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

"It's not a Holy Stone, it's a Devil Stone!" would admittedly make for a very funny line, but it would come across as Ramza making some kind of play on word rather than literally saying "you misidentified which type of special rock this is," which I think is the intent of that line?
 
Maybe, yeah, not familiar enough with Japanese to say. For context if anyone else is- auracite is 聖石/seiseki, the holy stone bit. Magicite is 魔石/maseki, with the first character being devil/magic depending on the situation.
 
Which reminds me, I'm kind of surprised Ramza's "It's not auracite, it's magicite" comment glided by without comment. Magicite, ofc, was what espers turned into way back in FFVI. Name reuse, or some kind of relation?

I'm still working on a bigger translation post (which may not end up happening, since I keep getting distracted by other stuff), but for this bit in particular, it's an interesting case born from legacy translations.

"Magicite" was the translation Ted Woolsey chose for 魔石 in FFVI. Taking the kanji apart, the second kanji 石 means "stone", and the first kanji 魔 is one of those Fraught With Meaning: it's the word used for both "magic" and "demon", since "magic" in Japanese (魔法) literally means "demon arts". Thus, 魔石 could mean "magic stone" or "demon stone"; the default assumption is "magic stone". From that interpretation, "magicite" is a good choice for a translation.

Meanwhile, "auracite" was (I think) backported from later Ivalice games, as the translation for 聖石. Which is literally "holy stone".

In that scene, taking Ramza's line in particular:

Ramza: "You could not be more wrong! The legends of your holy auracite are lies! The Stones are magicite - they hold in them power for evil. The cardinal used this power, and it perverted him into one of the Lucavi!"

In Japanese, Ramza says "In the first place, unlike legends about the holy stones, the power inside them is evil, so they are 'demon stones'!"

Here, Ramza is using the "demon" interpretation of 魔 to contrast with the popular name of the auracite as "holy stones". Since the power in those stones is evil, they are not "holy", but rather "demonic".

However, I can believe the translators at Square were stuck with their prior standardized terms: 魔石 is "magicite", because Ted Woolsey said so back in FFVI. And the word Ramza uses is precisely 魔石. So the translator may not have had a choice in how to translate that, despite the context of the term being quite different.

Since "holy stone" was translated as "auracite" in the first place, using a "-cite" word for "demon stone" would fit, and "magicite" qualifies. But that ends up leading to this puzzling dialogue where Ramza calls the auracite "magicite", and as far as I can tell this is the first time the term "magicite" has been used. So for the player, "magicite" is just as context-less as "auracite" as a made-up term.

EDIT:

"It's not a Holy Stone, it's a Devil Stone!" would admittedly make for a very funny line, but it would come across as Ramza making some kind of play on word rather than literally saying "you misidentified which type of special rock this is," which I think is the intent of that line?

Hilariously, Ramza is making a play on words, which was the intent of that line. As far as I know, there's no indication Ramza has any more information on what type of Special Rock the auracite is.

But Ramza saying "magicite" is, in the Japanese text, in quotation marks, so he's definitely going "because this stone has evil power, this is not a Holy Stone as the legends call it, this is more like a Devil Stone".
 
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If WotL doesn't count as "original game" then sure as fuck FFXII: The Zodiac Age doesn't, and I'm not cruel enough to tell anyone to play the original FFXII release.
See, I 100% agree with you - on both accounts.

FFXII is like a beta version and The Zodiac Age is the finished game, there is that much of a difference between the two, and just as I was campaigning for LFT because it has a better, more satisfying and even more enjoyable gameplay than base Final Fantasy Tactics, I would also always and ever say that anybody who wants to play FFXII should play the Zodiac Age version, and will make that argument when the thread gets to that game.

It's all internally consistent to my stated position: I'm not in favor of playing the original version if there's a superior one available, I'm just arguing that WotL is not, in fact, superior to the original.
 
Unrelated to the build discussion, am I the only one getting massive death flags from Alma?
With every little sister that dies, the Little Sister Power of the remainder increases as they acquire more slices of the pie.

