Post by johannhowitzer on Sept 1, 2007 17:32:35 GMT
Anyone else here still play Final Fantasy Tactics? I picked it up again, with the goal of running through the whole game without a single Game Over - a perfect game. It's something I haven't done before; this attempt, however, failed. I didn't want to go for the uber abilities either, just be efficient with my use of JP and focus each character on something specific, something they can do well. Here's my lineup:
Ramza 72br 70fa - Light Fighter (Chemist, Archer, Thief, Geomancer, Ninja)
Male Generic 70br 48fa - Heavy Fighter (Knight, Monk, Lancer, Samurai)
Female Generic 68br 68fa - Support Caster (Priest, Time Mage, Mediator)
Female Generic 56br 74fa - Attack Caster (Wizard, Oracle, Summoner, Dancer)
Here's how I approached each of the "trouble" fights:
Chapter One
Mandalia Plains - placed a Chemist with Battle Boots at the corner nearest him, to throw a potion his way ASAP.
Slums in Dorter - you can get caught unaware by the Wizards if you leave them alive for too long, so I rushed the one straight ahead with my Wizard.
Windmill Shed - took quite a while, even with only Wiegraf left... forgot to buy Phoenix Down so I had to be extra careful.
Fort Zeakden - Ramza had been working on his archery, so I used him to great effect on top of the nearest building; I used to underestimate Archers a lot.
Chapter Two
Zaland Fort City - put my Priest as close to Mustadio as possible, and it turned out to save his life; beyond that, Wave Fist and Ramza's archery.
Bariaus Hill - Ramza had Concentrate by now, so he was able to tear up even advancing Knights. Kept back and waited for them to come to me.
Golgorand Execution Site - for a long time I thought it might be the first time I'd run this battle without ever having a unit fall! My two heavy fighters were under the bridge and managed to make it out OK... my Oracle slapped a Knight with Paralyze and then went to town with Ice 3. Did I mention I love Wizards? Gafgarion finally dropped my Priest for a moment near the end.
At the gate of Lionel Castle - Ramza with the Auto-Potion trick of course, but I left him at the top of the wall and had him rain arrows. Dropped the enemy Summoner before he summoned, and no unit of mine ever fell.
Chapter Three
Goland Coal City - had some problems with Olan dying in the past, so I gave my Time Mage Teleport and had her jump up top to keep him healed. Turned out his Galaxy Stop was stopping EVERYTHING anyway. I don't think I got hit after the first round.
Underground Book Storage First Floor - Wiegraf has a nasty habit of using Lightning Stab on about three units right from the start, but this time he did ZERO damage. That's right, zero. My support caster had spent so long as a Time Mage that I was able to give nearly everyone the MP Switch ability, and all Wiegraf could do was drain my Summoner's MP.
Yardow Fort City - if you have never used Concentrate on a Ninja, you must. Ramza was unstoppable, dishing out 220 HP per attack at 100% accuracy. I hardly needed any other units to win, when Auto-Potion was factored in.
Inside of Riovanes Castle - Wiegraf never stood a chance against Ninja Ramza. Superior movement and speed, Auto-Potion using X-Potions, and on top of that... Concentrate + Throw. Wiegraf lasted four rounds. Even Velius' fate looked very grim, and I managed to take out TWO of his demons before anyone else even moved, but I wasted too much MP with Holy and couldn't get Ramza back up before he disintegrated. If I'd only saved MP, it would have been a cinch.
All in all, not a bad run, and I learned an important lesson - it wasn't as important to storm Velius as it was to outlast him. Barring Rafa dying too quickly, I anticipated no trouble in the next fight; between Ramza and Holy, I'd be able to get an enemy to critical HP in two rounds, tops. Some other things I learned this run:
1) I already knew this one, but Gained JP Up need not be on every unit in every battle. Other support abilities are amazing. My Wizard made great use of Magic AttackUP, my Priest fought long enough as a Priest to get everyone Magic DefendUP, and Concentrate works wonders for any physical class, allowing even Knights with high evasion to be hit at 100% accuracy.
2) MP Switch is about the best insurance JP can buy. Time Mages are useful anyway, so it's not a big issue to have someone stay a Time Mage for a while and splash everyone else that 400 JP. When hit with anything at all, MP is lost instead of HP, and there is no bleed-over into HP if you have even 1 MP remaining. That means that with 200 HP and 1 MP, even a 500 HP hit will only kill that 1 MP and leave you standing. For tanks who don't even use MP, that's a no-brainer; in fact, factoring in Chakra, it makes your Monk able to spread extra MP around for further insurance, and that's what I did.
3) The Mantles you can buy in shops are far better than the MA/PA augmenting equipment. Giving all your units +18% evasion against swords and magic can be lifesaving, you won't miss that extra damage in the least. Not when your Priest is evading every third side-shot and your uber Concentrating Ninja is evading half the blows that come his way, including arrows. On top of all that, they make a special Wizard Mantle for mages so you can keep a little of the power!
