idem pd.. ho comprato le protezioni ma non le ho mai messe per troppa pigrizia -_-
Cmq nessuno ha una guida ben fatta ai job? Aggiornata alla versione per DS.. ieri ho sbloccato le nuove classi del secondo cristallo ma non so che fare :rain:
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idem pd.. ho comprato le protezioni ma non le ho mai messe per troppa pigrizia -_-
Cmq nessuno ha una guida ben fatta ai job? Aggiornata alla versione per DS.. ieri ho sbloccato le nuove classi del secondo cristallo ma non so che fare :rain:
Sinceramente a me le protezioni sul DS nn son mai piaciute, mi piace vedere lo schermo senza filtri, pulito, ma in teoria le Hori son talmente buone che nemmeno si notano.
Jobs (part 1)
SpoilerINITIAL CLASS
Freelancer (FRLNCR)
Strength = .5 +4
Agility = .5 +4
Vitality = .5 +4
Intellect = .5 +4
Mind = .5 +4
Weapons: Every weapon found before the first class crystal, select knives
(all of them until the Poison Dagger), and swords (all of them until the
King's Sword, the Excalibur and others).
Armor: Freelancers can put on any peice of defensive gear with only a
scant class-exclusive exception every here and there.
Magic: White and Black Level 1
Unique battle command: Magic - uses magic during battle
The Freelancer gets the class done for the time you have no other classes.
Much like the Onion Kid class from the original, this one goes out of style
when other classes with a greater range of weapons, skills and abilities
becomes avalible. Also much like the Onion Kid class from the days of old,
this class seems suspiciously weak. Stay tuned.
1ST CLASS CRYSTAL
Warrior (WRRR)
Strength: .666666 +6
Agility: .666666 +6
Vitality: .6 +4
Intellect: .44 +3
Mind: .44 +3
Weapons: Select knives (all of them until the Poison Dagger), swords (can
use all with scant exception, most notably the Excalibur), axes, some bows
and arrows
Armor: Can use most non-class specific heavy armor, shields, helms and
gloves.
Magic: None
Unique battle command: Advance - attack enemy with higher power at the
expense of some defense (effectiveness is based on skill level).
The Warrior is an offensive-minded class, and perhaps one you'll consider
using for much of the game. Their excellent weapon flexibility means you
will probably not tarry about for too long with dated weaponry. Although
I didn't find myself using Advance a whole helluva lot (the Warrior's
usual attack is usually sufficent), but it is one of the more useful
class-specific commands. I don't know exactly how much attack power is
gained and how much defensive power is lost upon selection of the
command, but it is sizable. Ultimately, I did end up ditching this class
by the time the subsequent Crystal was reached, but I can envision a
reasonable person sticking with this class for greater durations.
Monk (MNK)
Strength: .8 +5
Agility: .6 +4
Vitality: .666666 +5
Intellect: .375 +3
Spirit: .375 +3
Weapons: Fists, Claws, Fangs
Armor: Mostly the robes and gis for the body, specialized headgear, some
heavier gloves
Magic: None
Unique battle command: Retaliate (instead of taking a regular physical
attack, power is focused and released for a more powerful one when
physically attacked)
I've noticed class skill levels to be for most classes comparatively moot
next to the skill level of the Monk. The Monk's growth curve is definately
more exponential than that of most classes. It starts off small, but grows
at a fairly rapid pace. I wouldn't depend on a Monk with a skill level of 1,
though. A downside, besides starting off slow, is that equipment they can
is pretty limited. Although generally sufficent, I have noticed they tend
to get knocked around more often than heavy armor-wearing frontline fighters.
The fact their top standard weapon tops out at 121 doesn't really help
(although high base strength offsets this). Counter's effectiveness also
relies on getting attacked physically. I also personally found them boring,
but that's just me. The fact their unarmed attack power gains two points
per every skill level might offset the boring for some, and since a great deal
of their attack power comes from their base Strength, enough skill could have
them making Bruce Lee looking more like that crippled kid in Rumble in the
Bronx. Still not worth the boring IMO, though.
White Mage (WHTMG)
Strength: .5 +4
Agility: .6 +4
Vitality: .6 +4
Intellect: .44 +3
Spirit: .666666 +5
Weapons: Staves, elemental Rods
Armor: Certain robes (Magician's Clothes, White Robe namely), certain helms
(namely those helms that can be worn by everyone, Leather, Feather and
Ribbon), and rings.