With Alma as the only currently living Little Sister in the plot, she is effectively immortal!
 
Lets see. For all their generics and battle enemies are pretty mixed gender, named characters who are female and exist in the plot are...limited.

There's Agrias, and I suppose technically her two knights who do have canonical names, but all three are now in 'might be dead, might be alive' limbo.

There's Alma, Olevia, and The Queen (who has yet to make an in-cutscene appearance)

And Omi killed two little sisters both by punching one to death and his ruthless progression of the plot.

As far as I know, that's all the women in the game so far, and so far 2/3rds of those that had a sibling are dead, while all the women who aren't confirmed to have siblings are alive, or at least could be with proper gameplay.

So yeah, being a sister is a very high mortality demographic in this game, and... wait.

The Queen's elder brother Larg was designated as guardian but

The queen is a sister too. That changes it to 50% mortality rate... so far.
 
Final Fantasy Tactics: Current Party Roster
Let's do a brief breakdown of where my characters are at. This is a little bit of a projection forward, as I've already played through what I will cover in the next "real" update.

We'll start with the story characters, and then the generics.

Ramza



This is Ramza, our lead character. Due to being present in almost every battle, he is easily our highest-level character, at lv 25. He's kinda the powerhouse of the party, though there are caveats to this. His current Job is Samurai, which has the Iaido ability, for which he has the command for every katana currently available. Unfortunately his Magic Attack is only 06, so Iaido mostly serves to deal efficient AoE damage and he struggles to land hits that hurt. He benefits from being very tanky and having no wasted turns; any turn he hands without an enemy in range, he can use Mettle, his second Command Ability, to raise his own Speed or Bravery, which means by the end of a fight Ramza is acting at a significantly faster rate than other characters, making up for his somewhat lacking damage. He has 563 JP in Dragoon from hanging out with Hadrian that I don't really have a use for, so I'm letting it pile up to maybe buy Ignore Elevation, which allows a character to cross any terrain.

The 988 JP in Samurai is… Well I'm not sure what to do with it. Samurai can learn Bonecrusher and Shirahadori; Bonecrusher deals high damage in reaction to being critically wounded, and Shirahodori grants massively increased evasion against all physical attacks, but either of these would have to replace First Strike, which is really fucking good, so it's hard to pick? Samurai can learn Doublehand in order to wield a sword in both hands for increased damage, but that is only useful if I swap Ramza into a different physical job and I don't know if I'll do that.

For now he's just steadily learning new Iaido moves until I figure out the next step.

Agrias



Agrias is dead simple: She's a Holy Knight. Her Holy Knight Sword Skills take hundreds of JP to learn, so she's just staying in that job until she's learned all of them. I just leveled her up into Knight long enough to learn Parry and otherwise she's just been a straight Holy Knight this whole time. In combat, I have her use her versatile array of sword skills to hit at various ranges and elevations, either single-target or AoE. In theory the main reason to choose a sword skill are the different debuffs they inflict (Doom, Silence, Confuse, Instant Death) but I've almost never seen them land. Agrias is a little like Ramza in that she's very tanky but her damage has remained relatively low even as she caught up to the group in level, likely because as a female unit, her main growth is in Magical Attack, but her Sword Skills deal Physical Damage, so she's kind of a walking contradiction.

Things might improve now that she's about to change jobs, though. That 1084 JP will be enough to teach her her last Holy Sword Ability, Hallowed Bolt, at which point there's nothing interesting left in Holy Knight - it's basically just Squire and she has everything I care about from it. Which means I'll need to find her new jobs to pursue to expand her toolkit, and I have… Absolutely no idea which those should be. She'll always be rocking Holy Sword in either of her command slots, but what's a good combination with it? Sword Skills are, as I recall, based off Physical Power, not magical, which is unfortunate because Agrias has Magical Power at 7 but Physical Power only at 5. Nonetheless, I could have her level up towards Dragoon or Samurai for increased physical power, maybe? Alternatively, Agrias suffers from chronically low movement range, so maybe Thief for Move +2? Tough to call.

