iDB Community Forum

Full Version: Trying Insane...again
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Last time I died RIGHT before Zombom in Insane because I was talking on MSN and didn't notice Rohane's HP was in the red. Blush

Now that I have 3 weeks off, I decided to go for Insane again, but I totally forgot how to play this game, skills-wise.

Only stuff I remember is that I want Rohane to taunt(I think 12) and combat focus(10). I remember that helped me greatly in Terask 2 when I had beaten Evil. Velm had single healing over group, since Rohane would take the blunt of the attacks, while the rest fo my team would fight.

Is that combo still worth using in Insane? I always found it sucky that when Velm did group healing he's open to attacks too much, same with Mispy's GDD.

Anyways, what is the best set of moves to Tal and Rohane. I seem to recall rohane had more points being wasted then the rest of the group.
I know 1 point on mes for Velm for faerie battle and haste+shield for Mispy

Been about a year since I last played this. Dead

Also, is it wise to stock up on every slow and fast potion that exist in the game? I seem to recall I used them on Terask 2 since any slow down on him seemed better then nothing.

Thanks anyways.
Your skill set looks like it's based just on fighting TII.

To continue that trend, you can try this set:
While many people do that, it makes the rest of NQII InSanE more annoying. Remember that at some points, regular monsters and bosses are just as troublesome as Terask.
He's difficult, but not so much that you'd have to sacrifice extra time during the rest of the game to prepare for him.
I've played NQII several times and have never had to use purely Terask-focused skill sets, opting instead to make some compromises.

This is what I'm using on Insane:
For the potions, you should have plenty of slow potions, but only ones over 60%. Chances are you're probably unprepared to fight him, if you need use that many. =P
You won't need any speed potions against him. Mipsy's Group Haste is adequate, and if you use potions, you'll waste more time hasting your group than attacking.
I don't think you should do either Taunt or Combat Focus. I didn't use either in insane, and I did OK. I think that Rohane has too many other useful skills to spend alot on Taunt or Combat Focus. The main thing is too make sure your way overleveled at all times... unfortunatly you cannot use this strategy against Terask II, as your level is of course capped at 60. That is why insane level skill sets should be based on preperation for the final battle versus Terask. To that end, make sure that Velm has Group Shielding. This is one of the more overlooked skills in NQII, trust me, it will dramatically reduce damage taken from Terask II. Maxing it out is very important. Aside from that, Single Heal might also be better that Group. Basically it is usually better to use single target skills on insane, and of course as usual to get the innates and stunning skills to a high level.

I would also advise making sure to max out the following skills (remember wep bonuses exist, so save your last 8 skill points or so and don't use them until right before the battle against Terask.) Aside from these, you can choose more based on your own playing style:

For Rohane (it would probably be fine if you fell a few points short on some of these, but getting to 13 or 14 is still important:

Critical Attacks
Damage Increase
Stunning Strikes
Innate Melee Haste

For Mipsy:

Frankly doesn't matter that much. She won't be able to do much against Terask except throw Potions sometimes. Still, Damage Shield is quite helpful and the 2 innates are good to get maxed out since there isn't much else to spend the points in.

For Talinia:

Increased Bow Damage
Shockwave
Innate Melee Haste

For Velm:

Group Shielding
Group Healing or Single Healing (I would prefer Single Healing. Another alternative, and perhaps the best choice is to do both as I did on Insane. I takes up alot of skill points but will make you able to answer to almost any sitiuation in terms of party members health easily.)
Innate Melee Haste
Innate Melee Defence
I used taunt (level 12) sometimes during my battle against Terask II, but I don't think I benefited much from it since he still attacked other party members 30-35% of the time (or maybe I'm just unlucky). Combat Focus is a no because you should concentrate dealing damage fast than staying defensive. Remember, Terask 2's shockwave will just give it more turns and gives more chances for Velm getting KO'd.

Slow potions are the most important things you should have against Terask 2, and you should throw the slow potions when he's shields are down. If he's slowed down, pound him with Mipsy using damage potions (they can do 180+ damage, highest I've seen is 201 I think) if the doesn't have the shields up. If he does, use direct damage. Don't forget to set your own barrier up with Velm.

There's a guide in IDNQ which I used as a guide to beat Terask 2. Most of these tips are also from that guide so I'd give them credit for it.
Jacobyts Wrote:Slow potions are the most important things you should have against Terask 2, and you should throw the slow potions when he's shields are down. If he's slowed down, pound him with Mipsy using damage potions (they can do 180+ damage, highest I've seen is 201 I think) if the doesn't have the shields up. If he does, use direct damage. Don't forget to set your own barrier up with Velm.

In my experience against Terask, Velm has a higher percentage of connecting for damage when throwing a potion than Mipsy does. Its quite possible that in some of my fights against Terask Velm did more damage than anyone else in the party. So I would place higher importance on making sure Velm throws potion than Mipsy, though using Mipsy whenever possible is also wise. Of course throwing them when Terask is shielded will almost always lead to failure, so I wouldn't advise doing that. However, in the case of Slow Potions, they are so important and necessary that even if Terask is not slowed you really must use them, though you may end up wasting alot of them. A good strategy to avoid having to do this is to try to figure out how long the Slow Potions are effective for (I once knew but have forgotten) and then when they are about to go out, start throwing early to keep at a minimum the number of turns Terask spend unslowed
Lol don't focus entirely on the big battle-Max otu Damage increase Stunning and Critical I beat Terask in 3 minutes using that strategy
Rohane
15 damage
15 critical
15 speed
15 stuning

Talinia
15 bow damage
15 multiple
15 speed
15 shockwave

Mipsy
15 group damage
15 casting speed
15 melee defence
15 group haste

Velm
15 Group heal
15 speed
15 group shielding
15 defence
Mmm that's good except you need to focus on your innates a bit. They're vital and here's mine:
Rohane:
15 damage increase
15 critical hit
15 stunning
7 innate haste
7 innate defence
Mipsy:
15 direct damage
15 innate haste
15 innate defence
And the last 14 points, Spend them where you want.
Talinia:
15 Damage Increase
15 Slow Strikes
15 Multiple Shots
7 Innate Haste
7 Innate Defence
Velm:
15 Group Heal
15 Group Shield
15 initiate haste
14 innate defence
stunning isn't that good a skill to use for rohane, so you might as well convert that 15 points of stunning into 7/7 innates instead of sacrificing speed
Reference URL's