Magic: White magic Level 1-7
Unique battle command: Magic
This class has offensive problems for most of the game. Let's not dance
around this fact. Although elemental Staves and Rods can help change this,
those fall from style before terribly long as well. Offsetting this lack
of offense is that this is one of four classes with a great amount of
usefulness outside of battle (another such class is very much like this one,
another one is completely different, and the other one is actually two
classes because their away from battle usefulness pales cmopared to the
other classes' usefulness they combine to make one useful out of battle
class) because they have curative magic. Also bringing this class down
is the lack of equipment. Trying bringing one of these guys down section
XXXIII with a skimpy Wizard Robe, and you have little choice at that point
if you want to use a White Wizard, and we'll see how many hits they can
take. I'm guessing the purpose of the White Wizard is to cast Cure every
time, because, yeech, they're given quite of bit of Level 1 casts. They
essentially render curative items obsolete... But curative items
significantly reduce their usefulness as well. I actually recommend
having one around even when it may not seem vital because some bosses
practically require substancial cross-party healing, and it's cumbersome
to slice your way through a dungeon with a purely offensive party only
to use an Elixir to have a White Wizard just for a boss fight. However,
no boss at the end of a place, no need to carry one of these guys all
the way through the place.
Oh, and not being able to use Level 8 White magic? Doesn't help the cause
for this class.
Black Mage (BLCKMG)
Strength: .5 +4
Agility: .6 +4
Vitality: .6 +4
Intellect: .666666 +5
Spirit: .44 +3
Weapons: Elemental Staves, Rods, beginner's bows and arrows
Armor: Certain robes (Magician's Clothes, Black Robe namely), certain helms
(namely those helms that can be worn by everyone, Leather, Feather and
Ribbon), and rings.
Magic: Black magic Level 1-7
Unique battle command: Magic
During those times in the game when you're forced through a Dungeon in a
small state, Black Wizards a pretty great to have. But other than that,
there isn't a whole helluva lot of usefulness in this class. While better
improved over their glitchingly underpowered state in the Famicom days,
their magic is still not as strong as I would like it. There's also the
fact their equipment is very limited (how many other classes must go a full
25 suggested sections between upgrades in bodily protection?). The way I
see it, black magic in the Final Fantasies had two main uses: to hit high
numbers of enemies and to nail enemies with a specific weakness - usually
an elemental weakness. After all, taking care of enemies one by one is why
we have sword and axe experts. While the Black Wizard does these well
enough here, we just wish they did better. To be fair, when you first have
a chance to use a new attack spell, it's generally the strongest attack you
can reliably have at that point in the game, even if you're only allowed to
use it once.
The inability to use Level 8 black is, once again, bogus.
Red Mage (RDMG)
Strength: .5 +4
Agility: .5 +4
Vitality: .6 +4
Intellect: .6 +4
Mind: .6 +4
Weapons: The same bows, arrows, knives and sword the Warrior can use (plus
the Exalibur, minus the Ragnarok), most Rods and Staves
Armor: Various early heavy body armors helms and the Black/White Robes, most
Shields, Rings, Crystal Anything
Magic: Black and White Level 1-5
Unique battle command: Magic
In theory, this is class should render just about all of them obsolete, in
theory, as they hit almost as well as Warriors (while utilizing many of their
same weapons) and use magic almost was well as the other colored mages.
However, as is often the case with this class, they do fall out of style.
Eventually, their magic just becomes too little too late, and although they
can use advanced swords (which themselves are quite few and far between),
I'm not entirely sure I want them kicking it on the front lines with the
big boys, because while early on, they can turn aside the harsh advances with
the best of them, it does not bode well later on if you're getting right up
to the faces of splitting wierdos wearing little else besides a White Robe.
Of course, they can use Crystal Armor and the Excalibur (the latter a sword
almost perfectly suited for them considering its five-perameter boost), so
if you're building their skills when you really should be changing them to
somebody tougher, you may be rewarded handily.
