Let's Play Every Final Fantasy Game In Order Of Release [Now Finished: Final Fantasy Tactics]

Considering the Crystals, which have been implied to have their own wills, explode only in the vicinity of your characters for no readily apparent reason and grant you incredible powers as a result, could they be deliberately exploding to empower your party?
 
Considering the Crystals, which have been implied to have their own wills, explode only in the vicinity of your characters for no readily apparent reason and grant you incredible powers as a result, could they be deliberately exploding to empower your party?
Doubtful, given that if they didn't explode there'd be no need for empowerment
 
Okay so I guess there is a village I missed on my first time exploring the globe. Okay. Fine. Sure. I'm sure it's nothing important and there's nothing of note there.


Goddammit.
And now you know why we were all pushing so hard for that one extra village :V
The mechanical aesthetic is doing wonders here, with gunship-style turrets pointed directly at our ship that you can see in the far background, and the enemy sprites themselves being actual cannons that have to be fought with sword and magic - Final Fantasy's blend of sci-fi and fantasy is really doing the work here. There are four artillery positions that have to be fought one at a time, moving the ship to confront each one in a sequence. Each one is a powerful opponent in its own right, with some high-damage missile attacks and - bizarrely - a rocket attack that confuses the target and turns it against my party. However, what they all have in common is a crippling Lightning weakness; between Faris's Thundara, Galuf's Ramuh, and Bartz's Spellblade, they are all dealt with quickly (Lenna ends up being a liability, as she's hit by the confuse missile and immediately takes out Faris in one punch).
Fun Blue Magic Fact: you can learn flamethrower and missile from these guys. I mean you can learn them elsewhere too, but they are some decent extra Blue options in fire damage + iirc a gravity effect from the missile attack.
Old is a new status and I don't really know what to make of it, other than it has a neat sprite effect where it turns the character's hair white:
Zerban covered it pretty well, but basically the longer it lasts the lower your stats go, so it's a good idea to either cure this or kill your enemies ASAP. It's very useful as a status effect to use against enemies when you get access later though.
As you can see, Level 5 Death plays a sick-ass animation and also kills everyone who is a level multiplier of 5, which means everyone except Faris dies. All I have to do afterwards is raise Galuf and kill the beast so that Galuf is registered as having been affected by the spell and the party learns it.

It is a huge pain in my ass.

What I forgot is that the monster can just cast LV5D again, killing Galuf again. And Faris can't beat the monster on her own, because she's too busy casting Raise. And Galuf can barely win the fight on his own, because his Blue Magic spells kind of suck??? I should have checked which ones are good at dealing damage I can't remember and Aera isn't doing shit. Of course I raise other characters, but they also die to LV5D.

I basically exhaust most of my MP and beat my head against the desk for a while before I pull it off.
I am like... 60% certain that in the Pixel version of FFV, you can actually leave your Learn party member dead and still get the spell, pretty sure I did that at some point in this playthrough. Entirely possible I'm wrong though, and it's not like many other upcoming Blue spells are as absolute as Level 5 Death.
Then I get lost.

Specifically, what happens is that to enter the library, you need to play a small puzzle game with hidden buttons that move bookshelves. It's fairly simple, except I have never done it from the other side to walk back out, and when after poking for a bit I fail to find a button to shift the bookshelves and leave the library, I jump to the extremely dumb conclusion that "well, the first time I had to go all the way through and find Mid who opened a secret exit, so I assume I am supposed to leave through that exit," because that's how my brain works sometimes.

So I just go through the whole library with my party on low MP and a monster that needs to be killed instantly whenever I spot it because it can trap me in the Level 5 Death hell again. It's not a great time. But thankfully, I end up finding the room at the end where Mid had his secret exit!

Which does not exist anymore. It was a plot shortcut and we can't take it.

So I have to walk ALL THE WAY BACK and poke around until I finally find the correct bookshelf I missed the first time around like an idiot.

ANYWAY.
Ahahaha oh man you would not believe how much time I spent running back and forth in that damn library, getting lost and trying to figure out how to go backwards at times. Because Level 5 Death? That isn't even the only Blue Magic there, you can also get several others from the other Pages (one even requires !Control).