Mustadio



Mustadio has long left the Machinist job behind, having learned all it had to offer. He's been steadily leveling up Chemist since, and he just learned Ether, which should make MP-hungry jobs like Summoner more sustainable. I don't really have much else in mind with him; Mustadio is a reliable presence on the battlefield, dealing decent damage at range, instantly killing undead enemies with Seal Evil, and being able to chuck potions and phoenix downs at whoever needs them. He is, unfortunately, fragile, and so he ends up going down more often than I'd like, which is annoying as he's one of my only two healers. Mustadio is theoretically capable of disabling enemies at range, but the success rate on that is barely above 50%, which in video game terms feels like 0%, so I don't use it as much as I probably should.

I don't really have any plans for Mustadio long-term beyond Chemist. I guess I could level him up into Knight so that he can learn Equip Heavy Armor and stop being so goddamned fragile? "Items" and "Aimed Shot" take up his two command slots, so I'm basically just fishing for Support/Reaction/Movement Abilities here.

Now onto the generics!

Hadrian



Hadrian is the team's actual powerhouse. You can see here that his Physical damage is rated as 9, same as Ramza, and his Mythril Spear has a Weapon Power of 10 to the 11 of Ramza's current katana, but the difference between them is night and day. Whatever the reason, Hadrian regularly breaks the 100 damage threshold, and on occasion even deals over 200. With Jump abilities maxed out, Hadrian can hit any tile within an 8-tile radius, which usually covers the majority of the map in any given encounter. Jump gets bonus damage from using a spear, so Jump damage is already very high; but if any enemy makes the mistake of coming into close range of Hadrian then he can hit with his basic attack, which gets the benefits of Doublehand, can hit 2 tiles away, and deals even higher damage than Jump. The man is a walking death machine clad in heavy armor, who spends like a third of every battle in the air, untargetable. For this reason he is usually the last man standing in any scenario that goes against me. Realistically, I think Ramza may deal more damage over time when self-buffing with Tailwind because he gets more actions, but frankly I'm not sure that makes up for watching him roll 160 damage against some poor bastard.

I'm not sure where to go from there. He has 880 Dragoon JP because I'm stockpiling to learn Ignore Elevation; once he has it, that will be his main command ability, support ability, and movement ability all squared up, and I'm not sure where to go for the last two. Hadrian's second command ability at this time is Item, of which he only knows Potion and Phoenix Down; he's basically just my backup when all the healers are down, who has to physically go over to slap them with a Phoenix Down. Maybe I could level up Chemist so he has more Item options? But Item is a failsafe, it's not his main calling. The best paths forward I can imagine are like, some further Samurai leveling for Shirahadori? Maybe a different Command Ability? Hadrian can still be made more powerful, but for the most part his build feels largely complete.

Osric



At lv 15, Osric is the chief victim of the story characters displacing generics. I've been trying to take him into random encounters, but our boy is struggling. This is in part because, as it turns out, summons are where I experience the most choice paralysis: As you can observe here, Osric has a baffling 1945 unspent JP in Summoner, because I just… Don't know which summons to actually take, so I end up taking none of them. Osric secondary skillset is as a Time Mage; except that's not really true, his only Time spell is Haste, because… Who needs anything else? Even just using Haste, Moogle or Ramuh, depending on what's needed, grants Osric tremendous utility. And that utility is good enough that I have stalled on spending any of his JP on anything else - especially after spending a huge chunk of JP to unlock the Lich Summon, which has an incredibly cool animation but, despite costing more MP and taking longer to cast, doesn't appear to really deal more damage than Ramuh, so that felt like a trap.

Osric doesn't see a lot of battlefield use, but I still send him on a bunch of Errands, and his Time Mage JP is currently being pooled up to learn Teleport, which should greatly increase his mobility and therefore versatility.

Gillian



The Girl With The Gun. Gillian is another character with an utterly ludicrous amount of stored JP (1910, seriously!?) just because I don't know which white magic spells are actually good, so I just end up spamming Cura and Protect/Shell. If anyone has recommendations, I'm all ears.

