
Creating your party in Courage by default II it’s less about the characters you use than the jobs you equip them with. It is a smart strategy I always have basic healers and damage dealers on hand, but when it comes to my party, I never plan on not having at least one Beastmaster on my wings.
I unlocked the Beastmaster last week, just hours away Courage by default II through the game. While I found it wrong to rip off the Asterisk crystal that provided Anihal’s soft-spoken, animal-loving classes after the battle of his boss (a story for again, perhaps), any lingering guilt that had been erased as soon as I changed the main character Gloria away from her white magician roles to the more offense-oriented archetype.
Beastmasters, who debuted in Courage by default II, they are exactly what they sound like: masters of beasts. During battle, they are able to capture monsters for later use with special, job-specific skills, and each captured enemy increases the functionality of the job. If used effectively (or, in my case, obsessively), the Beastmaster alters the dynamics of each battle by emphasizing capturing as many monsters as possible, rather than killing them directly.
As with most game work, I jumped on the bandwagon Courage by default II to see the Beastmaster just after unlocking it. Although his description on paper and the progression of my skills didn’t catch on to me, I quickly got wrapped up in the potential of the Beastmaster after trying it out in some random battles. I set out to add all the killer orcs and rabbits I could find at Gloria’s virtual pet zoo, each giving her a new ability or spell to use in future battles.
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Gloria quickly became the most powerful and reliable member of my party. While fighting Bernard in Chapter 1, for example, the hordes of Minotaurs I captured in the dungeon leading to the battle allowed him to inflict thousands of damage points each turn, thanks to his brutal Pound attack. Depending on the monster, the Beastmaster can also provide access to skills I haven’t encountered in any other class, such as Fresh Foliole’s Aerora wind spell, useful for hitting weak spots that the Black Magician can’t, and Disembody of the Restless Souls, which inflicts Stop for several laps. I’m sure future jobs will run parallel to these useful skills, but for now, the Beastmaster proves to be useful in expanding my tactics.
But of all the Beastmaster’s talents, I was struck by his ability to spin Courage by default II inside Pokémon. Capturing monsters in the beginning is a balance of depleting your HP as much as possible without killing them. The weaker they are, the easier they are to catch. However, raising the level of Beastmaster with continued use unlocks abilities like Mercy Strike and Mercy Smash, which, like False slip at the Pokémon series, never kill targets, but leave them at 1 CV, providing the perfect possibility to add them to your arsenal. Most of the time, turning an opponent into an ally is simply a matter of giving the Beastmaster multiple actions with the Brave Mechanic, hitting a monster with a couple of these safe attacks, and capturing it all at once.
Courage by default II it is, by all accounts, a massive game. I’ve already spent 12 hours exploring his world and haven’t completed chapter 1 yet. With all its complexities, Beastmaster’s work is a perfect microcosm for Courage by default II experience, an example of how only one class can open up endless possibilities in creating parties and refining strategies. And hey, even if the Beastmaster loses a bit of versatility later on, the cute, furry costumes he bestows on the main characters should provide at least a moral boost during the tough battles.