• Topic Archived
You're browsing the GameFAQs Message Boards as a guest. Sign Up for free (or Log In if you already have an account) to be able to post messages, change how messages are displayed, and view media in posts.
  1. Boards
  2. Wild Arms 3
  3. Oh No! Arms And Setup, I'll save you!

User Info: JadeBaby

JadeBaby
7 years ago#1
NOTE: None of the material contained in any of these post belongs to me at all. All credit goes to Fallacia

The guides are actually mostly outdated in terms of efficiency for Arms and medium setups. Since it can cost a couple million gella to fully upgrade everyone's arms and then have to do it all over again if you don't like the results, it's important to have a general idea of what you're doing from the beginning. If someone hasn't put a lot of time into the game to determine efficiency, it could be quite costly even with easy methods of making gella by the end of the game.

ARMs

This is one area where you could do a lot of different things, but there isn't too much reason to do so in a lot of cases. As such, I'll post what is commonly considered by the vets I've seen on this board and give my own interpretations along with the known reasons for these setups.

Virginia
10 Weight
5 Bullet

Virginia can do a lot of damage, but most of that damage will come from Valiant. Even if you load her up on Sht and attack boosting mediums, her damage is still going to be sub-par without Valiant and lowered HP to make up the difference. By giving her 10 weight and 5 extra bullets, you can have her fire off a full 10-Hit Gatling at 100 FP. The damage itself is still low without any extra boosting, but if you have to use Valiant anyway, at least this way she might be able to pull off 10,000+ (up to around ~64,000 max) damage with her Gatling attack when it matters.

There is also the popular 6-shooter gimmick which can be effective for the story, but doesn't quite perform up to standard by the end-game content and super bosses.

Still, her primary function in battle will usually be split between Support/Mystic to keep everyone alive and at full FP in the most difficult battles or to quickly kill any random encounters with a magic setup and gems/arcana.

Clive

Either

15 Sht

or

13 Sht
2 Bullet

Either setup is fine for clive. His primary function throughout the entire game will be damage. His magic is low, he's slow, and any medium setup you get him to try and correct that would only detract from the fact that you can do the most damage per turn in boss battles (prior to Finest Arts) by utilizing Clive's high damage output with attack boosting mediums. Since he has Lock on and you'll be hitting most non-gimmick (*cough*malik*cough) enemies prior to level 25, he won't need any extra chance to hit.

I personally like the 2 extra bullet setup since having 4 shots (and being able to take full advantage of a 4-hit gatling) to fire gives him some more use during the story without having to reload as often. Since bullets are so cheap and you likely won't reach 13 shoot before you get Finest Arts anyway, you don't really lose out on anything by getting the bullets. Since bullets are also really cheap, you aren't breaking the bank by initializing Bullet to put those 2 points into Sht later if you do decide to have Clive breaking out Finest Arts.

There are some arguments for upping his critical hit since he already does extremely high damage, you get more benefit from having high attack in general and you can always give Clive the Luck medium while boosting a PS for extra criticals. If you do go Finest Arts with him, you don't need to worry about criticals at all.

(continued in next post)
The study abroad program in Alabama is mostly an attempt to get people in Alabama to meet potential lovers who aren't relatives. Elsporko

User Info: JadeBaby

JadeBaby
7 years ago#2
Jet

10 Sht
5 Crit

There's not really too much to Jet. During the story he could use some extra chance to hit, but keep in mind that he's still going to be getting partial hits (as in, still hitting the enemy, but not doing full damage because not every shell hit) instead of outright misses. Even then, it's only going to be a select group of evasive enemies that can avoid his hit and could typically be dropped quite easily by means other than just tapping the X button and letting physical attacks do all the work. So instead of focusing on what he can't hit, it's generally better to focus on doing as much damage as you can to the things you know he can hit. He is a physical attacker, but you only have 2 good attack mediums that are best used together (and generally on Clive), so you'll mostly be using him for miscellany in boss battles, but in random battles where he's going to move first, you could always have him set up with the attack mediums to quickly kill things on the first, leaving any stragglers to Virginia's mystic or Extend from Gallows. That's when his ARMs will actually matter since he's horrible for magic/gems even with magic-based mediums.

