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538598 No.538598 [Reply] [Original]

I got this game since it was the cousin of Tactics Ogre and since its Final Fantasy.

Anyways, I really got confused with the job system because there's so many abilities to learn plus I don't know a proper way to grind for JP.

I got my Ramza as a Knight after mastering the Squire Class but... I find him a bit under-powered.

Any Ideas?

>> No.538618 [DELETED] 

>>538598
Yeah I got an idea.
Go out and get laid you faggot

>> No.538632

1. Change him into squire and learn JP Boost. Use it when you're grinding for JP.
2. Change him to chemist and learn auto-potion.
3. Then change him into ninja and learn dual wield.
4. Then change him into monk and equip those abilities.
5. Double punch the shit out of people.

>> No.538650

Gonna need a bit more in details. How far along are you and what job classes have you unlocked? What kind of equipment are the shops selling?

>> No.538660
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538660

OP, just level up the classes and find a set of abilities you enjoy. >>538632 has what's probably the most broken combo of the game, but there are lots of other really effective character sets thief with all black magic spells using the calculator subskill lel, so just experiment.

Also, Knights are pretty terrible unless you get them do dual-wield knightswords. To grind for JP, if you really want to, just make sure to take an action every turn, even if it's throwing a stone at one of your own characters.

One last thing, far into the future you'll get a plot-related character. Don't use him, he's so insanely broken the difficulty goes straight out the window.

>> No.538669

Chapter 2 and the new classes are Monk, Mystic, Thief and... one I forgot.

>> No.538721

>>538669
You unlock new classes by leveling up the others.

All jobs have skills you spend JP on. You can equip these skills to characters and they will carry over. Ex, your thief learns Steal heart, but you change them to a monk. Go to the skill menu and equip "Steal" and they will have all of their theif action skills.

Make sure you use at least one of these action skills per turn. Buffs are good, for Ramza either give him Accumulate if you want him to wreck shit, or Yell if you want to say "Fuck YOUR turns" when casting spells.

>> No.538752

>>538669
Thief's a good class to have. It's pretty shitty on the offense and defense departments, but there are a few pieces of equipment you can only get by stealing, and the Thief's inhuman speed is good to combo with an ability from much slower classes (like black magic or calculate).

>> No.538759

>>538669

You are most likely progressing too quickly in the story. Take a break from progression and grind out job levels and ability points enough to get some of the cool shit you see in the lists and by the time you get them, you'll at least be leveled enough to not be underpowered.

>> No.538765
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538765

Alright, I got it. Thanks for the answers. (and sorry for not noticing there's already a thread about FFT)

>> No.538793

>>538752
Don't forget about Steal Heart/Charm. Shit is amazing.

By the way, OP. Knight is a garbage class, but break weapon and break armor are good abilities to have. My recommendation is to learn those, and then switch it up again. Ramza tends to be most powerful as a Squire anyway, though.

>> No.538853
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538853

So it might seem self-explanatory, but I'll try to give you a rundown of the jobs along with this chart.

The point of Squire is to get gained JP up to make ability grinding go faster. Grab that and move on.

Chemist exists for potions, phoenix downs, and auto-potion.

Knights are all about tanking damage and Archers are all about dishing it out, but they don't get very many neat abilities. Reliable but boring.

Wizard and Priest are your bread and butter magic classes. If you train someone in one, you may as well also train them in the other for versatility. Stick with the low level spells as they are very MP-efficient and in most cases good enough to get the job done.

Monks are like Knights but less durable and more on the damage delivery. They have a big list of very useful abilities, even as a secondary skillset. Thieves pretty much exist solely for utility - Move+2 and if you really want to steal equipment. I usually don't bother with Thieves though.

Oracles and Time Magi mainly have status changing spells, which in Final Fantasy language means pretty pointless overall. They have good support abilities though, especially the time mage. Teleport is arguably the best movement ability in the game and short charge is magnificent for casters.

Lancers are tough as knights and better at putting the hurt on enemies. Not as versatile as Monks in terms of abilities but solid brutes. Geomancers are weird but very useful, especially when grinding, because their ability is basically instant-cast magic that costs no MP, has a bit farther range, and can slap on status effects. Downside is the damage is usually pretty weak. It's good for skirmishing and shaving away at enemies during grinding battles.