I am absolutely prepared to never enter the damn Ancient Library again.
I have no idea what's going on with the Archeoaevis. Despite Tycoon's warning, it nevever gives any visible sign of changing its elemental weakness. Libra gives nonsensical information - the level it tells me the enemy is changes with each casting, its HP number is a lie (1,600 HP would make this a trivial fight, but it obviously has more HP than that and Libra still tells me he's at 1600/1600 even after dealing a couple thousand damage to him), and it says he's "vulnerable to wind," which I can't test since Blue Mage is my only wind-elemental attacker and I walked into this fight with Galuf as a Summoner.

Without any good information, all I can do is try hitting him as hard as I can with everything I got. Some attacks appear to deal 0 damage, but I can't parse the logic for it. Eventually I wear him down and 'kill it', whereupon it plays the disintegration sprite… Then roars back to life.
So you pretty much covered it at the end of the update there, but yeah Archeoaevis has what is essentially half a dozen different forms with their own stats and weaknesses, which it swaps to each time one goes down. It's just that for whatever reason, only the last one has any real indicator.

I'm pretty sure I just blitzed down most of the forms with 1000 Needles and a Ninja, then tossed out Level 5 Death at the end.
For now, let's talk jobs! The Earth Crystal unlocked four:

Samurai is a new addition to the series. I believe it has some kind of busted power where you throw money at the enemy for crazy damage? I don't know anything else about it.
Dragoon is our old friend returned. I have a thing for dragoons personally speaking, so if it's at all viable, I'd like to have one of the party members upgrade/sidegrade into it. Maybe Lenna?
Dancer is also new; it's some kind of support class that dances to provide passive bonuses and also has access to some unique valuable equipment like ribbons?
Chemist I know literally nothing about, other than some items I've gathered in the game tell me that they are used 'by a chemist,' and there are a bunch of items (the energy drink series) that I haven't been able to use so far and which the game tells me 'are used with the Drink command,' and Archeoaevis just gave me five of those, so I assume that Chemist is the job that uses them.
New job assessments let's gooooo

Samurai - Samurai is... honestly borderline broken. They've got a passive which can also be learned in only like 10 AP that gives them additional dodge chance (and stacks with shields, Elven Cloak, and Main Gauche), they've got Zeniage which is basically "I pay money to automatically win fights", they've got a paralyze on command infinite use ability, they cap off with Odin-lite with an AoE instakill sword draw... Top it off with having full access to heavy armor and shields and also Katanas which have inate crit and you have an absolute beast of a class, even if they aren't really part of the big endgame physical murder combo. If you're doing any kind of challenge run though? Easy pick if you have the option.

Dragoon is Dragoon. They Lance, They Jump. Honestly with the dramatically lowered cast times on spells in FFV compared to FFIV Jump always felt like it took too long for me, and otherwise the only thing they have going for them is... actually not that useful for physical fighters. That is, they get an ability called !Lancet which scales on the users magic attack and drains HP and MP from one enemy. Considering the scaling and the MP gain, take a wild guess which classes benefit most from a dip in Dragoon?

Dancer, much like Bard, has the durability of wet tissue paper, but the Dance command has some funky stuff going for it. On one hand it's randomized so you might get useless things like "try to confuse a boss who is immune", on the other hand Sword Dance does something like x4 damage so if you get lucky you have ridiculous damage output. Also, only class other than Freelancer that can natively equip Ribbons for that sweet sweet status immunity suite, and they even learn an ability to give it to other classes (though as usual passives are rarely as good as having a second command ability). Realistically though you just find the Dancing Dagger and slap it on someone to get the effects of Dancer without nearly as many drawbacks.

Chemist, is "Did you read the Wikipedia Article", the class. If you're just experimenting and writing things down maybe, it can be okay. If you know where to farm all the materials for their !Mix ability and what combos to use, they shatter the game in half with things like "so then I doubled the entire party's level and spent the rest of my turns casting Shadow Flare". Up to you if you want to try said farming and wikipediaing, I usually consider it too much bother since the game is broken easily enough in other ways.


No, Galuf! You didn't leave a replacement behind!! There's a hole in the party, Galuuuuuuuuuuuuf!!!
God this is always the biggest pain in any RPG with a super set party like FFV that doesn't shuffle them around much. Suddenly someone's missing out on all the EXP (and ABP).
 
