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FF 5 party

Posted: 12th November 2005 11:04

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Ok i want to ask what would the best party in ff5 be (the starting jobs only)

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Post #102531
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Posted: 12th November 2005 14:32

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Magitek Soldier
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I don't get it. The starting jobs are Bare. eh.gif With all the jobs, IMO, I think the best party is

Dragoon
Red Mage
Samurai
Ninja

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eh?
Post #102534
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Posted: 12th November 2005 16:41

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Holy Swordsman
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i always used to make (before i got the game genie code for everyone to get 815 ap every battle biggrin.gif)

lenna a white mage

faris a thief/or black mage depending on situation

galuf a monk

and bartz a blue mage

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Post #102544
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Posted: 12th November 2005 17:05

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Climbing Marle!
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Hmm. Good question. It doesn't matter TOO much what you use for your starting class since you'll prolly be mastering most of them for each of your characters anyways. I sometimes set mine up with one offensive mage (Black, Summoner, Red)), one defensive mage (White, Jikuu, Red), and then two physical characters (maybe one for agility with Thief, Ninja, Samurai and such, and one for brute power with Knight, Berserker, Dragoon, and Monk). This is a pretty easy set-up, but you miss out on a lot of the more interesting classes like Blue Wiz, Chemist, and Trainer.

So out of the starting jobs (Knight, Monk, Thief, Blue Wiz, Black Wiz, White Wiz), it probably wouldn't be the worst idea to have one White Wiz, one Knight/Monk, one Black Wiz, and then maybe a Blue Wiz or Thief.

Chances are, they won't stay that way for long once you get the good classes (like Berserker!), but that's nota bad start.

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Is PJ
Post #102546
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Posted: 12th November 2005 17:52

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ok my curreent one is
Monk
White Mage
Black Mage
Knight

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Post #102548
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Posted: 12th November 2005 18:28

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Dragoon
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off of the first series of jobs;
Butz thief
Reina W. Mage
Faris Knight
Galuf Monk
(i try to master all these jobs before walz tower)
2nd tier;
Butz knight
Reina T. mage
Faris sorcerer
Galuf Beserker

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"Have you ever seen a baby do that before?"
Post #102549
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Posted: 12th November 2005 23:28

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I seldom master a job by the time I make it through the first world's dungeons. Abilities are more important than job mastery unless the ability you want is the last one - and those are generally pretty pricey in terms of AP.

I generally have a red mage, a thief, a blue mage and a knight or a monk. I'll keep the thief and blue mage until they learn stealing and learning, then switch them for something else - mystic knight, ninja, monk, knight, red mage. I never touch white or black mage before the second world. Its hard to pick a bad combo in this game, though.

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Oh sure, I don't have to get kicked in the junk to activate it, but I like it anyway. -- Thief commenting on the difference between Throw and Blue Magic.
Post #102561
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Posted: 18th November 2005 12:46

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A good combo I found was (considering Monk's suck and you can master jobs later):

Knight - defence and general supporting attacks (high HP)
Blue Mage - Learn Blue Magic (a must - plus no real need for anything special in all classes)
White Mage - When you buy level 3 magc spells at Karnak it's best to be prepared (great healing)
Monk - I think monk's suck but they occasionly can be helpful with their Kick command (don't bother - i must be on some sort of drug)

Just change jobs respectively to suit your current need - simple! You'll want to master them all eventually anyway!

--------------------
Enuo - Horror
Elder's Tree - Birthplace
X-Death - Exceeding Death
Neo X-Death - New Exceeding Death
X-Death Nightmare - Exceeding Death's Possibilities OR shadow
Exodus - Exit or Departure OR leaving one's homeland

FFV - Bounce
Post #103015
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Posted: 18th November 2005 16:44

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Quote (X-Death Nightmare @ 18th November 2005 07:46)
A good combo I found was (considering Monk's suck and you can master jobs later):

Knight - defence and general supporting attacks (high HP)
Blue Mage - Learn Blue Magic (a must - plus no real need for anything special in all classes)
White Mage - When you buy level 3 magc spells at Karnak it's best to be prepared (great healing)
Monk - I think monk's suck but they occasionly can be helpful with their Kick command (don't bother - i must be on some sort of drug)

Just change jobs respectively to suit your current need - simple! You'll want to master them all eventually anyway!