Gillian's presence on the battlefield isn't flashy, but it's reliable. Guns have fixed damage and fantastic range, so she can ping enemies when finishing off someone is more efficient than healing. She can also use Protect/Shell to defend other characters, which has been a godsend in the last crop of missions. On turns without a clear action, she Preaches to herself to permanently raise her Faith, though it's been a slow process.

Gillian has a background as Mystic but I'm not sure what to do with it. I could remove Speechcraft and replace it with Mystic Arts, but status effect builds make me nervous. Right now she does her job well enough and I'm worried about upsetting a delicate balance by changing something.

Hester



Hester is kind of a wild card, which is another way of saying her build isn't nailed down yet. Her stint as a Dragoon is temporary; I'm just trying to get her to Geomancer 5/Dragoon 5 because I've been promised a tasty prize at the end. Her current ability line-up is bad but ignore it, I'm literally just using her for Errands right now so she has the wrong abilities equipped. When not moonlighting as Hadrian's distaff counterpart, Hester is actually a very effective character; she learned to throw shurikens and bombs from Ninja, and she's got some basic Geomancy, but more importantly she learned Dual-Wielding from Ninja and Attack Boost from Geomancer. Dual-Wielding means she can equip two weapons and hit twice, without any reduction in damage, so this is practically a straight up double in damage; Attack Boost just increases all physical damage dealt. They're both support abilities so I can only have one, but the goal there was to either have Hester as a Geomancer dual-wielding swords, or as a Ninja with Attack Boost and native dual-wielding. Both have proven very effective, though I think I lean towards Ninja; Hester as an Attack Boosted Ninja is incredibly fast, incredibly mobile, incredibly deadly, and has a ranged attack fallback option.

Right now I've figured out that the mystery unlock class available only to women will be Dancer (that's not hard it's literally listed in the description of items I just don't have eyes), so I'm waiting to see what that's like and whether that informs her build going forward. But if for the sake of argument we grant that this was all a waste of time and I don't use Dancer at all, then I'll probably have Hester grind out Geomancer Abilities, then return her to Ninja with Throw/Geomancy/[Some counter ability]/Attack Boost/Move +2. She's got some levels in Monk, so it'd be easy to grab Counter, and then that would make her build complete?

So there you have it, that's my current party line-up. Not included are Ladd, Livian and Alicia, who were shaping up to be my B-team and have some levels to prove it, until it turned out that story characters would keep joining up and eating party slots, so they've been benched more or less indefinitely.

And there you have it, my no-doubt terrible current line-up, featuring not one but two characters with over 1900 unspent JP. When I tell you this game hits me with decision paralysis, it's not an exaggeration. Thoughts are welcome.
 
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The Girl With The Gun. Gillian is another character with an utterly ludicrous amount of stored JP (1910, seriously!?) just because I don't know which white magic spells are actually good, so I just end up spamming Cura and Protect/Shell. If anyone has recommendations, I'm all ears.

Holy Holy Holy holy.

Arguably the best spell in the game, although the mp costs are steep.
 
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And that utility is good enough that I have stalled on spending any of his JP on anything else - especially after spending a huge chunk of JP to unlock the Lich Summon, which has an incredibly cool animation but, despite costing more MP and taking longer to cast, doesn't appear to really deal more damage than Ramuh, so that felt like a trap.
Presumably having a bunch of different elemental summons would be useful if you knew which enemies had which elemental weaknesses and resistances, if nothing else.

On the other hand, do you really need more than two or three elemental attacks? Your primary and one or two back ups for guys that resist your primary are probably good enough and you've got Lich as a backup now. I don't know, maybe someone who knows the summons list better can make recommendations, I've never played the game, I just know how these things tend to work.
 
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Ignoring Mustadio because tbh I've never used him.

Right now I've figured out that the mystery unlock class available only to women will be Dancer (that's not hard it's literally listed in the description of items I just don't have eyes), so I'm waiting to see what that's like and whether that informs her build going forward. But if for the sake of argument we grant that this was all a waste of time and I don't use Dancer at all, then I'll probably have Hester grind out Geomancer Abilities, then return her to Ninja with Throw/Geomancy/[Some counter ability]/Attack Boost/Move +2. She's got some levels in Monk, so it'd be easy to grab Counter, and then that would make her build complete?
Ninja with First Strike or Counter is an excellent choice.

