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Any particular recommendations for Mog?

Posted: 28th May 2004 01:37
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Onion Knight
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I figured, since he is, without a doubt, one of the coolest characters in the game, that I might use him for the rest of the game(just got him in Narshe), and I was wondering if anyone had any Esper/Magic recommendations for him.
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Posted: 28th May 2004 02:57

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Engineer
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Just get all the spells/dances. The dances can be useful.

Use well known spell combinations for best results. (vanish, and doom/x-zone, etc.)

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Posted: 28th May 2004 07:35

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Don't forget to equip the Moogle Charm when you get him! It prevents all random battles for whatever party he is actively in.

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Posted: 28th May 2004 08:40

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Quote (sharkerbob @ 28th May 2004 03:35)
Don't forget to equip the Moogle Charm when you get him! It prevents all random battles for whatever party he is actively in.

The thing he is best for. Kind of screws him over in the end, though.
As far as Espers/Magic goes, just whatever. I have them all learn all the magic anyways.

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Posted: 28th May 2004 09:18

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Since Mog's Vigor is pretty darn low and his special skill Dance is both random and heavily depending on attacks that require the target to be suspectible to Death-based attacks (Cave In, Snare, Snowball, etc.), be sure to have offensive magic first, healing magic second and effect/status magic thirth. Especially in boss battles that Sonic Boom/Cave In/Antlion/whatever can be quite annoying, so if you want to play to win, skip the Dance skill in tough battles all together.

I must admit that my Mog is a healer and only knows some White spells along with Pearl but I have a freakish obsession with having my character only learn magic that's fit for them. Mog's my White Mage, so I'll never put Tritoch or Crusader on him.

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Posted: 28th May 2004 23:54
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Quote (Djibriel @ 28th May 2004 04:18)
Since Mog's Vigor is pretty darn low and his special skill Dance is both random and heavily depending on attacks that require the target to be suspectible to Death-based attacks (Cave In, Snare, Snowball, etc.), be sure to have offensive magic first, healing magic second and effect/status magic thirth. Especially in boss battles that Sonic Boom/Cave In/Antlion/whatever can be quite annoying, so if you want to play to win, skip the Dance skill in tough battles all together.

I must admit that my Mog is a healer and only knows some White spells along with Pearl but I have a freakish obsession with having my character only learn magic that's fit for them. Mog's my White Mage, so I'll never put Tritoch or Crusader on him.

Alright, I just need two more Dances for him(I made absolutely sure to get Water Rondo), and I'm slowly learning Magic for him. Hopefully enemies will give some good Magic Points later on..

I love Mog even more in that he comes in at LV25 with 1,100 HP! biggrin.gif
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Posted: 29th May 2004 02:35

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Black Waltz
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Yes, learn Water Rondo! I was about to warn you about that.

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Posted: 29th May 2004 03:47
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What's so great about it?(just wondering)
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Posted: 29th May 2004 04:34

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Black Waltz
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Just because it's hard to get unless you know what you're doing. Just incase wink.gif

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I fear my heart and fear my soul
Life goes on, it surely will,
Without me and I wonder:
Will I ever see light again?

Life goes on...
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Posted: 29th May 2004 04:50
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It seemed easy, just easily forgotten. It doesn't seem that hard to go through the Serpent Trench again. Except now, how do I get back to my airship on the Veldt?(I'm currently in South Figaro).
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Posted: 29th May 2004 14:08

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Quote (Empathic_Shadow @ 29th May 2004 00:50)< iv class='QUOTE'> It seemed easy, just easily forgott!n. It doesn't seem that hard to go through the Serpent Trench again. Except now, ho& do I get back to my airship on the Veldt?(I'm currently in South F(garo). (/div> As for magic poin s, one 4lace to look out for is the desert near Maranda in the oR. You fight cactrots there, a*d they "ive out not only 10 mag(c points but also 10000 GP. There are h+overs there as well, which also give 10000 GP but only hand out 5 magic points.
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Posted: 29th May 2004 16:39

