The pharmacist in Octopath Traveler 2 has the skills to return blood and treat abnormal states, and is an indispensable profession. Orthodox law master in the pharmacist, 3BP reconciliation, four dan 95000, understand.
Don't miss it when you pass by, just strengthen your own attack, lower the opponent's defense, and break the defense.
Of course, in order not to disrupt the normal process experience, let's start with the basic skills.
Pharmacist professional skills
The healing technique of this generation is a combination of the previous generation of healing and resurrection, which can be resurrected and treated. No BP value, about 4 times that of genitive defense.
Compared to the Priest's Resurrection Spell, after the Dancer uses the Great Move, the healing technique can restore health together with the dead teammates and surviving teammates. It is a group therapy method that is easy to use in the early stage.
Normalization can restore abnormal states, which refer to dizziness, confusion, sleep, poisoning, etc. Property drops are not included here. When BP increases, it can be undisturbed by abnormal states for the next few rounds.
Here's a good idea about the continuous round of this thing. After the end of everyone's one-round operation. This status is reduced by one turn.
We focused on continuing to heal injuries, such as our swordsman not acting. Then continuing to heal the injury can trigger the healing effect.
If the swordsman has acted, it will only consume the continuous round. However, it does not trigger the therapeutic effect.
This passive is a bit special, and when our character moves multiple times in one turn, it can repeatedly trigger its healing effect after the action.
Axe flash, in the case of no AOE skills in the early stage of the swordsman, the axe flash is a good substitute. Can kill mobs quickly.
Poison Break Strike can only confer 2 turns of poison status, and this generation of poison effect is to cause the enemy to lose 5% of its maximum health after it acts.
It should be noted that if an enemy moves multiple times, it will lose 5% of its maximum health on its last move, which can only be triggered once in a turn.
If the enemy is in a defensive state, the enemy loses 5% of their maximum health after the current round of everyone's action (before the re-action is triggered).
If the enemy has already acted, then the poisoning will not be triggered.
Finally, there is the Poison Weakness, which causes enemies to add an additional "Poisoned" weakness, weakening the shield by 1 point each time the poison loses blood.
The conciliation of the pharmacist
Harmonization is divided into offensive harmonization and buff harmonization.
A pharmacist who can reconcile two potions is already a good hand.
A pharmacist who blends three kinds of medicine can be called a divine doctor.
The pharmacist of the four potions is considered to be rare.
Our pharmacists, on the other hand, can blend up to five potions.
0BP can be adjusted to 2 kinds of materials, and for every 1BP increase, an additional one can be blended.
The potential of pharmacists is to save materials and make drugs out of thin air (of course, you still have to have this material)
The list is here, where "diffuser" is to group the effect and is not listed in the list.
I believe that everyone often uses plum leaves, pomegranate leaves, occasionally grape leaves, and then enhancer + diffuser.
Here is an explanation of attack reconciliation.
First of all, the medicine master's attack is harmonized, and there are only three attributes: wind, light, and dark.
The way she calculates damage, eating her own attribute attack power, and is now "equipping" the weapon attribute attack power, as well as the attribute passive.
If you assemble a weapon master, the sword and axe staff can increase damage by 90%.
Wind guns, short swords, and bows can also increase damage by 90%.
Just because there is only a staff bonus, it is not included in this list.
If you don't assemble a weapon master, you can also sub-professional swordsman, thief, scholar, priest, magic master, etc. to form a 60% dark bonus.
Or a sideline merchant, which constitutes a 60% wind bonus.
When the Yakuser reaches 999 in the Genus Attack, 1 Blood Kneeling State (equipped with Arubion's Talisman), equipped with BP Amplification Trinket (Evolved Fangs), 90% bonus, its own attack is enhanced, and when the enemy's defense is weakened, each stage of harmonization (requires enhancer) can reach 90,000 damage. +90,000 per BP, up to four segments of 90,000 monomers. The maximum number of groups is 93,000 paragraphs.
Of course, on the way, you can still use the harmonization to restore BP, SP, HP for the whole team.
As long as it is combined with the passive BP bonus of the merchant, the potential to stimulate MAX can be done.
By the way, to add.
Currently if there is a Debuff given by the crit mirror on the opposite side.
Then the damage caused by the reconciliation can only be 1 point. There should be some kind of bug
Yakushi EX skills with altar location
Rough healing is a skill that the medicine master acquired at the medicine altar, but how much this skill increases the damage of eliminating Debuff, the data is very strange, I didn't calculate it.
However, because it clears Debuff, and it is only a damage and exclusive skill, it is of little development value.
Instead, it can cooperate with the Debuff given to the enemy by the night priest to carry out a finishing axe, and I personally feel that the practicality is not high.
Pharmacy Altar Location
Hundred medicine prescription, you can assign up to 9 Buffs to three other teammates.
In the case of the dancer diffusion, the other three units will eat 9 buffs each.
Strong or not strong, the effect is very happy!
Pharmacists Union
Located in scenic Corning Bay.
Want to get two additional documents
Need to get 3 rue buds.
3 ancient kerats.
After defeating the sea owner, enter the ??? Island, treasure chest with rue buds.
Ancient horn medicine, below Timbareyin, the mansion of the Veros family.
Just steal a deer-type monster with only one weak point.
Legendary weapons
Double-edged tomahawk. The location is on the sea, this location.
This generation of double-edged tomahawks, only one additional attack. The BP increase does not add additional attacks.
Simple and understandable passive, nothing to explain.
However, if you bring the kind of trinkets that start fighting, you'll give yourself an attribute drop.
Then preventive drugs can't prevent it either... Please also note this.
For example, the Eye of Calamity.
Pharmacist (end)
Fight the final boss and break the defense with this. Group instigation 3 times, that is, 6 times axe AOE skills.
When II, I. is a single attack, and III is a secondary single defense breaking skill. None of them are right. Only II is AOE.
Catch in the fallen ruins.
Ancient Big Birdman III, which can provide our group attack to increase 2 rounds (summoned 2 times, that is, 4 rounds. )
Location in the white valley.