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TopicFinal Fantasy V
philsov
12/19/18 9:48:19 AM
#13:


There's no way to have a useless party member because you can change jobs at will and everyone can be the same thing. 3x Monk + White Mage can be very effective against some bosses, for example.

At endgame, your final job will be the Freelancer or Mime class. Freelancer, notably, auto-gets ALL passives from classes you've master. So mastered monk+ninja+samurai = automatic counter, dual wield, and super evasion. Mimic, otoh, gets 3 assignable slots which is better for mage-types so they can go White Magic+Red Magic+Time Magic or something.

General tips:

- Always have someone with white magic on the crew, either as an active job class or secondary skill. Same with Time Magic, once it's available. Haste is very worthwhile and once you get aoe shell and protect (and haste) use them at every boss.

- Black magic is meh, personally. I prefer Mystic Knights, although they often have to burn an initial turn to self-enhance.

- For whatever strange reason, Knights' passive of "hold a weapon in both hands for double damage" is never automatic. Even as a freelancer you need to burn a slot to equip it so it's rarely worthwhile.

- Animal/Elemental from the Hunter/Geomancer classes are wonderful midgame secondary ability for your mages for decent damage output while costing 0 MP. At lategame this gets replaced with DragonSword, from the Dragoon, because it lets them spam high damage/healing spells and then self ether on the fly.

- General comp of two fighters / two mages works fine. Comp of everyone being both fighter and mage also works. When a physical class equips a magical secondary, they gain a bunch of MP and magic stat so they're roughly identical to being said mage class.

- Blue Mages are fun enough, but involve some babysitting and sometimes the Mediator class to control certain bad guys.

- Max level red magic enables you to doublecast. So red mage with white magic secondary or vice versa = protectga and curaga in the same action.
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