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Create Powerful Troops

Posted: 29th March 2005 13:59

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Cactuar
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This thread is to create powerful troops to kill all in battle.

I gave mine a nickname...

Holy Monk

Punch Art.....................Master
Math Skill.....................Master
Counter or Hamedo
Magic ATK up
Move +2 or Move +3

Punch art is for the earth slash and the wave fist, if you can't target the enemy with the Math skill. This takes a crapload of training and a lot of patience, because you need to be good with magic and physical attacks to use it. It is really good with Ramza, because he starts with 70 Faith and 70 Brave. The higher the brave, though, the better.

The items he can equip can be a problem. The monk martial art ability does not limit you to a certain power as swords do. The power comes with the price of equiping items, though. If you switch your support ability with the Knight ability Equip Armor, you will get the HP bonus and the fist ability. I recommend this only with high faith, though.

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Posted: 29th March 2005 14:27

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Well these People aren't my ultimate warriors, but they've done some damn good butt saving numerous times

Power Archer
Charge 1-10
Squire: Accumulate, Heal (most used abilities)
Counter Tackle (For those enemies who dare to cross the boundaries)
Jump +1

Healing Monk
Punch Art (Repeat Fist, Chakra, Wave Fist, Secret Fist, Revive, Turn Fist)
Item (Potion, Hi-Potion, Phoenix Down, Ether, Hi-Ether, Echo Grass)
Throw Item
Counter
Move +2

Balanced Mage
Elemental (Hell Ivy, Water Ball, Pit Fall, Carve Stone)
White Magic (Cure, Cure 2, Raise, Raise 2, Protect, Shell, Wall, Esuna)
Weapon Gaurd
Equip Shield
Move +1

I usually have my Monk go a little on ahead and weaken some of the upclose enemies while my Archer takes out the ones far away (if she can't reach 'em I have her accumulate for a while to make the attacks stronger), or the ones that pose a greater threat (Like enemies that have support/attack magic) and I always make sure that my Geomancer stays close incase of some emergency healing, meanwhile she weakens the enemies with Hell Ivy or Pit Fall (Carve and Water if it's available). This strategy proved succesfull while at the battle at the Execution Site, and it REALLY helped that Ramza managed to take out the two Enemy Archer's cross bows (with Weapon Break ofcourse). Of course I'm barely on Ch.2 so these aren't my ultimate fighters, but for now they are mighty damn helpful.

This post has been edited by Bum's Rush on 29th March 2005 14:28

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Post #78028
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Posted: 29th March 2005 16:12

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You want power? I'll give you power.

Angel of Death

Female Lancer
Super Javelin
[nothing]
Ribbon/Grand Helmet
Robe of Lords
Chantage
Jump (maxed out)
Basic Skill
Speed Save
Two Hands
Move +2/Teleport

This lady does damage and lots of it. Don't Jump with her, because you WANT her to get hit with attacks so she can Speed Save (hence the Two Hands). Just move in and attack, use Accumulate if you're out of range. If a battle rages on for awhile, she'll get real fast and real strong. The helm and movement abilities are really about preferences; Teleport vs. Move +2 and status protection vs. relying on the Chantage less.

Dragon Tank

Male Lancer
Super Javelin
Gold Escutcheon
Grand Helmet
Robe of Lords
Bracer
Jump
Punch Art/Item
Dragon Spirit
Attack UP
Move +3

Nearly unkillable. Between automatic Shell and Safe, reaction auto-life, and the best shield in the game, he is a near-invincible tank. Have him cruising around Jumping all over the place, only stopping to either use Item (for Chemists) or Chakra/Revive (for Punch Artists).

Warrior Mage

(preferably) Female Geomancer
Rune Blade
Rune Blade
Flash Hat/Ribbon
Robe of Lords (I love the Robe of Lords...)
Setiemson/Chantage/Genji Glove
Elemental
Draw Out
Speed Save
Two Swords
Move +2/Teleport

Basically a Female version of my usual Ramza setup, very balanced with an MA focus. Geomancer has decent base magic stats, but pump those up with Rune Blades, the Flash Hat, the Robe of Lords, and whatever accessory you should chose. Draw out and Elemental are DEADLY with this one, and moving in close and hacking away with dual Rune Blades isn't such a bad idea either (especially with bonuses from the Robe and possibly the Glove. I really can't reccomend making this one a guy, because of females' inherent higher magic power and ability to equip perfumes. The Chantage allows you the freedom of immortality, but the Setiemson or Genji Glove makes for more of a high risk/high reward character. You decide. (EDIT) It might not be a bad idea to replace the Two Swords and dual Rune Blades with an Aegis Shield and Magic Attack UP (and in turn Speed Save with Blade Grasp or Weapon Guard), if you're certain that she won't be venturing in to the front lines.


