CoN 25th Anniversary: 1997-2022
Best Job Combinations

Posted: 8th January 2007 19:52

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I've played the game quite a bit but it seems to go in stretches so I've never even really beaten it yet, let alone mastered it so I was just wondering what people's favorite job comboes are for primary and secondary skills.

From what I've toyed with so far, any mage and Punch Art is kinda nice because Punch Art provides the mage with some attacks that dont use up his MP and it provides Chakra which, even with the mage's low Attack, can give him back enough MP for a spell or 2. The trick with this is trying to equip the mage to get both MP and some Attack.

Another nice one just by looking at it is Knight and Geomancer. The Knight needs no help when he gets in close, but it doesn't hurt to weaken the enemy up on the way there and Elemental attacks are based off Attack Power, not Magic Power, so the Knight's boost to that helps increase the otherwise meager damage of the Geomancer attacks. And watch out when the Knight gets lucky on a Hell Ivy and Stops his opponent just as the Knight is getting ready to lay into him tongue.gif

I've never been a big fan of having a mage with another Magic skill as his secondary just because he becomes useless once he loses his MP but maybe there's some better ways that than I'm seeing.

Anyhow....post away and give me some ideas biggrin.gif
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Posted: 8th January 2007 19:57

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My favorite is giving Draw Out to a Wizard, Priest, Oracle, Time Mage, or Summoner. Draw Out is a powerful and varied skillset based on MA that doesn't use up MP, has no charge time, differentiates between friend and foe, and isn't dependant on Faith values for either the caster or the target. The naturally high MA values of the mage classes does a lot to help your damage on Draw Out skills, as well.

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Posted: 8th January 2007 20:03

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I usualy end up with a Samurai/knight. Samurai for a slight amount of range, and Knight for the end of the game power.

My favorites which are only attainable by the respective characters.

Ramza Lancer/Squire He can do damge from anywhere on the board, via ultima or jump, he doubles as a healer with guts.

Mustadio Chemist/Engineer He can bring yah back to life, kill dudes with magic guns, and make them stop moving/acting. I give him rediculous move and speed bonuses and he is just unstopable. (I also love the sound the gun makes, if only they shot gangster style)

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Posted: 9th January 2007 00:44
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Quote (putts @ 8th January 2007 12:52)
Elemental attacks are based off Attack Power, not Magic Power

Actually, they depend on both. The formula is [(PA + 2) / 2] * MA, so MA helps more than PA for Elemental damage.
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Posted: 9th January 2007 05:10

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I give Mustadio mastered Battle Skill and combine that with Concentrate and he has a good (not perefect) chance of strippin' his enemies' equipment, lower stats, an' good ole' Arm and Leg Aim. Spell Guns pack quite a punch, too, when I give him the Black Robe. I also boost his Speed with a Theif Hat and Sprint Shoes, but back on topic...

Due to my love of Magic, a Summoner with Math Skill along with the right calculations creates me a cool character. Summon Magic is undoubtedly heavy-hitters with Short Charge to help reduce vulnerable casting time and Math Skill requires a good magic library and gives no charge time, requires no MP, and affects everyone on the board. With just the right calculations and as less charging time with summons as possible and you've got a very valuable party member on your side for dealing heavy damage against foes while being a pretty decent healer as well. As a side note, a Theif Hat and Sprint Shoes can help increases the Summoners low Speed level.








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Posted: 9th January 2007 12:49

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If we're talking strictly generic characters, then these are my choices for favorite class mixing.

Knight w/ Punch Art (uber)

Dragoon w/ Punch Art

Chemist w/ Break (knights break equip. ability... awesome with a gun!)

Archer w/ Break

Samurai w/ Black Magic (only if I must, though)

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Posted: 13th January 2007 17:18

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Ninja w/Monk's Punch Art is the best wink.gif

Ramza with the right equipment, can hit 1000 damage point in a turn.

