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 Post subject: Wall + Medicine combo?
PostPosted: Thu Mar 03, 2011 7:49 pm 
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Title says it all.

But anyways, I was seriously considering Tuta as my official medicine caddy in my next playthrough, but I'm often discouraged from doing so because of his pitiful stats. Now I thought, if the Wall Rune works together with the Medicine Rune, i.e., if he can't do anything but Defend, save if there's somebody at critical HP, in which Tuta will heal by the effect of the Medicine Rune, then wow, 2x DEF + Auto-Medicine would be great since his attack his pitiful anyway.

But then, the Wall forces its bearer to do nothing but Defend, and so the Medicine Rune might not work if it requires the user to be able to use items. Thus, the Medicine Rune won't take effect due to the Wall Rune.

I haven't tested this combo thoroughly since I never got a Wall Rune from the SunKing at the Cave of the Wind. Maybe somebody has tested it? Or do I have to test it by the end of the game by hunting Medicine and Wall Runes via the Hunter Rune?

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 Post subject: Re: Wall + Medicine combo?
PostPosted: Thu Mar 03, 2011 11:41 pm 
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i don't even know what Medicine really does--is it a free extra turn taken to heal someone?


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 Post subject: Re: Wall + Medicine combo?
PostPosted: Fri Mar 04, 2011 10:11 am 
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From what I can remember it heals a person who is at critical hp, you can't select who it heals and it's a free turn. Not really something I played with as there are other runes that are far better.


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 Post subject: Re: Wall + Medicine combo?
PostPosted: Mon Mar 07, 2011 2:32 pm 
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well depending on WHAT type of items can be used, it might have a few interesting points.. like if it will make a character use a food item, then you can give the character a food item that has extra effects like adding berserk or alert status to give your characters a good chance to boost up if they are dying.


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 Post subject: Re: Wall + Medicine combo?
PostPosted: Sun Apr 03, 2011 3:00 am 
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I don't think the Medicine rune allows pitching anything other than Meds and Mega Meds, though.

UPDATE: Finally got a Wall Rune from SunKing with the Hunter Rune. According to my experiment, Tuta DOESN'T pitch Meds anymore when equipped with Wall.

The most likely to benefit from the Wall Rune are Knight Rune tanks with at least one rune slot available. This makes Miklotov the perfect candidate for a Wall Rune despite having lower HP and DEF than say, Humphrey, because of his perma-Knight Rune and a second rune slot at level 52, whereas Humphrey has only one.

While Humphrey can still equip the Wall Rune, he can't equip both Wall and Knight at the same time, so he can only protect Futch at low health with just the Wall Rune, unlike the Knight Rune which can protect ANYONE at low health from single-target physical attacks. The point is, Humphrey already has insane DEF to need a Wall Rune, so Knight would suffice for him.

I was able to determine so because Defending still permits the character to protect another from damage, as I have seen many times while doing the Matilda glitch. When I tried to level up Nanami and Jowy with this, I used to get annoyed at how they protect Riou at low health when I'm supposed to kill him off, even when they are defending.

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 Post subject: Re: Wall + Medicine combo?
PostPosted: Mon Jun 20, 2011 10:35 am 
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Knight is an extremely situational rune though. It only "activates" when somebody's near-death. All other times, Miklotov will just be standing there like an idiot... unless he's with two females at the front row with Blue Ribbons, in which case the Wall Rune will be of more use since he will always be the main target of the enemies, bar magic and ranged ones. Firefly/Wall is a much better option if you want to use the Wall Rune, but it limits your choice of tank to characters with two free rune slots. Overall it contains all physical damage to the designated tank though, preventing any situations where other party members would need to rely on someone else to take damage for them when they're at low health.

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 Post subject: Re: Wall + Medicine combo?
PostPosted: Mon Jun 20, 2011 9:54 pm 
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does the Knight Rune action allow for dodge/counter? i was thinking that you can use Revenge Earth for auto-counter... but then again, Firefly + Revenge Earth is way better :/


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 Post subject: Re: Wall + Medicine combo?
PostPosted: Mon Jun 20, 2011 11:12 pm 
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Yup, especially against Seed's insane ATK strength. That's a one-man wrecking crew out there.

Cast Revenge Earth on the Firefly guy in front, then cast Silent Lake with a slower person, and boom!

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