Thief (THF)
Strength: .6 +4
Agility: .9 +6
Vitality: .6 +4
Intellect: .444444 +3
Mind: .375 +3
Weapons: Knives, boomerangs
Armor: Early heavy armors and helmets, dark vests and hoods, select gloves
Magic: None
Unique battle commands: Steal (attempts to steal and item), Flee (uses turn
to attempt to flee from battle, defense increases instead of decreases if fails
of others attack before turn is taken)
The Thief is a really good class for a really long time. Stealing has numerous
possibilities. Even if you are just stealing HiPotion after HiPotion, you're
still saving considerable money. They're also statistically impressive with
surprisingly good strength and vitality ratings to accompany that neck-breaking
speed. Boomerangs are always an interesting addition, too. Another attribute
of the Thief is their ability to pick locks. Granted, keys required to open
those doors are cheap, but why bother with those? I didn't find Escape to be
particularly useful, though, since it doesn't seem to increase rate of success
over just plain fleeing, although if you plan on fleeing, you have little reason
not to use this command because, hey, higher defense. I also found myself
utilizing this class considerably less after the various locked door scenarios
had finished, but for pretty much the entire time between XXIII and XXXVI or
so, and a couple points before and after, I put one of these guys in the lead,
and I'd do it again.
2ND CLASS CRYSTAL
Ranger (RNGR)
Strength: .666666 +5
Agility: .8 +5
Vitality: .6 +4
Intellect: .444444 +3
Mind: .444444 +3
Weapons: Bows and arrows, a couple boomerangs
Armor: Early heavy armors and the thief garb, early helms and select gloves
Magic: None
Unique battle command: Barrage (Randomly shoots a random number of arrows for
a random number of attacks randomly across the enemes)
If you wish for a class summary right now, let it be this: I liked other classes
considerably more than I liked this one. Although they start off pretty good,
with very good defense (heavier stuff in the back row) and equally good attack,
the class doesn't age real well. Before long, You'll find ranged weapons that
equal the power of this class' bows and arrows without worrying about running
out or going through the trouble of buying and storing and reequipping them
every other battle. Barrage is cute, but not my favorite unique battle command
as it consumes multiple arrows and is generally unpredictable (even if at times
effective). This fact these the ultimate bodyguard for this class is found
at roughly the halfway point in the game doesn't help even if they can do their
work optimally from the back row. This is not to say this is a useless class,
either. I actually recommend using this class for when you first get the free
equipment for it. Once this equipment starts to become dated or it just runs
out, I'd say it's time to switch away from this class for good. This is not
to say the Ranger won't contribute well if trained well and equipment
maintained. It's more trouble than it's worth in the long run in my humblest
of opinions.
Knight (KNGHT)
Strength: .8 +5
Agility: .444444 +3
Vitality: .8 +5
Intellect: .444444 +3
Mind: .5 +4
Weapons: Swords
Armor: All heavy armors, shields, helms, gloves except those of a dark and
class theme
Magic: Level 1 White
Unique battle commands: Magic, Defend (increases personal defensive power,
guards near-death characters when physically attacked)
First the bad news: a very good portion of the game leaves this class with
dated equipment during that point in time swords and non class-specific
heavy armor is found (not to spoil, but see the previous class entry for when
this will be). Even after new weapons and armor are found, you may find the
class a tad behind the others (at least I'm quite sure I did). Also, the
magic, while better than nothing, is so moot it's almost not worth mentioning.
Next, this is quite a slow class. While this isn't entirely a bad thing (a
moderately fleet of foot character can use attack enhancement so every round
the Knight will benefit from it), but often the battle will end with the
Knight not acting at all in the final round because they're so slow. Because
a character needs to perform that act in battle before they get Class points,
this could cause the Knight's class score to suffer. Also, Cover isn't one of
the better class unique commands. In order to be optimally useful, other
characters need to be at a near-death state and you need to face against
predominately melee attackers. Besides, they step in front of attacks targeted
to near-death characters without selecting this command anyway (although the
absorbtion of those attacks wouldn't be as good).
Now the plus side. Because Cover is one of those commands performed at the
start of battle before regular actions, it is a good way to nullify the Class
exp stunting mentioned earlier by performing it when you know you're about to
win the battle with one more swing of a pinky. It is very hard to argue with
that strength and vitality, also. Finally, officially giving this class the
nod over its more offensive counterpart, the Warrior (the Knight was initially
the replacement from the Warrior class in the Famicom days, but this time, the
Knight has more emphasis on defense and the Warrior offense), and pretty much
most other classes is the ability to use both the Rangarok and Excalibur.
