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Character Build Suggestions

Posted: 13th September 2004 00:12

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Climbing Marle!
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Well...as some of may remember, I was making a Trojan War theme FFT runthrough. I won't get into details with the characters, but I have 11 so far and plan to hire two more before I'm through. This would, understandably, result in a lack of unique builds. Here are some characters I need some ideas for (I'll just refer to them by the class name):

»Archer- Charge, Battle Skill, ???, Concentrate, ???
I need some ideas for a Reaction ability (I don't plan on him being hit since I'll use the following character to stand in front of him), a Move ability, and possibly a second skillset.

»Knight- Battle Skill, ???, Blade Grasp, Magic Def UP (I think it's called that....the one you learn from the Priest), ???
This is definitely out in the open. This character is supposedly to function similar to a wall. He can take hits left and right, but deals little damage. So...I was thinking about either using the set-up above (including an accessory protecting vs. lethal status ailments....really he can only be damaged by magic in this case, and even then it's minimal), or giving him the Defender and the Escutcheon II and equipping him with Weapon block (135% chance to avoid a physical attack and 50% avoiding magic? Much better than 97%). No ideas for a second skillset or a movement ability.

»Lancer- I'm not even going to bother mapping this out since this is so open. My plan is to make him extremely fast so his Jump is basically instantaneous. This could mean making him a Ninja instead and giving him Equip Lance and giving him Jump and a secondary skillset. Ideas are appreciated.

»Monk- Punch Art, Basic Skill (accumulate), Counter?, Two-Swords/AttackUP, ???
The Monk is Achilles, so as you probably guess, he is an obsulte powerhouse. He stays back and accumulates the day away until the enemy comes to him. Then the battle is won. There is nothing better than watching a level 11 Monk do 572 damage and heal 250 with Chakra. I'm not sure about whether to use Two-Swords so he becomes beastly at close range, or if I should give him AttackUP to benefit the Punch Art skills as well. No idea for movement skills.

»Physical Attacker of some sort- Okay, all I've got for this character is that he is going to be a close-range physical attacker. I already have a Monk, FAST character, and a Knight powerhouse (Knight, Two-Swords, Blade Grasp, etc.), so I'm not quite sure what to do with this one. No Samurai yet, though.

Any other favorite builds are welcome, since there's still the matter of the two characters I am yet to hire. Any ideas are appreciated.

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Is PJ
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Posted: 13th September 2004 01:59

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Holy Swordsman
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For the Archer, I'd recommend using speed save and ignore height as they are more powerful (with bows) when faster and have better range higher up.

The Knight, I'd recommend using Item and Throw Item. Magic Defend Up will seldom be neccessary if you have this one equipped with Escutcheon II and a Feather Mantle (115% physical and 80% magical). This way he can heal everyone around him. Then, give him Move +3 so he can go all over the place.

As for a jumping ninja. Sounds pretty good if you are okay with his low HP. If you are, great. Throw on short charge and you're gonna be a happy man. If not you are not okay with low HP and would want to have equip armor try a lancer with short charge. They are quite nice.

With your monk, I myself enjoy accumulating for ridiculous amounts of damage. I'd put on an angel ring and use MP Switch and Move MP-up so unless you get cornered you have virtually limitless HP and a second chance if you do get cornered. Also, I'd go with Attack Up to help your skills as with basic skill you will end up doing enough damage to kill just about anything in one hit.

As for a close-range physical attacker. geomancers are a good choice. equipped with an Aegis Shield (for MA boost and MA block %) and a Feather mantle, they are quite difficult to hit. Put on counter and concentrate. Use walk on water for move to be different. I enjoy using steal as a secondary, it might be useful here.

As for some setups I like:

Black Mage (Female) Summoner (Female)
White Magic Draw Out
Counter Flood Blade Grasp
Short Charge Magic Attack Up
Move +2 Move +2

Faith Rod Wizard Rod
Thief Hat Thief Hat
Wizard Robe Robe of Lords
Chantage Chantage
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Posted: 13th September 2004 02:36

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Climbing Marle!
Posts: 1,640

Joined: 21/6/2004

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I like the ideas for the Archer and Knight...I was considering Speed Save myself. I'm not so sure about the Monks. If they need to be healed, I just use Chakra with one of them for 200+ HP and quite a bit of MP. Plus, I'm relying on them to one-hit KO everything (maybe two hits between them, but they shudnt hit more than twice). AttackUP sounds good, though. As for the Lancer, I didn't know that Short Charge worked for Jump. If it does, then awesome! The Geomancer sounds great as well...I completely forgot about them. I have a Theif already, however. Who knows...I may end up trying one of the Mage suggestions too (I definitely want to implement Draw Out somewhere...). Thanks for the advice! thumbup.gif

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Is PJ
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Posted: 13th September 2004 08:50

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SOLDIER
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IIRC, Short Charge have no impact on Jump delay, but I may be wrong. Anyway, if you want to use a ninja as an additionnal attacker, throw in Martial Arts and give him any PA boost equipment you got (Bracer, Twist Headband and Power Sleeve comes to mind) : you'll be surprised with the result (the fastest and most mobile unit of the game with the ability to kill anything in one turn...nifty).

As for your knight, if you want him to be really impervious to anything, just use Abandon as a reaction skill : with the Escutcheon II, he'll be impervious to avoidable magic (Holy, Summons and other nonavoidable attacks will still reach him) and impossible to hit from the front and sides (throw in a Feather Mantle if you want him to be protected from behind).

As for using Draw Out, nobody is more efficient in this area than Ramza himself. Put him in Squire, with every MA bossting equipment available (Rune Blade, Aegis Shield, Flash Hat, Wizard Robe and Magic/Genji Gauntlet is the best setup), and Magic Attack Up as a Support Skill (and MA Save as a reaction if you want). He'll already do a huge amount of damage with this setup, especially when you have access to the upper level Katanas (the amount he'll do with Chirijiraden will be obscene), but what makes Ramza the ultimate user of Draw Out is his ability to boost his MA along with his Speed when using Scream.
Of course, the setup above will be good for any class with a high MA (like Wizard), but Ramza will be especially good, because of scream and the fact that in squire, he have more HP than in any other Job.

As for a Mage unit, I'll rest with the now worldwide famous Wizard with Math Skill. No unit is more powerful that this one.
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