Light of Judgement

Female Wizard
Wizard Rod
Flash Hat
Wizard Robe
Setiemson
Black Magic
Math Skill
Whatever, it really doesn't matter
Magic Attack UP
Teleport

The best Math Skiller in the game (other than Reis). Your equipment gives you a total of +6 to MA to the highest MA class in the game, and adding MA UP and Haste is almost overkill. If you know how to use Math Skill (and take the time and patience to train a Calculator) then battles won't take more than two of her turns.

This post has been edited by laszlow on 5th April 2005 14:55

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Posted: 29th March 2005 16:35

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Great Googly Moogly blink.gif I just love how you just came out of nowhere and said "You wan't Power!?! I'll Give you Power!!!"

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Post #78045
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Posted: 29th March 2005 22:54

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I think of this sometime ago:

Job: Black mage
Weapons: Two wizard rods, or Wizard rod and Faith Rod
Head:Flash Hat
Armor:Wizard robe
Acc: Genji Gaunlet

Commands:
Black Magic
Draw out (or Talk skill)
Dragon Spirit/Blade Grasp(I prefer Counter flood)
Two Swords
Move on Lava(just kidding..) Teleport

well,basically is the same as Laszlow´s Light of Judgement setup, but with no magic atk up skill,works very well with the Draw Out command, you have both Curative and Protecting Sword skills, and powerful black magic. thumbup.gif The bad part is that you`re quite weak.








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Post #78123
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Posted: 30th March 2005 04:11

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Setiemson is the best perfume for women. It gives haste, if I'm right. I also like Chantage.

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Posted: 30th March 2005 04:25

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Quote (Blizzard_Wizard8 @ 29th March 2005 23:11)
Setiemson is the best perfume for women. It gives haste, if I'm right. I also like Chantage.

Agreed, but why is that relevant? Setiemson gives Haste and Invisible as well as MA +1. Chantage makes any female character immortal, giving them permanent reraise and regen. Giving a female character (especially a frontliner) a Chantage takes away all of your conservative strategies; you don't need to worry about defense 90% of the time, the other 10% being replacing Ribbons with strong helmets so they can survive and use reation abilities (like the super-useful Speed Save). Come on, if you're going to reply, at least post a kickass setup like the others have, I love checking out all the variety cool.gif .

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Post #78187
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Posted: 30th March 2005 06:45

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Lunarian
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My Ramza set-up ALWAYS works for me...

Knight
Brave 97 Faith 70

Ragnarok
Save The Queen
Grand Helmet
Reflect Mail
Sprint Shoes

Battle Skill (mastered)
Guts (mastered)
Auto-Potion (99 X-Potions whenever possible)
Two Swords
Move HP-Up

Power personified. A Knight with two Knight swords with Protect and Shell, respectively combined with the Reflect Mail to be protected from all attacks, reflected or not. Recovery is negligent with Move HP-Up and Auto-Potion which recovers a great amount of life per movement and whenever attacked with the high Brave level. I use Guts to get the extra boosts to myself and nearby party members.

This post has been edited by FabulousFreebird on 1st April 2005 21:57

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Post #78228
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Posted: 30th March 2005 17:22

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Meliadoul
Priest

Rune Blade
----------
Thief Hat
Robe of Lords
Chantage

White Magic
Mighty Sword
Blade Grasp
Equip Sword
Move +3


This would be my favorite setup at the moment. Four inherent status effects (Protect, Shell, Regen, Reraise) helps out the priest, and Mighty Sword, since it's main purpose is to break equipment, works well on a sword-weilding mage. It's mostly for novelty besides the obvious status-enhancing, but she does pack a punch regardless.

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Posted: 30th March 2005 17:55

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Bah the only setup I really like is Shotgunnova's for Meliadoul.

If I have to give one it would be my Blood Knight's.

Blood Knight
Job: that can equip swords/shields/robes

Stats
Brave: 97
Faith: Low if you want but you shouldn't care
High PA (if not really high)
Medium/High MA
Speed isn't an important stat here

Equipment
Blood Sword
Escutcheon II
Ribbon (who doesn't like this one?)
Robe of Lords (of course!)
Feather Mantle

Skills
Appropriate with the job
Any that you think may be useful, recommanding Elemental
Counter
Attack UP
Move +2

Summary:

100% Block/Evade rate from front and sides, 40% Evade rate from back, 80% evade rate for most spells in the game, Immune to every bad statuses, Permanent Shell/Protect (2/3 damage taken), Has 5/6 Move range & 3 Jump range, Counterattacks 97% of the time from a direct physical attack, thus attacking back and draining away HP if not all of it's opponents. The only real Enemy are Undead but If you use Elemental they won't even be able to come near you taht they will be already dead...