While this might not be worth utilizing a class that is merely sufficent for
much of the game where other classes might excell, I found the final couple
areas to be much breezier thanks to it. If you must overutilize (use when
another class might be better) a class, I say make it this one.
Scholar (SCHLR)
Strength: .6 +4
Agility: .666666 +5
Vitality: .375 +3
Intellect: .9 +6
Mind: .44 +3
Weapons: Books
Armor: Robes (Cloth and Leather Vests, Wizard Robe, Scholar Robe, White Robe
to be exact), certain hats (Leather, Feathered, Scholar, and Ribbon), Rings.
Magic: White and Black Level 1-3
Unique battle commands: Magic, Study (same as Libra magic - examines enemies'
HP stats and weak points if successful).
The Scholar also has the ability to use items twice as well as those of other
classes. This includes potions and those oddball one-use spell items strewn
about the game. Scholars can do -major- damage to enemies if they hit one
with an item giving the user a free use of a spell that is their weakness.
The books are also quite effective when you first get them as they're
generally as strong as any other weapon and have elemental attributes to boot.
Unfortunately for the Scholar, time is less than kind to them as the weapons,
armor and magic they use is limited. They're also not very tough and need
to be in the front row if contributing optimally as the books aren't ranged.
When they do finally get new equipment, it's too little too late. They're
still very valuable for a few fleeting moments.
Geomancer (GMNCR)
Strength: .5 +4
Agility: .666666 +5
Vitality: .5 +4
Intellect: .666666 +5
Mind: .5 +4
Weapons: Bells
Armor: Leather/Cloth stuff, Wizard/Earth/Black Robes, the same helms
everybody can equip, rings
Magic: None
Unique battle command: Terrain (use landscape to perform magic attack)
Although the Geomancy class presents itself as more of a magic-oriented class
from top to bottom, let's get this out of the way: for a long while there,
this class is an attacking powerhouse. All three normally encountered bells
are generally the most powerful weapons at those points in the game - by a
fairly large margin. Their physical defense is also quite respectable as well
falling generally halfway between that of a physical fighter and that of a
magic user. However, both these weapons and armor eventually becomes dated
and you're better off sending them to the back row. All this being said, they
are a more magic oriented class at heart. Terrain is generally more powerful
than back magic at no cost, but unpredictable. The usefulness of such an
attack varies from environment to environment, but not that much: Terrain is
generally a more powerful, less limited attack than a typical black magic spell,
although less powerful and much less limited than the most powerful black
magic spells. In a couple of the areas, geomancy more or less regins supreme.
In most areas, it can be quite annoying to see the same insta-kill moves kill
or that disappointing attack they do sometimes.
Jobs Part 2
Spoiler3RD CRYSTAL CLASSES
Dragoon (DRGN)
Strength: .666666 +5
Agility: .666666 +5
Vitality: .5 +4
Intellect: .5 +4
Spirit: .5 +4
Weapons: Spears, lances
Armor: Most heavy armors, shields, helms and gloves
Magic: None
Unique battle command: Jump (take one turn to leap off the field of battle,
take the next turn to return landing doing about 1/4-1/3 more damage than a
regular physical attack)
I'm not so sure about this class. On the one hand, their attack power is
noticably, although not greatly, lower than that of pretty much all the
other weapon-based classes. For a pretty long while there, Dragoons won't
be hitting as hard as Geomancers of relatively equal skill level. Some
people seem to think Jump is cool, but I'm not one of them. Really, I'd
rather just deal attacks and would rather not wait for the Dragoon to go
all the way up and down. While it is true Jump provides defense, this is
a class who can use some of the finest armor in the game. Granted, their
magic defense might not be that high, but would you rather a Dragoon in
their armor of awesome take hits or a Monk in their lighter robes take
hits? Not helping their cause is the fact their vitality is also quite low.
However, their weaponry, although quite behind at first, does catch up
eventually, and they can use some of the coolest weapons in the game (namely
the Blood Lance, a powerful, but quite heavy, HP sucking weapon, one that
will greatly limit HP-restoring attention they require and the Gungir, an
extremely powerful spear that can supposedly be stolen from Odin). Once again,
their attack is respectable enough come endgame with a Holy Lance and a Blood
Lance.
