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Warrior, Red Mage, White Mage, Black Mage. It's a bit more magic oriented but it's an excellent setup since you have two strong fighters, two healers, and two magic users.
Your party setup is good for a more melee focused build Jeftah but you are discounting the thief for a flawed reason I believe.
The Thief while lacking magic till class change has a wide array of weapons. Tends to dodge more often, Hit more often, and easier to escape while not having the magic resistance the red wizard will have. He has far higher Defense. You will fine as a Thief/Ninja they crit more often then any other class. I have personally beaten every version the game and have done solo class and solo character runs on all versions expect white mage on the nes version never could get that. did it fine on gba and psp versions through 1 white mage only run is a tough run to do.
For Heavy heavy physical focus a lot of people would recommmend Warrior, Warrior, Red Mage, And either White Mage or Red Mage. Allowing for heavy htting and a more more casual relaxed deal. In fact It's Warrior Warrior, Red Mage, REd Mage tends to be the go to choice for the best speed runners a lot of time.
For a Heavy heavy magic focused most would go Red Mage, Red Mage, White Mage, Black Mage. Which is quite powerful but can be a very expensive run due to the amount of spells you get and you rather lack in the defense department.
For a pretty lazy run where you don't focus to much. I'd personally recommend Monk, Monk, Monk, White Mage. The monks lack magic resistance till the Master forms but this makes it where you only really need to buy gear and spells for the white mage who is your focused healer. While the 3 monks bash the others in with ease. Downside to the build is the lack of aoe but monks come very high levels are very powerfuly.
If you desire a more of a challenge and want to get into the harder runs doing a solo character run is by far where the big challenges come into play with this run. If you were going to do it. I'd recommend a warrior or red mage solo char run to begin with. Considering this game will be using the point system like the nes over the np system white mage will be considered the ultimate death run since they point cost system they dont get enough before they run out so it will suicidal. Monk and thief are considered very hard due their design but come high level they tend to tear through enemies.
Designing your first team:
While most have already played this game and know what they are doing there. For most newcomers to this game you really want at least a warrior and white mage in your team. As for the rest it's pretty open from there. Good setups tends to have a balance between melee, offensive magic, and support magic. Giving up one of these areas makes the game harder but still doable. Giving up two of these areas is when we get to challenge areas for the more advanced players. Most find this games story to be lacking from my history talking to people but this is a classic. The replay-ability is high and you will find yourself experimenting with different teams.
But thats my two sense on the game
Mages sucks just as much in the first installment, while having 1 party member able to heal yourself can be useful, I would never get more than one. Red Mage is probably the better one as he can heal yourself and have access to Fast which is the best black magic spell in the game.
considering you can beat the game easy with some game knowledge with just solo redmage. i dont think it matters much unless they keep those old NES bugs in
Well reasoned points friend, I will have to disagree with your view on magic. Attack spells are mostly supplemental to get you through some of the earlier parts of the game where large mobs of monsters (some of them with high physical resistances) appear and are hard to defeat.
But by the end of the game black magic is mostly useless while a monk will be slightly hard to raise early on, from lvl 7 onwards he can carry his own without any expensive upkeeping (money that can be spent on your fighter and white mage).
The Red Mage in this team is there more for its utility early-mid game: Fire 2 will wipe out most of those pesky mobs that resist physical attacks and also the large hordes of undead together with Dia. Endgame, he can be buffed and equipped with a Masamune for decent physical damage, since damage spells are terrible by then.
My argument with thieves is that a monk or a red mage can do what thieves can do but much better. Monks hit way harder than thieves/ninjas and Red Mages have both schools of magic, decent gear selection and more spells. There's no situation where I think "man if I had a thief/ninja this part would be so much easier." I can, however, think that for nearly every other class, even Black Mage for different parts of the game (Marsh cave, volcano, undersea palace where AOE elemental spells are great to have). I've also played every version of FF1 except the MSX version, several mods like FF1 restored for the NES and the Mod of Balance for FF1 DoS. Again, even with the fixes done to thief in those mods they were redundant, and slightly higher flee and crit rates (due to higher Luck stat) isn't really something that would make them essential.
I do agree the probably *actual* best combination to be Warrior Warrior Red Mage Red Mage, however that combination is *also* the largest drain on your wallet, bar-none (pun intended) which in OG versions of FF1 if you recall, gil is rather hard to come by and the prices of gear, specially Warrior gear is high. My suggested party will keep your fighter well equipped, and your mages stocked with good spells, and your monk only needs whatever hand-me-down rags he can get his hands on. W W R R is probably good for us grognards that know how the game works, but newbies will probably have a better time with the team I'm recommending up there.
You just reminded me I need to finish a few classes on the mob of balance still. lol
What big issue is we dont know if gil will be hard to come by till tomorrow while we know they wanted to restore the games to the orginal versions it would be silly not to think there was changes in the system we don't know about yet.
While gp/gil in the nes was a grind it wasn't so in future versions of the game. Tomorrow will be very interesting. I'm looking forward to it. Plus plan to stream it as well with a team my friends picked for me. lol
True, they did say there were some minor changes so we'll have to see! FOr me the game will release in about 20 minutes so I can't wait!
if the thief is hitting 2x at lv1 then agility is working properly cause each pt in agility added some accurcy which thief gets a ton of, he reaches 255 acc the soonest and therefore 8 hits and eventually the knight catches up. But if agility is broken again and only gives evade idk if its worth taking a thief unless its for challenge lol.
Assuming this works like NES (which, I agree, is kind of an assumption), WM is not all that far behind RM due to RUSE abuse. I believe solo difficulty tiers are:
1. Fighter, RM BM WM (some people put BM/WM into a 2 tier)
2. (BM/WM if you feel they should be in a separate tier from Fighter and RM)
3. Monk
4. thief (and it's a distant tier 4, BTW, as someone whose tried multiple thief solos on NES, PSX and GBA only to peter out at Astos, or Lich, the Thief solo's two big concrete walls)
Pound for pound, warriors do more damage at the early game, but thieves can get some wicked multi attacks in mid/late game.
End of the day, why not? Two warriors is boring and there's only so many named epics go to around.