So isn't that true power?

With that setup my lvl99 Agrias with 64 PA, 12 speed, and 18 MA can really kill anything on her way... counterattacking of 960 on almost every enemy and gaining back that amount is being how could I say, an Immortal Being?

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Post #78281
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Posted: 31st March 2005 06:15

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If you switch out Attack UP for Maintenance, you'd be much more secure. As is, any skill that hits 100% of the time could murder you (especially Mighty Sword) and without a fallback (No Chantage?), chances are you're going to stay dead.

No character is infallable. =p

But, if I may ask, why did you choose Move +2 instead of Move +3?

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Posted: 31st March 2005 06:49

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He put in Move+2 because the character has to be female if it can equip a Ribbon. So basically your setup concentrates on evade and counter? Like Shotgun said, any ability with a perfect hit rate that doesn't depend of faith screws you, like any of the Sword attacks or Draw Out. However, that setup is probably super-effective against the AI because they would just keep throwing enemies at it stupidly. I like that setup all right but I still don't like the lack of Speed. Speed is the most important stat in the game, and at a medium level (say 50 or so) a Knight would have probably a Speed of 9 or so. That bothers me.
Edit
Also, why make your secondary Elemental for such a PA-focused setup? It might be a better idea to make your secondary a Sword ability (assuming you're using Agrias or Meliadoul) or something more physical like Punch Art, or perhaps making the secondary ability Dance so she can at least be productive while she's tring to lure enemies into attacking her.


This post has been edited by laszlow on 31st March 2005 13:05

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Post #78383
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Posted: 4th April 2005 12:52

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Cactuar
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If you gave the knight two sword ability and always had the Excalibur, you would always have haste and you wouldn't have to worry about it.

Edit
Actually, in my game I do have an unfallable character, or one that just falls one million times and never turns to crystal. I equip Chantage to one of my female monks (love that job) and every time she dies she comes back to life. The reraise never goes away. It is an awesome item.

laugh.gif NA NA NA NA NA NA HA HA HA HA HA


This post has been edited by ArcKnight5000 on 4th April 2005 12:55

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Posted: 4th April 2005 23:13

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A chantage for immortality? It's totally useless for me because I am always going solo VS all...

and anyway +124HP per turn wouldn't change much.

As it is for maintenance, I only equip it VS Divine Knights (Rofel) because VS knights it's absolutely useless with the evade rate my char got.

The Feather Mantle was by far the best accessory I found for this setup because my HP are NEVER going below 700. 700 because there is a 3% of mising a counterattack, and the % to miss the enemy.

I must say taht Concentrate would have also been a really good support ability to quip but it would have been only x1 hit, taht means less 1 hit killing coutnerattacks. sad.gif

Edit
Because Elemental can attack from much more far. While the best Holy knight sword can attaack from a distance of 5 in a straight line.

And with the maximum enemy units of 11 per battle, Dancing isn't too effective as it costs too much time to cast.


This post has been edited by Zodiac on 4th April 2005 23:22

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Sayonara
Post #79016
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Posted: 5th April 2005 12:49

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Chantage is immortality, and it also has the regen stat that makes you even better, getting health back and such. If you had a good weapon with a good effect *cough Excalibur cough* and a good armor *cough Robe of Lords cough* you would have a fast, protected, shelled, regened, and reraised character permenently. I usually base some of my power on my items, though once I did go through the game with nothing more than what I started with.

Imagine... A dagger all the time!! wacko.gif

Edit
And, for the record Zodiac, you never know when that 1% chance could hit. Actually everything in the game is 50/50. It will either hit or it won't. Check and mate.


This post has been edited by ArcKnight5000 on 5th April 2005 12:52

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"There is not a liberal America and a conservative America - there is the United States of America. There is not a black America and a white America and latino America and asian America - there's the United States of America."
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Post #79101
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Posted: 5th April 2005 14:50

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Quote (laszlow @ 29th March 2005 23:25)
...Chantage makes any female character immortal, giving them permanent reraise and regen. Giving a female character (especially a frontliner) a Chantage takes away all of your conservative strategies...

