Current Events > Quick P5 question, please

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Bad_Mojo
05/29/17 11:44:54 AM
#1:


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JE19426
05/29/17 11:47:02 AM
#2:


Bad_Mojo posted...
Which button is it to bring up what other players selected as options?


The touch pad.
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Bad_Mojo
05/29/17 11:49:14 AM
#3:


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Darklit_Minuet
05/29/17 11:51:13 AM
#4:


Quick is a status effect of sorts that gives you the next active turn. Quick status can be gained by having the spell 'Quick' successfully cast on you or by having the reaction ability 'Critical Quick' triggered. The triggering of Critical Quick occurs when the unit with the ability equipped receives damage that leaves them with under 20% of their max HP.

While Critical Quick might not seem that great there are situations when it is the best reaction ability in the game. For a more reliant way to gain Quick, learn it for 800 JP from the Time Mage skill set. Quick costs 24 MP which might be a little costly but has decent speed (25) and a decent formula (targetsfaith*castersfaith*(MA+140)). Rig some zodiac compatibility between your group and Quick can be very reliable and fun to use.

Quick can be reflected (though not Math Skilled) but the most interesting thing about it is that it can be Counter Magicked! Seriously, that exclamation point isn't one of the fake ones that should be a period, I actually used to get giddy when considering this. Look at the spells that can be Counter Magicked:

- All Black Magic except Fire 4, Ice 4, and Bolt 4

- Holy, Dark Holy

- Yin-Yang Magic except Pray Faith and Doubt Faith

- Slow, Slow 2, Don't Move, Quick, Stop, Demi, Demi 2, Meteor

- Bio, Bio 2, Bio 3

- Melt, Tornado, Quake

- Attacks from the Blaze Gun, Glacier Gun, and Blast Gun

So just how does Quick fit into all this? With the proper setup you can orchestrate a near-endless chain of Quicks within your team (sometimes referred to as The Quickening), acting and acting while almost no in-game time passes and the enemy sits there staring at your chain of constant action.

Ramza: "Restore lost time in a spiral line! Quick!"
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JE19426
05/29/17 11:52:12 AM
#5:


Darklit_Minuet posted...
Quick is a status effect of sorts that gives you the next active turn. Quick status can be gained by having the spell 'Quick' successfully cast on you or by having the reaction ability 'Critical Quick' triggered. The triggering of Critical Quick occurs when the unit with the ability equipped receives damage that leaves them with under 20% of their max HP.

While Critical Quick might not seem that great there are situations when it is the best reaction ability in the game. For a more reliant way to gain Quick, learn it for 800 JP from the Time Mage skill set. Quick costs 24 MP which might be a little costly but has decent speed (25) and a decent formula (targetsfaith*castersfaith*(MA+140)). Rig some zodiac compatibility between your group and Quick can be very reliable and fun to use.

Quick can be reflected (though not Math Skilled) but the most interesting thing about it is that it can be Counter Magicked! Seriously, that exclamation point isn't one of the fake ones that should be a period, I actually used to get giddy when considering this. Look at the spells that can be Counter Magicked:

- All Black Magic except Fire 4, Ice 4, and Bolt 4

- Holy, Dark Holy

- Yin-Yang Magic except Pray Faith and Doubt Faith

- Slow, Slow 2, Don't Move, Quick, Stop, Demi, Demi 2, Meteor

- Bio, Bio 2, Bio 3

- Melt, Tornado, Quake

- Attacks from the Blaze Gun, Glacier Gun, and Blast Gun

So just how does Quick fit into all this? With the proper setup you can orchestrate a near-endless chain of Quicks within your team (sometimes referred to as The Quickening), acting and acting while almost no in-game time passes and the enemy sits there staring at your chain of constant action.

Ramza: "Restore lost time in a spiral line! Quick!"


This is why you shouldn't post while drunk.
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Darklit_Minuet
05/29/17 11:52:34 AM
#6:


JE19426 posted...
This is why you shouldn't post while drunk.

