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One of the most interesting mechanics in Dragon Quest 3 Remake is the ability to change character vocations. Changing a character's vocation is going to switch their role, changing the equipment that they are capable of using, halving their stats, and starting them back out at level one.
However, they're going to level faster than they did before, and they're going to remember all of their old spells and abilities. This means you can essentially create vocation combinations, creating new roles that can do things no one role could have done before, and making party lineups that aren't otherwise possible.
Before you change your character's vocation at the Alltrades Abbey, ensure that you've unlocked all the spells and abilities that you would like to have with that class.
Leveling up with your new vocation is going to unlock the spells and abilities for that new vocation, so if there's a high-level spell or ability that you want with your original vocation, you'll need to unlock it before you switch.
This vocation change is the simplest but also possibly the most valuable. The Sage is the only class that you can't play right from the start; to have a Sage, you either need to level up a Gadabout to level 20, or bring a Words of Wisdom book to the Alltrades Abbey.
The Sage is the best endgame magic-wielding vocation that there is, capable of using both Mage and Priest spells. Switching any character that wields magic into a Sage is going to be a good move because it's going to make them more versatile.
Onto the more creative-minded vocation changes to make, these two changes are focused on making a character capable of dealing heavier damage or damage in a wider variety of ways.
Changing a Martial Artist into a Monster Wrangler is going to create a character that can wield a much bigger variety of weapons compared to the Martial Artist, and give them some tremendous multi-target damage capabilities on top of the Martial Artist's already strong single-target damage options.
Ability |
Vocation |
Description |
---|---|---|
Wind Sickles |
Martial Artist | Wind Sickles is a fantastic ability that hits very regularly, and deals a significant amount of wind damage. Great single-target damage. |
Hawkeye Claw |
Martial Artist | An almost guaranteed hit which is great for enemies that have a high chance to dodge attacks, like Metal Slimes. |
Boulder Toss |
Monster Wrangler | This has a high MP cost so should be used sparingly, but it deals an incredible amount of damage to every enemy. |
Soothing Song |
Monster Wrangler | This heals every party member by a small amount, providing a small amount of support for your lineup. |
Emergency Groom |
Monster Wrangler | This heals a more significant amount of health for a single ally, making this character a bit more versatile than a simple damage-dealer. |
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Vocation | Description | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Wind Sickles Martial Artist Great for single-target damage. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Hawkeye Claw Martial Artist A fantastic, nearly guaranteed attack, which is particularly useful for a spellcaster. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Drain Magic Mage Drain Magic both reduces your enemies' MP, and refills some of yours, allowing you to go longer on the same MP pool. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Multi-Target Spells (Sizzle, Bang, etc.)
Mage
The Mage has access to a lot of multi-target attacks, and the more you know your enemies' weaknesses, the more you'll be able to exploit them with these spells.
Similarly to the last vocation change, this is going to provide the character with very different weapon options compared to the Monster Wrangler. Making a Martial Artist into a Mage is going to do much the same in regard to multi-target damage, creating more possibilities. You could go the other way with this switch, from a Mage into a Martial Artist, and enjoy the critical hits of the Martial Artist with the versatility of having access to the Mage's spells. The drawback would be the lower MP pool. Best Support Vocation CombinationsThese vocation changes are meant to create characters that can provide a wider variety of support. Instead of relying on two different characters providing two different kinds of support, you can create one character capable of hybrid support. Priest | WarriorMoving from a Priest into a Warrior ensures that you've got a character who's capable of providing some of the best healing spells in the game while also tanking damage for the entire group. As a bonus, it also means you'll be able to heal a significant amount and wield a weapon capable of great single-target damage, too.
Monster Wrangler | PriestGoing the other direction with this one, changing a Monster Wrangler into a Priest is going to limit your weapon options considerably, but as a support character, that isn't too crucial. This will, however, give you a litany of healing options, with Soothing Song combined with the Priest's great targeted heals and the debuffing capabilities of both vocations.
Best Balanced Vocation CombinationsThese vocation changes are meant to create characters that can fit into a multitude of roles, allowing them to slot into just about any lineup's needs. Priest | Martial ArtistGoing from Priest to Martial Artist is, undoubtedly, going to hurt the MP reserves a little bit. But they'll still have more MP than an original Martial Artist would have had, and with that extra MP, they'll have some significant support capabilities.
Warrior | Monster WranglerA Warrior-made-Monster Wrangler wouldn't quite have the single-target healing options that the previous character would have, but they would have some significant multi-target and single-target damage options, all while being able to tank damage for the rest of the lineup and provide healing to every ally at once.
Vocation Changes For Passive BonusesThere are a couple of vocations that characters could change into entirely for convenient passive bonuses: the Merchant and the Thief. That's not to say that these classes aren't useful otherwise, but their passive bonuses are what set them apart. MerchantChanging into a Merchant means your party gets a passive increase in the amount of gold they receive at the end of every battle. It's not a lot, but over the course of an entire dungeon, this bonus adds up quite a bit. They aren't the best class in offensive or defensive possibilities, so you'll be relying heavily on the abilities and spells you already know. ThiefThe Thief is a bit more flexible than the Merchant and provides its own value aside from the passive. But, the passive bonus it provides can be extremely nice, giving you the chance of gaining extra items at the end of a battle. If the item ends up being useful, that's great. But if not, it's an item you get to sell, and it'll increase your gold similarly to how the Merchant does, just with extra steps. |
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