We've been over that. Combining a Chantage and a Ribbon makes any female character virtually invincible. And ArcKnight, what the hell do you mean "everything in the game is 50/50. It will either hit or it won't..."? EVERYTHING in FF Tactics can be calculated by simple formulas - there are never any randomized damage stats. If his net physical evade is 99%, then attacks have a 1% chance of connecting unless it is a human with Concentrate, and over time his blood knight will receive 1% of the damage one could have received if every single attack connected (his magical evade is something like 80 or 85% percent, methinks). For his purposes, Zodiac has an excellent item setup there. If Zodiac were to give his BK a chantage in lieu of a Feather Mantle, her evade would suffer and she would run a stronger risk of dying (albeit temporarily thanks to that Chantage) and thus be unable to serve her purpose - sticking around to evade and counter enemy attacks. I used Chantage for my Angel of Death setup because she is one character whom you WANT to get hit, in order to activate Speed Save. Whatever you're trying to argue, ArcKnight, you're losing.

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Post #79108
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Posted: 5th April 2005 16:05

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Black Mage
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Quote (laszlow @ 5th April 2005 09:50)
EVERYTHING in FF Tactics can be calculated by simple formulas - there are never any randomized damage stats.

Actually, Dash, Throw Stone, Repeating Fist, axes, hammers, bags, Phoenix Downs, Cat Kick and Tail Swing on monsters, and critical hits all have random modifiers on their damage/healing. I think what you're looking for is that there are no randomized success rates. Other than that, looks good. tongue.gif

As for my own supercharacter...well, "super" is in the eye of the beerholder...

Oracle (female, 97Br/84Fa)
Time Magic
Damage Split
Two Hands
Teleport (or Move+2)

Whale Whisker (Ivory Rod until you get it, Octagon removes statuses)
-
Flash Hat
Robe of Lords (Light Robe until you get it)
Magic Gauntlet

The nifty thing about sticks is that their physical damage is based on MA, which is pretty easy for casters to load up on (with the added benefit of boosting your already-high spell success rates). And of course, Two Hands doubles that damage. Sure, HP is a little low, but that's nothing new to anyone using Ninjas or Monks, and Damage Split effectively doubles her HP against any enemy that can't kill her in one hit, between that and status anomalies you won't need to worry about her dying. (Blade Grasp *is* more effective against physical damage, but does nothing for magical. Plus, it makes me feel dirty...) All the status-changing power of Yin Yang and Time Magics make for some messed-up enemies, plus Quick to get her in position quicker. Your most-used spells are pretty quick to charge, so Short Charge is no big loss.

Plus, I always liked the way female Oracles look.

...I suppose you "could" swap out a Chantage for the glove, but really, what's the fun of being immortal? biggrin.gif

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Posted: 5th April 2005 18:07

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Dude on a Walrus
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Quote (red_beard_neo @ 5th April 2005 11:05)
Quote (laszlow @ 5th April 2005 09:50)
EVERYTHING in FF Tactics can be calculated by simple formulas - there are never any randomized damage stats.

Actually, Dash, Throw Stone, Repeating Fist, axes, hammers, bags, Phoenix Downs, Cat Kick and Tail Swing on monsters, and critical hits all have random modifiers on their damage/healing. I think what you're looking for is that there are no randomized success rates. Other than that, looks good. tongue.gif

Ha, touche. At least none of those abilities were featured anywhere in my argument above. Who uses axes or hammers anyway?

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Post #79128
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Posted: 6th April 2005 13:49

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Black Mage
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Quote (laszlow @ 5th April 2005 13:07)
Quote (red_beard_neo @ 5th April 2005 11:05)
Quote (laszlow @ 5th April 2005 09:50)
EVERYTHING in FF Tactics can be calculated by simple formulas - there are never any randomized damage stats.

Actually, Dash, Throw Stone, Repeating Fist, axes, hammers, bags, Phoenix Downs, Cat Kick and Tail Swing on monsters, and critical hits all have random modifiers on their damage/healing. I think what you're looking for is that there are no randomized success rates. Other than that, looks good. tongue.gif

Ha, touche. At least none of those abilities were featured anywhere in my argument above. Who uses axes or hammers anyway?

Well, axes are further hindered because they're inherently two-handed and only usable by squires (unless you use Equip Axe as your support skill), but I sometimes equip hammers on ninjas, at least until Spell Edges become available. (Never gotten a Scorpion Tail, if I found one it might be worth using at endgame.) My big use for hammers is as throwing weapons -- Morning Stars are the only buyable weapon with an attack power of 16, and are fairly cheap at that -- but when thrown, their damage isn't random, so that's a bit beyond the topic.

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Post #79280
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Posted: 7th April 2005 21:08

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Cactuar
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Well,I always set up ramza like this. Ninja.Short,sweet,and to the point biggrin.gif

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