I'm not drunk yet. I will be soon tho :3
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Bad_Mojo
05/29/17 11:56:42 AM
#7:


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Bad_Mojo
05/29/17 11:59:14 AM
#8:


Darklit_Minuet posted...
Quick is a status effect of sorts that gives you the next active turn. Quick status can be gained by having the spell 'Quick' successfully cast on you or by having the reaction ability 'Critical Quick' triggered. The triggering of Critical Quick occurs when the unit with the ability equipped receives damage that leaves them with under 20% of their max HP.

While Critical Quick might not seem that great there are situations when it is the best reaction ability in the game. For a more reliant way to gain Quick, learn it for 800 JP from the Time Mage skill set. Quick costs 24 MP which might be a little costly but has decent speed (25) and a decent formula (targetsfaith*castersfaith*(MA+140)). Rig some zodiac compatibility between your group and Quick can be very reliable and fun to use.

Quick can be reflected (though not Math Skilled) but the most interesting thing about it is that it can be Counter Magicked! Seriously, that exclamation point isn't one of the fake ones that should be a period, I actually used to get giddy when considering this. Look at the spells that can be Counter Magicked:

- All Black Magic except Fire 4, Ice 4, and Bolt 4

- Holy, Dark Holy

- Yin-Yang Magic except Pray Faith and Doubt Faith

- Slow, Slow 2, Don't Move, Quick, Stop, Demi, Demi 2, Meteor

- Bio, Bio 2, Bio 3

- Melt, Tornado, Quake

- Attacks from the Blaze Gun, Glacier Gun, and Blast Gun

So just how does Quick fit into all this? With the proper setup you can orchestrate a near-endless chain of Quicks within your team (sometimes referred to as The Quickening), acting and acting while almost no in-game time passes and the enemy sits there staring at your chain of constant action.

Ramza: "Restore lost time in a spiral line! Quick!"


Someone needs to smile
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Kineth
05/29/17 12:00:56 PM
#10:


Darklit_Minuet posted...
Quick is a status effect of sorts that gives you the next active turn. Quick status can be gained by having the spell 'Quick' successfully cast on you or by having the reaction ability 'Critical Quick' triggered. The triggering of Critical Quick occurs when the unit with the ability equipped receives damage that leaves them with under 20% of their max HP.

While Critical Quick might not seem that great there are situations when it is the best reaction ability in the game. For a more reliant way to gain Quick, learn it for 800 JP from the Time Mage skill set. Quick costs 24 MP which might be a little costly but has decent speed (25) and a decent formula (targetsfaith*castersfaith*(MA+140)). Rig some zodiac compatibility between your group and Quick can be very reliable and fun to use.

Quick can be reflected (though not Math Skilled) but the most interesting thing about it is that it can be Counter Magicked! Seriously, that exclamation point isn't one of the fake ones that should be a period, I actually used to get giddy when considering this. Look at the spells that can be Counter Magicked:

- All Black Magic except Fire 4, Ice 4, and Bolt 4

- Holy, Dark Holy

- Yin-Yang Magic except Pray Faith and Doubt Faith

- Slow, Slow 2, Don't Move, Quick, Stop, Demi, Demi 2, Meteor

- Bio, Bio 2, Bio 3

- Melt, Tornado, Quake

- Attacks from the Blaze Gun, Glacier Gun, and Blast Gun

So just how does Quick fit into all this? With the proper setup you can orchestrate a near-endless chain of Quicks within your team (sometimes referred to as The Quickening), acting and acting while almost no in-game time passes and the enemy sits there staring at your chain of constant action.

Ramza: "Restore lost time in a spiral line! Quick!"


Outstanding. I was wondering if I was mistakenly thinking too much of FFT and then I started reading the move list.
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If you're not looking for any honest discussion, agreement, meeting halfway or middle ground, don't bother arguing with me. Selfish narcissists need not apply.
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Darklit_Minuet
05/29/17 12:04:37 PM
#11:


I haven't seen the quick question copypasta in years so I think it should make a comeback
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