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Go out of South Figaro (ask the boatman on the boat). Pass Mt. Koltz to go to Returners' hideout. Then, go on the Lete River (don't worry, you won't return to Narshe, but to the weird guy house). After, you can go to Nikeah to buy a chocobo (to go faster) or go directly to your airship near Barren Falls (I think that you wouldn't ask if your airship was at South Figaro or Nikeah). After, take your airship and go kill that clown! tongue.gif

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Posted: 29th May 2004 17:30

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Black Waltz
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The best way is to park the airship by Nikea, go through Barren Falls, land on the Vedlt, go through the Trench, and you have the airship waiting for ya

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I fear my heart and fear my soul
Life goes on, it surely will,
Without me and I wonder:
Will I ever see light again?

Life goes on...
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Posted: 29th May 2004 21:57
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Onion Knight
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Thanks guys, I really needed it. Are Cactrots and Hoovers hard to beat? Terra's at LV21 along with Edgar, Mog and Sabin are 25 and 24.
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Posted: 29th May 2004 23:25

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Cactrot: having Atma Weapon and Offering will help OR having any weapon and Spiner Sight OR Edgar's Drill and maybe some Sabin's blitz.

Hoover: Be protected against wind (or Sand Storm will get you mad) and be quick, because he'll do crush (a big physical attack that is very powerful)

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«À l'aventure compagnons, je suis parti vers l'horizon! J'aurais mieux fait de rester au lit, ce donjon, il est pourri!» - Pen of Chaos
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Posted: 29th May 2004 23:28

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Cactrot: Make sure it's unblockable (or it'll miss) and barrier-piercing (or it'll do 1 damage). Pummel, Dispatch, Drill and Setzer's Dice all work here.

Hoover: the ticket here is instant-death attacks. He's very strong and will completely annihilate your party if you are low-leveled and attacked mindlessly. Doom works, but Air Anchor is better.

And keep in mind that this is located in the World of Ruin ONLY. If you're at level 21, I very much doubt you're there yet.

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Posted: 29th May 2004 23:28
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Onion Knight
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Yeah, I'm kinda in the World of Balance. Just before the Cave to the Sealed Gate. Where do I get Drill?

Yeah, I just got Mog, getting him instead of the Gold Hairpin, so I'm not in the WoR.

This post has been edited by Empathic_Shadow on 29th May 2004 23:30
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Posted: 29th May 2004 23:36

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Buy it in Figaro Castle (put Edgar in first, for half-price biggrin.gif) or wait 'till the end of the game and steal some enemies in Kefka Tower

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«À l'aventure compagnons, je suis parti vers l'horizon! J'aurais mieux fait de rester au lit, ce donjon, il est pourri!» - Pen of Chaos
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Posted: 30th May 2004 00:22

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Mog, as I remember gets a (groupavg.level)+2 as his starting level, so you might find him somewhat useful when he joins. Mog seems to have about average stats in all areas.

Also, he is the geomancer/dancer in the ranks of the protagonists, with his Dance skill. Make sure you get all his dances (including Water Rondo), and give him the best equipment (of course).

Since he uses a spear, feel free to make him a dragoon as well (three character classes!), even though moogles can't be dragoons in FFTA. (I didn't do that, but I didn't make anyone a dragoon anyways.)

As for magic, I teach every magic spell short of Merton and Quick to every character.

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Posted: 30th May 2004 00:31

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With Dance, Magic and Jump all ignore the row Mog's in, put him in the back row. This should help reduce physical damage to a minimum together with the Snow Muffler. Focus other equipment on Magic Defense/Magic Block (Aegis Shield/Force Shield) and Mog's almost unstoppable. You can't really go wrong with Mog when you have to right equipment. Beef up his Magic stat with Magus Hat and Earrings if you're as impatient as I am and want him to do a lot of damage.