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Posted: 13th January 2007 17:41

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Quote (Mr.Vercetti @ 13th January 2007 12:18)
Ninja w/Monk's Punch Art is the best wink.gif

Ramza with the right equipment, can hit 1000 damage point in a turn.

Double 999 dmg is pretty easy to get come endgame. The key to FFT is to go physical. Magic is too weak, and relies on too many factors, to be a bulwark strat.

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Posted: 13th January 2007 17:53

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I guess my combinations are pretty boring - I usually train everyone as a Geomancer to get that in the second slot. I guess my "favorite" for lack of a better word is a Samurai with Elemental skills.

One combination that I was disappointed didn't work is putting "Concentrate" as a support ability for a Knight or Thief. I thought I would be pretty clever guaranteeing myself a break or steal every time.

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Posted: 13th January 2007 21:27

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My favorite combination in the game is a Wizard (best innate magic power) with white magic (best obtainable single-target attack spell with Holy). Not only does it give Holy it's highest-damaging potential, but you can back it up with elemental spells for those weak to it and healing.

I also love having a Knight with Draw Out. Once you get the Samurai's level up to Kiyomori and give the Knight the Excalibur, the Knight will get the first turn in every battle and will be able to give your entire party Protect and Shell right off the bat. It's a fantastic way to stay alive in tough battles in late game.

For some reason I like the Lancer/Thief combination. The Lancer has access to a lot of the good armor capabilities (plus Javelin 2!) which allows her (I make it a woman so as to have better stealing chances from Elmdor - I also set up the zodiac sign) to get in and take damage while needing to steal important items. I would do a Knight, but I usually have the Knight as described above.

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Posted: 14th January 2007 08:07

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there are a lot of strong combinations, giving draw out to a wizard is a new combination that I have tried recently, and it works very well. Summoners with calculate as their backup and all other types of magic mastered are quite powerful (but calculate is pretty strong on its own). A ninja with concentrate is very powerful. I generally make my female thief a ninja with concentrate and steal as her secondary. If you know how to use a mime, they can be powerful. Throw a chaos blade in ramza's hands at level 99 and kiss anything he hits (aside from hashmalum and altima) goodbye. A lancer with the Javelin 2 is a very powerful unit.

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Posted: 15th January 2007 21:24

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Thief with Calculate. What it lacks in strength can easily be made up for in speed. There's also equipment like Magic Gauntlets and such that increase MA, as well, which can help close the gap.
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Posted: 19th January 2007 01:39
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I made one of my characters a black mage, then calculator, then lancer. Happened to be very useful against Meliadoul.

Another combination I liked was samurai/white mage. Great healers with the needed punch.
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Posted: 19th January 2007 23:30
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-The Very Best Class-

Ramza
Squire/Calculator

- Abilities -
Guts
Math Skills
Blade Grasp
Two Swords
Move +3

- Items -
Excalibur
Save the Queen
Grand Helmet (or any really)
Reflect Mail
Genji Gauntlet

Take this setup, find yourself any battle and set Ramza in the battle alone. He starts with haste and due to Squire he goes first 100% of the time. Select through every combination of Math Skills untill you find one that hits everyone. (there is always one that will hit everybody on the board) Then once you find this, select Holy. When Holy goes off, everything on the board gets hit for 600+ dmg and due to wearing Excalibur you absorb holy dmg so you gain 600+.

Since you have Blade Grasp even if you were to be attacked its almost futile. And if you do get hit (that once in a thousand battles) you have protect (Save the Queen). 90% of magic cant target you due to Reflect Mail, and about the only thing that can are summons and meteor...... which first turn you kill summoners and time mages.

