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%%[[caption-width-right:350:Grappler default outfit]]
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[[caption-width-right:350:[[labelnote:Click here for Warrior's default outfit]][[quoteright:340:https://static.tvtropes.org/pmwiki/pub/images/warrior2.png]][[/labelnote]]]]
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[[caption-width-right:350:[[labelnote:Click here for Warlock's default outfit]][[quoteright:340:https://static.tvtropes.org/pmwiki/pub/images/warlock4.png]] [[/labelnote]]]]
[[caption-width-right:350:[[labelnote:Click here for Manadiver's default outfit]][[quoteright:340:https://static.tvtropes.org/pmwiki/pub/images/granblue_manadiver.png]] [[/labelnote]]]]
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[[caption-width-right:350:[[labelnote:Click here for Hawkeye's default outfit]][[quoteright:340:https://static.tvtropes.org/pmwiki/pub/images/hawkeye3.png]] [[/labelnote]]]]
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[[caption-width-right:350:[[labelnote:Click here for Dark Fencer's default outfit]][[quoteright:340:https://static.tvtropes.org/pmwiki/pub/images/darkfencer3.png]] [[/labelnote]]]]
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* ShoutOut: Rising Force is named after an album of the same name by Music/YngwieMalsteen.
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* ShoutOut: Rising Force is named after an album of the same name by Music/YngwieMalsteen.Music/YngwieMalmsteen.
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Added images, may be more down the line
[[caption-width-right:350:[[labelnote:Click here for Manadiver's default outfit]][[quoteright:340:https://static.tvtropes.org/pmwiki/pub/images/granblue_manadiver.png]] [[/labelnote]]]]
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* CoolButInefficient: Despite the elements pattern system the class line is touted for, only a handful of combinations are commonly used in practice. This is notable with Runeslayer's Multiplying Magic and the Tetrastreamer Class Champion Weapon making the chore of building Magic Circles a non-issue.
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* CoolButInefficient: Despite the elements element pattern system the class line is touted for, only a handful of combinations are commonly used in practice. This is notable with Runeslayer's Multiplying Magic and the Tetrastreamer Class Champion Weapon making the chore of building Magic Circles a non-issue.
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[[center: [- [[Characters/GranblueFantasyTheEternals The Eternals]] | [[Characters/GranblueFantasyZodiacCharacters Zodiacs]] | [[Characters/GranblueFantasyEvokers Evokers]] ([[Characters/GranblueFantasyNier Nier]]) | [[Characters/GranblueFantasyEventCharacters Event Characters]] -] ]]
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[[center: [- [[Characters/GranblueFantasyTheEternals The Eternals]] | [[Characters/GranblueFantasyZodiacCharacters Zodiacs]] | [[Characters/GranblueFantasyEvokers Evokers]] ([[Characters/GranblueFantasyNier Nier]]) | [[Characters/GranblueFantasyCardinalSaints Cardinal Saints]] | [[Characters/GranblueFantasyEventCharacters Event Characters]] -] ]]
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* DifficultButAwesome: Aether Bane's stacks improves Aether Blast III damage tremendously, but it's debuff duration is not reset, so you want to track on the duration before you can cast your nukes, especially if you're using Laser Focus on tandem.
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* ItOnlyWorksOnce: The Manadiver's Overtrance is an exceptionally powerful skill that effectively grants you infinite charge bar for 6 turns, enabling some extremely powerful strategies in the right hands, but it can only be cast once for the whole battle.
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* ItOnlyWorksOnce: The Manadiver's Overtrance is an exceptionally powerful skill that effectively grants you infinite charge bar for 6 turns, enabling some extremely powerful strategies in the right hands, but it can only be cast once for the whole battle. It used to be recastable, but an exploit involving Holiday Anthuria led to the skill being nerfed to being a one-time use.
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* SuperEmpowering: Overtrance grants user the Overtrance buff that makes it so charge attacks and abilities won't consume your current charge bar on top of maximizing your current charge bar to 100%. The buff lasts 6 turns, and also doesn't drain your charge bar when activating your Manatura. The catch is that you can only casts it once, and there's a 3 turn lockout before you can start flooring it.
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* SuperEmpowering: Overtrance grants the user the Overtrance buff that makes it so charge attacks and abilities won't consume your current charge bar on top of maximizing your current charge bar to 100%. The buff lasts 6 turns, and also doesn't drain your charge bar when activating your Manatura. The catch is that you can only casts it once, and there's a 3 turn lockout before you can start flooring it.it.
* UselessUsefulSpell: Aether Bane in theory improves Aether Blast III's damage, but the current state of gear and content makes it very easy to cap out on its damage without the skill anyway. Not to mention, the maximum damage cap it can reach is a mere 2 million damage, and that's only if you somehow manage to get its stacks to the maximum of 20 without letting it fall off due to its increasing short duration.
* UselessUsefulSpell: Aether Bane in theory improves Aether Blast III's damage, but the current state of gear and content makes it very easy to cap out on its damage without the skill anyway. Not to mention, the maximum damage cap it can reach is a mere 2 million damage, and that's only if you somehow manage to get its stacks to the maximum of 20 without letting it fall off due to its increasing short duration.
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Trope was cut/disambiguated due to cleanup
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* TheLastOfTheseIsNotLikeTheOthers: Gladiator is so far the only class where you have to master an EX-class (Sword Master) to unlock it.