Gallows

10 Sht
5 Crit

or

5 Sht
10 Crt

Gallows actually has the most argument for needing to up his hit rate since, the problem is that his base hit and the amount it goes up with each upgrade is extremely low. So while you could put it into upping his accuracy, doing so gimps his attack to the point that you're only going to be doing minimal damage anyway. He's not an attacker and isn't intended to be. He's a mage, not a squishy one, but a very durable battle mage. When Virginia isn't hogging the offensive magical setups for Random encounters, Gallows will be using it against Bosses to do tens of thousands of damage in single spell-castings. The few times he will have to attack, his damage is going to be so low that you're better off hoping for criticals to get in the full amount of damage. It makes up some minor difference during story before you get all of your offensive magic setups, but he's still going to be getting most of his use from either extending spells or killing elemental-weak enemies.
The study abroad program in Alabama is mostly an attempt to get people in Alabama to meet potential lovers who aren't relatives. Elsporko

User Info: JadeBaby

JadeBaby
7 years ago#3
*****Possible Spoilers in this post****

Medium Setups

There was a post I recall seeing one time (by Andvareel if I'm not mistaken) that had an explanation detailing how rather than sticking mediums with characters, you stuck mediums with other mediums. I agree with this entirely, because some mediums really are just meant to go together. To put it simply, these setups are considered by the board vets to be optimal "general" setups, though there will always be situations where you will have to separate them for one reason or another. That said, keep in mind that there is *no* permanent setup. These are general setups that will make the battles easiest throughout the entire game, but again, there will *always* be *some* reason that you may want to switch around your mediums for some other purpose, even if it's just for one turn in a battle.

You'll have the Magic, Defense, Attack, and Misc setups. Between them, you'll generally switch the Magic and Defense mediums between Virginia and Gallows depending on your situation while Clive and Jet will share between the Attack and Misc setups.

Do note that I list the mediums in these setups by order of importance, so if Brave, Fire, and Luck are listed together in that order, it means Brave will have the most importance toward maintaining the offensive setup, fire secondary, and Luck will either be underutilized or switched around with other mediums whatever other purpose you may have for it.

Magic Setup:
Aqua
Lust
Love

This will guarantee the most possible magic damage. You have two people who are geared toward being mages. One is Virginia, the other is Gallows. For long boss battles where getting in massive damage is a priority, you'll have Gallows running this setup. The problem is that he's slow and it isn't as efficient for him to be doing this during random encounters, so while running around normally outside of boss fights, you'll have this setup on Virginia so she can quickly dispatch random encounters without having to waste time letting enemies attack before Gallows gets a turn.

Defense setup:
Terra
Hope
Flash

This will give massive HP and defensive properties to the wearer. In long boss battles, you'll generally have this on Virginia so that she can survive and provide support without being as squishy. In random encounters, you'll generally have this on Gallows. With his already high defensive parameters and HP, this will give you a bit of a safety net for those few random encounters that could prove to be extremely dangerous while letting Virginia kill off the weaker ones with magic. Keep in mind though that even though Gallows will have the Magic setup for bosses, it's still best to start the boss fights with this setup so that you can Extend a Protect/Shell to your party, then switch medium setups on the next turn. You do have the ability to change mediums and personal skills in battle without penalty, so take advantage of it. How else are you going to extend support spells like Valiant, Status Lock, and Permanence at the beginning of long drawn-out battles and still be able to have a reliable medium setup to keep up with personal skills and damage output?

(continued in next post)
The study abroad program in Alabama is mostly an attempt to get people in Alabama to meet potential lovers who aren't relatives. Elsporko

User Info: JadeBaby

JadeBaby
7 years ago#4
(continued from previous post)

****Possible Spoilers in this post****

Attack setup:
Brave
Fire
Lucky

This is Clive's best friend in boss battles. It takes full advantage of his attack and his slow speed isn't a hindrance since the boss is going to be alive long enough to get turns anyway. In random encounters, it gets placed on Jet so that you can take advantage of his speed while utilizing strong attack to take care of the more dangerous random encounters, leaving stragglers and small-fry to Virginia and possibly Gallows if he's fast enough. Jet with this setup for random encounters is especially important at higher levels when you can have him automatically use Gatling without having to store up FP to get in as much damage as possible. This can also allow Jet to get in some first turn stealing with Lucky hand while still allowing Gallows and Virginia to finish the enemies on the first turn.