Viking (VKNG)
Strength: .9 +6
Agility: .444444 +3
Vitality: .666666 +6
Intellect: .444444 +3
Spirit: .5 +4
Weapons: Hammers, axes
Armor: Most heavy armors, shields, helmets and gloves
Magic: None
Unique battle command: Provoke (attracts an enemy's attacks)
The Viking, like the Monk, is another class that takes some time before
they truly start to butt-kick. Even when they are butt-kicking, the hill
to climb for further kicking is still steeper than that of other classes:
their weapons of choice are all much heavier and less accurate than those
of essentially any other class. Now, those weapons, generally speaking,
when they are found, are among the strongest availible. Adding to this
usefulness is the fact all hammers are lightning-fused making those
areas populated largely by sea creatures much easier. This is their
specialty. They're quite slow, which is kind of a good thing (for
weapon-improvement), but usually not (always one of the last to take a
turn, Class level falls behind if fails to act enough). The Class level
growth stunting can be mollified with Provoke as it's one of those
abilities that, like the Knight's Cover ability, is performed before
regular attacks. Provoke is, by the way, like a lamer version of Defend,
which is already quite lame. Oh, and as if Provoke didn't already give
this impression, the Viking can take a serious beating. They are,
though, kind of weak against magic (as heavy fighters tend to be)
Dark Knight (DRKKNGHT)
Strength: .666666 +6
Agility: .5 +4
Vitality: .666666 +6
Intellect: .5 +4
Spirit: .5 +4
Weapons: Swords (except Excalibur), dark swords, certain knives (Poison
Dagger and weaker)
Armor: Early, dark and Crystal heavy armor, helms, gloves; most shields
Magic: None
Unique battle command: Souleater (attacks all enemies for fairly heavy
damage while sacrificing about 20% of character's current HP; the more HP
the user has the more damage this does)
The Dark Knight is a pretty great class. Yes, their usefulness is limited
early on with not coming in contact with real good armor, swords or any
dark swords until pretty long after the class is first recieved. If you're
feeling bold and very stubborn about using this class, you can begin
training on right when you get it. I wouldn't recommend taking one into
a dungeon until you begin coming in contact with dark swords. Even when you
start getting armor, you don't get a complete set for a little while. Dark
Swords are pretty awesome when they're finally available, and Souleater is
one of the best unique battle commands in the game: a powerful physically
based jolt across the entire enemy team. Very comparable to magic, but its
power is replenished by boutiful Potions, not sparce Elixirs. Only real
downside is that at that point in the game, you may already have a wide
array of much more skilled classes that training here can seem comparatively
moot. I prefer the regular Knight's Ragnarok/Excalibur is you're looking
for straight up butt-kicking.
Evoker (VKR)
Strength: .6 +4
Agility: .5 +4
Vitality: .444444 +3
Intellect: .666666 +5
Mind: .666666 +5
Weapons: Most staves and rods
Armor: Usual wizardry equipment (robes, hairpeices, rings)
Magic: Call magic Level 1-8
Unique battle command: Magic
If nothing else, the Evoker class is an interesting one. Often compared to
black magic, that of the Evoker tends to be a couple notches stronger, a
notch less abundant and a notch less predictable thereby making the classes
pretty even. Each one of its classes has one of two effects, people often
refer to them as a black effect (usually a direct attack) or a white effect
(usually an effect). The effects have been dubbed down since we last saw
them on the Famicom (that is, the white effects have been dubbed down) in
that when Ramuh was called and tried to stun all enemies, Ramuh stunned all
the damn enemies lest they were immune. Here, effects happen with the same
reliability we've come to expect from effects (which is to say not much).
While certainly not a useless class, I don't think there's a time in the game
an Evoker is truly vital. Oh sure, Ifrit's white effect is pretty gnarly,
and Odin's white effect can make things much easier for a few key battles,
but I can think of not a single battle in which "man if I had only changed my
* guy to an Evoker I'd be spared that 'and they were never seen again'
message!"