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* CripplingOverspecialization: Without access to Multiplying Magic, which is unlockable after completing the class's Ultimate Mastery, the class needs its related Class Champion Weapon to have a constant and fast source of building Magic Circles.
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* CripplingOverspecialization: Without access to Multiplying Magic, which is unlockable after completing the class's Ultimate Mastery, the class needs its related Class Champion Weapon to have a constant and fast source of building Magic Circles.Circles, which gimps their damage output due to having no innate damage boosts.
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* MagikarpPower: The Runeslayer is fairly awkward to use without their Class Champion Weapon, and having to use their Class Champion Weapon means gimping their damage output due to its innate lack of damage boosting weaponskills. It isn't until achieving Ultimate Mastery that the Runeslayer manages to truly mitigate its greatest weakness of reliance on Magic Circles.
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* MagikarpPower: The Runeslayer is fairly awkward to use without their Class Champion Weapon, and having to use their Class Champion Weapon means gimping their damage output due to its innate lack of damage boosting weaponskills. It isn't until achieving Ultimate Mastery that the Runeslayer manages to truly mitigate its greatest weakness of reliance on slowly building up Magic Circles.
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* SimpleYetAwesome: The Unsigned Kaneshige's sole benefit before using emblems is boosting the Kengo's charge bar gain by 50%. Said boost is potent enough to make it ''the'' best in slot weapon for the Kengo, beating out every other katana barring ''very'' rare exceptions like the Higurashi and Shishio, two of the highly expensive Illustrious Weapons.
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* PowerUpLetdown: The Kengo's Ultimate Mastery skills are quite disappointing. Nocked Exorcism requires a bow mainhand, which currently sees very little use on them due to the Unsigned Kaneshige's power, Secret Style: Blink Slash has a incredibly strong effect of inflicting Delay after each attack, but only lasts 3 turns and has a prohibitively long cooldown of ''12 turns'', and Intuition tries to turn the Kengo into a counterattack-based character without any form of hostility boosting.
to:
* PowerUpLetdown: The Kengo's Ultimate Mastery skills are quite disappointing. Nocked Exorcism requires a bow mainhand, which currently sees very little use on them due to the Unsigned Kaneshige's power, Secret Style: Blink Slash has a incredibly strong effect of inflicting Delay after each attack, but only lasts 3 turns and has a [[AwesomeButImpractical prohibitively long cooldown cooldown]] of ''12 turns'', and Intuition tries to turn the Kengo into a counterattack-based character without any form of hostility boosting.
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* ModestyShorts: In ''Relink'', both Djeeta's regular dress and new outfit have a pair of shorts underneath, so as to avoid any inappropriate shots in gameplay.
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* ModestyShorts: In ''Relink'', both Djeeta's regular dress and new outfit have a pair of shorts underneath, so as to avoid any inappropriate shots in gameplay.
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Added DiffLines:
* ModestyShorts: In ''Relink'', both Djeeta's regular dress and new outfit have a pair of shorts underneath, so as to avoid any inappropriate shots in gameplay.
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* {{Expy}}: The overall aesthetic of the Iatromantis bears a resemblance to the Astrologian from ''VideoGame/FinalFantasyXIV''.
Changed line(s) 321 (click to see context) from:
* ItOnlyWorksOnce: The Manadiver's Overtrance is an exceptionally powerful skill that effectively grants you infinite charge var for 6 turns, enabling some extremely powerful strategies in the right hands, but it can only be cast once for the whole battle.
to:
* ItOnlyWorksOnce: The Manadiver's Overtrance is an exceptionally powerful skill that effectively grants you infinite charge var bar for 6 turns, enabling some extremely powerful strategies in the right hands, but it can only be cast once for the whole battle.
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* ItOnlyWorksOnce: The Manadiver's Overtrance is an exceptionally powerful skill that effectively grants you infinite charge var for 6 turns, enabling some extremely powerful strategies in the right hands, but it can only be cast once for the whole battle.
Changed line(s) 326,327 (click to see context) from:
* SuperEmpowering: Overtrance grants user Overtrance buff that makes it so charge attacks and abilities won't consume your current charge bar on top of maximizing your current charge bar to 100%. The buff lasts 6 turns and it also doesn't drain your charge bar when activating your Manatura. The catch is that you can only casts it once, and there's a 3 turn lockdown before you can start flooring it.
* TooAwesomeToUse: Manadiver has the Overtrance spell that you can't recast, and it's downright devastating in the right hand.
* TooAwesomeToUse: Manadiver has the Overtrance spell that you can't recast, and it's downright devastating in the right hand.
to:
* SuperEmpowering: Overtrance grants user the Overtrance buff that makes it so charge attacks and abilities won't consume your current charge bar on top of maximizing your current charge bar to 100%. The buff lasts 6 turns turns, and it also doesn't drain your charge bar when activating your Manatura. The catch is that you can only casts it once, and there's a 3 turn lockdown lockout before you can start flooring it.
* TooAwesomeToUse: Manadiver has the Overtrance spell that you can't recast, and it's downright devastating in the right hand.it.
* TooAwesomeToUse: Manadiver has the Overtrance spell that you can't recast, and it's downright devastating in the right hand.