This is technically a random encounter, but it sure doesn't feel like it. Ghidra's Poison Breath inflicts a debilitating Poison status effect on the whole party, his Rush and Lightning attacks deal heavy damage, and to top it off it casts Level 4 Graviga, a powerful Blue Mage spell that I can't actually learn due to not having Learn equipped and also none of my characters being a multiple of 4 in level. Allegedly you can also steal the Killer Bow from it, but I tried and my Steal actions just failed, so…

Shit like this is where Beastmaster shines because you can simply control the monster, make it use the poison breath on itself and take a smokin break. Once you get back, it will be dead.

There would be similarly high-level encounters in the game, and they're similarly trivialized.

Out of nowhere and without any explanation, the crystal shatters.

Was the floating city active for too long? Did Exdeath lay some kind of curse before we walked into the room? Did the Archeoaevis draw too much power to revive itself? Who fucking knows, there's no explanation: the game needs the crystal to shatter for the plot to progress so the crystal shatters, this entire thing was pointless, our victory was meaningless.
This is so frustrating. The game was this close to a strong moment.

This why everyone hates railroading GMs. As players, we understand if the story has some necessary steps or else the plot breaks down, and we're willing to work with you to trigger the proper flags. But nobody likes it when the GM says "you need to stop the thing from happening!," we do it and succeed, and then you look at your notes, realize the story can't advance without the thing happening, and just say "the thing happens anyway."

Our efforts were for naught, the crystals are gone, the world will decay and die, and Exdeath is free.

Well, maybe if you didn't take a detour to so many places that you've spent half an update describing them, in the middle of exploring this cool flying fortress that probably required a lot of effort to model, I might add, maybe then things would have been different.

Samurai is a new addition to the series. I believe it has some kind of busted power where you throw money at the enemy for crazy damage? I don't know anything else about it.

As others have said, a great class with powerful abilities. Since you don't have a particular plan for Lenna, going Samurai would be good for her, especially since Monk is going to fall behind on damage as better weapons are found.

Dragoon is our old friend returned. I have a thing for dragoons personally speaking, so if it's at all viable, I'd like to have one of the party members upgrade/sidegrade into it. Maybe Lenna?

Dragoon is just kinda mediocre. If you absolutely have to have one in the party, you can, it's not the Berserker level of lol, but you shouldn't.

Dancer is also new; it's some kind of support class that dances to provide passive bonuses and also has access to some unique valuable equipment like ribbons?

Dancer is gimmicky. It performs one of four dances with various effects at random, one of which is a killer, the rest are meh. There is a set of equipment that rises the chances of sword dance to something like 75%, making the class wothwhile, but it's still very much a novelty toy.

Chemist I know literally nothing about, other than some items I've gathered in the game tell me that they are used 'by a chemist,' and there are a bunch of items (the energy drink series) that I haven't been able to use so far and which the game tells me 'are used with the Drink command,' and Archeoaevis just gave me five of those, so I assume that Chemist is the job that uses them.

If you're fine with playing with a guide perpetually open, this is a great class that can break the game in half. Otherwise, way too much trial-and-error, way too dependent on what loot you currently have.

Second Blue Mage, but moreso, basically.
 
Dragoon is just kinda mediocre. If you absolutely have to have one in the party, you can, it's not the Berserker level of lol, but you shouldn't.
I will not stand for this level of disrespect for mah boi Berserker. Berserker is amazing great good uhh...moderately useful with a little prep.

There we go.

I'm playing through again restricting myself to the less obviously powerful classes and berserker is...fine. Obviously hitting backrows for mediocre damage is less than ideal, but they actually shine pretty well during library, which I just cleared. Doublehand and a good axe/hammer has them regularly OHKOing book pages, which is actually notable because Mystic Knights with doublehand and a mithril sword won't. Same for Geomancer. Surprisingly good at this point in the game, deserves a lot more credit than they get.

Anyway, Berserker doesn't have the same peaks as Mystic Knight because they can't exploit elemental vulnerabilites but doublehand and a quick application of Haste means they're a fuzzy missile to launch at bosses while you focus on other things. It's not like you're going to use physical dps to cast stuff anyways.
 
Berserker's biggest issue is when you run into things like bosses where you need to precision target certain parts of the fight, like Sandworm and the like, and that the single-minded dedication to "ATTACK UNTIL ONE OF US IS DEAD" means you lose put on a party member who could in a pinch toss out healing items, or even just defend when the boss whips out some super charge laser. Or hell you mention casting, but slapping a support magic set like Time or White on a physical fighter actually works great as a backup since they don't need a ton of MP anyways when it's occasional support.

