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Ff12 red mage time
Ff12 red mage time





ff12 red mage time

Originally posted by Scyris:what goes good with whm? lol. also can benefit from oilĮxtra speed from germinas boots can be more beneficial for melee dealer rather than using genji glove combo. pair with job that has access to more prominent battle skill/heavy gear access with esper, or with previously mentioned rm.

#Ff12 red mage time plus

together with machinist they can get good weapon early in the game (pre raithwall) to stomp most enemy and plus variety of arrows and bolt, they can get elemental advantage. Rm with ardhor can make use of burning bow from archer for extra oomph Shikari need mystic armor access for yagyu+dark robe combo Machinist is huge damage dealer, combo with job that have access to heavy armor that gave more bonus to str. and access to magepower shishack for all the bm needs Knight doesnt have access to damage flier, so bm is a super viable. Regardless on which character get the jobs, i usually pair them based on the short/long run viability and equipment combo.īushi with kumbha can dish huge damage with job that has access to adrenaline, plus katana combine str/mag so choosing job like monk with huge access to more battle lore is super helpful. The Bushi / Black Mage combo probably isn't the best, but I think Vaan is so badass being able to cast powerful black magic while carrying a samari sword ) The Archer job I assigned for Fran made her a fantastic healer until I was able to assign a second job for her. In the Bushi / Black combination, neither class is really getting much of value out of the other. The knight's white magic gives the bushi something to do with its lores and MP while also giving it the tools to be a more effective melee damage dealer. This is one of the (many) reasons that Bushi / Knight is such a popular combo. Knights are about the only worthwhile use for the Mateus and Hashmal espers and the magic they unlock also gives you plenty of utility to spend your MP on (this also makes Knight / White a bit redundant if you don't have another Knight in the party who's already getting those espers). Archer, for example, only needs to unlock a quickening to get Cura and Raise which, along with item lores, will make it a decent healer for a good chunk of the game. Just keep in mind that some non-mage classes naturally have pretty easy access to useful magic without needing to be paired with a mage. Generally, I agree that having something to do with MP makes classes more interesting to play. Originally posted by iamtoxic500:I think all members of your party should be able to cast magic, otherwise that MP bar is just sitting there wasting potential.







Ff12 red mage time