DQHII NO GRINDING Pt 06-5 (Intermission 1)

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This is the first intermission. Intermissions started to happen because I started to get worried about videos getting cut off (like in one of the Dunisia sections) so I started to segment parts. Intermissions are usually just parts in Accordia where I simply progress the plot or fiddle with skills and equipment.

The story parts in this part are: talk to Desdemona, talk to the Witch, talk to the Quest Lady, talk to the Priest in the pub and then return to Desdemona; go to the Pinnacle of Peace; and then go to the Lumberlands to progress the story.

As far specific things I do in this chapter, I get the strongest Wand and strongest set of Twin Swords available from the weapon shop; I talk to the Martial Master to unlock the Zap skill, more proficiency skills and to activate the Breakneck Bonus; I change Teresa’s vocation to Priestess; and I upgrade skills for Maribel and our new party member.

Let’s unpack this. First of all, in this chapter, you get a new party member and it is Cesar (the boss of the previous section). Cesar is the long-time friend of the two MC’s and is the Prince of Dunisia. In terms of gameplay, Cesar is really, really useful for most of the game. We don’t need to go into his moveset too much because most of it is already explained in the boss fight video, but as a quick reminder, Cesar is able to enchant his great sword with elemental fire, ice or lightning.

Cesar as a boss is different from Cesar as a playable character but in a good way; he is far better as a party member. Cesar is a mainstay for most of this run because he has the best range and crowd control capabilities because of his ice related abilities. He’s also useful due to his unusually large pool of MP (for reasons that will be discussed later). Cesar’s only real problem is that he’s not really a character useful for bossfights; he can be used in bossfights but he’s really an optimal option. Cesar could actually be good for bosses in a casual run; at Level 12 Proficiency, he gets an absurdly good skill called Solair Flair, but unfortunately I was unable to get that skill before the end of this run.

Cesar doesn’t necessarily stop being useful, but when you need a full party to be pulling their weight near the end of the game, Cesar doesn’t quite cut it. With that said, Cesar is still an excellent character for the battlefield sections of the game.
I think this is a good time to get into the other party members. Currently, we have Torneko, Desdemona, Ruff, Maribel, Cesar and the other Cousin.

Desdemona, Ruff and Torneko don’t really have much left to contribute in this run. For this No Grinding Run, basically any character that’s not in this party is going to be left behind in terms of levelling, and unfortunately there aren’t any extraordinary circumstances where you’ll really need them later in the game; Desdemona’s main strengths (a fire elemental spell and a defense debuff) are already covered by Cesar (who has a fire element ability, with far more range) and Maribel (who has both abilities, and more range in general); Torneko can still see some use, but I went with Priestess Teresa with the Wand (who has a healing ability) so he’s redundant.

On Ruff, I really haven’t experimented with him that much. I didn’t like him on my first run due to his slippery moveset and even with a postgame save file I find it hard to keep Ruff on my parties. With that said, I really don’t recommend Ruff unless you’re fully committing to always having him on your party; for this run, the biggest issue you’ll run into is money and physical attackers like Ruff really, really need to have the best gear (along with being properly levelled) to really shine.

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