Okay, so...
(spoilers below)
At this point, I've entered Dalmasca Estersand after evacuating Vaan, Balthier, Fran and Basch.
What I'm wondering is how to spend license points on all except Basch (since he's just a guest party member at the moment).
I'm pondering if Vaan should just be straight-up melee and stealing. Balthier I have no clue what to do, and Fran looks like my main healer and offensive caster.
Still, I'm thinking either Vaan or Balthier should also have access to White Magic to take some ease off Fran's MP so she has less liability to cast Cure and more to utilize Black Magic.
What concerns me is spreading any of them too far out on the license board so that they end up being minimal power towards the end.
In addition, how should I spread the talents of other characters (NO PLOT SPOILERS, PLEASE!) when I get them?
Question about Final Fantasy XII (spoilers within)
- Galuf the Dwarf
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Question about Final Fantasy XII (spoilers within)
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- Hill-Shatar
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Hey Galuf, sorry for not responding to this before, I typically don't check GameBanshee anymore, and it doesn't help that I wasn't around my computer when you asked your question.
In any case, don't worry about spreading yourself too thin. Later on in the game, you will learn the wonders of hunts and how much LP they give (if you didn't notice, the Rogue Tomato gave you more than the normal amount of LP) and just how many monsters you will have to mow down to get from point A to point B. Probably why they switched it over into a more active Action RPG.
As for the characters, don't set your characters down too strongly, you know that you only have the beginning of what you could have, that early in the story. To be honest, I had no idea who my party was going to be and what they were going to specialize in until about twenty hours in.
I've left Balthier and Fran as long range support, doubling Fran as a mage when I used her. She does have above average amount of MP earlier on, but I found that Penelo caught up to her later on. I use neither as my mage now, but that's just what I think.
I've left Vaan as my primary tank. Currently, he will heal himself and others when they get to a certain percentage, thanks to my gambits, with a stronger healing spell than you probably have to back up my mage, who is overloaded with spells as it is. If you can tell me where you are when you respond, I might be able to provide more assistance to you. Vaan will have excellent attack and defense and falls by the wayside when it comes to magical power, so I've left him with the basics for Augmentations at the beginning on the License Board and the same with Techniks, which, personally, I dislike with a Vengeance. I prefer magic, even if some of the enemies are immune to it.
As for Balthier, he's also in my main party, and I left him with guns. Keep this close at mind, guns are not as weak as they may look in the stats. They ignore Armour ratings and can also cause a surprisingly randomly high amount of damage, and the user also stays out of harm. He also can keep up a good defense if need be. Mind, with guns, neither physical attributes, nor magical ones, really worked with him with Augmentations, so I left him clear with those, with the exemption of the HP ones.
My tips are, in the beginning, go as far as you need to do with weapons, then go one farther, same with armour. The rest should go to augmentations, especially the HP ones. No one expects Penelo to gain 250 HP at level seven, but she can. There are not level restrictions.
Oh, and with how far in you are, quickenings are either available or soon will be, and often, spreading out your characters to the different corners of that board are the only way to get them. Until you get twenty five hours in, they will still be adding new stuff in to the game mechanics, so don't worry if you have to learn it all from the start.
In any case, don't worry about spreading yourself too thin. Later on in the game, you will learn the wonders of hunts and how much LP they give (if you didn't notice, the Rogue Tomato gave you more than the normal amount of LP) and just how many monsters you will have to mow down to get from point A to point B. Probably why they switched it over into a more active Action RPG.
As for the characters, don't set your characters down too strongly, you know that you only have the beginning of what you could have, that early in the story. To be honest, I had no idea who my party was going to be and what they were going to specialize in until about twenty hours in.
I've left Balthier and Fran as long range support, doubling Fran as a mage when I used her. She does have above average amount of MP earlier on, but I found that Penelo caught up to her later on. I use neither as my mage now, but that's just what I think.
I've left Vaan as my primary tank. Currently, he will heal himself and others when they get to a certain percentage, thanks to my gambits, with a stronger healing spell than you probably have to back up my mage, who is overloaded with spells as it is. If you can tell me where you are when you respond, I might be able to provide more assistance to you. Vaan will have excellent attack and defense and falls by the wayside when it comes to magical power, so I've left him with the basics for Augmentations at the beginning on the License Board and the same with Techniks, which, personally, I dislike with a Vengeance. I prefer magic, even if some of the enemies are immune to it.
As for Balthier, he's also in my main party, and I left him with guns. Keep this close at mind, guns are not as weak as they may look in the stats. They ignore Armour ratings and can also cause a surprisingly randomly high amount of damage, and the user also stays out of harm. He also can keep up a good defense if need be. Mind, with guns, neither physical attributes, nor magical ones, really worked with him with Augmentations, so I left him clear with those, with the exemption of the HP ones.
My tips are, in the beginning, go as far as you need to do with weapons, then go one farther, same with armour. The rest should go to augmentations, especially the HP ones. No one expects Penelo to gain 250 HP at level seven, but she can. There are not level restrictions.