Sorry if it seems presumptuous to post this here, or if this post seems terribly long... FFT is one of my favorite games, and I needed to verbally analyze the quest I just undertook. I hope at least some of you enjoyed reading this, and maybe my fellow FFT players out there will gain some new tactical ideas!
Ramza 72br 70fa - Light Fighter (Chemist, Archer, Thief, Geomancer, Ninja)
Male Generic 70br 48fa - Heavy Fighter (Knight, Monk, Lancer, Samurai)
Female Generic 68br 68fa - Support Caster (Priest, Time Mage, Mediator)
Female Generic 56br 74fa - Attack Caster (Wizard, Oracle, Summoner, Dancer)
Here's how I approached each of the "trouble" fights:
Chapter One
Mandalia Plains - placed a Chemist with Battle Boots at the corner nearest him, to throw a potion his way ASAP.
Slums in Dorter - you can get caught unaware by the Wizards if you leave them alive for too long, so I rushed the one straight ahead with my Wizard.
Windmill Shed - took quite a while, even with only Wiegraf left... forgot to buy Phoenix Down so I had to be extra careful.
Fort Zeakden - Ramza had been working on his archery, so I used him to great effect on top of the nearest building; I used to underestimate Archers a lot.
Chapter Two
Zaland Fort City - put my Priest as close to Mustadio as possible, and it turned out to save his life; beyond that, Wave Fist and Ramza's archery.
Bariaus Hill - Ramza had Concentrate by now, so he was able to tear up even advancing Knights. Kept back and waited for them to come to me.
Golgorand Execution Site - for a long time I thought it might be the first time I'd run this battle without ever having a unit fall! My two heavy fighters were under the bridge and managed to make it out OK... my Oracle slapped a Knight with Paralyze and then went to town with Ice 3. Did I mention I love Wizards? Gafgarion finally dropped my Priest for a moment near the end.
At the gate of Lionel Castle - Ramza with the Auto-Potion trick of course, but I left him at the top of the wall and had him rain arrows. Dropped the enemy Summoner before he summoned, and no unit of mine ever fell.
Chapter Three
Goland Coal City - had some problems with Olan dying in the past, so I gave my Time Mage Teleport and had her jump up top to keep him healed. Turned out his Galaxy Stop was stopping EVERYTHING anyway. I don't think I got hit after the first round.
Underground Book Storage First Floor - Wiegraf has a nasty habit of using Lightning Stab on about three units right from the start, but this time he did ZERO damage. That's right, zero. My support caster had spent so long as a Time Mage that I was able to give nearly everyone the MP Switch ability, and all Wiegraf could do was drain my Summoner's MP.
Yardow Fort City - if you have never used Concentrate on a Ninja, you must. Ramza was unstoppable, dishing out 220 HP per attack at 100% accuracy. I hardly needed any other units to win, when Auto-Potion was factored in.
Inside of Riovanes Castle - Wiegraf never stood a chance against Ninja Ramza. Superior movement and speed, Auto-Potion using X-Potions, and on top of that... Concentrate + Throw. Wiegraf lasted four rounds. Even Velius' fate looked very grim, and I managed to take out TWO of his demons before anyone else even moved, but I wasted too much MP with Holy and couldn't get Ramza back up before he disintegrated. If I'd only saved MP, it would have been a cinch.
All in all, not a bad run, and I learned an important lesson - it wasn't as important to storm Velius as it was to outlast him. Barring Rafa dying too quickly, I anticipated no trouble in the next fight; between Ramza and Holy, I'd be able to get an enemy to critical HP in two rounds, tops. Some other things I learned this run:
1) I already knew this one, but Gained JP Up need not be on every unit in every battle. Other support abilities are amazing. My Wizard made great use of Magic AttackUP, my Priest fought long enough as a Priest to get everyone Magic DefendUP, and Concentrate works wonders for any physical class, allowing even Knights with high evasion to be hit at 100% accuracy.
2) MP Switch is about the best insurance JP can buy. Time Mages are useful anyway, so it's not a big issue to have someone stay a Time Mage for a while and splash everyone else that 400 JP. When hit with anything at all, MP is lost instead of HP, and there is no bleed-over into HP if you have even 1 MP remaining. That means that with 200 HP and 1 MP, even a 500 HP hit will only kill that 1 MP and leave you standing. For tanks who don't even use MP, that's a no-brainer; in fact, factoring in Chakra, it makes your Monk able to spread extra MP around for further insurance, and that's what I did.
3) The Mantles you can buy in shops are far better than the MA/PA augmenting equipment. Giving all your units +18% evasion against swords and magic can be lifesaving, you won't miss that extra damage in the least. Not when your Priest is evading every third side-shot and your uber Concentrating Ninja is evading half the blows that come his way, including arrows. On top of all that, they make a special Wizard Mantle for mages so you can keep a little of the power!
Sorry if it seems presumptuous to post this here, or if this post seems terribly long... FFT is one of my favorite games, and I needed to verbally analyze the quest I just undertook. I hope at least some of you enjoyed reading this, and maybe my fellow FFT players out there will gain some new tactical ideas!