Changed line(s) 629 (click to see context) from:
* CoolButInefficient: Despite the elements pattern system the class line is touted for, only a handful of combinations are commonly used in practice. This is notable with Runeslayer's Multiplying Magic and the Tetrastream Class Champion Weapon making the chore of building Magic Circles a non-issue.
to:
* CoolButInefficient: Despite the elements pattern system the class line is touted for, only a handful of combinations are commonly used in practice. This is notable with Runeslayer's Multiplying Magic and the Tetrastream Tetrastreamer Class Champion Weapon making the chore of building Magic Circles a non-issue.
* MagikarpPower: The Runeslayer is fairly awkward to use without their Class Champion Weapon, and having to use their Class Champion Weapon means gimping their damage output due to its innate lack of damage boosting weaponskills. It isn't until achieving Ultimate Mastery that the Runeslayer manages to truly mitigate its greatest weakness of reliance on Magic Circles.
Changed line(s) 647,648 (click to see context) from:
* CripplingOverspecialization: Zigzagged. The Kengo definitely wants their CCW, not because they're weak without it (they can function just fine even with other katanas), but because of how ''loaded'' the weapon itself is.
* DeathByAThousandCuts: Kengo's "No More Doubt" grants the caster's Tri-Strike, which allows the user to potentially strike 9 times in a row if you can proc triple attack for each strike, which you can easily manipulate through grids or party member's skills.
* DeathByAThousandCuts: Kengo's "No More Doubt" grants the caster's Tri-Strike, which allows the user to potentially strike 9 times in a row if you can proc triple attack for each strike, which you can easily manipulate through grids or party member's skills.
to:
* CripplingOverspecialization: Zigzagged. The Kengo definitely wants their CCW, not because they're weak without it (they can function just fine even with other katanas), but because of how ''loaded'' unlike the weapon itself is.
other Champion Weapons, the Unsigned Kaneshige is ''incredibly'' loaded in the benefits it offers.
* DeathByAThousandCuts: Kengo's "No More Doubt" grants thecaster's Tri-Strike, caster Triple Strike, which allows the user to potentially strike 9 times in a row if you can proc triple attack for each strike, which you can easily manipulate through grids or party member's skills.
* DeathByAThousandCuts: Kengo's "No More Doubt" grants the
Changed line(s) 653 (click to see context) from:
* PowerUpLetdown: The Kengo's Ultimate Mastery skills are quite disappointing. Nocked Exorcism requires a bow mainhand, which currently sees very little use on them due to the Unsigned Kaneshige's power, Secret Style: Blink Slash has a incredibly strong effect, but only lasts 3 turns and has a prohibitively long cooldown of ''12 turns'', and Intuition tries to turn the Kengo into a counterattack-based character without any form of hostility boosting.
to:
* PowerUpLetdown: The Kengo's Ultimate Mastery skills are quite disappointing. Nocked Exorcism requires a bow mainhand, which currently sees very little use on them due to the Unsigned Kaneshige's power, Secret Style: Blink Slash has a incredibly strong effect, effect of inflicting Delay after each attack, but only lasts 3 turns and has a prohibitively long cooldown of ''12 turns'', and Intuition tries to turn the Kengo into a counterattack-based character without any form of hostility boosting.
Changed line(s) 679 (click to see context) from:
* MagikarpPower: The Soldier's power is greatly influenced by the bullets they have loaded, and crafting the stronger bullets eats up a ''lot'' of materials, facilitating another heavy grind, but the payoff is highly worth it. Soldier also wants to reach at least Master Level 20 to make their choice of guns ''far'' less restrictive, as it lets them reload their bullets after a charge attack even without the John Doe.
to:
* MagikarpPower: The Soldier's power is greatly influenced by the bullets they have loaded, and crafting the stronger bullets eats up a ''lot'' of materials, facilitating another heavy grind, but the payoff is highly worth it. Soldier also wants to reach at least Master Level 20 to make their choice of guns ''far'' less restrictive, as it lets them reload their bullets after a charge attack even without the John Doe. A fully developed Soldier is practically ''unrivalled'' in terms of sheer DPS and burst potential.
Changed line(s) 687 (click to see context) from:
Mages who use their unique mystical powers to provide potent to the party, and later draw on the power of the night and cats to augment their abilities.
to:
Mages who use their unique mystical powers to provide potent support to the party, and later draw on the power of the night and cats to augment their abilities.
Changed line(s) 704 (click to see context) from:
* AwesomeButImpractical: The Secret Gears are fantastically versatile and can provide a wide array of utilities. The catch is that the Secret Gears are single-use items, and crafting some of them are prohibitively expensive, some of them requires you to spent some endgame resources like Revan-series raids loots, relegating the class to a gimmick that is mostly used as a last resort for highly difficult fights.
to:
* AwesomeButImpractical: The Secret Gears are fantastically versatile and can provide a wide array of utilities. The catch is that the Secret Gears are single-use items, and crafting some of them are prohibitively expensive, some of them requires with gears that outright require you to spent some endgame resources like Revan-series the Revans series raids loots, relegating the class to a gimmick that is mostly used as a last resort for highly difficult fights.
* CrutchCharacter: A Mechanic with Energy Maneuver allows the player to give quick access to an instant full-party charge bar fill. The longer cooldown it has and the Mechanic's own limited utility causes the class to eventually be overshadowed by the Relic Buster.
