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Thread: Final Fantasy Tactics Advance (Lets just call this official)

  1. 10 hours and 20 missios . I'm really into the clan battles.

    Has anyone seen the commercial for this yet where the characters are acting like it's one of those phone in RPG's from the 80's? Awesome!

  2. Quote Originally Posted by FuryFox
    999 AP isn't that big a deal because:

    You'll be equipping an additional sword and learning skills from it.

    Or, you have two Nosada's and learn it twice as fast.

    All my human's learn Double Sword, because you can double-wield any weapon, likes Staves, so as a learning aid, it's invaluable. That along with Steal Ability make human Ninja/Thieves the quickest learners out there. ...too bad humans seems so lame otherwise.
    If I hadn't already learned all the available Ninja skills that would be nice.

    Or if I had two Nosadas it would be even nicer. But alas, I do not.


    Quote Originally Posted by rama
    i beat the 4th totema last night and the stories gettin' pretty fukkin' good. i have a human hunter in my party with some aim techs from archer class and a red mage with sleep. i'll get my red mage to put people to sleep while my archer either disables or charms them. it's so funny.
    The status affecting abilities are much more usefull in FFTA than they were in FFT. I love using the aim and gunmanship abilities because the success ratio is so good.

    Don't want the enemy to do any actions for the next five rounds? 70% success rate? Don't mind if I do.

    anyone have an alchemist in thier party? they seem pretty powerful. i was gonna turn montblanc into a mog night but one joined my party last night so i don't have to spend time making him one.
    I think the Alchemist is exclusive to the Nu Mou.

    I was just about to get my first Alchemist and Summoner last night...but I had to go sleepy. :/

  3. Quote Originally Posted by ShineAqua
    10 hours and 20 missios . I'm really into the clan battles.

    Has anyone seen the commercial for this yet where the characters are acting like it's one of those phone in RPG's from the 80's? Awesome!
    I posted the number a few pages back and nobody gave a rats ass. If you called it back then, the characters would talk to you depending on the buttons you pushed... now it's just "Go to www.finalfantasy.com for more information"

  4. Quote Originally Posted by FuryFox
    999 AP isn't that big a deal because:

    You'll be equipping an additional sword and learning skills from it.

    Or, you have two Nosada's and learn it twice as fast.

    All my human's learn Double Sword, because you can double-wield any weapon, likes Staves, so as a learning aid, it's invaluable. That along with Steal Ability make human Ninja/Thieves the quickest learners out there. ...too bad humans seems so lame otherwise.
    I don't see how the only class that can use two weapons is lame...Two Swords IMO makes Bangaa obselete as a fighting class. Plus Steal Ability works on other humans, no matter what their jobs are.

    Quote Originally Posted by Kidnemo
    The status affecting abilities are much more usefull in FFTA than they were in FFT. I love using the aim and gunmanship abilities because the success ratio is so good.

    Don't want the enemy to do any actions for the next five rounds? 70% success rate? Don't mind if I do.
    Considering how bad the standard attack hit rates are, the status attacks seem even more attractive by comparison.

    I think the Alchemist is exclusive to the Nu Mou.

    I was just about to get my first Alchemist and Summoner last night...but I had to go sleepy. :/
    Alchemists can use items at no extra ability cost. Otherwise Sages are far better.
    Quote Originally Posted by Yoshi View Post
    burgundy is the only conceivable choice.
    Quote Originally Posted by Drewbacca View Post
    I have an Alcatraz-style all-star butthole.

  5. Quote Originally Posted by burgundy
    I don't see how the only class that can use two weapons is lame...Two Swords IMO makes Bangaa obselete as a fighting class. Plus Steal Ability works on other humans, no matter what their jobs are.
    I know, that's why I said the double-sword/thief combo is such an awesome learning aid, no matter what class you want the human to be ultimately.

    -and by lame, I mean, they gotz no style, man. Here's my typical Marche strategy...walk to nearest enemy, "Fight." If he can't reach them, maybe a Far Fist or Defense while he waits to perform his ultimate thuggery.

    I much prefer the versatility and efficiency of my Gunner "Stopshot"/Assassin "Last Breath" 100% death combo. Gunner with Concentrate almost never misses, and the Assassin has plenty of other things to do in the meantime with a good bow and sniper skills. Reflex cancels out any lame double-sword attemps as well.

    I agree about the Bangaa though...they seem to have the least race potential, although I find the nature of their skills fun to experiment and play with. I can see an group of 4 Bangaa and some healers being extremely difficult to take down though. Defender's with Aura (auto-life + regen in one spell???) can be a huge pain in the ass. Dragoon's are awkward, but DragonHeart and Breath Attacks can both be devastating. Two-Swords is just too good comparitively. Useless against Reflex and Strikeback though.

    In the end though, I just don't see melee classes holding up very well against Gunners/Assassins/Snipers/Archers with all the 95% status-affect attacks. On my first turn, I usually have half their army disabled, stopped, or working for me

  6. Defenders would be excellent in hypothetical player vs. player combat but since that doesn't exist, they just tend to waste time I could be spending killing.

    The Gunner/Assassin combo is nasty, but I generally Stopshot and Last Breath different enemies to cut down their attacking force faster. My Montblanc spends more time using Smile to give my real killers more turns.

    Melee fighters are indispensable for boss fights. Otherwise I pretty much agree.
    Quote Originally Posted by Yoshi View Post
    burgundy is the only conceivable choice.
    Quote Originally Posted by Drewbacca View Post
    I have an Alcatraz-style all-star butthole.

  7. Put Concentrate on your Assassin. Last Breath usually has 70% chance from the front, 80% from the side, and 90% from the back.

    And Burgundy is right about Smile, that ability is so good it's not funny. I have Montblanc as a Gunner with Stunt ability, Concentrate, and MP > Damage (best defensive Reaction ability in the game). Most of the time I just use him to Smile since he doesn't kill as well as a Double Sword human or an Assassin.

    The best team I can come up with is 2 Moogles (both Gunners with Stunt), 2 Assassins (both with bows, and Sharpshoot), 1 Human Paladin (2 swords with Blue Magic), and a Sage/Alchemist (for Raise and spell Damage and stuff). The Moogles and the Human are almost unkillable with Damage > MP, and the Assassins with the Moogles should be able to kill just about everything on the screen in one turn if you have Move 6 and Concentrate on the Assassins.

  8. anyone with good mog-nights out there?

  9. Mog Knights look pretty depressing IMO. Moogles are better suited to being Gunners and Jugglers, and other classes make better front line fighters.
    Quote Originally Posted by Yoshi View Post
    burgundy is the only conceivable choice.
    Quote Originally Posted by Drewbacca View Post
    I have an Alcatraz-style all-star butthole.

  10. I kind of wish they wouldve made you able to have Human gunners as well, because so far, that's my fav class besides ninjas. (all the guns are named after Vincent stuff!!!!) I just wish they had a few more available guns......is it just me or do they seem a little short in that area? Maybe I just leveled up mine really fast because I used em so much.
    Quote Originally Posted by dechecho View Post
    Where am I anyway? - I only registered on here to post on this thread

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