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It's probably the language barrier. I played God Eater 2 on PSP, but as I have neither a Vita nor a PS4, I haven't played Rage Burst. Spent a good 380+ hours on GE2, though, so I should still remember a fair amount of stuff from the game even though it's been a while.God Eater 2 Rage Burst has been out for a few weeks or so, and the Japanese-language versions have just received the v1.10 patch (70 MB, ouch). I wonder if anyone on AS plays?
GameFAQs has minimal activity, other game sites have zero discussion on this game AFAIK, the GE2RB group admin on Ameba is either refusing to let me join the group or ignoring my request...so yeah, kinda want to have a place to discuss the game. >.<
That mission takes me one shot to finish even with rank 6 equipment. Wouldn't do that to grind BA. I'd bully Ama-chwan for that as soon as its missions become available and Demiurge on lower ranks. I'd chip away at its back as it allows me to prolong the fight much more (it resists everything like a wall), plus getting too absorbed in attacking its MAJI爆乳1000% can be dangerous if it suddenly charges forward (which often one-shots NPCs like Ciel).Beast's Jaw (rank 7, the mission with 6 Dread Pikes and 2 Night Hollows)
That mission takes me one shot to finish even with rank 6 equipment. Wouldn't do that to grind BA. I'd bully Ama-chwan for that as soon as its missions become available and Demiurge on lower ranks. I'd chip away at its back as it allows me to prolong the fight much more (it resists everything like a wall), plus getting too absorbed in attacking its MAJI爆乳1000% can be dangerous if it suddenly charges forward (which often one-shots NPCs like Ciel).
For short blade BAs, my favourites are Dancing Zapper and Kirin Rush (麒麟駆け), although both are quite suicidal against enemies like Rufus/Blitz/Magatsu. Rising Edge BAs, while very cool, imo aren't very useful because using Rising Edge itself leaves a considerable gap after the attack movement. Second Sunrise alleviates this a bit by doing a twice Rising Edge, which makes you land faster, but the (major) downside is that you can't do any mid-air cancel (jump or step) after using it. It's a decent combo finisher, though.
That Round Fang thing was in the trailer and/or promo images, I think. Looks cool and really like something you'd expect from a scythe. Cleave Fang sounds like a really neat combo finisher, and perhaps also useful to attack a dangerous enemy from a relatively safe distance? I can imagine using it to whack Rufus' or Kyuubi's face from afar, for example, as the former would slice you and the latter would whip up a staggering sandstorm if you got close enough.
I'll need to try it out myself to judge, but out of the five GE2 weapon types, I think long blades are the best balanced. Certain cutscenes like 血の覚醒, 前を向いて, and anything in FRIAR approaching the final battle also clearly intend you to use long blades.
There's a rank 10 short blade that deals no damage (0 pierce, 0 sunder, 0 elemental) called Oracle Sword. It has a lot of supportive abilities for gun use: Gun Attack Up (burst), Oracle Intake Up (burst), and the normal (non-burst) version of Oracle Intake Up. You can start by crafting Sacred Beast Sword (聖獣刀), a rank 4 short blade empowered by all elements like its long blade counterpart Florent (フロレント). Just like Florent, the Sacred Beast Sword branches into 4 upgrade paths, all of which allow you to craft the Oracle Sword at rank 10. At rank 11, it greatly lowers damage from targeted attacks during burst and replaces the non-burst version of Oracle Intake Up with Trigger Happy.
I'm not sure if it will level BAs at all, though, as iirc BAs level up based (mainly) on damage inflicted. Nonetheless, I'd rather whack large Aragami (just not Venus) than small ones. Also, the difficulty level setting is also available in the v1.40 update for GE2. It does boost enemy attack power considerably, but doesn't seem to make them much tankier. I've tested 99 for lulz and, yes, even the training room dummy now hurts. I think I've only increased it up to 20 or so in serious play, though.
I think Dancing Zapper would be imba if you could control it freely. Skilled players would be able to manoeuvre around almost all attacks except sweeping ones like Amaterasu's tentacles or Tsukuyomi's beam. That Hummingbird thing sounds nice, though I personally prefer something that does replace default movements as it makes me feel like, look at me, I'm the freaking captain of the most elitest God Eaters, I don't move like dem plebs do.
When I heard about the new extended BAs from my friend, the first thing I thought was that they finally feel like special skills. Almost all normal BAs cost nothing (with a few notable exceptions and special attack BAs like Charge Crush) and thus you can spam them as you please. Even BAs like Alisa's Sonic Calibur that feel like magic cost nothing to use. Also, as I'm a fan of Shirogane sets (at least rank 8 and up, when they turn white), I'm used to All-Out Attack. I also use Trigger Happy, so I'm used tobeing out of breathmanaging ST. It does sound like the scythe is intended for a supportive playstyle, though. If the team's vanguard has a boost hammer, a scythe sounds nice considering how poor boost hammer is at crowd control.