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* PowerCreep: A Mechanic with Energy Maneuver allows the player to give quick access to an instant full-party charge bar fill. The longer cooldown it has and the Mechanic's own limited utility causes the class to eventually be overshadowed by the Relic Buster.
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Changed line(s) 107 (click to see context) from:
* HeroesPreferSwords: Their canonical appearances are depicted using a sword and they have exclusively been using swords in the anime. In a sense of GameplayAndStoryIntegration, some ScriptedBattles of later story events will place the Captain into their initial Fighter class, whose default is a shortsword.
to:
* HeroesPreferSwords: Their canonical appearances are depicted using a sword and they have exclusively been using swords in the anime. In a sense of GameplayAndStoryIntegration, some ScriptedBattles {{scripted battle}}s of later story events will place the Captain into their initial Fighter class, whose default is a shortsword.
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Changed line(s) 4 (click to see context) from:
[[center: [- [[Characters/GranblueFantasyHumanCharacters Humans]] ([[Characters/GranblueFantasyHumansAToE A - E]]) ([[Characters/GranblueFantasyHumansFToN F - N]]) ([[Characters/GranblueFantasyHumansOToZ O - Z]]) | [[Characters/GranblueFantasyDraph Draphs]] | [[Characters/GranblueFantasyErune Erunes]] | [[Characters/GranblueFantasyHarvins Harvins]] | [[Characters/GranblueFantasyPrimalCharacters Primals]] ([[Characters/GranblueFantasySandalphon Sandalphon]]) | [[Characters/GranblueFantasyOther Other]] -] ]]
to:
[[center: [- [[Characters/GranblueFantasyHumanCharacters Humans]] ([[Characters/GranblueFantasyHumansAToE A - E]]) ([[Characters/GranblueFantasyHumansFToN F - N]]) ([[Characters/GranblueFantasyHumansOToZ O - Z]]) | [[Characters/GranblueFantasyDraph Draphs]] | [[Characters/GranblueFantasyErune Erunes]] | [[Characters/GranblueFantasyHarvins Harvins]] | [[Characters/GranblueFantasyPrimalCharacters Primals]] ([[Characters/GranblueFantasyPrimalCharactersAToJ A-J]]) ([[Characters/GranblueFantasyPrimalCharactersKToZ K-Z]]) ([[Characters/GranblueFantasySandalphon Sandalphon]]) | [[Characters/GranblueFantasyOther Other]] -] ]]
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Changed line(s) 33 (click to see context) from:
* TheAgeless: Possibly. As of this writing, Lyria and Vyrn explicitly mention how nine years have passed since the start of their adventures, yet Gran/Djeeta are still considered to be 15 years old. It's quite possible their lifelink with Lyria after they initially died may have stopped their physical aging, which chronologically puts them at 24 years old.
to:
* TheAgeless: Possibly. As of this writing, Lyria and Vyrn explicitly mention how nine ten years have passed since the start of their adventures, yet Gran/Djeeta are still considered to be 15 years old. It's quite possible their lifelink with Lyria after they initially died may have stopped their physical aging, which chronologically puts them at 24 25 years old.
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Trope was cut/disambiguated due to cleanup
Deleted line(s) 425 (click to see context) :
* ArcherArchetype
Deleted line(s) 563 (click to see context) :
* ArcherArchetype: Even more so than their Ranger-derived predecessor, not having other mainhand option other than bows.
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Changed line(s) 626,627 (click to see context) from:
-->'''Class Line''': Ninja, Runeslayer
-->'''Class Champion Weapons''': Muramasa -> Tetrastreamer
-->'''Class Champion Weapons''': Muramasa -> Tetrastreamer
to:
\\
Warriors of the shadow and users of the tetra-elements that mix-and-match seals and runes respectively to respond to the ever changing battle.
Changed line(s) 630,631 (click to see context) from:
* CoolButInefficient: Most players tends to use Ninja for reliable (key word; [[DifficultButAwesome reliable]]) access to Paralyze and DEF Down, because trying to do anything else requires you to read a guide on their elemental patterns to make good use of it.
* CripplingOverspecialization: Without access to ''Multiplying Magic'', which is unlockable after completing the class's Ultimate Mastery, the class needs its related Class Champion Weapon to have a similar effect.
* CripplingOverspecialization: Without access to ''Multiplying Magic'', which is unlockable after completing the class's Ultimate Mastery, the class needs its related Class Champion Weapon to have a similar effect.
to:
* CoolButInefficient: Most players tends to use Ninja for reliable (key word; [[DifficultButAwesome reliable]]) access to Paralyze Despite the elements pattern system the class line is touted for, only a handful of combinations are commonly used in practice. This is notable with Runeslayer's Multiplying Magic and DEF Down, because trying to do anything else requires you to read a guide on their elemental patterns to make good use the Tetrastream Class Champion Weapon making the chore of it.
building Magic Circles a non-issue.
* CripplingOverspecialization: Without access to''Multiplying Magic'', Multiplying Magic, which is unlockable after completing the class's Ultimate Mastery, the class needs its related Class Champion Weapon to have a similar effect.constant and fast source of building Magic Circles.
* CripplingOverspecialization: Without access to
Changed line(s) 633 (click to see context) from:
* ElementalPowers: The Ninja/Runeslayer class utilizes elemental mastery
to:
* ElementalPowers: The Ninja/Runeslayer class utilizes elemental mastery of the four elements.
