Final Fantasy Tactics: Difference between revisions

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'''Pardon the mess, we're reorganizing.'''
== The Basics ==
- Play it on PSP, if you can. The story is better, there are neat bonuses, it looks nicer. It renamed some classes and most of the abilities, so if a tip's confusing you, that's probably why.
- Lots of enemy bosses are Virgo. Make Ramza a Capricorn or Taurus (for good compatibility) and he'll be able to OHKO them with a strong magic attack.
- Make multiple saves. The game tends to suddenly spike in difficulty, and there are some places when after you finish a combat, either another one starts up immediately, or you are placed in an area of the map where no grinding is available. That can really screw a game over in some points if you are not set up for one or two of the fights.
- Early battles, much like Deus Ex, will be boring! This is because your characters just can't do much other than use items and hit stuff. Hold out! As your characters start advancing in other jobs, the strategic options will open up.
- Early battles, much like Deus Ex, will be boring! This is because your characters just can't do much other than use items and hit stuff. Hold out! As your characters start advancing in other jobs, the strategic options will open up.


- Use multiple saves and any time you're asked to save between missions (ie with no time on the world map between) save in a new slot. People who know the game know what I'm talking about.
- The Guest/Special characters are powerful so use them. TG Cid is overpowered but even Agrias and Mustadio are very powerful if used correctly. The exception here is Cloud. He starts out at level one and his unique skills are rather average.
 
- Unless you want to drive yourself crazy, don't bother trying to get all of the rare/unique items. It takes forever and is not necessary for a normal play through. I think the best way to enjoy this game is to just follow the story, grinding where necessary.


- JP Boost should be the first skill you make every character learn.
== Mechanics ==


- The Guest/Special characters are powerful so use them. TG Cid is overpowered but even Agrias and Mustadio are very powerful if used correctly. The exception here is Cloud. He starts out at level one and in my experience isn't worth it.
- Offense > Defense. Enemies typically can't heal/revive themselves worth crap so a bum rush strategy is usually the most effective.


- Unless you want to drive yourself crazy, don't bother trying to get all of the rare/unique items. It takes forever and is not necessary for a normal play through. I think the best way to enjoy this game is to just follow the story, grinding where necessary.
- MA/PA/Speed > HP/MP. Raising your max HP doesn't make much of a difference and past chapter 1 fights should be over before your mages run out of MP. Ignore the Best Fit option and put on equipment that raise MA/PA/Speed.
 
- Males have better Physical Attack stats and growth, Females better Magic Attack stats and growth. Ramza has the strong points of both male and female. You WILL notice the difference between (for instance) a male Monk and a Female Monk.


- Play it on PSP. The story is better, there are neat bonuses, it looks nicer.
- High Brave improves the attack power of unarmed strikes for the Monk and the basic attack of any monsters you might decide to take up. It also improves Knight Swords. Finally, high Brave improves the odds of Reaction Abilities. You can raise everyone's permanent Brave to 97 with no ill effects.


- Abuse the hell out of Ramza's Yell (and later Scream.) If a battle's giving you a tough time, use this as a crutch while you figure out a strategy.
- High Faith improves all magic effects-damage dealt, healing dealt, healing taken damage taken, and the success rates of status magic(Both positive and negative). A caster is thus something of a glass cannon by default. Don't raise anyone's permanent Faith above 85 or so. Characters leave your party at 95.


- If you have an archer (A) that you want to use to shoot some guy (B), who's too close, aim at square (C) directly in line with him- A.B..C. The arrow will hit B on the way to C.
- Line of sight attacks like guns, crossbows, books, harps, can hit those too close to be hit, so long as you target a square along the same path behind them.


- Chemists are better healers than White Mages at the start of the game (and arguably later on). Here's why: White Mages need MP, spells hit a + formation which can target allies and enemies with good range, takes time to cast, the effect of spells is based on the target's faith, and takes time to cast. Chemists need a quantity of items, hits a single target with good range, is used immediately, and the effect is constant. There's ways to negate the White Mage's issues (abilities, experience with the game) but for starting off, Chemists rock and they get better when you get access to Guns. I'm sure the guys more experienced with smashing FFT will correct me on this, but I found Chemists far more useful than White Mages on my first playthrough and every one after
- When a character earns JP, everyone else present earns a small amount of JP in that class as well. This can be very useful for teaching characters one ability from a class you otherwise don't want them to bother with.