It's crazy high DPS sure, hammers and axes ignore something like 75% of defense on top of hitting like a truck, but the lack of other options is what makes it difficult to work around.
 
In other episode of, "let's shill for some of the less appreciated classes" the geomancer can actually be super clutch.

See, when you're sailing around the world in your fancy new fire ship, you can sometimes run into a certain pain in the ass known as the corbett.

This bad boy clocks in at TWO THOUSAND AND EIGHT HUNDRED HP. For comparison, all the other sea enemies you can run into right now? 600hp or less. And sometimes you can run into two of these bad boys at once. They are also extremely dangerous, with a breath attack that does around 200~300 to the whole party, or a crit attack that does like 450. They are weak to lightning but I've sworn off black mages and summoners for this run which means I have to chew through this flying slab of beef the old fashioned way.

Or so I thought.

See, on the seas geomancers sometimes cast Whirlpool. Now, what does this ability do?

It reduces an enemies HP to single digits.

Yeah. Really great when that happens.

OTOH it's randomly targeted and they might use tsunami (~250dmg AOE) instead, but it feels so good when the stars align. And also super nervewracking when they don't lol.

Berserker's biggest issue is when you run into things like bosses where you need to precision target certain parts of the fight, like Sandworm and the like, and that the single-minded dedication to "ATTACK UNTIL ONE OF US IS DEAD" means you lose put on a party member who could in a pinch toss out healing items, or even just defend when the boss whips out some super charge laser. Or hell you mention casting, but slapping a support magic set like Time or White on a physical fighter actually works great as a backup since they don't need a ton of MP anyways when it's occasional support.

It's crazy high DPS sure, hammers and axes ignore something like 75% of defense on top of hitting like a truck, but the lack of other options is what makes it difficult to work around.
On the one hand, you're absolutely right. Not having control of a living party member when you're in a pinch definitely sucks, and taking berserkers to fights like the sandworm can be an exercise in pain and suffering.

OTOH, I'm doing four digits worth of damage sometimes without spending a single MP and I haven't even reached Crescent Island yet for that sweet sweet death axe.
 
The party has learned White Wind.

White Wind is one of the Blue Magic spells. It's in basically every game with Blue Magic and is key to turning the job from 'status and okay damage' to 'jack of all trades but also master of some'. It's more powerful in some of the later entries, but for now it simply heals the whole party for an amount equal to the caster's current HP. Not something you can rely on in every fight, but if you're willing to cast it early and often will surpass White Magic for AoE healing.

Samurai is a new addition to the series. I believe it has some kind of busted power where you throw money at the enemy for crazy damage? I don't know anything else about it.
Dragoon is our old friend returned. I have a thing for dragoons personally speaking, so if it's at all viable, I'd like to have one of the party members upgrade/sidegrade into it. Maybe Lenna?
Dancer is also new; it's some kind of support class that dances to provide passive bonuses and also has access to some unique valuable equipment like ribbons?
Chemist I know literally nothing about, other than some items I've gathered in the game tell me that they are used 'by a chemist,' and there are a bunch of items (the energy drink series) that I haven't been able to use so far and which the game tells me 'are used with the Drink command,' and Archeoaevis just gave me five of those, so I assume that Chemist is the job that uses them.

As mentioned, Samurai is a superb job in a vacuum. It's only weakness in my opinion is its physical damage output yo-yos somewhat throughout the game as katanas are fairly rare.

Dragoon is as Dragoon always is, a job that is always solid but rarely stands out. Spears are fairly rare in FFV and it transfers nothing of note to Freelancers. The HP/MP drain ability is solid on your spellcasters though, as statistically it's identical to casting Drain + Osmose in one turn (even scales off the Magic stat).

Dancers are extremely squishy, RNG-based damage dealers. They are fun to use and decently effective, and their ability to wear Ribbons makes them pretty solid early, where the +5 to all stats is most noticable.

Chemists are extremely powerful if you know what their Mixes are capable of and how to create them. Their real strength comes later when they have access to all their Mix components, but once they have them you can win any fight with careful usage. They also have a literal game-breaking Mix which applies Berserk regardless of status immunity. Berserk in FFV effectively overwrites a boss's AI script with only physical attacks, allowing you to skip scripted components of fights entirely. This is exactly as broken as it sounds.
 