Changed line(s) 641,642 (click to see context) from:
-->'''Class Line''': Samurai, Kengo
-->'''Class Champion Weapon''': Murakumo -> Unsigned Kaneshige
-->'''Class Champion Weapon''': Murakumo -> Unsigned Kaneshige
to:
\\
Wielders of the blade (and bow) that synergizes with their weapon to produce heavy damage.
Changed line(s) 726,727 (click to see context) from:
-->'''CCW:''' Arabesque > Rudolfina
to:
-->'''CCW:''' Arabesque > Rudolfina
Rudolfina\\
\\
\\
Added DiffLines:
-->'''Style:''' Special
-->'''Weapon Speciality:''' Gun\\
\\
Builders that customize their golems to assist in battle.
----
* UniformityException: Of the extra classes, the Mechanic is the only class that doesn't have a Class Champion Weapon or an EX-2 class to go with it.
* PowerCreep: A Mechanic with Energy Maneuver allows the player to give quick access to an instant full-party charge bar fill. The longer cooldown it has and the Mechanic's own limited utility causes the class to eventually be overshadowed by the Relic Buster.
-->'''Weapon Speciality:''' Gun\\
\\
Builders that customize their golems to assist in battle.
----
* UniformityException: Of the extra classes, the Mechanic is the only class that doesn't have a Class Champion Weapon or an EX-2 class to go with it.
* PowerCreep: A Mechanic with Energy Maneuver allows the player to give quick access to an instant full-party charge bar fill. The longer cooldown it has and the Mechanic's own limited utility causes the class to eventually be overshadowed by the Relic Buster.
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Changed line(s) 87 (click to see context) from:
** The Six Dragons refer to them as the "singular pigment" that interferes with the coloration of the natural order.
to:
** The Six Dragons refer to them as the "singular pigment" that interferes with the coloration of the natural order. After their misunderstanding is cleared up and their wackier personalities shine through, they refer to them as [[spoiler:"Singularity"]] like the above group.
* AchillesHeel: The Onmyoji favors parties that use charge attacks and chain bursts at a frequent enough basis. This also means that any debuffs that hampers or prevents the party from using them also slows down the Onmyoji's utility.
Changed line(s) 375 (click to see context) from:
* CooldownManipulation: Sabotage cuts all skill cooldown by 1 turn. Likewise, Vengeance also cut debuff skill (blue border) cooldown by 1 turn, allowing the class to freely spam their abilities more often.
to:
* CooldownManipulation: CooldownManipulation:
** Sabotage cuts all skill cooldown by 1 turn. Likewise, Vengeance also cut debuff skill (blue border) cooldown by 1 turn, allowing the class to freely spam their abilities moreoften.often.
** Onmyoji's Supreme Duality passively cuts all skill cooldown by 1 turn if the party manages to chain 4 or more charge attacks in one turn.
** Sabotage cuts all skill cooldown by 1 turn. Likewise, Vengeance also cut debuff skill (blue border) cooldown by 1 turn, allowing the class to freely spam their abilities more
** Onmyoji's Supreme Duality passively cuts all skill cooldown by 1 turn if the party manages to chain 4 or more charge attacks in one turn.
Changed line(s) 541,542 (click to see context) from:
-->'''CCW:''' Kanabo and Ringed Armguards
to:
-->'''CCW:''' Kanabo and Ringed Armguards
Armguards\\
\\
\\
Changed line(s) 622 (click to see context) from:
-->'''Weapon Speciality''': Katana, Melee
to:
-->'''Weapon Speciality''': Katana, MeleeKatana/Melee
Changed line(s) 624,625 (click to see context) from:
-->'''Class Champion Weapons''': Muramasa -> Tetrastreamer\\
\\
\\
to:
-->'''Class Champion Weapons''': Muramasa -> Tetrastreamer\\
\\Tetrastreamer
\\
Changed line(s) 638 (click to see context) from:
-->'''Weapon Speciality''': Katana, Bow
to:
-->'''Weapon Speciality''': Katana, BowKatana/Bow
Changed line(s) 640,641 (click to see context) from:
-->'''Class Champion Weapon''': Murakumo -> Unsigned Kaneshige\\
\\
\\
to:
-->'''Class Champion Weapon''': Murakumo -> Unsigned Kaneshige\\
\\Kaneshige
\\
Changed line(s) 657 (click to see context) from:
-->'''Weapon Speciality''': Sabre, Katana
to:
-->'''Weapon Speciality''': Sabre, KatanaSabre/Katana
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Changed line(s) 31 (click to see context) from:
* AchievementInIgnorance: By the time of the introduction of the Onmyoji class, the Captain has gained loads of experience that they accidentally exorcised a power-hungry spirit seal, which they've only known ''onmyodo'' as just fairy tales beforehand.
to:
* AchievementInIgnorance: AchievementsInIgnorance: By the time of the introduction of the Onmyoji class, the Captain has gained loads of experience that they accidentally exorcised a power-hungry spirit seal, which they've only known ''onmyodo'' as just fairy tales beforehand.