I've got a pretty lenghty article stored somewhere on my PC. I'll be sure to upload it once on my site.

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Posted: 30th May 2004 01:39
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Alright, I'm having him slowly learn Magic, making sure he learned some recovery spells first. Good to hear that he does well as a Magic-caster. It's going to be a hard decision between Strago, Mog, and Gau for my Magic casters(Gau with his Rages and high Magic Power qualifies him as a Magic caster, right?).

For now, I am using him as a Dragoon. Jumping like crazy, he sho is.
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Posted: 30th May 2004 03:33

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Yah, but his best bet is a Merit Awarg, a Wind Knife (sp?) and Stray Cat. This is known as Wind God Gau. Enemy survival chance? Nil.

Edit
*facepalms* D'oh! I just realized this... This data was meant for the GameFAQS board I had active! Darnit!! Well, for mog, SnowMuffler. Best armor ever. Also, I use him a lot for the Gem Box/Economizer combo. Quick+Ultima, ya know? Or, in an unpatched rom, Vanis/XZone in the same turn. wink.gif


This post has been edited by Wind God Gau on 31st May 2004 13:16

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Posted: 30th May 2004 06:04

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There seems to be a not very well known fact about getting the water rondo. If you went back through the lete river and serpent trench then you did it the hard way. The easiest way is to first wait for the floating continient to rise up. Once this happens a landbridge is cleared between the crazy's man's house and Nikeah. (I think if you pay attention in Sabin's scenario you hear about this landbridge but you are informed it is blocked by an avalanche at the time). Using this landbridge, you can completely skip bannon falls/veldt/trench, which saves a lot of time.

As far as Mog's dances are concerned, they aren't that useful. Use the grassland dance if you want healing (it has a good probability of getting pearl wind or whatever). Otherwise just make Mog a caster. Mog has good stating magic stats, so you can just give him 2 earrings and put him in the back to make him a great character (I'm simply *amazed* how many people think so many characters are weak when virtually everyone except cyan and a few others can be made into a super mages with 2 earrings+osmose+ice2). If you want to have a little fun then give him the dragonhorn and make him into a Kain wannabe (make sure to have him use a spear for this, you'll get bonus damage).

This post has been edited by 1stclass on 30th May 2004 06:07
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Posted: 30th May 2004 17:05
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Well, all I heard in Sabin's scenario was the path to the North being blocked...I'm guessing that's what you're talking about, but yeah, I guess I did do it the hard way. It doesn't really matter too much to me, though, I'm not particularly worried.

By the way, is it a bad thing if I don't use Cyan or Locke for a while? I don't find them that useful. Cyan's SwordTechs are alright, and Locke's thievery skills are great, but I really don't need them(plus Locke doesn't really have much of anything besides his Steal/Capture skill, it seems).
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Posted: 30th May 2004 23:06

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Nothing bad happens if you underuse certain characters, you'll still be alright. I would suggest building Locke primarily as a caster so he doesn't have to rely on his attack (start with osmose and cure2, then add your best attack magics). If you want to just have fun then Locke makes a good canidiate for the genji glove+offering combo since he has a very varied selection of weapons. Cyan is hard to make effective since he is a poor caster. The best way to use of him as a physical character is to give him a gauntlet+atlas armlet and use "fight" from the front row or give him a hyper wrist and use "dispatch" from the back row (all abilities deal full damage from either row, so you might as well exploit it the best you can). Although often people like to dump all their premium equipment on their favorite character, if you are going for a balanced army make sure to give Cyan at least one good piece of mblock eq, as I always find him rather weak defensively (especially with a gauntlet).
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Posted: 31st May 2004 15:55
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Sounds good. Yeah, Cyan doesn't seem to be too strong defensively, and QuadraSlam sucks because of the non-breaking-through-defenses thing. Locke is a cool character, but I haven't found much use for him yet, as he seems to be the weaker of my characters(even when I was using him).
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