Luck may seem out of place, but there's really not much else you can do with it. Having the ability to boost critical hits with some extra luck boost on your physical attacker may as well just be a bonus while taking advantage of the other Personal Skills as well. You will have some times where you'll want to put it on Gallows to extend a Pickpocket, but Gallows gets much more use in more situations out of the Magic and Defense setups. Having it on the attack setup is just a placeholder that will be most beneficial when you aren't trying to steal or need it for another purpose like increasing enemy drop rates.

Misc. Setup
Cosmic
Moon
Gale

For bosses, this setup belongs to Jet. Poor jet loses out on a lot of his physical use in boss battles since Clive is the better attacker and the other two allies get magic/support roles. So unless you plan on having him Gatling every round, waste his FP, and fire single shots until Virginia mystics another full carrot, he loses out on offensive capability for most of the game. However, once you get Cosmic Cog, you get the power of Replay. Jet could spend his turns using Gatling with minor damage, but why when he could use Replay on a heavy hitter like Clive or Gallows. This let's him do much more than just accel a quick berry when you need Virginia to move after slower members like Gallows or Clive for some reason. With FP save and needing only half as much FP to use replay, that helps as well.

In random battles, this setup can go to Clive. Since Jet will be quickly killing the random encounters, this setup doesn't mean as much in random encounters. However once you get to level 50 or so, the FP save and ability to Replay could make more dangerous random encounters much less frightening since Clive can use Replay on Jet's attack to try and kill it off on that first turn so that it doesn't get a second.
The study abroad program in Alabama is mostly an attempt to get people in Alabama to meet potential lovers who aren't relatives. Elsporko

User Info: JadeBaby

JadeBaby
7 years ago#5
For the short (tldr) version that will be much easier to reference while playing.

Note that either/or will be represented by <-> characters. This apples to ARMs where you may want something different or mediums where you'll change setups depending on whether you're in a random encounter or boss fight.

Virginia
10 Wt
5 Bullet

Aqua <-> Terra
Lust <-> Hope
Love <-> Flash

Gallows
10 Sht <->5 Sht
5 Crt <-> 10 Crt

Terra <-> Aqua
Lust <-> Hope
Love <-> Flash

Clive
13 Sht <-> 15 Sht
0 Blt <-> 2 Blt

Brave <-> Cosmic
Fire <-> Moon
Lucky <-> Gale

Jet
10 Sht
5 Crt

Cosmic <-> Brave
Moon <-> Fire
Gale <-> Lucky
The study abroad program in Alabama is mostly an attempt to get people in Alabama to meet potential lovers who aren't relatives. Elsporko

User Info: JadeBaby

JadeBaby
7 years ago#6
If you use the tl;dr reference post that I made, note that I got the bullet part of Clive's ARM setup backwards and got the Terra<->Aqua backwards on Gallows' medium setups. I did get that last on one Virginia's though, so that one is fine. Correctly, it should have read:

Gallows
10 Sht <->5 Sht
5 Crt <-> 10 Crt

Aqua <-> Terra
Lust <-> Hope
Love <-> Flash

Clive
13 Sht <-> 15 Sht
2 Blt <-> 0 Blt

Aqua should be with Lust and Love for the magic setup, as indicated in other parts of my posts, and Terra belongs with Hope and Flash for the defensive setup.
The study abroad program in Alabama is mostly an attempt to get people in Alabama to meet potential lovers who aren't relatives. Elsporko

User Info: Fallacia

Fallacia
7 years ago#7
Since we're putting up helpful information, I have a few more posts that could be helpful for people in need of general advice regarding missable/unique/rare items and specific gear setups:

Unique Items (Can only be obtained once or only has limited number):