Changed line(s) 209 (click to see context) from:
-->'''Weapon Speciality''': Sabre, Axe
to:
-->'''Weapon Speciality''': Sabre, AxeSabre/Axe
Changed line(s) 247 (click to see context) from:
-->'''Weapon Speciality''': Sabre, Spear
to:
-->'''Weapon Speciality''': Sabre, SpearSabre/Spear
Changed line(s) 279 (click to see context) from:
-->'''Weapon Speciality''': Staff, Spear
to:
-->'''Weapon Speciality''': Staff, SpearStaff/Spear
Changed line(s) 310 (click to see context) from:
-->'''Weapon Speciality''': Staff, Dagger
to:
-->'''Weapon Speciality''': Staff, DaggerStaff/Dagger
Changed line(s) 337 (click to see context) from:
-->'''Weapon Speciality''': Dagger, Gun
to:
-->'''Weapon Speciality''': Dagger, GunDagger/Gun
Changed line(s) 367 (click to see context) from:
-->'''Weapon Speciality''': Sabre (pre-Onmyoji), Dagger, Katana (Onmyoji exclusive)
to:
-->'''Weapon Speciality''': Sabre (pre-Onmyoji), Dagger, Katana (Onmyoji exclusive)Sabre/Dagger, Dagger/Katana (Onmyoji)
Changed line(s) 413 (click to see context) from:
-->'''Weapon Speciality''': Bow, Gun
to:
-->'''Weapon Speciality''': Bow, GunBow/Gun
Changed line(s) 431 (click to see context) from:
-->'''Weapon Speciality''': Harp, Dagger
to:
-->'''Weapon Speciality''': Harp, DaggerHarp/Dagger
Changed line(s) 448 (click to see context) from:
-->'''Weapon Speciality''': Lance, Axe
to:
-->'''Weapon Speciality''': Lance, AxeLance/Axe
Changed line(s) 468 (click to see context) from:
-->'''Weapon Speciality''': Sabre, Katana
to:
-->'''Weapon Speciality''': Sabre, KatanaSabre/Katana
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Changed line(s) 31 (click to see context) from:
* AChildShallLeadThem: [[spoiler: They're a teenager but are appointed the next True King after the original True King abdicates the throne in the main story quest]].
to:
* AChildShallLeadThem: [[spoiler: They're a teenager but are appointed AchievementInIgnorance: By the next True King after time of the original True King abdicates introduction of the throne in Onmyoji class, the main story quest]].Captain has gained loads of experience that they accidentally exorcised a power-hungry spirit seal, which they've only known ''onmyodo'' as just fairy tales beforehand.
* AChildShallLeadThem: [[spoiler: They're a teenager but are appointed the next True King after the original True King abdicates the throne in the main story quest]].
Changed line(s) 366,367 (click to see context) from:
-->'''Weapon Speciality''': Sabre, Dagger
-->'''Class Line''': Enhancer -> Arcane Dueler -> Dark Fencer -> Chaos Ruler
-->'''Class Line''': Enhancer -> Arcane Dueler -> Dark Fencer -> Chaos Ruler
to:
-->'''Weapon Speciality''': Sabre, Dagger
Sabre (pre-Onmyoji), Dagger, Katana (Onmyoji exclusive)
-->'''Class Line''': Enhancer -> Arcane Dueler -> Dark Fencer -> ChaosRulerRuler -> Onmyoji
-->'''Class Line''': Enhancer -> Arcane Dueler -> Dark Fencer -> Chaos
Changed line(s) 370 (click to see context) from:
The Enhancer and their derived classes is a JackOfAllTrades that doesn't have certain speciality apart of boosting skill damage and stalling enemies, that's it until Dark Fencer, where they become a dedicated crowd control-oriented fighters that specializes into debuffing enemies and controlling their charge diamond flow onward. They usually equips Sabres or Daggers as their mainhand.
to:
The Enhancer and their derived classes is a JackOfAllTrades that doesn't have certain speciality apart of boosting skill damage and stalling enemies, that's it until Dark Fencer, where they become a dedicated crowd control-oriented fighters that specializes into debuffing enemies and controlling their charge diamond flow onward. They usually equips Sabres or Daggers as their mainhand.mainhand, which changes for the Onmyoji as they trade in the Sabre for the Katana.
Added DiffLines:
* UniformityException: The Onmyoji class is the only class of the Enhancer line that has Japanese theming to it. As a result, the Onmyoji forgoes Sabres in favor of Katanas for their mainhand.
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No longer the case since a very long time. Gran is the stand-in in several medias, but so is Djeeta in several others, and they're sometimes sharing the spot as well.
Changed line(s) 159 (click to see context) from:
* PurelyAestheticGender: While Gran is the story favored protagonist, you can switch to playing as Djeeta however you please and the game story-wise will switch around according to the protagonist you're playing as. The only time it actually matters is with characters like Lilele and Herja who have skills that only benefit one gender which can be quickly circumvented by the aforementioned switch.
to:
* PurelyAestheticGender: While Gran is the story favored protagonist, you You can switch to playing as between Gran and Djeeta however you please and the game story-wise will switch around according to the protagonist you're playing as. The only time it actually matters is with characters like Lilele and Herja who have skills that only benefit one gender which can be quickly circumvented by the aforementioned switch.
