FINAL FANTASY XII THE ZODIAC AGE

FINAL FANTASY XII THE ZODIAC AGE

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What helpful / useful Gambits would you suggest to a new player?
So I am a few hours into the game (just got Basch and found out Penelo is stolen). I'm at around level 9ish so far, and I haven't picked any Job's yet, for any of my characters, because I haven't decided exactly which to go... other than I want my main character (Zaan) to be some type of tanky melee dps.

My question is, which gambits would you guys suggest a new player use that could help out a bit. I read on a post somewhere that someone mentioned having Foe = 100% HP - Cast Steal. Which seems pretty helpful. Are there any other good gambits I should setup early in the game? Currently I only have 2 slots for each character, since I haven't given them Jobs yet.

Also side note, if I am fighting more than 1 mob, won't my Foe = 100% - Cast Steal gambit simply spam Steal over and over on the 2nd mob that isn't being attack? Effectivly removing him from the battle with the first mob, until it is dead? Is there a different way to do this?

One more thing... do you guys think it's better to have your attack gambits set to Attack Party Leader Target, or maybe Attack Nearest Enemy?
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Hinnyuu Jul 8, 2018 @ 9:31pm 
Originally posted by VincentVolaju:
Also side note, if I am fighting more than 1 mob, won't my Foe = 100% - Cast Steal gambit simply spam Steal over and over on the 2nd mob that isn't being attack? Effectivly removing him from the battle with the first mob, until it is dead? Is there a different way to do this?
This is indeed what happens. Many gambits are actually "smart" in that they won't do redundant things (e.g. "Ally:Any -> Antidote" will ONLY trigger if the ally actually has poison) but unfortunately Steal is NOT one of those. You will keep stealing even if there's nothing left to steal, and it won't do smart targeting either. It's annoying, but that's what it is. Some degree of manual control is inevitable, either by manually stealing in the first place, or by precisely controlling which mobs are at what HP level.

Originally posted by VincentVolaju:
One more thing... do you guys think it's better to have your attack gambits set to Attack Party Leader Target, or maybe Attack Nearest Enemy?
My preference is actually "Foe:Lowest HP". That way you make sure the weak mobs are disposed off quickly, giving you less enemies to deal with. It also makes sure that people focus on killing one thing, rather than spreading their damage all over the place (and allowing enemies to keep on damaging you). But this largely comes down to personal preference - party leader target works very well, too, as do other combinations. Just think about how you like to do things, and adjust accordingly.

Gambits take a little time to get used to, and to adapt to your playstyle. Just keep in mind the governing principles - it goes down the list from the top until a condition is met, then starts again from the top. A common mistake new players make is thinking that it will keep going down the list after one gambit has fired, but that is not so; if there is a true condition above a gambit, that gambit won't ever happen until all the conditions above it are false. That means you need to be careful about what order you put the gambits in. Generally, heal/cure gambits do well at the top of the list (since it's usually important that your characters stop what they're doing and heal when it's needed) while attack gambits do well at the bottom (it's what you do when there's nothing more important going on). But you can also put some gambits below the attack gambits, which means they will only do those things when you're not fighting ("Self -> Libra" is a good one for that, for example).

Lastly, keep in mind that you don't need a "one setup fits all" gambit list - you can and should adjust them based on what you are fighting. Bosses often require you to do specific things based on the fight mechanics, and you might want to complete redo your gambit setup when you're e.g. fighting the endgame superbosses, tailoring it specifically to that boss.
Cromi Jul 8, 2018 @ 9:53pm 
Just a tip: If you're going to use Foe: HP=100% - Steal, then make sure that the stealer is your leader and the other 2 have the gambit "Foe: Party Leader Target - Attack. That way the 100% doesn't stay that way long. The problem here is that after the first target is hit, then your stealer will run for the next one which can get you into a mob pretty quick. I also add a second gambit ,when I can afford to, above the 100% steal that is Foe: HP <90% - Attack. That solves the spam problem.

I always have 2 desinagted leaders that hold all my targeting gambits and the others simply target the leader's target. But I also add the Foe: Nearest Visable gambit just in case my leader(s) are knocked out and someone has to take over for a bit.
Last edited by Cromi; Jul 9, 2018 @ 6:31am
Serafie1999AD Jul 9, 2018 @ 12:08am 
Originally posted by Cromi:
The problem here is that after the first target is hit, then your stealer will run for the next one which can get you into a mob pretty quick. I also add a second gambit ,when I can afford to, below the 100% steal that is Foe: HP <90% - Attack. That solves the spam problem.

Otherwise I do the same, except the Foe: HP <90% - Attack should be above the steal gambit, not below. Having the attack gambit below the steal gambit won't stop the steal spamming since the stealing takes higher priority, and the thief will just keep running to the next enemy for new steals. With the attack gambit above the steal gambit, and your allies attacking the party leader's target, you'll focus on one enemy at a time, and after that, you'll move to the next enemy to steal and attack.
Vixus Jul 9, 2018 @ 2:40am 
Best suggestion anyone can give you is that you should play the game on your own terms until you become comfortable with the system. Get your party to level 20 or so and by then you'll have a better grip on the mechanics. Btw, the above suggestions are good too.
At this stage of the game, stick to 'Nearest foe - Attack' and 'Ally 30%<hp - Cure / Potion' gambits for now, as you progress, more abilities and magicks unlock as well as more gambit options,
manually play the game for the first 20 levels.
Finally, Jobs are self explanatory, you choose what you feel comfortable with. You are not restricted to 1 job per character or 1 job per party, each character gets 2 jobs, second job option unlocks about 1/3rd of the game. All party members can choose a job even if that job has been selected by another party member.
Also, FFXII doesn't punish you much on your choices, a party of archers and machinists can beat Yiazmat (hardest boss in the game), albeit making things a little difficult.
Good luck man! :D:
Cromi Jul 9, 2018 @ 6:16am 
Originally posted by Serafie1999AD:
Originally posted by Cromi:
The problem here is that after the first target is hit, then your stealer will run for the next one which can get you into a mob pretty quick. I also add a second gambit ,when I can afford to, below the 100% steal that is Foe: HP <90% - Attack. That solves the spam problem.

Otherwise I do the same, except the Foe: HP <90% - Attack should be above the steal gambit, not below. Having the attack gambit below the steal gambit won't stop the steal spamming since the stealing takes higher priority, and the thief will just keep running to the next enemy for new steals. With the attack gambit above the steal gambit, and your allies attacking the party leader's target, you'll focus on one enemy at a time, and after that, you'll move to the next enemy to steal and attack.

Thanks for pointing that out. That's what I get for posting while having an insomnia attack.
Casurin Jul 9, 2018 @ 8:43am 
There are a few gambits that really help, but they are pretty obvious to figure out.


Early game there is that skill that heals when the character is critical - that is a good start. And for farming i have my healer with gambits for critical healing, then the Skill that restores MP when they are critical, then all the buffs, then normal healing.

And lastely - if you have a magic-user make sure to give them the CORRECT Gambit:
they exist for being able to take damge fomr an element and taking increased damage - have seen many people mix them up,
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Date Posted: Jul 8, 2018 @ 9:19pm
Posts: 6