Sure you will, buddy. Sure you will.
Couldn't pass up this joke:

View: https://www.youtube.com/watch?v=ls5BFzuxGw4
Interestingly enough, while the outside of the floating city is a steel-plated hull bristling with antennae, reactors and artillery, the inside shares the same ancient-looking architecture as other Ronkan ruins, and unlike FF1, this isn't a matter of aesthetic drift in the Pixel Remaster, it always looked like this.

It's like they built a city in whatever the 'traditional Ronkan architecture' looked like, and then built a gigantic warship around it, like a shell.

Can you imagine if the strongest weapon in the US arsenal was a gigantic battleship that looks like modern warship do, all cold grey steel and guns and hard edges and protruding electronics, but the moment you wandered into it you found yourself in a Neoclassical building, all white marbles and rich carpets and brass everywhere? Like, you walk aboard the USS Iowa and find the Capitol Building inside it?
"I mean, it is a flying fortress of mass destruction, but just because it's a weapon of doom doesn't mean we have to be savage about it. I mean, can you imagine an officers' room without a wine selection? Or a wine cellar, by extension?"

Yeah, I'm chalking it up to "Ancients with lost supertech gotta flex all over their loser descendants who lost all that tech".
Traversing the Ruins is initially a bit annoying because it's the place where the game really goes all out on invisible bridges:
I'd imagine Thief solves that problem easily, as it still counts as hidden passages.
The Stone Masks are whatever but these Knight guys have sky-high defenses and take as much as three turns of attacks to kill, and do not have a particular elemental weakness as an easy skip, making them a pain in my ass.
Do you have either Golden Needles or the spell Soft? The former are a tad expensive (and if I'm not wrong, are first sold in Galuf's world), but either instantly kills Stone Masks and similarly 'petrified' enemies.
This is an incredible moment because if I called King Tycoon's behavior "suspicious" it would be an understatement so extreme a British person would call it 'a mite exaggerated.' Like, it's not just that he reacts to the group's arrival with complete indifference and even annoyance, doesn't bring up the whole 'tricked you into falling down a hole' issue, brushes off Lenna after she spent the entire game so far trying to reach him, no, I want to point one thing out specifically:

His dead daughter who was long lost at sea just showed up and called him 'Papa,' and tells her to shut the fuck up.

Amazingly, the group proceeds to collectively fail the easiest Insight check of the century, turns to the GM and asks 'is there anything suspicious about him?', the GM stares blankly at them, stares at his notes on the scene he just described, looks back up, slowly says: "...no," and the entire group proceeds to shrug and just get on with it.

"""""King Tycoon""""" tells them that the winged serpent is the guardian of these ruins and demands that they 'make themselves useful' and defeat it for him, warning that it can change its weakness at will. THE GUARDIAN, THAT IS GUARDING THE CRYSTAL, THAT EXDEATH WANTS TO DESTROY, YOU ABSOLUTE TOOLS.
Lenna really misses her dad, and Faris/Sarisa has very little memories left of her father, so the former is blinded by duty and love for her missing father, while the latter is probably oblivious. That, and Lenna has some pretty powerful "puppy-dog eyes" expressions.
A very touching reunion, although I would like to ask WHO LET THE TEENAGED GIRL PILOT A GODDAMNED METEORITE.
Technically, she's pre-teen (I think she's 12 or 14?), so she doesn't even have a driver's license.
Out of nowhere and without any explanation, the crystal shatters.

Was the floating city active for too long? Did Exdeath lay some kind of curse before we walked into the room? Did the Archeoaevis draw too much power to revive itself? Who fucking knows, there's no explanation: the game needs the crystal to shatter for the plot to progress so the crystal shatters, this entire thing was pointless, our victory was meaningless.
This is so frustrating. The game was this close to a strong moment.

This why everyone hates railroading GMs. As players, we understand if the story has some necessary steps or else the plot breaks down, and we're willing to work with you to trigger the proper flags. But nobody likes it when the GM says "you need to stop the thing from happening!," we do it and succeed, and then you look at your notes, realize the story can't advance without the thing happening, and just say "the thing happens anyway."

Our efforts were for naught, the crystals are gone, the world will decay and die, and Exdeath is free.
Yeah, the big problem with CRPGs and JRPGs in general; the plot must go on, and it can be on a rather fast railroad to boot. Chalk it up to JRPGs' origins in early visual novels and the limitations of the format.
 