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Changed line(s) 210 (click to see context) from:
-->'''Class Champion Weapons''': Avenger -> Berserker Barrage
to:
-->'''Class Champion Weapons''': Avenger -> Berserker BarrageBarrage\\
\\
\\
Changed line(s) 230 (click to see context) from:
** Downplayed with Ulfhedinn, which grants the user massive buffs to attack and defenses on top of being immune to debuffs and guaranteed triple attack for four turns straight, but costs all of the user's charge bar and locks them out from using other skills. It's still a highly potent buff if Gran/Djeeta is specialized in dealing high damage with their normal attacks instead of charge attacks.
to:
** Downplayed with Ulfhedinn, which grants the user massive buffs to attack and defenses on top of being immune to debuffs and guaranteed triple attack for four turns straight, but costs all of the user's charge bar and locks them out from using other skills. It's still a highly potent buff if Gran/Djeeta is specialized in dealing high damage with their normal attacks instead of charge attacks. The Ultimate Mastery Skill "Beast Fang" synergizes well with it because it activates after attacking when the buff is active, providing a powerful nuke, debuff to the enemy and damage cap up for the captain.
Changed line(s) 247 (click to see context) from:
-->'''Class Champion Weapons''': Sknofung -> Guardian's Xiphos
to:
-->'''Class Champion Weapons''': Sknofung -> Guardian's XiphosXiphos\\
\\
\\
Changed line(s) 278 (click to see context) from:
-->'''Class Champion Weapons''': Nirvana -> Hallowed Pilgrimage
to:
-->'''Class Champion Weapons''': Nirvana -> Hallowed PilgrimagePilgrimage\\
\\
\\
Changed line(s) 308 (click to see context) from:
-->'''Class Champion Weapons''': Keraunos -> Demonic Longstaff
to:
-->'''Class Champion Weapons''': Keraunos -> Demonic LongstaffLongstaff\\
\\
\\
Changed line(s) 334 (click to see context) from:
-->'''Class Champion Weapons''': Oliver -> The Storyteller
to:
-->'''Class Champion Weapons''': Oliver -> The StorytellerStoryteller\\
\\
\\
Changed line(s) 363 (click to see context) from:
-->'''Class Champion Weapons''': Ipetam -> Original Sin
to:
-->'''Class Champion Weapons''': Ipetam -> Original SinSin\\
\\
\\
Changed line(s) 384 (click to see context) from:
-->'''Class Champion Weapons''': Hellion Gauntlet -> Champion's Belt
to:
-->'''Class Champion Weapons''': Hellion Gauntlet -> Champion's BeltBelt\\
\\
\\
Changed line(s) 406 (click to see context) from:
-->'''Class Champion Weapons''': Rosenbogen -> Maverick
to:
-->'''Class Champion Weapons''': Rosenbogen -> MaverickMaverick\\
\\
\\
Changed line(s) 423 (click to see context) from:
-->'''Class Champion Weapons''': Langeleik -> Chanteuse Angelique
to:
-->'''Class Champion Weapons''': Langeleik -> Chanteuse AngeliqueAngelique\\
\\
\\
Changed line(s) 439 (click to see context) from:
-->'''Class Champion Weapons''': Romulus Spear -> Helmwige
to:
-->'''Class Champion Weapons''': Romulus Spear -> HelmwigeHelmwige\\
\\
\\
Changed line(s) 458 (click to see context) from:
-->'''Class Champion Weapons''': Proximo -> Wasserspeier
to:
-->'''Class Champion Weapons''': Proximo -> WasserspeierWasserspeier\\
\\
\\
Changed line(s) 481,482 (click to see context) from:
-->'''CCW:''' Tall Tale-Teller and Rip Van Winkle
to:
-->'''CCW:''' Tall Tale-Teller and Rip Van Winkle
Winkle\\
\\
\\
Changed line(s) 511,512 (click to see context) from:
-->'''CCW:''' Vanguard and Mezieres
to:
-->'''CCW:''' Vanguard and Mezieres
Mezieres\\
\\
\\
Changed line(s) 542,543 (click to see context) from:
-->'''CCW:''' Sherwood Bow
to:
-->'''CCW:''' Sherwood Bow
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-->'''CCW:''' Prototype Reboot and Selene
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-->'''CCW:''' Prototype Reboot and Selene
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-->'''CCW:''' Kusanagi
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-->'''CCW:''' Kusanagi
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* AwesomeButImpractical: The Secret Gears are fantastically versatile and can provide a wide array of utilities. The catch is that the Secret Gears are single-use items, and crafting some of them are prohibitively expensive, relegating the class to a gimmick that is mostly used as a last resort for highly difficult fights.
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* AwesomeButImpractical: The Secret Gears are fantastically versatile and can provide a wide array of utilities. The catch is that the Secret Gears are single-use items, and crafting some of them are prohibitively expensive, some of them requires you to spent some endgame resources like Revan-series raids loots, relegating the class to a gimmick that is mostly used as a last resort for highly difficult fights.
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* ShoutOut: Rising Force is named after an album of the same name by Music/YngwieMalsteem.
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* ShoutOut: Rising Force is named after an album of the same name by Music/YngwieMalsteem.Music/YngwieMalsteen.
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* ShoutOut: The Ultimate Mastery skills names for Relic Busters are straight lifted from [[VideoGame/FinalFantasyXIV Gunbreaker's]] skills names, like Brutal C(Sh)ell, Lightning Shot, and Hypervelocity.
