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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.
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.
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.
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!
Thanks for pointing that out. That's what I get for posting while having an insomnia attack.
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,