The Girl With The Gun. Gillian is another character with an utterly ludicrous amount of stored JP (1910, seriously!?) just because I don't know which white magic spells are actually good, so I just end up spamming Cura and Protect/Shell. If anyone has recommendations, I'm all ears.

Holy Holy Holy holy.


My first instinct is to recommend just leveling him to level 5 in WHM and BLM and 4 in Time Mage and Mystic (for reasons), but also you can do that with Gillian and yeah you probably won't use him that much. Sorry blorbo.

Hadrian is the team's actual powerhouse. You can see here that his Physical damage is rated as 9, same as Ramza, and his Mythril Spear has a Weapon Power of 10 to the 11 of Ramza's current katana, but the difference between them is night and day. Whatever the reason, Hadrian regularly breaks the 100 damage threshold, and on occasion even deals over 200. With Jump abilities maxed out, Hadrian can hit any tile within an 8-tile radius, which usually covers the majority of the map in any given encounter. Jump gets bonus damage from using a spear, so Jump damage is already very high; but if any enemy makes the mistake of coming into close range of Hadrian then he can hit with his basic attack, which gets the benefits of Doublehand, can hit 2 tiles away, and deals even higher damage than Jump. The man is a walking death machine clad in heavy armor, who spends like a third of every battle in the air, untargetable. For this reason he is usually the last man standing in any scenario that goes against me. Realistically, I think Ramza may deal more damage over time when self-buffing with Tailwind because he gets more actions, but frankly I'm not sure that makes up for watching him roll 160 damage against some poor bastard.

I'm not sure where to go from there. He has 880 Dragoon JP because I'm stockpiling to learn Ignore Elevation; once he has it, that will be his main command ability, support ability, and movement ability all squared up, and I'm not sure where to go for the last two. Hadrian's second command ability at this time is Item, of which he only knows Potion and Phoenix Down; he's basically just my backup when all the healers are down, who has to physically go over to slap them with a Phoenix Down. Maybe I could level up Chemist so he has more Item options? But Item is a failsafe, it's not his main calling. The best paths forward I can imagine are like, some further Samurai leveling for Shirahadori? Maybe a different Command Ability? Hadrian can still be made more powerful, but for the most part his build feels largely complete.

This seems fine? Dragoons aren't the most optimal, but they are rather self-sufficient so yeah, once you get Ignore Elevation some more item abilities and then either Shirahadori or Auto-Potion is probably all you really need.

This is Ramza, our lead character. Due to being present in almost every battle, he is easily our highest-level character, at lv 25. He's kinda the powerhouse of the party, though there are caveats to this. His current Job is Samurai, which has the Iaido ability, for which he has the command for every katana currently available. Unfortunately his Magic Attack is only 06, so Iaido mostly serves to deal efficient AoE damage and he struggles to land hits that hurt. He benefits from being very tanky and having no wasted turns; any turn he hands without an enemy in range, he can use Mettle, his second Command Ability, to raise his own Speed or Bravery, which means by the end of a fight Ramza is acting at a significantly faster rate than other characters, making up for his somewhat lacking damage. He has 563 JP in Dragoon from hanging out with Hadrian that I don't really have a use for, so I'm letting it pile up to maybe buy Ignore Elevation, which allows a character to cross any terrain.

Move him back to Squire maybe? A movement ability (either the Thief's Move +2, Time Mage's Teleport, or yeah I guess Ignore Elevation is fine too) is good.

Alternatively if you hate yourself go and Master Knight and Black Mage, and then get level 8 in Dragoon, Samurai, Ninja, and Geomancer (and have him kill 20 enemies and wait until they crystalize).