Bard (BRD)
Strength: .444444 +3
Agility: .6 +4
Vitality: .6 +4
Intellect: .6 +4
Mind: .6 +4
Weapons: Certain knives (think Poison Dagger and weaker), harps
Armor: Clothes, Robes, the usual magician's gear (light headgear, rings)
Magic: None
Unique battle command: Sing (perform songs with various effects)
Another class I throughly enjoyed. Sure, early incarnations of this class
might have soured everyone who might come in contact with future versions of
it, and you might need to drop some formidable coin in optimally using one,
and they might be borderline useless when you first get this class, but don't
let any of this stop you. The Bard has songs that give you the Haste and
Protect spells for the entire party before you can cast either spell usually
targeted to only one party member. Granted, those songs might be diluted
versions of the effect spells they ape (it's kind of hard to tell with weapon/
defense enhancement spells like these in this game... they tend to be
inconsistent but effective enough). If getting to spread a Level 7 attack
enhancement spell across the party quite a bit of time before the usual user
of this spell is going to be able to cast it once on a single member, you
are not going to be warming up to this class. They also have songs to
attack enemies and restore HP, but they're not as impressive as the said two
songs. The songs' usefulness increases since this is one of those commands
executed at the beginning of the battles before regular commands are done.
4TH CLASS CRYSTAL
Black Belt (BLCKBLT)
Strength: .9 +6
Agility: .666666 +5
Vitality: .9 +6
Intellect: .375 +3
Mind: .375 +3
Weapons: Fists, Claws, Fangs
Armor: Dark and Karate garb, some heavier gloves
Magic: None
Unique battle command: Boost (stores attack power for a round, sacrificing
defense, and attacks in the next round with more than double the power, doing
this a third time in a row causes character to lose half of current HP)
Look at those fighting stats, excelling in every physical attacking
category (the first three). Seems somebody has been distributing their
ability points well. This class would've been the old upgrade to the Monk
class, and in a way, it is, with visibly higher stats in the areas that
matter most. If you, though, you have been utilizing the services of a
Monk for essentially the entire time you've had it, there isn't a whole
helluva lotta reason to upgrade to this one. Yes, like the Monk, the Class
level for this one seems more important than for most classes. Yes, the
Black Belt begins sort of lacking but eventually catches up with avengeance.
Defense is improved and this is more of a front line fighter than the Monk.
I'm not all that crazy about Focus, though. As mentioned earlier in the Dragoon
section: I'd rather do damamge this turn in hopes of defeating an enemy sooner
rather than later. This is a more useful skill to have against enemies who fight
your team alone, but this mean there is a greater chance your Boosting Black Belt
will have to take more damage as such enemies are given two attack turns per
round pretty much always. All this being said, I still didn't really end
up using this class a great deal, althuogh one can chose it and still get by
just fine. Also like the Monk, the Black Belt gains two attack points to their
unarmed attack power for every skill level they gain, and since they have higher
base Strength, by .1, they'll probably by stronger by roughly that much.
Devout (DVT)
Strength: .444444 +3
Agility: .5 +4
Vitality: .6 +4
Intellect: .5 +4
Mind: .9 +5
Weapons: Staves
Armor: Usual (white) mage stuff
Magic: White magic Level 1-8
Unique battle command: Magic
Ladies and gentlemen, unless you've been really training a White Wizard,
nursing them along through those areas no access to any greater bodily
protection than a Wizard Robe, staunchly and stupidly and incorrectly
insisting that you NEED a dedicated healer, I present you the White
Wizard replacement.
Okay, maybe it's not quite this dramatic, but this is a great class.
Because I seem to focus largely on neagtives here, let's just discuss
them first. Whereas the White Wizard more or less made curative items
obsolete throughout the game, the MP for this class won't quite allow
it. The MP distribution of this class is not the traidtional pyramid
style (more MP casts to lower level spells, lessening casts as levels go
up), but much more evenly distributed throughout the levels. Then
again, having more casts of Life than Cure isn't necessarily a bad
thing, either. Although spell casts are much more even, those at the
highest levels are still have one-third to one-half the casts those
in all other levels. Oh, and Level 8 magic? Pretty sweet. I can see
the potential in Tornado, but I found myself pretty much depending on
Full-Life for a couple (okay, one) fleeting moments.