- Monsters are trash. Don't use them.
- Don't neglect counter/support/movement abilities, and play around with secondary skills. Most of the classes with the best abilities don't have the stats to take advantage of them.


- The following skills are awesome: Concentrate (from Archers, 100% hit chance), Blade Grasp (from Samurai, your Brave score becomes your evade chance against almost every weapon), Teleport (from Time Mages, move to any square that you could normally based on your move, but ignore height and obstacles like enemy units)
== Jobs ==


- Offense > Defense. Enemies typically can't heal/revive themselves worth crap so a bum rush strategy is usually the most effective.
- JP Boost should be the first ability you teach all your characters, and Move +1 provides a great early-game movement boost, but aside from that, they're not really useful. Ramza's Squire class is special. As you progress through the game he'll get more abilities and better equip options, making Squire his best all-around class by the last chapter. Don't be afraid to abuse his abilities during hard fights.


- MA/PA/Speed > HP/MP. Raising your max HP doesn't make much of a difference and past chapter 1 fights should be over before your mages run out of MP. Ignore the Best Fit option and put on equipment that raise MA/PA/Speed.
- At the start of the game (and arguably later on), Chemists are better healers than White Mages, as their healing is instant speed, consistent, and doesn't use MP, MA, or Faith. It's not uncommon to keep a Chemist around the whole game (Protip: They can equip guns). If you can't decide on a secondary skill to give someone, consider Items. Auto-Potion has a Brave% chance of going off, and automatically uses the cheapest potion available. Don't bother with Find Items unless you're using a guide.


- Don't use Knights past chapter 1. Especially don't make Ramza a Knight.
- Past Chapter 1, Knights tend to suffer from their lack of range and movement effects, and are mostly useful for what they offer other classes. Break is great on ranged classes, especially Break Speed. Weapon Guard is very useful for upping mages' early-game survivability, and the Equip Skills are all useful for certain builds.


- Lots of enemy bosses are Virgo. Make Ramza a Capricorn or Taurus (for good compatability) and he'll be able to OHKO them with a strong magic attack.
- Archers are useful for three things: Access to better classes, Concentrate (ignore all evade), and Speed Save. Beyond that, they're worthless past Chapter 1.


- White Magic is better than Item, but Item is more user-friendly for a first time player.
- Black Mages will be your early damage dealers, and have the best MA in the game. Bolt 1 and Frog are the best early-game BM spells, and Arcane Strength raises MA by 33%. This is ''huge''.


- Black Magic and Item rule the first chapter. Summon Magic rules the entire game. Math Skill rules the entire game even more.
- White Mages' abilities are based on faith, both the user's and the target's.


- Males have greater HP/PA. Females have greater MP/MA.
- The following skills are awesome: Concentrate (from Archers, 100% hit chance), Blade Grasp (from Samurai, your Brave score becomes your evade chance against almost every weapon), Teleport (from Time Mages, move to any square that you could normally based on your move, but ignore height and obstacles like enemy units)


- Don't neglect counter/support/movement abilities.
== Monsters ==


- Line of sight attacks like guns, crossbows, books, harps, can hit those too close to be hit, so long as you target a square along the same path behind them.
- Don't use monsters for combat.


- Play around with secondary skills. Most of the classes with the best abiliites don't have the stats to take advantage of them. Samurai (Draw out based on MA), Calculator (Math Skill based on MA) and Knight (Break Skill's range is based on weapon range) come to mind.
== Other/Unsorted ==


- Summons only effect one team. Attack summons can only effect your guys if your summoner is confused. But you can target one of your guys who will move before the casting. The summon will be based on his final position.
- White Magic is better than Item, but Item is more user-friendly for a first time player.


- Never jump on a target that has more than 50 CT.
- Black Magic and Item rule the first chapter. Summon Magic rules the entire game. Math Skill rules the entire game even more.