Things might improve now that she's about to change jobs, though. That 1084 JP will be enough to teach her her last Holy Sword Ability, Hallowed Bolt, at which point there's nothing interesting left in Holy Knight - it's basically just Squire and she has everything I care about from it. Which means I'll need to find her new jobs to pursue to expand her toolkit, and I have… Absolutely no idea which those should be. She'll always be rocking Holy Sword in either of her command slots, but what's a good combination with it? Sword Skills are, as I recall, based off Physical Power, not magical, which is unfortunate because Agrias has Magical Power at 7 but Physical Power only at 5. Nonetheless, I could have her level up towards Dragoon or Samurai for increased physical power, maybe? Alternatively, Agrias suffers from chronically low movement range, so maybe Thief for Move +2? Tough to call.

Thief for Move +2, Ninja for Dual-Wield, I believe Geomancer's Attack Boost also works with her Sword Skills? Honestly her Sword Skills (in particular Hallowed Bolt) are good in general, so anything that can keep her alive or get her in position to blast people with magic swords is all she needs.
 
and Shirahodori grants massively increased evasion against all physical attacks,

This is one of the best reaction abilities in the game. If it activates, it completely blocks the attack, it's not like parry that is just bonus dodge.

In PS1 translation it's called 'Blade Grasp'.

But you already have first strike, which might be the best reaction ability in the game. Both have situations where one or the other is better, but for a physical attacker, either can carry you to end game.

Samurai can learn Doublehand in order to wield a sword in both hands for increased damage, but that is only useful if I swap Ramza into a different physical job and I don't know if I'll do that.

Actually Samurai doesn't have 'innate' two hands the way ninja has two-swords. If you buy and equip it, it's a straight upgrade for Ramza physical attacks. You'd still lose JP up, but it's a good ability specifically for Samurais.


Agrias is dead simple: She's a Holy Knight. Her Holy Knight Sword Skills take hundreds of JP to learn, so she's just staying in that job until she's learned all of them.

A little excessive, but hey if the system works.

I'd get her on knight so she can learn 'equip sword' because her sword skills specifically require knight or regular swords. Not spears, not Ninja blades, not Katanas. This sort of limitation is part of why I don't truck with her much, sure she's got a strong base class, but once she's out of it you're typically doing extra work to keep access to it.



Someone more versed with his kit will have to answer, but what is the formula for his status shots? The archer's 'concentrate' ability (always hit a target) helps with quite a lot of things, and if it does that could turn him into a status delivering monster.

And I did some googling, you can't get him to ninja for two guns. Apparently adding ranged attacks with two-weapons makes the game shit itself. So no two-spears either.

Hadrian can still be made more powerful, but for the most part his build feels largely complete.

A long time ago on a forum far far away, the board was keeping itself busy by trying to rank literally every skill, including special enemies and guests. Jump was very very high, and the line I remember is 'Two maxed Jump users can dominate the battlefield, and there are very few skillsets that can claim that'

If you're trying to fill a second slot, Samurai and Monk both have rounded tool kits that does multiple things, in comparison to Dragoons. Potion and revive is pretty trash, when Monk can revive, cure status, heal MP and HP in an AoE... Monk has a pretty good skill set.

Of course my physical attackers always had Steal secondary, since looting everything of value from the enemy before killing them was just how I rolled, but that's typically a 'win more' thing for people replaying it for the eighth time. But I would advice you to get a full steal loadout on someone, just in case. Although two is better (with non-overlaping zodiacs). Oh, and Concentrate will let you ignore a lot of dodge, and helps steal.

Osric doesn't see a lot of battlefield use, but I still send him on a bunch of Errands, and his Time Mage JP is currently being pooled up to learn Teleport, which should greatly increase his mobility and therefore versatility.

Teleport has it's uses, but Short Charge is insanely powerful. Every mage should use it, especially if you're a bit underleveled and thus slower then story enemies. I think you might want to at least unlock the other classes if you're sending them on errands.

The Girl With The Gun. Gillian is another character with an utterly ludicrous amount of stored JP (1910, seriously!?) just because I don't know which white magic spells are actually good, so I just end up spamming Cura and Protect/Shell. If anyone has recommendations, I'm all ears.