Magus (MGS)
Strength: .444444 +3
Agility: .6 +4
Vitality: .5 +4
Intellect: .9 +6
Mind: .5 +4
Weapons: Certain staves, rods
Armor: Usual mage stuff
Magic: Black magic Level 1-8
Unique battle command: Magic
The Magus is statistically roughly equal to the Devout, has the same
odd MP distribution, little less tough, a little faster. It can
be said the Magus is like the Devout except where we have 'white' for
the former we have 'black' for the latter. Which is to say, when
describing the classes, where we have 'great' and 'dang near essential'
for the Devout, we have 'shitty' for the Magus.
Kidding aside, yes, the Magus can get the job done, more or less. The
MP puts ephasis on the -aga spells, and they are effective enough when
used by this class. Only problem is that their magic is soundly
outclassed by summon magic. There -aga spells are generally only as
good as a physical attack on one enemy; the summons are equally strong
across all enemies.
Summoner (SMMNR)
Strength: .444444 +3
Agility: .444444 +3
Vitality: .5 +4
Intellect: .8 +5
Mind: .8 +5
Weapons: Many staves, rods
Armor: The usual magician stuff
Magic: Call magic Level 1-8
Unique battle command: Magic
Now this is attack magic, the way the Bible taught it! Whereas the
Evoker's magic was fickle, unpredictable and at time disappointing, the
Summoner's magic is considered to be the best of what the beasts have
to offer. Granted, their MP might not quite be up to snuff, there's
still plenty of it to make it through most dungeons if you're at all wise.
No more attack one random enemy or largely ineffective status-altering BS:
straightfoward magic attacks spread across all enemies for high damage.
All the elements are covered in equal amounts and equal strength. And
that strength is high with low level summons generally being much more
powerful than upper level spells used by a Magus. Only drawbacks include
the MP (while sufficent, you'll barely be able to use the highest level
spells as often as you'd probably like) and the variety (there are only
eight spells to choose from, most of which just do the same thing -
damage across the enemy party). This is also essentially the only class
with comic relief (Chocobo) as well. This class is a winner all the way
even though that phallic hat they wear gives every impression to the
contrary.
Sage (SG)
Strength: .375 +3
Agility: .375 +3
Vitality: .6 +4
Intellect: .8 +5
Mind: .8 +5
Weapons: Staves, Rods
Armor: Magician stuff, all of it
Magic: All off it
Unique battle command: Magic
I had high hopes for the class, I really did. A Sage with Bahamut and
Curaja, that was all you needed back in the day. Times have changed,
though. They still use every magic spell in the game roughly as well
as the other classes, but it's just not the same. First and most
noticably is that the summon magic they used to be able to use has
been downgraded to call magic. Since the vast majority of black magic
is obsolete by the time you recieve this class (the -aga spells are
alright it guess), the Sage essentially becomes a healer with a bunch
of bizarre, unpredictable effect spells. Compounding the disappointment
of this class is their MP. It has a traditional pyramid style, but with
half as many uses of lower level spells as black/white wizards and double
their upper level casts. The fact they're as slow as sin doesn't help
very much (although no time to heal up the party like after the enemy has
finished their attacking). If you are physically-attack-minded, it
might be a good idea to have a Sage and three of your favorite fighting
classes so you still have some attack magic, but it might be a better
idea still to use a Devout and three fighters. I did actually end up
utilizing the services of a Sage in the very last section, but other
than that I recommend a Summoner and Devout.
Ninja (NNJ)
Strength: .666666 +6
Agility: .8 +5
Vitality: .5 +4
Intellect: .5 +4
Mind: .5 +4
Weapons: Dark Swords, knives, boomerangs
Armor: Dark/ninja themed fighting gear
Magic: None
Unique battle command: Throw (Hurls a weapon or item for damage much higher than if used against the same target via a regular attack. After thrown,
weapon or item disappears forever. Sometimes misses.)
