![]() Furthermore, MP is limited until you start charging, and the main bottleneck is actions, meaning this character can be an effective Black Mage OR and effective White Mage, but won't do a good job at being both. In practice, both jobs are made of glass, and healers who die fast aren't very useful. On paper, it does make both attack spells and healing spells better. Okay, this is a combo I see a lot and I really don't like it. This won't be your fastest killing party, but it'll be a decent long-term survivable party for tough bosses. Put them in a party with a tank and a healer to keep the party hasted, then let them do a bit of damage with guns. Essentially, this is an armored Machinist who knows haste, or a Time Battlemage with a gun. Guns are underrated IMO, they do low base damage and don't scale with the character, but they also ignore armor, can't be blocked or parried, and have good elemental damage and special effect options in ammo. Good at buffing and healing with items, then plonking away at enemies with the gun when all buffs are cast. ![]() Set up gambits to heal themselves so they can save the main healer some MP for long fights. Cast Decoy on them when they are in the party and let them take hits. Knight and Monk get the mostly the same healing abilities, wastes some potential. Even more tankyness.Ĭan swap to Greatswords or Poles for excellent damage. Great for taking a hit.īoth Knight and Monk get some healing ability, so this character can in a pinch heal themselves too. Knights have heavy armor and shields - tons of defense. That said, it is not a requirement, and if you find yourself truly disliking any job, feel free to cut it. One final note in this section: I do advocate using all 12 jobs - it spreads out abilities among your party, means that better weapons that you find are always useful, and tends to lead to a more well rounded party. Many people here prefer the other two, and if one of those better appeals to you, you may wish to listen to their advice and ignore mine. Of the above, I personally use a mix of #2 and #4, that's what I find to be the most fun. What actually fits varies player-to-player.įor example, since Fran is shown to be magically inclined and wields a bow when she first joins the party, one might make her an Archer/Black Mage or Archer/Red Mage. Included for completeness, these are builds that ignore all of the above and are chosen because they fit the players view of the character. The Burning Bow increases damage with fire attacks, so this character would equip the burnign bow and cast powerful fire spells that get enhanced by the item There are certain combinations of gear that have powerful effects, and some build towards these.Ī classic example of this is the Archer/Black Mage. In this school of thought, you'd pair it with something more survivable os that your Black Mage can't be killed as easily. In this style, we look nto at what a job is good at, but rather at where the job lacks and pair them with a job that covers it.Įxample: The black mage is a fantastic damage dealer, but is a bit of a glass cannon - it goes down easy. So one might pair the Shikari with a heavy armor job like Knight, Uhlan, or Time Battlemage to increase their defense. Here we look at what one job is good at, and try to pair it with a job that enhances that strength further.Īn example might be: Shikari - When wielding a Dagger and Shield, the Shikari makes for an excellent "tank" type character, but they use light armor which increases health rather than heavy armor which increases defense. That said, there is certainly room for critique in your party, but before that, I want to establish that there are different schools of thought for party design. You don't have to optimize the party to finish the game, that's more something for speedunners or theory-crafters to worry about.įurthermore, it generally does not matter what character is given what job - there are some small variations in animation time for certain weapons or in starting stats, but overall these are too minor to worry about. ![]() You can beat the game with six white mages if you really want to. First thing to establish is that all job combinations are viable. ![]()
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