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Red mage time battlemage
Red mage time battlemage






red mage time battlemage

On top of that, the tediously long charging times makes them a hard job to sell. Machinist's main flaw is that guns don't draw from any stat to calculate damage: a huge advantage in Weak Mode games a huge disadvantage in a normal game. Singling them out on a case-by-case basis, out of all the jobs, Machinist and Time Mage are arguably the weakest. Lastly, HP makes an important contribution on the naturally less sturdy jobs like White and Black Mage.

RED MAGE TIME BATTLEMAGE PLUS

For Samurai, MAG becomes the tiebreaker because of the reliance of early-game Shades of Black plus the added damage katanas draw from it, whereas Monk and Knight benefit from the added healing it provides. Similarly, wearing Mystic Armor translate as 99 MAG in endgame. Wearability of Heavy Armor (or Genji, in the case of the Samurai) means eventually guaranteed 99 STR for every character except for Fran and Penelo as Samurai. Steal takes precedence over Cure since, in most setups, other curative options open up as the game progresses. Steal and HP on tank / healer > High-tier curative magic if no White Mage > Cure on non-White Mage > STR on physical damage > MAG or HP depending on job With all of that in mind, a familiar pattern to prioritize picks for each job is generally as follows: Vaan and Basch have the highest STR and HP, Ashe the highest MAG and Fran the highest VIT. Vaan, Balthier and Fran have innate Steal. Best defensive spell-casting.Īshe, Penelo and Fran all have innate Cure. Excellent damage against the (prominent) Undead type. Provides limited and poor access to Black Magic. Provides status effects through special ammo. Provides good Black Magic through Shades of Black. Uses katanas, mystic armor and Genji gear. Draws from MAG for damage (plus STR if you choose Greatswords through Espers). Provides exclusive access to Arcane Magic. Provides wide assortment of White and Black Magic. Draws from STR for damage but needs MAG for White Magic. Provides curative and protective magic in late game. Weapon damage doesn't scale with stat gains. Below average speed due to a sole Swiftness license. Provides good physical damage and sturdy defense.

red mage time battlemage

Can provide protective White Magic in late game. Uses daggers, ninja swords, shields and light armor. No magic, with the exception of Shades of Black. Uses hammers, axes, shields and heavy armor.

red mage time battlemage

Staves boost elemental magic damage.īreaker Draws from STR + SPD for damage.īlack Mage Provides elemental damage through special ammo. Only the first portion of the guide is applicable to TZA, as you can now double up on jobs, but it's a great resource for quick reference.Īrcher I tried Penelo as a WM/Shikari but didnt like how she’d run in and deal insignificant damage.This Final Fantasy XII International Zodiac Job System - Jobs Guide was made for the original IZJS release. I was initially thinking Foe/TBM for Basch because the magick lores on Bushi seem wasted on him with no spells. So far it seems that TBM is wasted on Balthier…does he grow into the role better over time? I like Vaan using poles over samurai swords and feel that I may change his Bushi to BM These are some of the thoughts I’ve been having and looking for input: I don’t particularly care about a 12 job party…although those spears do look tempting. He’s currently level 33 and everyone else is 29. I always like to keep Vaan in my active party as team leader. Vaan: Monk/Bushi Balthier: Shikari/TBM Fran: Archer/RBM Basch: Foebreaker/Bushi Ashe: BM/Knight Penelo: WM/Machinist I’m not particularly interested in going after any final boss with the ideal setup, but seeing as how so much of the game is based on gambits and licenses, I want to make a good choice for overall gameplay when it comes to jobs. I want to start by saying I’ve read a bunch of threads and understand that I can play as any job and get through the game fine.








Red mage time battlemage