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Rdm/Shikari
Whm/Shikari
Monk/Time
Rdm/Shikari
Whm/Shikari
Knight/Time
Rdm/Shikari
Whm/Foebreaker
Monk/Time
Rdm/Shikari
Whm/Foebreaker
Knight/Time
For fliers the knight doesnt have access to shades of black, and even though the monk does it doesnt need it cause poles. Also the rdm spells will probably enough (like the black mages were last playthrough). That would lean me toward monk/time but all its best support spells look late game. Knight/Time does appear to be able to perform better in this role early and mid game due to having acess to its healing spells earlier? The other thing on my mind is if both of these ae good enough to main heal...why use a whm at all?
The first is Shikari/White Mage. Shield + Main Gauche is great for when evasion still works, and since it's also the main healer you can afford more berserk uptime on the rest of the team, vastly increasing damage output. Shikari/Red Battlemage is a possible alternative, trading offensive casting for the (imo better) two offensive WM buffs Bravery and Faith. Once evasion stops being useful, this can transition into a damage dealer with Yagyu Darkblade + Black Robes.
The second is Machinist/White Mage. I mostly play this as a gun turret, early Arcturus/Mithuna + Berserker Bracers and let her rip. The White Mage part is mostly a fallback, but with some micro it can also be used for out-of-combat buff uptime (unequipping Berserker Bracers). At postgame, this is my preferred superboss tank, using Reverse (I refrain from using Wither on superbosses). It has the advantage of having access to both Bravery and Hastega, meaning it can tank but also maintain those two buffs on the other two (berserked) damage dealers. Powerful spot-healing is also an option using Dark Shot + dark absorbing gear (since guns can't miss and will hit for about 100% of HP).
I find Time Battlemage extremely overrated and largely superfluous. Haste during early game is often pure overkill, particularly if you're already making liberal use of berserk and/or are grabbing insane weapons early on. Hastega is also available to a Machinist, which if you get the good guns early will be an absolute wrecking ball - while Time Battlemage just stands there not really doing anything.
Foebreaker is even worse, since it doesn't really add anything unique. Monk has natural access to Expose/Wither, the two most important breaks by far, but also brings more utility (like Bravery) and better stats (max HP licenses, max Battle Lores). There's really no objective reason to ever bring a Foebreaker.
I find White Mages are most attractive not because of their healing, but because they're the only job that has both mystic armor (for Black/White Robes) and the two damage buffs (Bravery/Faith), and it also supplies Green Magicks for tanking. If it was just about healing, a Monk or Knight can totally handle it, and even a Red Battlemage isn't terrible at late game healing.
How much you get out of everything depends a lot on how you like to play, though. There's many ways to approach things, and it's not like the game is hard enough to force you into one particular path. I'm just doing what I consider the path of least resistance based on how I usually play.
I never picked time mage for haste it was more disable, float and berserk etc without wasting time farming 99 motes or the gil to buy 99 of every mote + bacchus wine all the time. Honestly i sorta feel like a rdm is useless if you have a whm blm and time mage in the party too. Its main thing imo is ardor which only comes when the game is almost over...and its still an element so naturally will be absorbed/resisted by some enemies. It can also give dark robes to shikari hence why i wanna try rdm/shikari this time since my last playthrough was shikari/foebreaker but seriously there arent many battles where you really need it. Yiazmat was a joke with just darkblade.
Since this playthrough im trying to make the rdm a pseudo blm via chuchulain thats another reason why im using it. I had rdm/arc last time but only gave it chuchulain very late on so just curious how it fares until it gets that esper is all. Another reason for not running blm/rdm is i realised rdm provides almost nothing to blm outside of ardor at the end of the game except healing and disable, and has the lowest hp of any combo iirc. When you just wanna nuke thats all kinda pointless
Have a feeling monk/time is more.of a late bloomer compared knight/time in the support role
Black/Red gets 2115 hp from licences without having to use any espers. It's missing #2, #9, and #12 so it's 920 less than a Monk and 420 less than a Shikari/Red. It's actually a pretty good combo for HP coverage on a dedicated caster.
By contrast, White/Time caps at 1360 and that's only if you burn two espers on HP nodes. Last I checked, that was the lowest health combo in the game and it's one of the reasons I usually advise against it.
*edited - Missed the #9 license in the first comparison.
The whm/shikari is also very good too. Both of these with main gauche, shield blocks are pretty much untouchable unless going up against much higher enemies (like for instance the feywood as soon as you can because evasion and shield block doesnt help there as the enemies do way too much damage)
I prefer the knight/time to the monk/time also but thats because a) i have karkata and b) monks best whm spells dont come till much later. Tbh the knight with any weapon prob still does more damage. The knight/time ia a very good combo imo
I don't understand what you mean. Evasion has nothing to do with enemy stats or levels or how much damage they deal. Some enemies (mostly endgame marks/bosses) have the Ignore Evasion augment which makes them ignore evasion completely, but that's it. Against everything else, evasion is calculated based purely on the character's evasion stats (shield evasion/weapon evasion/parry), regardless of the enemy's stats, damage, or level.
Whm/Shikari (steals then attacks)
Rdm/Shikari (oil+fira). When theyre immune to oil and/or fira i just attack normally. I have weapons stronger than main gauche now as at the salikawood but still prefer to keep main gauche on. Cant be bothered checking each enemies element weakness and altering gambits evwey 5 steps)
Knight/Time (disable then attacks which cause confuse)
The only difference is i have the buffs shared with all 3 characters this time as opposed to just whm/time in the last playthrough which was supported by a Blm/Monk and a Shikari/Breaker (which was the stealer) for trash and then knight/bushi came in on bosses instead of the blm
Well when i went to the feywood those enemies must ignore evasion then because both shikaris couldnt last more than like 3 hits. The mandragoras and the mirror knights completely destroyed the party. When i mentioned damage i didnt mean it has anything to do with evasion...just that the times they were getting hits in was just too much damage too quickly thus rendering main gauche useless (no weapon would matter tbh as my levels are too low to kill them/withstand their hits long enough). I could have no evasion against a rat but it would still be fine since the hits im receiving are irrelevant
Neither of those has Ignore Evade. In fact VERY few normal enemies (i.e. not rare/mark/trophy/boss) have Ignore Evade.
I can't speak to what you meant, only to what you said :P Also, try using Disable or Immobilize. You can farm the Abysteels in the Henne Mines back entrance (via Feywood) at low levels even though they're lvl60+.