You might consider swapping the white mage for a red mage. There's a small loss in magic power, but since the white mage is predominantly healing, that's acceptable - plus you get a TREMENDOUS increase in fighting ability (remember, we're comparing with a white mage), and black magic to boot. I usually use red mages heavily through the first half of the game.

Definitely swap out the Monk for something else. It's just not a worthwhile class to master in the beginning of the game. Its nice that monks can fight with barehands, but they have no special abilities to really offset that - except !kick, which is pretty lame except for certain specialized circumstances (enemies that all need to be taken down at once... you know who I mean).

By the time you've got the second group of jobs, you should have a mystic knight. Once you've learned the mystic sword for the magic level currently available to you, swap 'em out for whatever - knight probably. Time Mages are great too, eventually. I think they're mostly useless through the first half of the story. Summoners are useless through almost ALL of the story. Its not until later in the game that the mana cost for summoning spells becomes acceptable. There are a few that are VERY nice though -

Possible spoilers: highlight to view
Golem, Odin, Phoenix, Leviathan, Slydra, and Bahamut


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Oh sure, I don't have to get kicked in the junk to activate it, but I like it anyway. -- Thief commenting on the difference between Throw and Blue Magic.
Post #103029
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Posted: 18th November 2005 23:22

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Holy Swordsman
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I usually start out with a simple party (but a good one none-the-less)
Monk
White Mage
Black Mage
Knight
Post #103073
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Posted: 19th November 2005 00:52

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Well, when I reach Karnak I change my jobs slightly:

Red Mage - Only really helpful here I find...
Blue Mage - Helpful anywhere where you can find Blue Magic (I'm always changing Reina)
Time Mage - Not too helpful NOW. But very helpful later on.
Thief - Steal, you just have to learn steal....

So I do change according to events (which is pretty dumb sometimes) but I also change to suit the overall need. sleep.gif

--------------------
Enuo - Horror
Elder's Tree - Birthplace
X-Death - Exceeding Death
Neo X-Death - New Exceeding Death
X-Death Nightmare - Exceeding Death's Possibilities OR shadow
Exodus - Exit or Departure OR leaving one's homeland

FFV - Bounce
Post #103083
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Posted: 19th November 2005 21:51

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Holy Swordsman
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well, dont forget, monks counter attack, and attack twice, which i at least found useful. (especially against some early bosses, like garula and that couple you fight at the hiryuu mountain.)

but to each his own... wink.gif

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Post #103178
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Posted: 19th November 2005 22:12

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Quote (Zeromus_X @ 19th November 2005 16:51)
well, dont forget, monks counter attack, and attack twice, which i at least found useful. (especially against some early bosses, like garula and that couple you fight at the hiryuu mountain.)

but to each his own... wink.gif

Okay, for whatever reason, I completely spaced on !Counter. Its definitely a nice ability to have if you've got a spare slot. Mastering Monk will give counter to the Bare class, which is handy with mastering ninja, wielding two weapons, and !X-Fighting your way through the end game.

If you play through the game and end up with a diverse collection of mastered classes by the time you're at the last few bosses, the traveller class is nice. Definitely master at least one major spell casting class (W. Mage, B. Mage, Summoner, Time Mage) with each character, and one tough fighter (Knight, Monk, M. Knight, Archer, etc.) with each character to get some major stat bonuses.

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Oh sure, I don't have to get kicked in the junk to activate it, but I like it anyway. -- Thief commenting on the difference between Throw and Blue Magic.
Post #103182
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Posted: 20th November 2005 02:22

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Sorry guys. i know that this is sorta going off topic a bit but... anyway.

You guys above said that mastering the Mages was pointless (sorta anyways) and that really offended me. I'll say why!