Generally speaking, Ninjas are outmuscled by Martial Artists and other
tougher fighters. If you're interested is consistently doing the highest
damage possible in as many regular battles as possible, go with a Martial
Artist or Knight with their best equipment. Ninjas tend to be lacking in
strength and overall defense (their magic defense is especially low). One
major advantage this class is that they can use boomerangs, most
specifically the Full Moon. This allows them to take their disadvantaged
physical defense to the back row without losing a whole helluva lot. The
other significant advantage they have is the ability to throw stuff for
quite substantial damage. You can also throw those annoying weapons that
have been taking up space in your inventory that you haven't got around to
selling even if it's maybe not the most effective way to use a turn, it's
still reltively interesting. They can throw pretty much all weapons, but
most notably, they can throw Shurikens, the single most powerful item in
the game. This makes them quite essential in the biggest battles/battle
to be fought. Adding to their usefulness is their ability to use both
other special forbidden weapons (the said Full Moon, and the Masamune) if
a Knight has the Excalibur and Ragnarok. They also have blazing base
speed matched only by Rangers and surpassed only by the Thief. The verdict
with the Ninja is that while most fighting classes do greater base damage
than this class, few nail bosses (most importantly the last one) quite like
this one.
Guida al come fare party per very N00bs :D :D :point: :point:
Spoiler
PARTY SETUPS
The DS version of Final Fantasy III is more flexible than a controtionist
from the former Soviet bloc. There are many different ways to play much
of the game, but some party setups at some times do a better job than
others. The following is a party list I recommend for the various times
of the game. Sort of explains itself, except the job shorthands are the
same as used in the tables. Oh, when you see this: MK/VK it means I found
both roughly equal in terms of goodness. Also, when you see this:
BM->EV->GE, start off as a Black Mage, liberally use the most powerful
spells, then switch to Evoker, and to Geomancer when you get sick of that.
GE->BM means to use the MP trick discussed in the hints section.
1ST Char 2ND Char 3RD Char 4TH Char
#I FR - - -
#II FR - - -
#III FR FR FR FR
#IV FR FR FR FR
#V WR RM WM BM
#VI WR RM WM BM
#VII WR RM WM BM
#VIII TH RM WM BM
#IX TH RM WM BM
#X TH RM WM BM
#XI TH RM WM BM
#XII WR MK WM BM
#XIII WR MK WM BM
#XIV WR MK WM BM
#XV WR MK WM BM
#XVI WR MK WM BM
#XVII WR MK WM BM
#XVIII WR MK WM BM
#XIX WR MK WM BM
#XX WR MK/RM WM BM
#XXI KN SC WM BM
#XXII KN SC RN->WM GE->BM
#XXIII TH SC RN GE
#XXIV TH MK/VK RN GE
#XXV TH MK/VK RN GE
#XXVI TH MK/VK RN GE
#XXVII TH MK/VK BA GE
#XXVIII DR DR BA GE
#XXIX TH DR BA GE
#XXX TH RM WM BM
#XXXI TH RM WM BM
#XXXII TH VK WM BM
#XXXIII TH VK WM->BA BM->EV->GE
#XXXIV KN VK WM GE
#XXXV KN DR WM/BA GE
#XXXVI KN VK WM->BA BM->EV->GE
#XXXVII KN MK WM->BA BM->EV->GE
#XXXVIII KN DK BA BM
#XXXIX KN DK WM BM->EV->GE
#XL KN VK DV SU
#XLI KN DR DV SU
#XLII KN NI DV SU
#XLIII KN NI DV SU
#XLIV KN NI DV GE
#XLV KN NI DV SU
#XLVI KN NI DV SU
#XLVII NI NI DV SG
ma dai -.- non vi vergognate? -.-
ma dai così veramente non c'è gusto, soprattutto l'ultimo spoiler. Io volevo una descrizione sommaria della classe...ma mi scoccia leggere quel tomo :sneer:
ahahaah sono ubriaco che cazzo vbogliono dire quei numeri
bevi per dimenticare il fatto che le poste smarriranno sicuramente la tua copia ?
Mi è arrivato 20 min fa, dai Miave che c'è speranza :sneer:
edito perchè mi è arrivato or ora seeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
sarà sicuramente una versione dannneggiata fidati!
peccato che a tilt c'abbia messo 2 giorni e a te una settimana :rotfl:
son morto ç_ç
:bow: :bow: :bow: :point: :afraid: :kiss:
godetevelo sto capitolo...
Le guide (prese da gamefaqs per la cronaca e tributo) le ho postato su spoiler apposta.. se cercate info per capire meglio qualcosa.. leggetele.. se non vi servono tanto meglio :)
FF3 è isi... si finisce tranquillamente senza nessun aiuto.. e i job (compresi quelli nuovi) non si differenziano piu' di tanto dai classici del V..
Godetevi sto piccolo e controverso capolavoro.