Class Of Heroes

Class Of Heroes Rating: 3,6/5 6919 votes

. Never go into a dungeon without having that dungeons map on-hand. The game won't let you access the automap in a dungeon until you do so. Even then, it starts of blank and only fills out as you explore. Apart from the top floors of each dungeon, all the floors you can encounter in dungeons are symmetrical.

Exactly what floors you get is randomised, but they'll always be symmetrical. Feel free to keep on rerolling for bonus stat points during character creation - about 18-20 is a good number, and should be enough to make a character into almost any class you desire. The game can be fucking evil so the more advantages you have the better.

Remember that characters in the back row cannot attack with melee weapons, which can be confusing at first since newly created characters don't have ranged weapons on them. Your magic supplies will be limited, but that because it's devestating.

Entire rows of monsters can be wiped out with a single spell, so always have a black magic user or two in your party. Clerics (I think?) can identify items. This is a lot more convenient than getting them identified at a town/school. No, you don't suck, the game can be really unfair at timesforever. In addition, feel free to savescum.

Class of Heroes is a role-playing video game dungeon crawler for the PlayStation Portable developed by Zero Div and published by Acquire in Japan and Atlus in North America. The game was released on June 9, 2009 by Atlus. In the game, players progress by navigating dungeons as hordes of enemies appear and attack in turn-based combat. Class of Heroes received mixed reviews from critics, with some appreciating the creative take on dungeon-crawling and others disliking the game's graphics and grind.

It won't be long before it's entirely possible that you get jumped with a lucky Deathgan for an instant wipe. I have honestly counted 11 consecutive surprise attacks before. The game is a Wizardry clone. You can run multiple parties at the same time if you want. Have them back each other up in the same dungeon or let them explore separate paths or dungeons. But remember that recovering bodies requires empty spaces in the rescue party!. In the same vein, it can be useful to have an ID monkey and his devout helper hang out at the recycle bin in novice road.

Any time you discard an item in a dungeon, it ends up in the bin. From anywhere!

Inventory full? Toss some stuff, station your party, switch to your 2 man ID party and pull all the stuff out of the recycle bin! If your inventory is full when you try to loot something, the loot is gone forever. You can get incredible mileage out of the worthless clothes you start with if you upgrade them in the laboratory.

Every upgrade adds 1 defense. 45 defense on a fully upgraded set? It's not a reasonable cost at first due to the Hard Rock required, but keep this in mind. I don't know what the student ID is for and I can't find a definitive answer.

Class of heroes review

Toss it. Try to use your tension meter often. Spending tension increases the affinity of your party members.

This raises your max tension and the rate at which it's generated. Bosses will eventually one-shot your entire party so hard that they skip death entirely and just turn to dust.

The answer to this is usually the Burst Fire gambit. It always goes first and has perfect accuracy.

The sheer number of hits is belts out is likely to stun anything. Spend the round after that unloading every non-gambit you have. Repeat this as often as you're able. And maybe pray a little. Races. Erdgeists are not immune to instant death traps.

That race in general can be damn hard to use, but they're really fun when you crosstrain them into psychiceers with white and black magic on the side. Dwarves make fantastic monks. Also valkyries, if you're so inclined. Sprites can't use most equipment and fall over dead if you look at them wrong, but they get some fairly awesome unique stuff. Drakes, you want in front. Warrior, paladin, samurai, whatever.

Celestians I have a bad record with. The others I haven't played nearly as much. Paladins. You want one. They learn Cover, which causes them to take most attacks in place of others. Shields usually go in the off-hand, but there are some main hand shields for dual wielding tank action.

They also have one of the highest experience curves. You may want to raise it as a warrior at first for lots of quick levels and big HP bonuses.

Then you can change majors to paladin. This will reduce his level to 1 and cut his max HP in half, but he'll still start out well ahead of the curve. The level of an evoker's summoned monster depends on the evoker's level at the time the contract is made.

If you want a particular summon at a higher level, you have to raise the evoker's level before going back to reform the contract. Evokers are neat, but I can't recommend one alongside a paladin. Some summons will try to use Cover and it conflicts in nasty ways with a paladin trying to use Cover. Each major can only learn a certain number of spells of each level and of each type. Look at rangers.

They can have up to 2 out of 4 psychic spells of every level at any given time. The ones they learn are random. If you don't like what they get, you can choose to forget any number of them.

Next time the ranger levels up, the empty slots are filled with more random spells! So uh, cheese that part by saving first.

On a related note, be sure to prune your list of magic before changing majors if you're switching to something that won't remember as many spells. Otherwise they're deleted at random. Infirmary donations! Donating gold rewards the character with experience at a 1:1 rate. This is fantastic later on for new recruits or old favorites that just changed majors.

ALWAYS save before donating for a level up. Stats will go up and down, yes. That's normal. They all tend to end up at about normal levels in the end. It's the HP and spell gains you want control over. This game will not hesitate to give you 1-3 HP per level regardless of vitality.