Mediators are what I use instead of thieves. You can invite humans from random battles and since their equipment scales with their level, you can get a lot of good stuff in one conversion. Obviously not good for getting unique gear from story enemies that can't be invited.

>> No.538915
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538915

>>538853

Summoners are basically Wizards on crack. Their spells cost way more but they hit a super wide area and most importantly they don't commit friendly fire like normal magic does. These guys are great with short charge.

Samurai are goofy. Their abilities require that you have the katana used for the skill in stock, but the katana might break when you use the ability for it. They are like summon spells but the wide area effect is always centered on the Samurai. The costly implications of breaking good swords and the somewhat awkwardly situational uses of putting a template down around yourself make Samurai awkward.

Ninja are melee glass cannons, like a cross between Thief and Monk. Ridiculously good damage due to two swords, and their ability to throw ninja throwing weapons has a range equal to their movement range, which you can easily pump up to 6 if you give them Move+2. Abandon is also a very good skill because it stacks with the evasion you get from cloaks. If you don't want to abuse the Samurai's Blade Grasp reaction, or if you just don't want to fuss with Bravery, Abandon is probably the reaction skill you will want to use.

Calculators are horrible because they are ridiculously slow, but their ability is awesome because it lets you cast any spell you know from the Wizard, Priest, Time Mage, or Oracle class (with some exceptions) instantly and with no mana cost, but based on goofy mathematical restrictions like hitting all targets standing on panels with a height divisible by 3 or something goofy like that. Later on in the game there's some equipment that lets you absorb holy damage, and that combined with Math Skill casts of Holy is one of the most broken things you can do in this game.

Dancer is female only and Bard is male only. They have spells which cost no mana but have a charge time, but they never stop. Once it casts, they immediately start casting again. And Dancers affect every enemy and Bards affect every ally (including himself).

>> No.538997
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538997

>>538915

Some random ass tips as they come off the top of my head:

Brave and Faith are very important. Brave directly affects unarmed damage (very good for monks) and also reaction abilities. The higher your Brave, the more likely your reaction abilities will trigger. Faith is a two-way street that makes magic more powerful and likely to land on and from that character, or weaker and less likely. Faith is basically your magic conductivity. High faith means you cast strong and magic affects you strongly. Low faith means your casting is shit but spells also have shit effect on you. You can permanently change these values with Mediator skills. Permanent low Faith makes you almost immune to magic but also unable to wield it. Magic is powerful in your hands so choose wisely.

Lightning-based magic is generally a better choice than other elements when you are given the option. Rain and thunderstorms strengthen it and few enemies have goofy resistances or absorb it. And Bolt-2 arbitrarily costs less MP than its fire and ice counterparts.

Zodiac alignment is important, especially if you are going to be using non-faith-based abilities in terms of your party members helping each other out. Stuff like talk skill and the Monk's revive ability have drastically reduced odds of success if you have bad zodiac alignment with your target. When you start a new game, go straight to the recruitment office and try to get everyone compatible.

Men have a higher physical strength stat and women have a higher magical strength stat. Use women for your spellcasting and men for all your swordy-punchy needs. Sure, lady-archers are cute and male wizards look absolutely stylin', but them's the breaks.

My favorite reaction ability is Abandon, because it stops damage before it happens, and with good cloaks/mantles equipped you can get evasion rates of over 50% even against magic and it's not Brave-reliant.

>> No.539037
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539037

>>538997

My favorite support abilities are Concentrate for nonmagical classes and Short Charge for magic ones. I hate missing more than I like things like two-swords which makes Concentrate an easy choice over other options. Short Charge is just a no-brainer, especially later in the game when characters are getting faster but the speed of spellcasting has remained static. You want your nukes to roll out as soon as possible. You can always find ways to restore MP.

Favorite movement ability is Teleport by far. Most of the story maps are heavily biased against you, and Teleport is just a way to say "fuck you" to yet another map where enemies are perched atop fortress walls with you assaulting from like twenty tiles beneath them with only a winding trail allowing access to anyone who hasn't learned how to bypass those silly gauntlets.

Favorite physical classes are Monks and Lancers. Punch Art is a great secondary for strong physical classes, especially the healing abilities.

As magic classes go, I prefer Summoners for their flair but wizards are simply more efficient. White Magic makes a fine secondary, but so do items, which let you heal and revive party members as well as restore your MP, especially if your nonmagic party members aren't packing Punch Art to chakra up some MP should you run dry too quickly in a battle.