Holy is really really good. It's strong, it's fast, and it's in a skill set that has a lot of other stuff to do. Once you learn holy, you can say, have a time mage/white magic and still have a good attack spell. MP might be a bit of a problem, but there are various ways around that. (Half MP is... somewhere in the magic abilities, and there's move MP up as well). And if you're in a normal battle, how many people do you really need to Holy to death in order to wrap things up?

As HP totals increase, you want stronger cures, just the way it is. Same for black magic, eventually bolt 2 just isn't going to do enough damage against fully loaded knights. There's no problem getting the next tier of spells.

Both have proven very effective, though I think I lean towards Ninja; Hester as an Attack Boosted Ninja is incredibly fast, incredibly mobile, incredibly deadly, and has a ranged attack fallback option.

Ninja are major glass cannons, their HP growth is just utter trash, but they get more speed then most classes. But yes, their innate two-weapons makes them very alluring. Don't discount their reaction ability that turns them invisible, being invisible is pretty fucking cool.

Oh, and their throw range is their movement. So if you put on battle boots and +2 move they can throw 7 spaces, which is pretty crazy range.
 
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So, chiming in just on the ones I think I have decent advice on:
The 988 JP in Samurai is… Well I'm not sure what to do with it. Samurai can learn Bonecrusher and Shirahadori; Bonecrusher deals high damage in reaction to being critically wounded, and Shirahodori grants massively increased evasion against all physical attacks, but either of these would have to replace First Strike, which is really fucking good, so it's hard to pick? Samurai can learn Doublehand in order to wield a sword in both hands for increased damage, but that is only useful if I swap Ramza into a different physical job and I don't know if I'll do that.
From my understanding, Shirahodori is right up there with First Strike as one of the best reaction abilities in the game, especially for someone constantly in the fray like Ramza. Where First Strike will pre-emptively smash anyone who tries to hit him with a normal Attack command, Shirahodori is effectively a Bravery% chance to auto-dodge any physical attack in the game that doesn't automatically hit, not just the Attack command. I don't know if First Strike works on ranged things like guns and bows, but Shirahodori most certainly does, so it might be worth grabbing both just to have the option to swap between the two depending on enemy party makeup.
Mustadio has long left the Machinist job behind, having learned all it had to offer. He's been steadily leveling up Chemist since, and he just learned Ether, which should make MP-hungry jobs like Summoner more sustainable. I don't really have much else in mind with him; Mustadio is a reliable presence on the battlefield, dealing decent damage at range, instantly killing undead enemies with Seal Evil, and being able to chuck potions and phoenix downs at whoever needs them. He is, unfortunately, fragile, and so he ends up going down more often than I'd like, which is annoying as he's one of my only two healers. Mustadio is theoretically capable of disabling enemies at range, but the success rate on that is barely above 50%, which in video game terms feels like 0%, so I don't use it as much as I probably should.

I don't really have any plans for Mustadio long-term beyond Chemist. I guess I could level him up into Knight so that he can learn Equip Heavy Armor and stop being so goddamned fragile? "Items" and "Aimed Shot" take up his two command slots, so I'm basically just fishing for Support/Reaction/Movement Abilities here.
At least for Mustadio's tankiness problems? Well, he's already in a class with a solution for that, the Chemist's Auto-Potion ability would let him respond to getting hit by going "whoops time for drugs" and chugging potions to recover from said damage. Otherwise, Chemist just seems like a perfectly viable class for Mustadio to stick in and master because as mentioned previously, native guns + throw item means he's got decent ranged combat utility on whatever turns he isn't spending chucking healing and recovery items everywhere. Movement-wise, I'd say... maybe a wrong thought, but dipping into something with a Jump+1/2 (or even Dragoon for Ignore Elevation) might actually be more useful then increasing his movement range, since he can already chuck items at multiple space range, and shoot people from even further.
The Girl With The Gun. Gillian is another character with an utterly ludicrous amount of stored JP (1910, seriously!?) just because I don't know which white magic spells are actually good, so I just end up spamming Cura and Protect/Shell. If anyone has recommendations, I'm all ears.