10 Gal Hat - Initiative PS
Arctic Blade - Counterattack
Bullet Clip - Auto-Reload
Comet Mark - ATT Plus
Dist Dims - MTC Recovery
Ebony Shadow - Arcana Blocker
Golden Dawn - Lifebringer
Magic Candle - ECN Gauge Charge
*Sheriff Star - Gun Hero
Vambrace - ATT Blocker
**Weather Vane - Eagle Eye

*Sheriff Star is the only item that carry's over through the "New Game Plus" feature if it is still in your inventory. If you equip it to a medium, it only carries over if you have the Gun Hero PS activated. Since that requires 100 PS points from a level 100 character, it's possible to accidentally save your EX file over your main file without activating and carrying it over. Since it only benefits you at level 100 anyway, you're better off keeping this in your inventory until at least one character actually hits level 100.

**You do get 4 Weather Vanes. Since you get the most benefit by splitting these among different characters, it's a good idea to have them on mediums that you won't often use together. By the end of the game, the original mediums are likely to be on different characters in most situations, so splitting them among Fire, Water, Wind, and Earth is is definitely a possibility.

There are other rare ones as well, most notably the Violator, Dried Flower, Full Libra, and Prism Crown, but even though they are extremely rare to the point of pulling your hair out to get extra copies, they are possible to obtain via other means thanks to the rare drops in an optional 100-floor dungeon. Aside from that and a few others that shouldn't be nearly as notable, all other gears *should* be usable without negative consequence.


***Correction*** You only get 3 Weather Vanes, but since one of your mediums starts with the Eagle Eye ability, there is still a possible 4 Eagle Eye personal skills that you can split amongst your characters.
Soft kitty, warm kitty, little ball of fur
Happy kitty, sleepy kitty, purr purr purr

User Info: Fallacia

Fallacia
7 years ago#8
[Perfect Game Note]: These setups do include the use of some unique gears.

I actually spent a few minutes trying to remember which mediums started with which abilities and how to best distribute everything, and then I remembered that I could just put the game in the PS2 and see what I have on my own mediums. Do note though that I left a couple of Gear slots blank that could be used for other optional gears. Also note that the rings and status-related gears are completely interchangeable across a characters medium setup. It doesn't matter which medium on a character's general setup has which ward so long as they have it in general.

Also keep in mind that even at level 100, some characters won't be able to activate their Personal Skills at once without the unique Gun Hero ability (available once per playthrough), so you'll have to prioritize based on your current situation. Note that things like the ECN Gauge Charge and MTC Recovery can be activated outside of battle, but are a waste of PS points inside of battle. Since you can switch medium/PS setups in battle, you should take advantage of that.

Virginia

-Terra Roar
*Full Libra (full status protection)
*Dried Flower (green thumb)
*Weather Vane (eagle eye)
*Dark Ring
*Ice Ring

-Flash Hit
*Magic Candle (ECN Gauge Charge)
*Ebony Shadow (Arcana Blocker)
*Talisman (Resurrection)
*(Blank, haven't used)
*(Blank, haven't used)

-Hope Shard
*Water Ring
*Fire Ring
*Wind Ring
*Thunder Ring
*Baselard (Power Cancel, extremely useful at times)

Gallows

-Aqua Wisp
*Blue Bracer
*Clear Chime
*Baselard
*Weather Vane
*Prism Crown (full elemental ward)

-Love Charm
*Golden Dawn (Lifebringer)
*Pocketbook (Gella Boost)
*Alarm Clock
*Holy Ankh
*Holy Grail

-Lust Jaw
*Elder Record (FP Save)
*Lion Shield (Defender)
*Soul Feather
*(Blank, haven't used)
*(Blank, haven't used)

Clive

-Brave Seal
*Hazel Sprig
*Ice Ring
*Memo Pen
*Heart Leaf
*Earth Ring

-Fiery Rage
*Wind Ring
*Amulet (Status Guard, still occasionally useful when swapping mediums)
*Weather Vane
*Dark Ring
*Violator (Finest Arts goodness)

-Lucky Hand
*Robber's Ego (Disarm)
*Water Ring
*Dist Dims (MTC Recovery)
*Thunder Ring
*Light Ring