1) The Old status is basically a gradual stat drain, steadily making the afflicted character weaker over time - maliciously enough, curing it with Esuna only halts stat loss rather than returning it. Conversely when you inflict Old on an enemy it also slowly drains the enemy's Level, which can let you land level-based effects.
do you know the devs' address i would just like to ask them a few questions no biggie

... Omi...

Why didn't you just let Faris hit level 25, get to level 26 on the other characters, and then make Faris the sacrificial BLU.
I thought about this!! I did consider it!!! I just wasn't sure that the next level up wouldn't raise everyone to lv 26 at the same time because of how small the gap between them was and I didn't want to deliberately kill one of my characters to delay them!!! I think about things!!!

... sadly, we're still well out from the point in JRPG design where it's particularly likely for there to be any friggin' indication any particular piece of furniture has loot in it. Hours of my youth were lost meticulously pressing the confirm button on every chest of drawers, closet, clock, bucket, barrel, potted plant, *mutters on, slowly fading into grumbling background noise*
I may not recall the bigger points of FFIX's storyline, but the memory of having my PS1 controller on one side, my Playstation Magazine guide open on the other, referencing to guide while going through Alexandria to find which ever random street corner or bookshelf in some nameless NPC's home contained some stray item with absolutely no indication it was there is burned into my head two decades hence.

The FF5 protagonists sure are the mirror image of the FF3 protagonists in terms of successfully thwarting the villains plans, huh?
It's really interesting to compare. Final Fantasy III had a relatively minor issue where its 'ascending' plot in which the bad guys started out almost completely victorious and then the heroes won a series of victories driving them back lead to there not being rising stakes, but instead the pressure lowering over time. But by contrast with the feeling of pointlessness that comes from knowing it doesn't matter what we do, the crystals have to shatter for the plot to progress, it's a much better and more minor issue to have.
 
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Now that it's no longer a spoiler, I would like to point out that in the days of ye olde fan translation, Bartz' hometown and the translation meant that he was Butz from Lix.
 
Also the FFV job system has fully broken my brain. Like I just realized that I spent about ten hours with the same party roundup before Lenna finally segued into Thief (with the occasional Ninja leveling or Blue Mage/Beastmaster hunting). There is no benefit to this. Right now Mystic Knight is 200 ABP from mastering Spellblade lv 6, a skill that is literally useless to me because no lv 6 spell is available at this time. Same for Galuf learning Summoner lv 5. I would lose nothing by swapping Bartz to Ninja or Knight to train some lower level abilities and broaden his skillset. But I can't. My brain is holding a gun to my head saying "BAR NOT FULL. MUST COMPLETE." When bar is done. Job is master. Must master job o_o

I will level Samurai on Lenna and when either Faris or Galuf is done with their job mastery I will finally level a Time Mage, I can't believe I have gone this entire time without buff spells because I have brainworms.
 
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I managed to partly bypass those brainworms by insisting that each new level is an accomplishment. I just need to make sure to get exactly the right amount of ABP to level up, because if I get any overflow then I need to finish the next level.
 
I thought about this!! I did consider it!!! I just wasn't sure that the next level up wouldn't raise everyone to lv 26 at the same time because of how small the gap between them was and I didn't want to deliberately kill one of my characters to delay them!!! I think about things!!!
The Objectively Correct (read: sociopathic gamer) thing to do is to KO the one party member and raise everyone else a level or two :V

I will level Samurai on Lenna and when either Faris or Galuf is done with their job mastery I will finally level a Time Mage, I can't believe I have gone this entire time without buff spells because I have brainworms.
Ooof. Yeah, this is a habit I think a lot of people share (and am super guilty of this although have managed to avoid it so far for my current playthrough). Strictly speaking, you only need to level caster jobs up to the spell level you current have access to at which point you can switch to something else and level up that too. Unless you really want to have the stats (much better to be a Black Mage with !White 3 than a White Mage with !Black 3) or equipment (elemental rods or the healing staff) there's no point to sticking to a single class. Thank goodness the game doesn't penalize you for swapping classes, I think the devs wanted people to be swapping classes on the fly in order to experiment/optimize.

But in practice bar not full. Bar must go up.
 
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By now you should/are about to be getting enough ABP from world trash to make gaining the first level of most jobs a breeze, if only to experiment with them. Does it matter if Galuf isn't a Summoner at one point, as long as you keep !Summon as an equipped command? (I mean, attributes wise yes but) You're not gonna gain anything for now from mastering most jobs now except certain non-spell commands, because mastering jobs matters mainly for the Freelancer. And most people won't really use the Freelancer until the endgame, intro aside.