This is the best class Combo ive found.. and sickening enough, you can make Ramza this, and basicly make the rest of your team Knights with excalibur and set them all Math skills.... all 5 of your party members go first in line and you Holy 5 times healing each other and dealing something around....... 3000 dmg to everything.

laugh.gif Basicly Broken laugh.gif
K thx

This post has been edited by Butterfist on 19th January 2007 23:46
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Posted: 22nd January 2007 21:58
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The Grand Helmet isn't that good, as it only gives an HP bonus (and Sleep immunity, but that's not much of anything). I'd recommend a Thief Hat (+2 Speed!) or possibly a Flash Hat (+1 to MA and Speed).
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Posted: 23rd January 2007 15:23

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I tried Agrias with 2 Hands, and i've got one word for her...DESTROYFUL. Even Wiegraf's got Two Hands and Holy Sword, Imagine what you can do with Agrias.

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Posted: 27th January 2007 04:16
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ramza (lvl 75)

(knight)
battle skill
jump
hamedo
two swords
move hp up

items:
Excalibur
Excalibur
Crystal helmet
reflect mail
bracer

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Posted: 1st February 2007 19:31

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Also extremely Dangerous combination, for "simple" characters, is to have, a Chemist, with Battle Skill. As you all know, Chemist can equip guns, and with Battle Skills, he can destroy everything you have. Another useful, is to have, a Wizard, stronger than a Summoner, with Calculate. Even a Knight with High Jump, and a Knight Sword, make a lot of fn' damages.

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Posted: 2nd February 2007 03:21

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One of my all-time favorites would have to be the Spear-ninja:

Ninja
Jump
Abandon
Equip Spear
Move+3

Javelin II
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Thief Hat
Power Sleeve
Feather Mantle

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Posted: 24th April 2007 08:55

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For a Generic Ninja i think is better have Steal. So you can use his speed to steal experience..

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Knight: Great, here comes a crowd! Gafgarion! Kill them!! And do it now!!
Gafgarion: Don’t know what’s going on, but it’s in the contract!
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Posted: 16th May 2007 15:21
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My combination would be Ramza as a squire with ninja as a next job with the two swords abilities of a ninja. with two Excaliburs... Oh yeah you heard two. shifty.gif

This post has been edited by Blackmateria7 on 16th May 2007 19:54
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Posted: 30th May 2007 01:48
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1st of all i sometimes put my ramza as a squire with equip 2 swords and equip ragnarok and excalibur (haste, regen, autolife,) then i put calculator skills as his second ability and spam holy, seeing as most of my characters have excalibur they all get healed.

i put mustadio as a engineer with a blaze gun and monk skills hes uber, he has hamedo and he longranges so mages cant hit him, he has concentrate so he doesent miss.

i also put ramza as a samurai fully mastered and as time mage for extra il haste 2 the party and il cast dont move and dont act which dont miss they have 96% accuracy and il spam kukuichimchoji from far away after i put all the enemies in a line, and i have blade grasp so you have about a 3% chance of hitting me. and i can heal myself for 200+ with murasame, as well as my party, or i use masamune and haste + regen the party so no need to use mp.

i dont use orlandu much beacause hes so cheap but when i did i mastered the monks moves, hes pretty uber as it is but with those, and calculator skills peace out.
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Posted: 24th June 2007 19:55

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but only veterans of this game play with generics ? With my perfect generic i use the Ninja/Monk jobs combo so i can destroy 'em in a simply way

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Posted: 4th August 2007 23:31

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I Like making My Lancer have Black Magic or Time Magic.

This post has been edited by BanjoTheClown on 14th October 2007 21:45
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Posted: 14th October 2007 21:12

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Quote (BanjoTheClown @ 4th August 2007 23:31)
I Like making My Lancer have White Magic or Time Magic.

Using with Time Magic is good because you can Slow you enemy and Jump on that easily. I Don't see utility in White Magic, Althrough...

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Knight: Great, here comes a crowd! Gafgarion! Kill them!! And do it now!!
Gafgarion: Don’t know what’s going on, but it’s in the contract!
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Posted: 14th October 2007 21:45

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I Meant Black Magic. wink.gif
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Posted: 21st November 2007 07:51

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For some reason I like to use my Ninja have Draw Out as their second. It works alright I guess. Of course this is just my opinion.

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