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Hero Wars Men's Choice hack without verification Gold Gems mana no skill CD MP: Secrets Revealed by



Now, you've mentioned repeatedly that you strongly dislike the action combat of the Trials remake, have you ever played the original? Even once? I can tell you flat out that what is in the remake is significantly better than what was in the original. It is more engaging, it can be far more strategic (depending on how much you push for certain bonuses), it is actually somewhat faster paced, and the characters themselves are better balanced out for combat. Duran is no longer a slug who is half worthless at attacking because of being to slow to recover, despite having the highest Strength cap of the 6. Angela and Charlotte are able to kill things without having to sacrifice potential stat growth for their coming spells, and Angela even has some survivability to speak of (she might still be the easiest to kill, but she still takes hits leagues better than she did in the original, both in direct comparison to the original and a relative comparison against the other characters between the original and the remake). Riesz is finally able to make her bland and averaged stats not be a burden for the early game (yes, that three-part combo is NEW to the remake, and it has that big of an effect). Finally, Kevin and Hawk no longer charge up the CS gauge at twice the speed of any other character, enabling them to unleash their Tier 1 CS skill in nearly every battle despite the fact that you had to refill it from nothing each battle. In fact, that last is another notable improvement. Because the CS gauge is able to charge up, and keep its charge level, between battles you can actually enter a boss fight with a fully charged CS gauge, or save it for if things take a turn for the worse in a normal enemy encounter (a very serious hazard in the original), which will also make the Tier 2 and Tier 3 CSs both more useful and easier to effectively utilize. Heck, just going over this part alone has me saying that you can't really accurately judge just how much of a repetitive button mashing disaster the remake will be until you actually play it, and have saved 6 of the 8 Spirits, as the early combat in the original was horribly repetitively dull until your levels were near level 10 (then it was mostly trying to manage both the stat development of your characters to keep them combat viable while allowing Angela, if you had her, to learn her Magician spells and your item usage so you wouldn't go broke buying recovery items and combat items), with a significant spike in complexity after you got your Tier 2 classes, as you get new Moves/Spells for EVERYONE (and for most the stat boosts you got from the class change DID NOT let them learn very many of them, so managing stat growth becomes a LOT more complex at that point, with only 1 point to spread between 6 stats each level and now ALL of the stats matter to some extent). I say 6 of the Spirits rescued as if they kept the original difficulty spectrum and enemy levels you'll hit level 18 either from the boss fight to rescue the 5th Spirit or very shortly afterwards, and so you can typically hit level 19 or even 20 by the time you rescue the 6th Spirit and with the exceptions of Angela (who needs the 6th Spirit rescued before she can learn her 6th Magician spell, and can't learn it after the class change) and potentially Hawkeye (as the Spells he gets on Light Path are all Moon and Tree spells, so Spirits 7 and 8, though he can learn other Moves by then) you should have characters learning new Moves/Spells from their new class and creating new combat options for that boss fight that you may still be adapting to utilizing. Simply put, the combat in the original Trials of Mana underwent a gradual evolution over the course of the game. Yes, becoming the Tier 3 classes, and learning THEIR new Moves/Spells further alters how you utilize the characters and how combat is going to flow, for EVERYONE and every possible team combination (heck some teams have it change without changing members just just by choosing different classes instead), and while you're in the middle of hunting down the B*******s so you can get back into the M***********y (Sorry about the asterisks, I'm trying to avoid too many spoilers here, though that's a lot of jobs wasted for just two terms.........). Heck, from what I've seen of the screenshots and videos released so far they are even going to change up the character models for the class changes, instead of just doing palette swaps. It won't affect the combat any, but it is still a nice upgrade, especially considering that the original FFV, which is older, actually gave each character a unique set of sprites for EVERY job, and thus required more sprites for any one character in it than the original Trials of Mana required for all 6 of its potential heroes, despite having fewer animations per sprite.




Hero Wars Men's Choice hack without verification Gold Gems mana no skill CD MP



I made it to the next obstacle with a huge gap between me and the rest of the contestants. Kacchan, Uraraka, and Todoroki were closer, but there was still some distance between us. I stared at the gaping hole in the ground in front of me, then at the stone pillars with tightropes connecting them. "There is no way they did this without a lot of earth mages," I muttered. "And how did nobody see this giant chasm by the arena? I guess it doesn't matter, though. What matters for now..." I gathered air mana on my back. "Is getting across." Because the sports festival was an opportunity to impress the hero agencies of Japan, I'd decided to not use the same few tricks over and over again. And so the air mana I was gathering formed into great wings of swirling green air. "Halcyon Wing," I intoned. I flapped them once, sending up a cloud of dust before the air stilled unnaturally. After seeing Kacchan use Fire Dash and Uraraka gravity magic to fly, I'd decided to find a way for people to fly using any element. Much like how people with healing Quirks were almost always given priority for medical training assuming they were competent enough for medical work, competent and powerful enough fliers were practically assured to get into hero schools simply on account of how useful flight is in hero work. Having flight as a relatively easily teachable skill seemed like the sort of thing that would be very useful for heroes in general. My favorite of the flight spells I'd made was an air spell, Halcyon Wing. It was a little costly, but it looked so pretty and had the ability to calm the surrounding air. 2ff7e9595c


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