Quote
Here is a listing of how each of the Jobs affects your character's base Statistics (Vigor - Vgr, Speed - Spd, Stamina - Stm, and Magic Power - MgP).  Note: names for Jobs taken from the Anthology transration.  OK, here we go:

Knight: Vgr+23  Spd+1  Stm+20  MgP-14
Monk: Vgr+26  Spd+1  Stm+26 MgP-23
Thief: Vgr+1  Spd+16  Stm+2  MgP-6
Dragoon: Vgr+18  Spd+5  Stm+15  MgP-12
Ninja: Vgr+15  Spd+14  Stm+3  MgP-10
Samurai: Vgr+19  Spd+2  Stm+19  MgP-12
Berserker: Vgr+21  Spd-9  Stm+25  MgP-23
Hunter: Vgr+16  Spd+12  Stm+1  MgP-5
Sorcerer: Vgr+14  Spd+14  Stm+14  MgP+1
White Mage: Vgr-7  Spd+1  Stm 0  MgP+25
Black Mage: Vgr-9  Spd 0  Stm-2  MgP+31
Time Mage: Vgr-5  Spd+2  Stm-3  MgP+24
Summoner: Vgr-10  Spd-1  Stm-1  MgP+33
Blue Mage: Vgr-8  Spd+1  Stm+3  MgP+23
Red Mage: Vgr+8  Spd+5  Stm-6  MgP+8
Trainer: Vgr+13  Spd+1  Stm+8  MgP-3
Chemist: Vgr+2  Spd+3  Stm+6  MgP-4
Geomaner: Vgr+4  Spd+2  Stm+4  MgP+24
Bard: Vgr-8  Spd+8  Stm-9  MgP+11
Dancer:  Vgr+5  Spd+5  Stm-10  MgP-5

Thus, if Bartz (Vgr 25, Spd 26, Stm 25, MgP 28) Masters Monk and Summoner, his Bare stats would be (Vgr 51, Spd 27, Stm 51, MgP 61), making him MUCH, MUCH stronger Bare than with a Job equipped.
Also, whenever you Master a Job, all of the Positive Stats (those that add to your base Stats) are added to your Bare character. 
HOWEVER, NONE of these above bonuses stack with each other.  The game takes the HIGHEST stat increase you have gained from each Mastery and adds it to that stat.
Thus, if you Master the Knight Job, you get +23 Vigor, +1 Speed, and +20 Stamina added to the Bare character. 
If you then Master the Monk Job, you would get: an additional +3 to Vigor (since +26 is 3 higher than +23.  You don't get +49 since the bonueses DO NOT STACK.), no increase to Speed (since both Jobs give the same bonus), and an additional +6 to Stamina (+26 is 6 higher than +20).  Got it?

Another weird thing is that certain Secondary Abilities also will give you NON-STACKING stat bonuses.  Please note that these bonuses apply to BOTH Bare and Job-holding characters.  Here is a list, and what they do:

Knight, Lv3: 2-Handed - Vgr+13
Monk, Lv2: Barefist - Vgr+26
Monk, Lv4: Counter - Bare Character will counter attack without having Counter in an ability slot.
Thief, Lv1,3,5: Secret, Dash, and Caution:  all apply automatically to the Bare character without using up ability slots.
Thief, Lv7: Footwork - Spd+17
Ninja, Lv5: 2-Swords for Bare Character; that is, your Bare character can now equip 2 weapons without having 2-Swords in an ability slot.
Hunter, Lv3: EqBow - Vgr+16, Spd +12
Geomancrer, Lv3: Antitrap applies automatically to the Bare character without using up an ability slot.
Bard, Lv2:EqHarp - Spd+8, MgP+11
Trainer, Lv3:EqWhip - Vgr+13, Spd+1
Dancer, Lv3:EqRibbon - Vgr+5, Spd+5

Thus, if you have a Summoner (+33 MgP) with the ability Black6 (+31 MgP), your character would receive +33 to his/her Magic Power, since the +33 and +31 do NOT stack, the game takes the higher value and adds it onto your base stat.
Now, for mages:  all magic secondary abilities (Black, White, Time(Jikuu), Red, etc.) give you a bonues to your character's Magic Power (exception: the Sword ability of Sorcerers boosts Vigor instead).  Here's how it works:

Sorcerer:  Sword1 - Vgr+4.  Add 2 Vgr for each Sword Level beyond the 1st. 
White Mage:  White1 - MgP+15.  Add 2 MgP for each White Level beyond the 1st.
Black Mage:  Black1 - MgP+16.  Add 3 MgP for each Black Level beyond the 1st.
Time Mage:  Time1 - MgP+14.  Add 2 MgP for each Time Level beyond the 1st.
Summoner:  Summon1 - MgP+17.  Add 4 MgP for each Summon Level beyond the 1st.
Red Mage:  Red1 - MgP+6.  Add 1 MgP for each Red Level beyond the 1st.

Thus, the higher Levels you get your Magic-using Jobs up to, the more their abilities boost your character's Magic Power.  High Summon and Black Levels are the best at turning your character into a magical powerhouse.

So, as you can see from the above info, the best jobs to Master are:

Monk.  +26 to Vigor and Stamina, the highest bonuses to either stat from ANY Job.  Bare characters automatically receive Counter and Barefist.  Hp+30% never hurts, either.
Ninja.  +15 to Vigor and +14 to Speed.  Second best Speed bonus of any Job, PLUS you get Throw, PLUS Bare characters automatically receive 2-Swords.
Thief.  +16 to Speed, the highest Speed Bonus of any class.  Bare Characters automatically receive Secret, Dash, AND Caution!  3 Autos for 1 Mastery = Good.
Summoner.  +33 to Magic Power, the highest Magic Bonus of any class.
OR
Black Mage.  +31 to Magic Power, the 2nd highest, plus you get MP+30% for your Lv7 ability.
Geomancer.  +4 to Vigor, +2 to Speed, +4 to Stamina, and +24 to Magic Power.  Easy to Master and gives good stat bonuses.  Also, Bare characters automatically receive Antitrap.
Finally, Hunter.  +16 to Vigor and +12 to Speed.  Not much stat-wise, BUT you also get the almighty Sshot (attack 4 times in a row with reduced attack power) as your Lv4 ability.  Combine with 2-Swords and watch out.

There.  I hope this helps you to plan your Job strategies while playing this addictive little game.  Good Luck!!

NOTE: This information isn't directly from me.



and yea that's that! Very useful in formation although I've never used it.

--------------------
Enuo - Horror
Elder's Tree - Birthplace
X-Death - Exceeding Death
Neo X-Death - New Exceeding Death
X-Death Nightmare - Exceeding Death's Possibilities OR shadow
Exodus - Exit or Departure OR leaving one's homeland

FFV - Bounce
Post #103209
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Posted: 20th November 2005 02:35

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Sorry (again) for double posting but long posts are really hard to read.

This is my current party:

BARTZ
Mastered: Knight, Thief, Ninja, Hunter, Sorcerer, W. Mage, B. Mage, Time Mage, Blue Mage, Summoner, Red Mage, Geomancer, Bard and Mimer
Learning: Trainer

REINA
Mastered: Lancer, Hunter, Sorcerer, W. Mage, B. Mage, Time Mage, Blue Mage, Summoner, Red Mage, Trainer, Alchemist, Geomancer, Bard, Dancer and Mimer
Learning: Ninja

GALUF / KRILE
Mastered: Knight, Monk, Thief, Lancer, Ninja, Samurai, Berserker, Hunter, Blue Mage, Summoner, Red Mage and Time Mage
Learning: Black Mage

FARIS-SALSA
Mastered: Knight, Monk, Thief, Lancer, Ninja, Samurai, Berserker, White Mage, Red Mage, Alchemist, Geomancer, Bard and Mimer
Learning: Time Mage

Notice how I aimed mostly for mages well my game is fairly easy so don't diss mages! shifty.gif

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Enuo - Horror
Elder's Tree - Birthplace
X-Death - Exceeding Death
Neo X-Death - New Exceeding Death
X-Death Nightmare - Exceeding Death's Possibilities OR shadow
Exodus - Exit or Departure OR leaving one's homeland

FFV - Bounce
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