- Make multiple saves. There are some places when after you finish a combat, either another one starts up immediately, or you are placed in an area of the map where no grinding is available. That can really screw a game over in some points if you are not set up for one or two of the fights.


- Males have better Physical Attack stats and growth, Females better Magic Attack stats and growth. Ramza has the strong points of both male and female. You WILL notice the difference between(For instance), a male Monk and a Female Monk.
- Summons only effect one team. Attack summons can only effect your guys if your summoner is confused. But you can target one of your guys who will move before the casting. The summon will be based on his final position.


- High Brave improves the attack power of unarmed strikes for the Monk and the basic attack of any monsters you might decide to take up. It also improves Knight Swords. Finally, high Brave improves the odds of Reaction Abilities.
- Never jump on a target that has more than 50 CT.


- High Faith improves all magic effects-damage dealt, healing dealt, healing taken damage taken, and the success rates of status magic(Both positive and negative). A caster is thus something of a glass cannon by default. Low Faith is the opposite, with no risk of leaving.


- Chemists are highly useful-sometimes you need someone to heal/revive a person NOW. In the early game, they're certainly as if not more useful than Priests, though expensive to run(Item buying).


- The success of the Thief's various Steal commands is based off Speed.
- The success of the Thief's various Steal commands is based off Speed.
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- Knights suck past the first chapter.
- Knights suck past the first chapter.
- Ramza's Squire class is special. As you progress through the game he'll get more abilities and better equip options, making Squire his best all-around class by the last chapter.


- Item is a life-saver in the first chapter. Don't forget you have to actually buy the Potion and Phoenix Down abilities to use them.
- Item is a life-saver in the first chapter. Don't forget you have to actually buy the Potion and Phoenix Down abilities to use them.
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- Calculators will break the game in your favor if you figure out how they work.
- Calculators will break the game in your favor if you figure out how they work.
- Never jump on a target with more than 50 CT


- Be careful with Mimes. As they will mimic every attack and ability your generics have access to using their current facing.
- Be careful with Mimes. As they will mimic every attack and ability your generics have access to using their current facing.
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- The AI's also pretty good at judging Charge (the Archer skill) and you can use it on just about anything except a gun. Play around with it on some melee attackers, though you may want a secondary with more utility to it. It also knows how to float arrows over long ranges from up hill or arc them over obstacles, though bows generally do shit damage and the AI will still generally prefer even piddling damage to a crippling Knight skill.
- The AI's also pretty good at judging Charge (the Archer skill) and you can use it on just about anything except a gun. Play around with it on some melee attackers, though you may want a secondary with more utility to it. It also knows how to float arrows over long ranges from up hill or arc them over obstacles, though bows generally do shit damage and the AI will still generally prefer even piddling damage to a crippling Knight skill.
- Stealing does not work based on physical OR magical attack, but rather speed, which is best raised by leveling up as a Thief, or if you can swing it, a Ninja. Most other skill sets are based on physical or magical attack, and some are also affected by some combination of the attacker and/or defenders' Faith and Bravery. Just use the brave for physical and the faithful for magical if you don't want to get hung up over the details.


- Geomancers are horrible. Unless you're cheating, get Attack UP from them and then pretend they don't exist. Even though they use both magical and physical attack, their Elemental powers often hit for about as much as Counter Tackle.
- Geomancers are horrible. Unless you're cheating, get Attack UP from them and then pretend they don't exist. Even though they use both magical and physical attack, their Elemental powers often hit for about as much as Counter Tackle.
- As far as the main character goes, you definitely want him keep him to physical classes. Fighter, Ninja, and Paladin abilities are all great ones for him to pick up. I think a Paladin build is the most popular with him.
- Good classes to shoot for are a mastered Blue Mage, Sniper (sub-Assassin), Red Mage (sub-Summoner), Fighter, Gunner (sub-Juggler), Templar (sub-Defender).
- You can't go wrong with these kinds of builds, just be sure to have an idea early on what you're aiming for with a character, as jobs control stat-growth. So keep a physical character away from leveling up in magical jobs as much as possible, and vice versa.


[[Category:Games]]
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