Haplo
many thanks for the explenation. what you say makes total sense.
something to keep in mind, though: enemies (especially in ibag's tower) will make judicious use of SUMMON JUDGEMENT, the monster-only (non-hereditary; i.e. doesn't matter if your Spirit Pact'ed monster has this skill it will never spawn on a Monster-Adventurer).
SUMMON JUDGEMENT immediately banishes/slays whatever summon is currently on-screen and it was the very first time that I
concretely, acutely understood the gigantic chasm in "quality" between my beloved ninja's REPLICATE and having a summoner party...
- a ninja can only spend all of his SP once per "adventure", as creating his summoned clone depletes his SP stock.
- when the ninja's clone dies, be it from turning to ash (your resurrection spells failed) or he/she was banished by an enemy's SUMMON JUDGEMENT ex-skill...
- ...that's it, buddy. Gotta go back to town and rest,
or gulp down a MAGIC HERB if you have a Servant/Herbalist in your party in order to recharge the SP and summon the clone again.
Other than that fatal flaw, though, the way I see it ninjas and summoners are mutually exclusive. If i'm making a ninja group i'm picking REPLICATE, simply because it breaks down in practical terms as having a 2nd copy of your party's ninja, except CPU-controlled (acts like a summon, basically), with
aaaaaaaaalllllll that entails:
* ninja clone spawns with about 40% (give or take) of the total sum of the original ninja's "stats". every number, the ninja clone has 40% of it.
* ninja clone spawns with the exact same gear loadout that the original ninja had equipped in that moment. Yes, this means 2x the amount of over-powered ninja weaponry beheading enemies.
...but, alas, as i mentioned, only 1 copy and it is frail. very frail. Having massive quantities of summons to keep calling and using them as shields is a magnificent strategy that only a true Summoner can employ.
NOTE: here's a super cheesy tactic to "break" encounters, to a degree....
- Have your best summon up and ready, and know what you're facing beforehand. Be sure that this summon you have up will be good/deal damage/etc versus whatever the encounter ahead is gonna be.
- SOMEONE IN PARTY MUST HAVE "ABSOLUTE BARRIER". Only a Lord or a Cleric can pick Absolute Barrier, btw.
- Encounter begins.
- Activate order queueing, then if you want to play it completely safe simply have the Absolute Barrier guy go after the summon's action. Or, instead:
- Order it so that your fastest char uses a buffing spell (Orath/Soreckh/Rapoolfei/Miracle) or, a debuff, whatever...
- ...then the 2nd character to act is ABSOLUTE BARRIER guy. Everyone else defends.
if it goes as planned your fast-character will throw the buff/debuff, the summon will take its turn action, and your guy will throw up ABOSLUTE BARRIER
before, i repeat: before the enemy takes an action against your party.
obviously this tactic is not that useful versus god-type post-game bosses who have literally, game-breaking Attribute Scores, but against annoying encounters...?
it is fucking priceless to set up 1 or 2 rounds of a buff and a debuff (or 2 buffs, or 2 debuffs, whatever), without enemy interference. Then in the 3rd round, buffed (or the enemy debuffed), your party STRIKES!
BTW, lol, it took me MONTHS to figure out the way to use Abso Barrier! I thought it was useless because it would always trigger immediately and then nothing would happen during the round. My gawd, i was so dumb. Turns out it has to be used with the order queueing option, otherwise it will always trigger as fast as your party's first turn action (which 90% of the time is immediately).