Instale o Steam
iniciar sessão
|
idioma
简体中文 (Chinês simplificado)
繁體中文 (Chinês tradicional)
日本語 (Japonês)
한국어 (Coreano)
ไทย (Tailandês)
Български (Búlgaro)
Čeština (Tcheco)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol — Espanha)
Español-Latinoamérica (Espanhol — América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polonês)
Português (Portugal)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar um problema com a tradução
Then again, I went with the 12-job run, effectively split things up in a manner that gave me two parties.
And (I know this isn't time-mage specific, but still worth mentioning) Oil sticks to most mobs and is AOE, so combining that with your Red or Black blasting with Firaga is great for clearing paths.
Yeah im in the middle of a 12 job run where im using white time. This discussion pertains to a second run i will be doing where i wont place such restriction. So yeah I already know how ridiculously op flame staff+oil+firaga is lol. My whm casts oil, blm firagas. In that time my shikari is usually able to get one steal off. Not really sure how much more efficient it gets than that for clearing random enemies. Gets annoying when theyre immune to oil but like you say doesnt happen much
And also about the whm/machinist combo i agree thats my only issue with it...to get the hastega is when you've finished the game pretty much so its basically just a whm with a bit more hp for the whole of the game (cause if you wanted a pure machinist dps whm is one of the worst combos imo). I mean its a top tier support whm but for like a few optional extra bosses (which are probably ok with other whms anyway). Mind you hastega is acquired pretty late on time magic as well. The problem with whm/shikari is you dont get hastega (and neither does whm/foebreaker the other whm tank people talk about a lot..its pretty annoying the only two sources of it are too late to matter really). It also means that means one of your actual attackers would have to cast hastega and whatever else time magic and that means they're obviously not attacking...this is why im advocate for the white/time since you can focus on just dealing damage with two characters. Sure you get a lot to do but its manageable if you kust make the right compromises. I guess if someone wanted to split up the time magic without doing whm/machinist (famfrit) these would be viable options for attackers wasting turns buffing and debuffing lol....
Monk/Time
Shikari/Time
Knight/Time
Uhlan/Time
Obviously in a 12 job run tho people gonna be wanting combos like knight/bushi, shikari/foebreaker, and blm/monk tho. Not that i agree with combos like blm/monk tho as its just a nuker with hp (blm dominates the pairing so wastes all monks potential). And no i dont care about heals on a blm. The only time you would need to switch to poles is if a boss is immune to all magic. Since bosses already reduce or are immune to a lot of magic damage and enfeebles chances are most people go in with two berserked melees instead). People pair "opposites" a lot but there is something to be said about having the choice between two different melee weapons for the whole game instead of one. Like monk/uhlan for example...you could just roll with whatever the best katana or spear was at any given time and one focuses on phys def weak enemies and the other focus on mag def weak enemies. I dont think you even need the two "fliers" split up either unless you want genji gloves on monk poles because you have a mage which deals with fliers anyway lol, along with possibly shades of black and telekinesis on other characters
That said, I could have given Famfrit to my White Mage/Machinist to get lots of late-game time magic, but I decided to give him to my Black Mage/Monk instead. So far, the extra Arise has been much more useful than the Machinist's time spells.
Dont you still need to actually find/buy the hastega spell even if you beat famfrit at the start of the game and have the licence points for it tho? I mean what would be the earliest stage you could get the spell from the great crystal as you say AND beat famfrit? I dont know where famfrit is but i havent encountered it yet. Trying to hold off on checkinh a guide every 5 mins for everything as it ruins immersion. The only time i do it is if i see an enemy pop up that ive never seen in an area before and check if its a rare game with a steal i can farm. I accidentally killed a few rare games (gladius drop, snake in golmore, and something else i forgot) before joining the hunt club so not sure if i screwed myself
Hastega is inside the Great Crystal, in the extra area you can't visit during the story portion. This is right before the dungeon where Famfrit is in. You can go and grab Hastega before you get Famfrit, but many people finish the story first before tackling the Great Crystal 2.0. In either case, the spell and the Esper are fairly close together in terms of progression.
You cannot "screw yourself" out of trophy game. Trophy game is very different from regular rare enemies, because trophy game do not even spawn before you are a member of the Hunt Club. The enemies you mentioned are all regular rare mobs that respawn as many times as you like. Trophy game does not respawn, and can only be killed once. But since you can't kill them before you are a member, you also can't miss the trophy they drop. So don't worry.
Do you find the Genji Armor / Helmet's innate counter traits to be worth the loss of defense and strength from upgrading to Maximillian / Grand Armor level gear? I like having my decoyed tank being able to dish out counter damage, and if you use reverse in harder fights the defense stat doesn't matter. Late game I am starting to use Bushi as my usual tank for this very purpose and it has been pretty effective, especially after you get the Kumbha and can pair with a shield for mobs that don't ignore evade.
For weapons like Spears, Guns, Greatswords, etc that have a low/no combo rate, it might be a decent choice, especially if your strength is already at or near the cap (or doesn't matter in the Gun's case) but I wouldn't set this up on a Glove-boosted Kumbha or Kanya user.
Counterattacks can't combo so the occasional normal-animation poke is just slowing down the charge cycle on your main source of damage (fast-animation combos).
I'm not sure I agree with this, but I don't really have data to back it up either. I've just found my countering tank to be causing more damage with Genji than with different armor, especially in areas where you get swarmed with a lot of enemies.
A situation where they CAN potentially be useful is during trash clears, where there's lots of enemies and you aren't really doing anything else. It'll still be a fairly minor part of your damage, of course, especially if you are using Main Gauche. Also, endgame areas are often riddled with undead and it might just be better to simply sit there and spam offensive heals on them (if your tank can cast). As before, the moment you're doing something else, counterattacks lose a lot of value.
All in all, it's a very very small benefit to put Genji Gear on a tank. It depends on the alternatives, of course. If you have someone else who would benefit from the stats (Genji Gear has nice stat bonuses) chances are they're better off with it just for that reason alone. Even if the gear is just lying around, you have to ask yourself if your tank wouldn't be better off using e.g. mystic armor to heal more, or light armor for more HP etc. YMMV with the setup you are running.