I was settling for something around 12 for my squishiest casters most of the time. I've seen a 24 vitality drake warrior get 40 many times.Party CompositionThere are some basic things you probably want in your party: Someone to identify items.

A way to deal with treasure chests. Phase/Teleport.As mentioned, you want someone to ID items. Either a cleric or an alchemist. Alchemists are generally worthless in combat on top of having a very high experience curve. The primary benefit of an alchemist is the ability to perform item crafting for free.

Unfortunately, this requires keeping his levels up if you want to do more than the most basic combinations. A cleric learns white and black magic, but at a slower pace than a devout or wizard. They can identify right off the bat and soon gain the ability to instantly kill an entire row of undead enemies.

It helps if someone other than your cleric learns the Calm spell (level 2 white) so you can easily remove the debuff caused by failing to ID things too often. This will let you ID things in the field without worry. I'm pretty sure success depends on the user's level compared to the item's level.

On top of all this, clerics also do normal damage to a few of the most annoying enemy types in the game! The only other easy alternative for that is a drake or diablon's breath attack. Those tend to lose their punch after the first use in a fight.TRAPS. These soon become another source of instant wipes if you don't learn to deal with them. Ideally, you want a thief or ranger to check chests for traps. Rangers are more useful later on, but I hear thieves are slightly better at checking and disarming.

True or not, this is moot due to 'thief+' equipment which improves your success with those actions. Even a decked out thief can fail to properly identify a trap. You'll learn from experience what kind of traps you can expect to find in a given area. If your level 2 ranger tells you there's a stone gaze trap on a crappy old chest on novice road, it's safe to say he's wrong. Most traps in the game are going to be in the left column of the disarm list which is full of results that tend not to be immediately fatal. If you aren't sure, use Scan (level 2 white) for a 100% accurate result. If it really is a potentially deadly trap and you don't have enough faith in your disarming chances, use Unlock (level 6 psychic) or give up on it.

A neat thing to remember is chests which are found laying around on the floor can be canceled out of and rerolled as much as you want. Keep retrying that silver chest and you may have it turn up a grade higher or lower!Levitas (level 2 black) lets you avoid floor traps and walk over water! I've never had a random encounter while levitating over deep water. Do remember that anti-magic spaces cancel it.Ragnarok (level 7 black) does a number of extremely powerful and useful things. If you're doing some major switching to get someone to learn it, remember it will fail when cast by anyone under. Also turns out the spell is bugged and can not restore lost stamina.

Stamina has a hand in your stat growth on level up and goes down naturally at such a slow pace that you may never see it happen.Phase/Teleport (5 psychic/7 black). Phase lets you teleport anywhere you've already been on the same floor. Such as to the opposite stairs if you haven't found the right magic key yet. Teleport will move you anywhere you've already been on ANY FLOOR. Such as to the exit.I think my main party is still something like:Dwarf valkyrie (formerly monk). For using Bold Move safely under.Drake paladin (formerly warrior). Cover.Drake samurai.

Access to 2 breath users AND dual wield Runslash is fun!Elf ranger. Bows get pretty good. Elf wasn't the best choice.Human cleric. Can't overstate her usefulness.Erdgeist psychiceer (formerly devout/wizard). Throws every spell ever. Psychiceer last for the use of Barrier.

Acquire (and Zero Div) seem to be becoming a more prominent game developer of recent years in the US. Some of their more recent titles such as Sorcery Saga and Mind-Zero have only just released in the States through various publishers. Their latest US release, Class of Heroes 2G, arrives by way of Working Designs-veteran Vic Ireland and his new company Gaijinworks. This new dungeon crawler takes the original Class of Heroes 2 and expands upon it with new content as well as a console release on the PlayStation 3. Is Class of Heroes 2G worth enrolling in, or is Crostini Academy in need of more than just a fresh coat of paint?

Class of Heroes 2G‘s story opens with a freshly enrolled band of adventurers in the Crostini Academy, a school rife with all of the common tropes you’d come to expect from a Japanese high school setting in this day and age. Bitter rivalries, student/teacher “romance”, plans and hijinx that quickly backfire in dramatic fashion, et cetera. The translation harks back to the days of Working Designs and the PlayStation 1-era of JRPGs, as seems to be Ireland’s signature style. Who knew that one of a samurai’s most effective moves in battle was a pimp slap? All of the dialogue, item descriptions, and flavor text seem to share a sort of whimsical and easy going attitude that fits in line with the school setting.

Parties in Class of Heroes 2G consist of six party members, split evenly between front and back rows. Voodoo dice trophy guide free. You’re free to use any of the ten races to compromise the core of your party although some races are better suited for roles than others. Six basic classes are available from the onset, but in total there are 19 jobs to work with. These advanced classes not only have particular requirements such as race, stats, or alignment but also may only be available at the other two schools in the game, requiring the player to advance far enough in the story to unlock these two.