Dammit Billy, your brain is a numbers-go-brrrr-junkie enabler and you must stand up for yourself. :V
 
Really, Mystic Knight is the exception in having its ultimate mastery skill be Spellblade 6 for ~500 ABP anyways. Most classes with a leveled skillset (IE basically every caster) can reach "(Magic) 6" at somewhere around 280 ABP total, then their last stretch of points is something you don't really care about like "oh boy lose a command slot to have 10% more MP" or "Haven't you always wanted your ninja to dual-wield rods?" Even then you don't get those higher tiers until later in a lot of cases. For example, as mentioned before this is the best chunk of time in the game to use Red Mage because Karnak gives you level 3 magic... and then you get nothing until post-Earth Crystal. So you end up with "no reason to worry about raising class magics past level 3, 4 max if you want to be pre-prepped".

...Relatedly, I wonder how dual-wielding rods would work with throwing elemental scrolls at people. Probably still less effective than tier 3 multicast spells, but still, funny to think about.
 
As much as I love FFV one thing I will say against it is that having to choose between a second command or a passive really sucks. If my choice is MP+10% or !White 6 I'm going to pick the command every single time. The only case where I think I'd consistently pick a passive over a command is picking doublehand/dualwield for physical dps since while physical commands can be situationally useful hitting significantly harder will always be useful.

Of course, now I wish they had the magic equivalent of doublehand just to get bigger numbers at the cost of a skill slot but I suppose that's what the elemental boosting equipment is for.

...Relatedly, I wonder how dual-wielding rods would work with throwing elemental scrolls at people. Probably still less effective than tier 3 multicast spells, but still, funny to think about.
That's a good question. Did a quick search, apparently they don't. So no dual wielding flame rods and then tossing out flame scrolls for absurd damage. Sadly you'll just have to be satisfied with plain old great damage.

Of course, this got me to thinking. Granted it would be incredibly niche but you could probably have fun slapping dual wield on a mage and equipping them with two of the holy elemental rods (which have really high attack) to bully the undead. Probably more trouble than its worth though.
 
As much as I love FFV one thing I will say against it is that having to choose between a second command or a passive really sucks. If my choice is MP+10% or !White 6 I'm going to pick the command every single time. The only case where I think I'd consistently pick a passive over a command is picking doublehand/dualwield for physical dps since while physical commands can be situationally useful hitting significantly harder will always be useful.

Of course, now I wish they had the magic equivalent of doublehand just to get bigger numbers at the cost of a skill slot but I suppose that's what the elemental boosting equipment is for.
That's why I always play with the Custom Classes mod. There's some minor rebalancing and it lets you get the four GBA-exclusive classes in the first world, but the really important thing it does is let you take Attack and Item off your skill list, freeing up two extra slots for customization. Having the ability to equip three abilities instead of just one really opens up character customization, and while it's a bit unbalanced it's super fun.
 
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Of course, now I wish they had the magic equivalent of doublehand just to get bigger numbers at the cost of a skill slot but I suppose that's what the elemental boosting equipment is for.
I mean, technically that's exactly what Red Mage's !DualCast does - the actual command slot it takes is mostly useless since it only gives you access to Black 3 and White 3 and by the time you get !Dualcast those spells will generally be pretty outclassed. So really, it's main use is slapping it on a Summoner or whatever and being able to go "I CAST BAHAMUT, EXCEPT TWICE".
 
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There is no benefit to this. Right now Mystic Knight is 200 ABP from mastering Spellblade lv 6, a skill that is literally useless to me because no lv 6 spell is available at this time. Same for Galuf learning Summoner lv 5. I would lose nothing by swapping Bartz to Ninja or Knight to train some lower level abilities and broaden his skillset. But I can't. My brain is holding a gun to my head saying "BAR NOT FULL. MUST COMPLETE." When bar is done. Job is master. Must master job o_o
That's actually not entirely true. As the various magic skills level up, they also bring a boost to the Int Stat which scales with skill level, unless the default bonus on your current class is greater than the boost that would come from the skill.

It actually makes that Summon Level 5 skill very valuable as it boosts the Intelligence of whatever job is using it to the full Summoner Intelligence bonus, which is the highest in the game. The Intelligence Stat also determines MP so say getting Black 4 or Summoner 4 and throwing it on Faris will help with their MP issues.
 
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