Jet

-Cosmic Cog
*Water Ring
*Ice Ring
*Fire Ring
*Light Ring
*Earth Ring

-Moon Spark
*Memo Pen
*Hazel Sprig
*Heart Leaf
*Soul Feather
*Holy Ankh

-Gale Claw
*Blue Bracer
*Clear Chime
*Moonstone
*Amulet
*Pocketbook

I had planned on farming a couple of gears from the abyss like an extra dried flower and another violator, so I intentionally left some spots blank. Most of these slots can also eventually be replaced by farming extra Prism Crowns and Full Libra from the Abyss (though that would take ages), so if you want to use those blank slots for some other gears in the mean time, you could do that. If the gear isn't unique, it can be safely deleted later if you decide you no longer want it.


(continued)

User Info: Fallacia

Fallacia
7 years ago#9
(continued)

The only downside to those setups is that it requires you to have quite a bit of gella to buy all of those gears if you don't want to farm them all. Even with the Golden Pass to cut down costs by half, it'll still cost around 50,000 coins to buy each Ring or status ward gear. For that reason, there's actually a little trick you can use once you're strong enough to survive the early Abyss levels:

Making Gella

There's an enemy named Calupdis (or something like that) in the Abyss that steals 10% of your gella and then runs away the next turn. If you kill him before he runs away, you get all of your gella back on the victory screen, plus the gella he would have normally dropped. However, if you use a Gella Card on the enemy before you kill it to double even what it stole from you... you can see how that could be quite beneficial, especially since it steals a percent from your total stock of gella instead of a set amount. This can be used to very quickly max your gella before you have to make it very far into the Abyss. While there's little reason to need *that* much gella so far into a playthrough, Gella is something that carries over to NG+.

Since ARM upgrades are expensive and you can use the rest of your gella to buy everything needed for the status gears, it can be beneficial to max your gella before beating the game to make your EX File even if you don't plan on doing NG+ any time soon. To fully max everyone's ARMs setups and buy all of the wards (assuming half off with Golden pass) you need for a playthrough, you'll probably run through about 5,000,000 to 7 million Gella from the beginning of the game to the end. Having 9,999,999 gella at the end of the game for an EX file can ease any NG+ save you decide to play in the future while saving some extra to take advantage of Calupdis steals should you decide to make a new EX file with a second Sheriff Star to carry.

Sheriff Star and Gun Hero PS

Aside from brief mention of Gun Hero, something I intentionally left out of that previous post so that I could better clarify it here was the Sheriff Star gear that teaches the Gun Hero ability. This is the *only* item that carries over to a New Game+. On top of that, it only carries over if it is:

1. Still in your inventory
2. Gun Hero activated on a character's medium (meaning they need to be level 100 and have all 100 of their PS points allocated to the Gun Hero ability.

Because of this, it's the one item that I'd suggest leaving off of any party members even if you get it. Activating Gun Hero does also activate every single PS the person has even if it would normally cost more PS points than they actually have, so it can be useful, but the minimum cost being 100 means that unless you plan on leveling a character to 100, it's useless to have since you can't activate it. Not being able to activate it also means that it wouldn't carry over to the EX New Game.

Something else that does carry over though is your gella and your levels, so you could actually speed through the game extremely quickly, getting to your final EX File with 5 Sheriff Stars (4 for Mediums, 1 to keep in inventory) in roughly 55-60 hours of NG+ saves. Assuming you clock in around 50 hours the first time you beat the game, that's actually pretty consistent with the time it takes to "complete" most RPGs in terms of all sidequests and inventory issues. Since you don't currently plan on doing NG+ though, it's not something you really have to worry about . If you do beat the Abyss and get the first Star though, it may still be worth keeping it in your inventory before you beat the game in case you do decide to replay the game later since you can use NG+ to breeze through the story.
Soft kitty, warm kitty, little ball of fur
Happy kitty, sleepy kitty, purr purr purr

User Info: JadeBaby

JadeBaby
7 years ago#10
Just giving this a safety bump.
The study abroad program in Alabama is mostly an attempt to get people in Alabama to meet potential lovers who aren't relatives. Elsporko
  1. Boards
  2. Wild Arms 3
  3. Oh No! Arms And Setup, I'll save you!
  • Topic Archived