How does teleport work in fft
Spells almost never worked with me. Never really used them. Oh yeah, and they can equip guns. Never used mediator except for getting Chocobos : Guns are nice, 8 range. The only draw back is that, unlike bows, you cannot shoot at targets that is not in the line of sight. Archers can shoot over a building By the way, raising brave and faith is not a cheat.
Too much faith or brave makes your character leave the party. Use Lightning, Ice, and Fire while equipping the respective rods give you quite a decent amount of damage. The other abilities can be good, especially Short. Charge and maybe Critical Quick. Again, never really used Time Mage other than for its supporting skills like quick charge and teleport.
If teleport succeeds more often, it will kick some major ass. Imagine: Oh no that Summoner is getting ready to case Cyclops! No problem, I'll just teleport my Ninja next to it and slip a sword or two between its ribs. Since summons won't hurt you, try this: Cast a powerful summon on one of your characters that is about to move and make him into a walking time bomb!
Again, never really used them much, some songs are too slow to come out while the other don't do much. Bit too slow And Draw Outs don't do enough damage sometimes. Other wise, its a great fighter.
Stopped using Ninjas after a while. They got killed too easily and even with heavy armor, Lancers still have more HP. Unless you set him up right. Kinda like a machine Yeah, but not very often.
Don't Act is far more useful than Don't Move. You need to compare them to other jobs that have similar abilities, like oracles to give nasty status effects and archers to deal damage at range with no mp cost. Geomancers just don't measure up. Dancer: Geomancer level 5, Lancer level 5 female only Bard: Summoner level 5, Mediator level 5 male only They might be available at level 4 instead of 5, I don't remember exactly.
But you can definately get them at level 5. Hope this helps. Nick ;. Cheat like a motherfucker by paralyzing one monster, killing the rest, and having Ramza Scream and Yell his head off. Sure can. I was pleasantly surprised to find out my Mage had also become a 7th level Dragoon Lancer after Ramza mastered it out. That is clearly design intention, not a cheat.
Too much brave is no problem, except for a higher vulnerability to berserk and a smaller chance of finding rare items through chemist's move ability. In general, it is advantageous to raise your characters' brave as much as possible.
The success chance of Teleport is dependent on the distance you're moving; at ranges over which most characters without Teleport can move, Teleport seldom fails, so I consider Teleport the best move ability when mobility is concerned. Squire's Accumulate is a good way to pump up a low-level character's attack power and earn easy JP. And JP Up is invaluable for leveling up later classes to effectiveness. I like the Knight even less. The Break skills are too risky--I like to use them when facing a really tough opponent, but in such fights I don't really have the luxury of missing an attack.
Most of the other abilities are similarly weak. Weapon Guard is probably the best Knight skill, esp. Ah, the mighty Monk. Wave Fist and Earth Slash are the early mainstays. Chakra and Revive put a Monk on a par with Priests. I currently have an otherwise useless Geomancer with all the Monk skills.
Not a bad deal Even though I've gotten a few Geo skills, the selection is usually greyed out on my menu. Since the Monk is a prerequisite, it's prob. And then move on. I like Archers, esp. But the high-level charges are too slow to be of any use. Thief is not a kick butt class.
But I use mine for one huge reason: Steal Heart. In the absence of Mediators, this skill is valuable! Steal Weapon is a better substitue for the Knight's Weapon Break. The odds are about the same, plus you get to use it yourself.
I love my Lancer. Just a straightforward buttkicker. She's also got the Throw skill to give her some extra range, though she doesn't really need it. The Lancer's Jump skill looks nice as well. I use Chemists basically as a backup for a Priest. Mine sadly has no offensive capability. She also serves as medic for Team Chocobo! I graduated my Priest to Wizard and Summoner.
A wide range of White magic skills are way more useful than most of the Black arts. I find most of the Oracle abilities pretty useless in an actual fight, but their long attack range makes them a bit more useful at hand 2 hand than most mages.
Guns rewl! Mediators paired with a Thief's Steal Heart can sow mad confusion in the enemy ranks. I made the error of making a low-faith character into my Wizard, and wondered for days why he was so blasted weak.
Reflect's kind of expensive just to get, but I'd say it could be quite useful. If only it worked against summons Float, OTOH, does nothing a pair of feather boots doesn't do more economically. Boy am I finding this out the hard way. Poor guy's the last to get his turn at bat and the first to get targeted by the enemy. And since he's also the Priest The Samurai's essentially a buttkicking Summoner.
With the 2-sword skill, he's even nicer. Unfortunately, he's so slow he can't get in range of the enemy before they take him out. Also, I would avoid the flails as weapons. They have a high damage potential, but just as often hit for absolutely pathetic HP. The Sunken State invisibility skill doesn't seem very useful in practice. Charging archers can still hit you, and enemies can still counter your attacks I think.
It also only lasts one round. Khari J. As seen on rec. But Jesus Christ reaches down to bridge the gap! Will you accept His help? Who wants to do that much WORK?
User Info: PrinceOfDisks. I'm not sure about which is better for overall utility The best mov-ab is Walk On Moogles. Me: - Have you read Marx, completeboy? Completeboy: - What is marx? Rofl, do you guys go back and read what you've posted? This argument is ridiculous. Stop this inane argument. More topics from this board How much JP grinding?
What's the best way to level up my units? General 5 Answers How do you unlock the Dark Knight? Build 2 Answers How do you use Arithmetician? General 2 Answers. Ask A Question. Browse More Questions. Keep me logged in on this device. I know you agree with this already just pointing it out.
And I don't think Teleport is more useful in 1. In fact, I'd say adding more challenge makes Teleport worse, because the consequences are magnified against harder enemies! User Info: FuhFuhFresh. Admitting Teleport is better than axes Ignore Height is cool to watch, but I still take Teleport.
Optimization fiend. Current obsession: Final Fantasy Brave Exvius. User Info: Pieke Okata. I suspect that Ignore Height requires you to walk out from beneath it and then jump up, so you look incredibly awesome Fixed that for you.
I dont trust any of the tastes of people who were born with such good taste that they didnt need to find their way through trash. User Info: billygoten. Teleport is better the better you know how it works. It's great if you know your boundaries and build around the chances of failure.
It's better if it suits the character to be able to get around obstacles and height. It comes down to whether or not the close-by obstacle and height ignoring are going to be more useful than crazy move range or if stretching the range is worth the chance of failure.
User Info: clutch I agree that teleporters have the advantage, but I like my movement abilities like I like my weapons: Consistent.
Teleport is like an axe. You can get by with it, but it only occasionally does anything impressive enough to be superior to a normal sword. Just my opinion, though. It comes down to whether or not the close-by obstacle and height ignoring are going to be more useful than crazy move range or if stretching the range is worth the chance of failure THAT is what I was trying to say earlier Alright, Archael, so basically you've turned this into: Which is the better move skillset in 1.
So it only works on humans. There are lots of options here, but again, some generally get more play than others. Dual Wield tends to be the absolute top tier for this spot, not only on physical characters who you want to be able to attack twice, but also on mages so they can equip two MA-boosting rods.
Generally, weapons give great passive benefits, and doubling up on them improves a unit greatly. Attack Boost and Arcane Boost have their uses on physical and magic characters, respectively.
Attack Boost is generally a good idea for most of those unique knights that get thrown into your party throughout the game. Likewise, Swiftness has its uses for mages, roughly equal to Arcane Boost in terms of usefulness. For movement there are really only 3 options.
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