Oh, and with how far in you are, quickenings are either available or soon will be, and often, spreading out your characters to the different corners of that board are the only way to get them. Until you get twenty five hours in, they will still be adding new stuff in to the game mechanics, so don't worry if you have to learn it all from the start.
Buy a GameBanshee T-Shirt [url="http://www.gamebanshee.com/forums/showthread.php?t=68975"]HERE[/url]! Sabre's [url="http://www.users.bigpond.com/qtnt/index.htm"]site[/url] for Baldur's Gate series' patches and items. This has been a Drive-by Hilling.
Much like what Hill said, Hunts give a lot of LP.
I found that I was able to max out most of the License Board with ease, especially when I came across the Golden Amulets, which double LP gain. Do not worry too much about spacing people out too much, especially considering you can easily focus on the upper portion of the board, as opposed to the bottom equipment board.
I found that I was able to max out most of the License Board with ease, especially when I came across the Golden Amulets, which double LP gain. Do not worry too much about spacing people out too much, especially considering you can easily focus on the upper portion of the board, as opposed to the bottom equipment board.
- Hill-Shatar
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While on the topic of Golden Amulets, I was wondering if either of you knows of a good shop to buy them from, or the name they give it in the Bazaar? I have one which I've used on my main but I'd prefer to have a second or third and got my first from one hunt or another, thanks.
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- Hill-Shatar
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I had forgotten about Mt. Bur-Omisace, but I have yet to get anything when I go on werewolf slaughtering sprees. I suppose I'll have to recheck my loot and see if I have anything good from the last time I seperated some furred creatures from their heads. Thanks, Aegis.
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- Galuf the Dwarf
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Well, thanks for the replies so far, guys.
A few weeks ago, I left off at the Ogir-Yensa Sandsea, and am just entering the Nam-Yensa Sandsea now.
Here's what I've got now:
- Vaan: Thief and main tank. Uses 1-hand sword and shield and light armor, prefered accessory so far being Guantlets to increase block rate with his shield.
- Balthier: Shooter and medic (ie: Major healing item user). Just got a new gun for him from the Bazaar that - while his guns are pretty powerful, as said - is turning him into a walking cannon!
- Fran: Shooter and Back-up caster (White and Black Magic, some Green Magic too).
- Ashe: "Paladin" (Melee combat and White Magic).
- Bashe: Off-tank, planning on possible 2-hand melee DPS (for those wondering, DPS stands for Damage Per Second). Also currently using Guantlets.
- Penelo: Primary Black Magic user.
A few weeks ago, I left off at the Ogir-Yensa Sandsea, and am just entering the Nam-Yensa Sandsea now.
Here's what I've got now:
- Vaan: Thief and main tank. Uses 1-hand sword and shield and light armor, prefered accessory so far being Guantlets to increase block rate with his shield.
- Balthier: Shooter and medic (ie: Major healing item user). Just got a new gun for him from the Bazaar that - while his guns are pretty powerful, as said - is turning him into a walking cannon!
- Fran: Shooter and Back-up caster (White and Black Magic, some Green Magic too).
- Ashe: "Paladin" (Melee combat and White Magic).
- Bashe: Off-tank, planning on possible 2-hand melee DPS (for those wondering, DPS stands for Damage Per Second). Also currently using Guantlets.
- Penelo: Primary Black Magic user.
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
- Xion-Testament
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Galuf the Dwarf wrote:Well, thanks for the replies so far, guys.
A few weeks ago, I left off at the Ogir-Yensa Sandsea, and am just entering the Nam-Yensa Sandsea now.
Here's what I've got now:
- Vaan: Thief and main tank. Uses 1-hand sword and shield and light armor, prefered accessory so far being Guantlets to increase block rate with his shield.
- Balthier: Shooter and medic (ie: Major healing item user). Just got a new gun for him from the Bazaar that - while his guns are pretty powerful, as said - is turning him into a walking cannon!![]()
- Fran: Shooter and Back-up caster (White and Black Magic, some Green Magic too).
- Ashe: "Paladin" (Melee combat and White Magic).
- Bashe: Off-tank, planning on possible 2-hand melee DPS (for those wondering, DPS stands for Damage Per Second). Also currently using Guantlets.
- Penelo: Primary Black Magic user.
Katana and ninja swords( They have the highest multiple/combo attack chance in the game while providing a semi-decent amount of damage ) while wearing the genji gloves( Raises your chance for multiple hits ) and cat ears hood (+50 spd), you will be able to out attack any other normal weapon two fold.(Mind you not talking about the last spear class, however two strikes of the Masamune out damage it. The ninja sword has the highest combo rate of all weapons ONLY use the ninja swords on monsters that are not immune/sorb dark, as all ninja swords have the dark element. ) -Its how I have my Bashe set up for. I use Vaan tank and Bashe to flank, 3rd character status effect detail (Healing-Green/Time) Ashe/Fran, 4th Fill in.
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