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How To Get Veronica's Quest

Dragon Quest 11 Guide: Veronica Stats, Skills And Tips

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Dragon-Quest-XI-Veronica

Veronica exists for one reason and one reason just: dealing magical harm. Okay, she does have a few debuffs and support abilities, but those are completely eclipsed by her offensive ones. Thankfully, she excels at them, possessing the means to target both single and multiple targets with ease. As you might await, her weakness is her lack of HP and RES, making her highly susceptible to concrete attacks. It won't be noticeable early on, but you certainly will one time enemies kickoff getting multiple turns in a row and landing disquisitional hits more oft.

In short, she'southward a glass cannon. Make certain you have the means to offer her better defenses (strengthened gear, buffs, etc.) or she'll be dead before she has the take chances to exercise whatever lasting damage — even with her high AGI.

Pep Effect Bonuses

M.Might +20% (40%), RES +40% (threescore%), Magic Critical Rate Up (Magic Critical Charge per unit farther increased)

Regular Skills and Abilities

Name Level/Condition
Frizzle 12
Sizz 12
Scissure 12
Sap 12
Magic Barrier 12
Decelerate 12
Fizzle thirteen
Bang 13
Dedazzle 14
Deceleratle 17
Kasap xviii
Fuddle 19
Sizzle 21
Frizzle 23
Bleed Magic 24
Crackle 26
Bounce 27
Boom 29
Oomphle 31
Edgeless 36
Kasizz 38
Kafuddle 42
Kacrack 44
Kafrizz 54
Kaboom 57
Kasizzle 64
Magic Burst seventy

In instance you didn't get it, Veronica is an offensive mage. She lacks the ability to use electrical-based spells (Zap line), just more than makes up for it with the ability to use fire, ice and not-elemental instead. As an added bonus, spells such as Oomphle (ATK boost), Sap (Defence reduction) and Blunt (ATK reduction), gives her a picayune fleck of utility to help boost the effectiveness of the rest of the party. It as well makes her an effective pair with Rab, with the two beingness able to fully debuff an enemy in a few turns (though a few are probable to miss or expire given the nature of afterwards bosses).

Character Builder Skills and Abilities

Dragon-Quest-XI-Veronica-Character-Builder

Heavy Wands

Proper noun SP Cost Extra Notes
MP Absorption When Wielding +2% three n/a
Beelzefreeze iv n/a
Minor MP Recovery After Battle 6 due north/a
Moderate MP Recovery After Battle 14 due north/a
Maximum MP When Wielding +20 16 n/a
Pep Risk +ten% 25 Mystery Panel
Maximum MP When Wielding +10 eighteen n/a
Zing Stick 20 Mystery Console
Staff of Conservancy 13 n/a
Ring of Ruin 13 n/a
Magical Might +10 x n/a
Antimagic 8 n/a
Magical Might +20 14 north/a
MP Assimilation When Wielding +four% 16 n/a
Magical Might +30 xx Mystery Panel

Unlike several other characters, y'all have a bit more than freedom when choosing where to go with Veronica offset. This tree is the one y'all'll go with if you want to maximize her versatility with abilities such equally Zing Stick (guaranteed revival) and Staff of Salvation (healing). There'south also the choice of picking up Ring of Ruin, so as to increase the spell critical rate of the whole party, though its effectiveness is entirely dependent on who's currently participating when it'south used.

Of grade, Veronica is still an offensive mage and volition therefore get a scattering of upgrades to assistance her with that, such as increased Magical Might and Maximum MP.

Experience complimentary to skip the MP Absorption panels, though. Sacrificing a plow for a paltry sum of MP is not worth it.

Whips

Name SP Cost Extra Notes
Hypnowhip 3 north/a
Assault Power When Wielding +10 four n/a
Lashings of Beloved six due north/a
Assault Ability When Wielding +15 9 due north/a
Attack Power When Wielding +20 13 north/a
Set on Ability When Wielding +20 xiv n/a
Pep-Upward Power-Upwards 25 Mystery Panel
Maximum MP +20 xvi n/a
Whipcrackle 20 n/a
Trammel Lash sixteen northward/a
Hitting the Hay 7 n/a
Twin Dragon Lash 18 n/a
Starstrike 14 n/a
MP Assimilation When Wielding +2% 16 n/a
Wyrm Whip 20 Mystery Panel

With their ability to innate hit all enemies within a group with somewhat reduced damage (this penalty is removed for higher tier Whips) and inflict various status ailments, Whips are really rather good. The problem is that Veronica has the lowest Strength in the game and will accept an obscene amount of fourth dimension before she can brand proper use of them.

It's a shame too, because with all those Attack Power boosts and Wyrm Whip (3-hit aoe attack with reduced damage per hit and a chance to remove enemy buffs), Twin Dragon Lash (two-hit aoe attack with each blow doing more damage that usual) and Whipcrackle (strong lightning-elemental aoe skill), there is a lot of potential there.

Ultimately, I can easily encounter Veronica using the whip to great effect with plenty time investment; and the sight of a little girl whipping the hell out of giant monsters will make the effort all the more worth information technology. However, as she's your only dedicated offensive mage, it would exist foolish to go downward this route from the become-go.

Vim

Proper name SP Cost Actress Notes
Enchanting Echo 25 Mystery Panel
Kafrizzle 20 Mystery Panel
Channel Anger xiv Mystery Panel
Kaboomle 20 Mystery Panel
Maximum MP+thirty sixteen Bonus Panel
Lite and Lightning Resistance +xx% fourteen n/a
Spooky Aura eight n/a
Ice and Wind Resistance +twenty% 10 due north/a
Sage'southward Breath 12 n/a
Fire and Earth Resistance +20% x n/a
Maximum MP +x 8 n/a
Magical Might +20 fourteen northward/a
Magical Might +30 xvi n/a
Wizard Ward 8 due north/a
Magical Might +x 8 due north/a

Whereas Heavy Rods are for utility, Vim is the route to focus on first when you lot desire Veronica to just accident everything up. Though she has the aforementioned amount of raw offensive capability regardless of which path she takes since they both boast an equal amount of M.Mi, what allows her to go the offensive powerhouse mentioned before are what'southward behind 2 of her mystery panels: Channel Anger and Enchanting Echo. The quondam is a self-vitrify which profoundly increases her magic power, while the latter gives her a chance to automatically cast a spell over again at no extra cost. The ramifications of this are obvious when considering offensive spells, but there's value even with auxiliary spells, such as getting a repeat cast on a debuff when the first one misses.

Not to be left out, both Kaboomle (non-elemental aoe spell) and Kafrizzle (final tier single-target fire elemental spell) are strong, albeit a bit expensive to cast repeatedly at first.

Lastly, in that location'south the various resistance boosts. They are mostly QoL and should potentially exist picked up regardless of what tree she's on provided there'southward plenty SP for it. They are helpful, though, and will certainly assist with Veronica'southward survival problems somewhat.

That'south it for Veronica's role in Dragon Quest XI: Echoes of an Elusive Historic period. She can barely take a hitting if her life depended on it (sometimes it does), only can easily go out a trail of flames and frost in her wake if you play your cards correct. Over again, bringing the means to bolster her defenses is fundamental.

Demand help with something else? Head to the Luminary's Guide for more Dragon Quest XI guides.

- This article was updated on July 30th, 2021

Source: https://attackofthefanboy.com/guides/dragon-quest-11-guide-veronica-stats-skills-and-tips/

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