My melee preferences go like this: long blades (best balance) > short blades (sometimes make me too absorbed in combo-ing) > buster blades (don't like heavy weapons, but used to it from GEB and Advanced Guard is nice) > charge spears (difficult to aim at times) > boost hammers (leave me almost defenceless)Yeah, I know about Oracle Sword. I do main short blade after all. :p
Just like you said, it may not level BAs; that's why I've never tried using it.
Speaking of BAs that change moves, one of the Round Fang BAs (神縫い) turns Round Fang from a wide sweep to a much faster upward swing that strikes in only a very small arc to the front. I suppose it helps with bossing but I don't really like it much...
Oh, and did you know that GE2RB has composite skills? As in, passive skills on equipment that are actually a combination of existing skills? The two that are in the most demand are フィジカルキーパー (アスリート、ステップマスター、スタミナ自動回復、整息) and バイタルキーパー (近接攻撃体力吸収、体力自動回復、JGHP回復、捕食体力回復). Composite skills tie into the Skill Install system; you get 3 abandoned god arcs' parts at the end of every mission, each with one skill attached. I suppose you've heard about it, so I won't go into details, but there are a few skills that can only be obtained this way. The two skills I mentioned are two such skills. It's kind of all RNG really, because it's not just difficult to get the right skills, but you need them to show up on the right type of parts and at the right skill level (Lv10 is best, of course). At least you can boost your chances of getting good ones with support skills (which also proc randomly) that boost your chances of finding rare parts or boost the number of parts you get (up to an additional 2).
My melee preferences go like this: long blades (best balance) > short blades (sometimes make me too absorbed in combo-ing) > buster blades (don't like heavy weapons, but used to it from GEB and Advanced Guard is nice) > charge spears (difficult to aim at times) > boost hammers (leave me almost defenceless)
If that 神縫い BA turns a wide sweep into a narrow upward swing it may defeat Round Fang's purpose to begin with. Personally, I've had many bad experiences staying too close to large-sized bosses (Amaterasu, Tsukuyomi, Venus, Rufus Caligula), so I always engage them from a rather safe distance and only close in to do specific attacks. For example, against Venus, I'd rush in as she calms down after charging to hit her backside jelly (sounds kinda wrong) because I hate that Gboro head. Against Rufus, I'd take any chance to break its blades as they're damned scary.
And yes, I did hear about those composite skills from my friends. The concept sounds weird to me, if not imbalanced, but maybe that's a given with all the new op bosses and the fact that now there are higher ranks. I guess it does add more randomness to character building, too, as you'll likely encounter players with more varying skills rather than the same skillsets and roles? I can understand why Physical Keeper is high on demand... many players seem to be bloodthirsty hunters whose only concern is to keep whacking at the enemy, teammates' conditions be damned. As for Vital Keeper, it sounds freaking useful! HP self-recovery is the only reason I've mostly used the Prana control unit (God Arc Soldier's shield also has it at rank 11, but the shield itself is crap), but if I can have it from something else, I can use Surtr to tank and play medic or Loki to boost up my gay bullets even more.
I still need to get GE2 and i loved the first one , it's indeed same as MH but at the same time compaired to some other games they both are successfull hell GE is 5 years now . . . i even can't wait to watch the GE anime that is gonna start in july! if i remember correctly.
I suppose a scythe would look nice on my character, yeah. Though personally I don't think it fits Livie very well (at least as far as looks go). She looks like she'd look better with a dagger. Except that daggers in the game are bigger than baseball bats.Though I do main Short Blades for now, I'm considering switching weapons. Possibly Variant Scythe, because I love scythes in general. I can't quite get used to any of the others, but I did find them fun from when I was grinding BAs for them.
Well yeah it does sort of defeat the purpose of Round Fang (crowd control) by making it very nearly a 1v1 skill that has the exact same reach, just without the sweeping arc. Speaking of Venus, I love fighting her with Hummingbird's Dance; the jellies on her legs break ridiculously quickly. Can't quite get to the one on her back unless I double jump when she's downed though. A safe distance huh? I suppose that means you use IE fairly often?
Well...considering you have 12 skill slots (excluding upgrades and control unit), you could conceivably have Physical Keeper, Vital Keeper, AND Medical Trainer (リンクエイド強化、救命対象バースト化、救命回復量、名医) on your equipment. In that case, Physical Keeper helps you with Link-Aiding party members by letting you get there quick and not burn too much ST doing so. Looking at the other four-skill composites, I also think Oracle Keeper (オラクル吸収量、オラクル自動回復、オラクル吸収量、捕食オラクル吸収量) and Artilleryman* (銃攻撃力、節約、トリガーハッピー、銃攻撃力) are pretty darn good if you use your gun a lot.
* Best translation I could come up with for 砲撃手. Don't judge. >.<