An interesting thing to note is that character creation will assign that character a pool of bonus stat points, ranging anywhere from a measly couple upwards of thirty-plus. Rerolling takes no time at all and it’s quite easy to start out the game with a team of bruisers with maximum strength and vitality to make the early game more manageable. Class of Heroes 2G balances this out by giving characters with lower BP better stat boosts more often upon leveling up, and characters with much higher BP the opposite. This is probably one of the only games I’ve played where a character has actually LOST stats just for leveling up.

Jetpack joyride free online game. Changing classes is as simple as talking with the headmaster of each academy and selecting a new curriculum and offer benefits such as keeping ones stats and learned spells, although HP/MP and skills are reduced. This can be quite handy if you wish to have some back row members learn the various types of magics in the game or advance a character from being a ranger to perhaps a gunner or idol.

Buffing magics are required in Class of Heroes 2G perhaps more than other games in the genre. Trapped floors exist in nearly every dungeon, so having some method to float is a necessity. For floors that have both a pitfall and anti-magic field, having some means of manual flotation is needed. I found myself having to wear a pair of low-level shoes called Stilts for the entirety of the game those characters that didn’t have an inherent penchant for floating just to navigate through these areas and complete every map in the game.

Magic users by far seem to be the most effective members to have in a pinch, especially in higher levels. An Elf summoner could summon a Seraphim, acting as a seventh party member and far outranking those I frequently used. Combat frequently became trivial as this Seraphim could hit for two or three times what my strongest melee combatant could in addition to having nearly double their life points. These summons stay out for the entirety of an expedition, only expiring upon reaching a town or finally running out of health (a feat that’s harder than it seems outside of boss fights thanks to a passive HP regeneration). Without Seraphim or other magic spells in combat, I’d say that Class of Heroes 2G would have some of the harder combat in the genre, but with these powerful spells, sometimes that difficulty becomes nearly arbitrary. There exists a higher difficulty mode in the options mode for those that prefer an added challenge.

Items and equipment are an unusual case in Class of Heroes 2G. Many items that are party staples are seemingly in very short supply. For much of the early game, a wyvern call ticket that allows for travel to any previously-visited place on the world map cost a hefty 10,000G and are frequently limited to one per town, if they even stock it at all. It’s a similar case for some of the better equipment for your party members. For new and better equipment, there are typically three options to work with: post-battle spoils, chests in dungeons, and alchemy. The first two are completely random, as even the treasure chests you come across in dungeons can be of random rarity (walking away and approaching the chest once more can easily turn ones luck around).

Alchemy, however, seems to be more of a hassle than it’s worth. Crafting requires returning to the academy (unless you have a gnome alchemist in the party), the proper piece of junk that corresponds to whatever item you’re crafting, and various synthesis items. Having the proper alchemy recipe helps to see what is necessary in game, but Gaijinworks has provided a compilation of most of the alchemy recipes here. I often found myself swimming in junk that was often too low level to be of any use of my party and I was better off just gathering up the dosh to afford new gear from the next town I visited.

Getting around the dungeons can sometimes be a hassle. Without the proper map in your inventory, you’ll be going around blindly without an auto-map and even then, trying to get around all of the traps without Float can also be a hindrance. One of the bigger annoyances to getting around are some of the map tools that feel lacking. Treasure chests are not tracked on the map, so missing one will require navigating around blindly until you find it. Entrances and exits are marked on the map but are only labeled if they lead to another zone or town, making navigating around inside the dungeon sometimes a pain especially for the maps with five plus exits on a given map.

To alleviate the navigation woes, Gaijinworks coded in a very novel remote play feature for Class of Heroes 2G. With the usage of a PSP/Vita, you can enable second screen support in a way not previously seen in any other game before. Through remote play (not requiring owning a PSP copy of Class of Heroes 2), players can use their handheld not only as a controller for the game but also a handy menu for combat. On a given character’s turn, it will bring up a menu of their stats and other vitals as well as a basic menu giving the player a total of their statistics and kill count, handy for those that want to know how close they are to that 50,000 kill trophy (it’s quite a grind, as I finished the game with just under 10k kills under my belt). This dual screen support is something that I would love to see other companies utilize in future RPG releases on PlayStation.

Class of Heroes 2G in a nutshell is a classic send back, a compromise between the earlier gridders of yore such as Wizardry with the modern style of an Etrian Odyssey title. While easier than its contemporaries, instead that should mark as an entry point for those interested in trying out the genre but don’t wish to get bogged down with complexities and intricacies of more recent titles. Class of Heroes 2G is a welcome addition to any RPG fan’s library and in the words of Victor Ireland, is “nothing without you!”

Class of Heroes 2G (PS3) Review, 8.8 out of 10 based on 4 ratings