Gillian's presence on the battlefield isn't flashy, but it's reliable. Guns have fixed damage and fantastic range, so she can ping enemies when finishing off someone is more efficient than healing. She can also use Protect/Shell to defend other characters, which has been a godsend in the last crop of missions. On turns without a clear action, she Preaches to herself to permanently raise her Faith, though it's been a slow process.

Gillian has a background as Mystic but I'm not sure what to do with it. I could remove Speechcraft and replace it with Mystic Arts, but status effect builds make me nervous. Right now she does her job well enough and I'm worried about upsetting a delicate balance by changing something.
Someone else jumped it before I did, but yeaaaah from my understanding Holy is an absolute Nuke of a spell. Slow and uses all your MP? Sure, but also you drop that on someone and they probably aren't getting back up. Otherwise, I'd probably focus on Arise/Reraise myself, maybe Wall. Then, I don't think it would be necessarily hurting anything to dip into Mystic and try for some status effects? Sure, not the most accurate, but it doesn't do anything to interrupt the build as is. Otherwise, there's always the Black Mage option for more offensive magic on a class with higher base magical power, but if you've learned Holy anyways that might outclass most of the options.
 
Ah, pop culture depictions of inquisition and heresy, always fun. And usually inaccurate. But I've made my peace with it.


"-and he happened to look a lot like *Insert Attractive Actor's Name Here*."

As for character builds, since no one seems to have used Mustadio themselves, I poked around and found most dipped into archer for aim, and then Ninja because aim is speed dependent. Not much in the way of using him as a support character the way you have done. Maybe orator to handle that faith/bravery buffing?
 
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Holy is the single best assassination spell in the game. In boss fights it makes the enemy regret everything and in regular battles it frequently deletes whatever individual target you point it at. Sure, the WHM will be tapped for MP after you cast it once, but that's usually all you really need, and it frees up the unit to raise Brave and Faith. Since that takes a long time but is absolutely worth it, it can be helpful to have someone dedicated to doing it.

Hadrian is basically set. I mean, ideally he'd get a good secondary ability for some versatility, and you can't exactly go wrong with giving him First Strike, but "enormous amounts of physical damage" is, all in all, an excellent trick for any one trick pony.
 
I put Agrias in White Mage (with Equip Sword, as RBM noted), and have been happy with the results. Usually you want her to just sword people, but having an extra Protect/Shell/Raise/Cure caster can be real handy.
I also struggled to find something to complement my Dragoon after getting the increased damage from Samurai. As you noted, they're heavily armored and spend so much time in the air that better defense skills are basically unnecessary.
I found the damage summons are mostly just higher damage for more MP as you go down the line, and in Chapter 3 I still don't have enough MP to use the bottom half of the list. So I mostly rock Moogle, one of the early damage ones (Ifrit/Ramuh/Shiva), and Golem.

I got a tremendous amount of use out of Time Mage, but I believe my '2.5' mod does something to make Hastega and Slowga better, so my experience with hasting my entire team on turn 1 may not be the norm.
Her stint as a Dragoon is temporary; I'm just trying to get her to Geomancer 5/Dragoon 5 because I've been promised a tasty prize at the end.
It's real good. My Hester was a thief/ninja type, but then she hit the thing you're going for and never left.
RubberBandMan said:
And I did some googling, you can't get him to ninja for two guns. Apparently adding ranged attacks with two-weapons makes the game shit itself. So no two-spears either.
That killed me when I discovered that after getting Mustadio to Ninja.

Actually, Ninja's dual wield is very finnicky, and mostly works best with swords, which is boring.
 
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Eh, Hrrrm…
Headspace is maybe use the B-team's JP totals to experiment with things a little?
I feel fairly sure some of the later summons have bigger AOEs then the early trio of Ramsay Shifa and Ifrit, but I don't recall who or what with any real confidence.

As for other things…Auto-Raise can be useful. I'm fairly sure my brother's run had at least a few times where that status effect saved his bacon, and you can use an otherwise spare turn, though that might be harder what with the gun.
 
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