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Thread: Wild ARMs XF

  1. This game is the shit. I've never been stuck on a stage in an SRPG for so long without the only fix being I need to level grind.
    All is well.

  2. I've always liked the wild arms universe... too bad the games have never been much more than average from what I've played.

    I had no interest in this outside of the purdy graphics until I heard about the job system.

    How is it setup, say in comparison to Final Fantasy Tactics?

  3. http://www.neogaf.com/forum/showthread.php?t=241979

    Changing to a job gets you all of that class' active abilities and passives immediately. You earn CSP (job points basically) as you level that will allow you to unlock job abilities and passives for use when you change to a different class.

    Active abilities come in a set and cost two skill slots, passives cost one but are individual.
    For example, the secutor class' (warrior class basically) active skills are a powerful strike, an accurate but weak strike, an mp multiplier with a chance to fail and leave you with zero mp and the change equipment skill. You equip all these as part of the Secutor OGs skill, and, like I said, it costs two skill slots. The last skill you unlock for other classes as a secutor is it's attack +25% passive, which is really powerful. When you master a class, it unlocks a special skill available when you have that job set. Geomancers get a bonus to their attributes based on what kind of ley point they're on and get a Ley Point HP regen as well. The ninja class' allows you to bring up it's turn during a countterattack by hitting the cancel button. Take a look at the link I posted for descriptions of all the classes and abilities.
    Last edited by alan_fatima; 25 Mar 2008 at 11:19 AM.

  4. Wow, sounds interesting so far. I've played the previous Wild Arms games, and I'm a pretty big fan of tactics titles too so I'm glad this one came out. I'll definitely get it by the weekend.
    "What is a man? A miserable little pile of secrets!" - Dracula, Castlevania SotN

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