactoid gets a spell that does 12 damage constantly, that would be his only means of attacking and nothing more then that. Chocochick already is the pet that goes both str and magic. Having the cactoid be the same way just wouldn't work in my eyes. Not to mention chocochick only gets a 3 dex and 4 str sleight to where cactoid gets a 3 dex and 12 str sleight. If Cactoid wouldn't be switched over to magic, then all he needs is for Power Snags bases to be upped and turns to be longer. Current buffs are somewhat useless in a way since they are only ever good for one turn. Not making them worth the 2 MP. I'd rather just use a Debuff to where I might get two turns in with a 7 difference in stats then a 5 difference that might go away before my next turn. I'd like to hear Ig's and Rae's thoughts on Cactoid, it being Str and/or Magic and the usefulness of his spells and sleights.

Also Drain is a very unique spell. As it goes with a Dark pet. Making it just for it itself and making it special. Just like all other pets have something special about them. Light pet gets to Aspil and Heal. Cactoid can take away Str and give it to itself along with raise its eva. A bomb can Explode and Grow. A sahagin can buff itself and use Focus. A totberry can weaken your enemies making your job easier. Moomba can deal a great deal of physical damage while buffing its Spd and Str to get even more turns and deal more damage. And Chocochick gets to be a two way attacker taking advantage of both sides and always being able to deal damage to almost any type of enemy along with buffing its speed to double enemies even moreso. Each pet has their own uniqueness to them. Something that makes them different and separates them from the rest.

I think a fix for Cactoid would be to increase the buff from power snags turns to be about a 7-10 area. It does cost 3 MP and when it's not using One Dozen Needles it's going to need some Str to hurt enemies. I mean.. sure you can put all points to Str.. but that's not what the Cactoid is suppose to be. Points are suppose to go in other areas while Power Snag gives him the Str needed to do damage. :/ Least that's how I think of him to be. Can't see a reason as to why he'd have so much MP to cast it 6 times before it depleting. I can see putting 7 points to Eva, 3 to speed, then the remaining 5 to HP probably for a total of 25 eva, 15 speed and 70 HP. Having Power Snag gives you the 5+ Str making you go to 15 then using One Dozen Needles afterwards to have you reach 27. Seems pretty amazing if Power Snag would be upped and corrected. We'll see how things go and how they are dealt with. That is somewhat the reason of the thread, seeing how they work and what not.

tl;dr
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Old November 5th, 2009, 07:16 PM   #15
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The bases for the Cactoids power snag should be/will be increased when totberries bases are increased as well. Also to mention, Aero Guard is still broken so it doesn't work at all. It still shows it needed to gain levels to get better instead of having a 10 base or so. I do think Power Snag should last more turns, on the buff side at least. Debuff not so much. Cactoid seems like its the kind of pet to be doubled by its owner do to it's low speed. Even if you don't double it, when fighting two enemies.. you'd only be able to get one turn with 5+ Str.. it's not that much when you could instead use that turn to use Cacti Dance and get ADR to use One Dozen Needles. If the Cactoid gets a spell that does 12 damage constantly, that would be his only means of attacking and nothing more then that. Chocochick already is the pet that goes both str and magic. Having the cactoid be the same way just wouldn't work in my eyes. Not to mention chocochick only gets a 3 dex and 4 str sleight to where cactoid gets a 3 dex and 12 str sleight. If Cactoid wouldn't be switched over to magic, then all he needs is for Power Snags bases to be upped and turns to be longer. Current buffs are somewhat useless in a way since they are only ever good for one turn. Not making them worth the 2 MP. I'd rather just use a Debuff to where I might get two turns in with a 7 difference in stats then a 5 difference that might go away before my next turn. I'd like to hear Ig's and Rae's thoughts on Cactoid, it being Str and/or Magic and the usefulness of his spells and sleights.

Also Drain is a very unique spell. As it goes with a Dark pet. Making it just for it itself and making it special. Just like all other pets have something special about them. Light pet gets to Aspil and Heal. Cactoid can take away Str and give it to itself along with raise its eva. A bomb can Explode and Grow. A sahagin can buff itself and use Focus. A totberry can weaken your enemies making your job easier. Moomba can deal a great deal of physical damage while buffing its Spd and Str to get even more turns and deal more damage. And Chocochick gets to be a two way attacker taking advantage of both sides and always being able to deal damage to almost any type of enemy along with buffing its speed to double enemies even moreso. Each pet has their own uniqueness to them. Something that makes them different and separates them from the rest.
I mentioned Areo Guard not for the fact that it is currently broken, but instead for the reason that people probably won't use it. The only other enchant user that comes to mind is Nex and his smoke bomb. I also know Iggy thinks I should just cast power snag on myself, but this isn't what the spell is supposed to do, so let's keep just void that argument.

Yes drain is a unique spell. Goodness knows we don't want to take away from the precious dark pet. You see, I'm not even suggesting drain, though. A "constant" twelve damage spell isn't isn't infringing on the rights of the dark pet. Drain not only does constant damage, it also heals the caster. Going off what you said, since drain does constant damage and heals, no one will use the dark pet for str. They'll just keep hitting 15's with a slight heal and ignore those great sleights, right? Drain on a pet may very well be overpowered, but let's cross that bridge when we when get there.

You keep mentioning str vs. mag pets, too. The cactoid is not a mag pet, nor is it a str pet. It is an eva pet, and as such it follows its own little set of eccentricities. Actually, let's do away with those two broad labels all together. You said the chocochick is supposed to work both way, but that's rather silly. The choco chick is the spd pet. It can double just about anything, and as such it has a bazillion turns to attack. Therefore, it doesn't need a 2 adr sleightthat gives a massive str boost, since it can whittle away its enemies with it's flurry of both magical and physical attacks. The Cactar, on the other hand, is slow. It gets one turn per round of battle. Since it's only getting one turn, it needs to make it count. In my opinion, that's why he gets the large str boost. If anything, power snag sounds like something the totberry would have. He's the debuffer of the pet family.



Quote:
Originally Posted by Avalon View Post
I think a fix for Cactoid would be to increase the buff from power snags turns to be about a 7-10 area. It does cost 3 MP and when it's not using One Dozen Needles it's going to need some Str to hurt enemies. I mean.. sure you can put all points to Str.. but that's not what the Cactoid is suppose to be. Points are suppose to go in other areas while Power Snag gives him the Str needed to do damage. :/ Least that's how I think of him to be. Can't see a reason as to why he'd have so much MP to cast it 6 times before it depleting. I can see putting 7 points to Eva, 3 to speed, then the remaining 5 to HP probably for a total of 25 eva, 15 speed and 70 HP. Having Power Snag gives you the 5+ Str making you go to 15 then using One Dozen Needles afterwards to have you reach 27. Seems pretty amazing if Power Snag would be upped and corrected. We'll see how things go and how they are dealt with. That is somewhat the reason of the thread, seeing how they work and what not.
Good luck getting that +5 str with the cactaur's poor little 5 mag. I did like Iggy's idea of redistributing some of that mp to other areas, though. Anyway, it's starting to sound like we're arguing. We need more people with opinions in here. :<
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