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-->'''CCW:''' Faust > Psycho Syringe
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-->'''CCW:''' Faust > Psycho Syringe
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-->'''Class Champion Weapons''': Muramasa -> Tetrastreamer
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-->'''Class Champion Weapons''': Muramasa -> TetrastreamerTetrastreamer\\
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-->'''Class Champion Weapon''': Murakumo -> Unsigned Kaneshige
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-->'''Class Champion Weapon''': Murakumo -> Unsigned KaneshigeKaneshige\\
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-->'''CCW''': Aschallon -> Ridill
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-->'''CCW''': Aschallon -> Ridill
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-->'''CCW:''' Nebuchad > John Doe
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-->'''CCW:''' Nebuchad > John Doe
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-->'''CCW:''' Kapilavastu > Lunatic Broom
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-->'''CCW:''' Kapilavastu > Lunatic Broom
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-->'''CCW:''' Misericorde > Devil's Finger
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-->'''CCW:''' Misericorde > Devil's Finger
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-->'''CCW:''' Soul Echoer > Helmholtz
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-->'''CCW:''' Soul Echoer > Helmholtz
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%%* ThePowerOfRock: The Rising Force is the epitome of this trope.
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* ThePowerOfRock:
* ShoutOut: Rising Force is named after an album of the
* SupportPartyMember: Primarily useful for generating and maintaining charge bar and Hype, since their damage output across the board is lowered. Averted with Rising Force now they deal full damage all the time, though they lost the massive multiattack modifier.
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* CutsceneIncompetence: It doesn't matter how powerful the players through their character progressions and item grids, the captain is always steps weaker than the current event's main threat, usually forcing the player to use basic skills (like Rage/Phalanx/Panacea I or a special healing spell called "Just The Cure" that appears often) and no access to the item grids, usually to further emphasizes characters involved so they look stronger in that story battle. Averted in the main story battles where you can choose which team to fight the current threat, even if you had to fight with a predetermined team since you still have access to the select item grid/summon pool.
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* PowerUpLetdown: Downplayed with their Ultimate Mastery. The UM skills are mostly charge attack focused, offering little benefit to the class's enhanced normal attacks, likely as a way of preventing further broken shenanigans with the infamous Halloween Florence.
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*** Verdant Melody has a long 8 turn cooldown, but provides crucial damage cap breaking buffs for the whole party from the first cast; this culminates in the extremely rare party wide Double Strike combined with Damage Amplification **and** echo.
*** Birdsong of Balmy Breeze is a fire and forget automatic, permanent, and **unremovable** heal effect that also clears a debuff after every enemy special attack and gives party [[NoSell Dispel Cancel]] every five turns.
*** Birdsong of Balmy Breeze is a fire and forget automatic, permanent, and **unremovable** heal effect that also clears a debuff after every enemy special attack and gives party [[NoSell Dispel Cancel]] every five turns.
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*** Verdant Melody has a long 8 turn cooldown, but provides crucial damage cap breaking buffs for the whole party from the first cast; this culminates in the extremely rare party wide Double Strike combined with Damage Amplification **and** ''and'' echo.
*** Birdsong of Balmy Breeze is a fire and forget automatic, permanent, and**unremovable** ''unremovable'' heal effect that also clears a debuff after every enemy special attack and gives party [[NoSell Dispel Cancel]] every five turns.
*** Birdsong of Balmy Breeze is a fire and forget automatic, permanent, and
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** LightningBruiser: Becomes this with Ultimate Mastery Lumberjack. Master Level 30 pushes Woodcutter's Song to a 4 turns duration, meaning it only has a 2 turn downtime, and 2 out of its new skills activate automatically.
*** Verdant Melody has a long 8 turn cooldown, but provides crucial damage cap breaking buffs for the whole party from the first cast; this culminates in the extremely rare party wide Double Strike combined with Damage Amplification **and** echo.
*** Birdsong of Balmy Breeze is a fire and forget automatic, permanent, and **unremovable** heal effect that also clears a debuff after every enemy special attack and gives party [[NoSell Dispel Cancel]] every five turns.
*** Laughing Logger lets Lumberjack step into the vaunted (as of 2024) autonuke meta, hitting enemies hard and providing stacking multiattack and damage cap up every turn Woodcutter's Song is up.
*** Verdant Melody has a long 8 turn cooldown, but provides crucial damage cap breaking buffs for the whole party from the first cast; this culminates in the extremely rare party wide Double Strike combined with Damage Amplification **and** echo.
*** Birdsong of Balmy Breeze is a fire and forget automatic, permanent, and **unremovable** heal effect that also clears a debuff after every enemy special attack and gives party [[NoSell Dispel Cancel]] every five turns.
*** Laughing Logger lets Lumberjack step into the vaunted (as of 2024) autonuke meta, hitting enemies hard and providing stacking multiattack and damage cap up every turn Woodcutter's Song is up.
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* QuirkyBard: Lumberjacks wielding Harps are effectively a supportive member that helps the team with their survivability using Dappled Sunlight.
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* QuirkyBard: Lumberjacks wielding Harps are effectively a supportive member that helps the team with wield harps as deftly as they wield axes, and all of their survivability using Dappled Sunlight.abilities hit just as hard with one in hand as the other.
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* EvenTheGuysWantHim / EvenTheGirlsWantHer: The implications of the gender limitations being removed from the game for Valentine’s and White Day events, allowing any character of any gender to try and romance the captain.
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* EvenTheGuysWantHim / EvenTheGirlsWantHer: The implications of the gender limitations being removed from the game for Valentine’s and White Day events, allowing any character ''any character'' of any gender ''any gender'' to try and romance the captain.