What I did was choose a second job and go get licenses for it. This job can be done on almost every character, however, Fran is the best fit for it. Does BRK/MNK offer a comparable benefit to BLM/MNK? Can learns guns with Shemhazai for perfect breaks if you want them. There are several sections to this guide. I'd consider this roughly comparable to maxing out Holy. It definitely existed before Twitch and Youtube, so the streaming community didn't exist at the time. Keep updated about guide. Thus, BLM/MNK can learn the strongest Holy in the game with the Chaos esper, and RBM/ARC can use Burning Bow to learn the strongest Ardor spell (excepting when paired with BLM to use Flame Staff and extra magick lores). I am struggling to figure out what job combos I want to run with. Generally considered to be the powerhouse specialized offensive caster. Healer: WHM/MCH - probably better than WHM/TBM. Note, however, that half of those can't get maximum swiftness (MNK/KNI would require Ultima, which is of...average benefit?). The job only has 2 Remedy Lores so no curing Doom, but at least that's one Lore more than the White Mage has. Cuchulainn - With Ultima, this maxes out KNI/BUS battle lores for extra katana damage. It seemed to work okay for me that way. RBM/BRK still isn't very good aside from the shallow blunt object aesthetic, and the options only get worse from there. These are: Masamune I – the most powerful Katana, which is treated as a one-handed sword for gameplay purposes. 1 der Online-Jobbörsen. These all follow very basic rules of maximizing each class's strengths: BUS - strongest melee class; boost strength w/ lore and armor, SHI - second strongest melee class and most easily broken; boost strength w/ lore and armor, add genji gloves or black robes where possible, UHL/KNI - boost speed w/ swiftness, boost magick if possible for spell arsenal, genji gloves and mystic armor are gravy, BRK - boost speed w/ swiftness, pair with higher accuracy weapons for breaks, MCH - find a use for guns; free dark damage/healing or perfect breaks (I've further italicized the pairings with KNI and UHL where it's underutilized). As for character pairings, if these are doing what I think they'll be doing: That's one of my two party choices and I'm going to need help with espers too LOL. Licenses are your primary source of character customization in FF12, and with the job classes, it's important to know who grants what before making your job decisions. A subreddit for the Final Fantasy XII video game. I'd probably go with BLM/MNK here but I don't deny squishy mages sometimes need love. So in fact breaking up BKM/MNK is a double whammy for swiftness and esper licenses, because now not only will MNK need Ultima to max swiftness, but BRK will need at minimum Ultima to max swiftness. In Final Fantasy 12: The Zodiac Age fällt die Wahl des Jobs für Ihre Charaktere nicht leicht. FF12: The Zodiac Age Job System - all about all 12 jobs / classes. Definitely one of the best FF12 job combos. That is in the top 0.086 to 0.14 percent. I mean, if you like the party don't let anyone stop you from using it. Theoretically a BLM/RBM could have a stronger Ardor at the expense of a weaker Holy and several other things like swiftness. You're the best; I want you to have the best. The classes capable of obtaining 3x Swiftness are Machinist, Monk (with Ultima), Time Battlemage, Foebreaker (with Ultima), Archer, Bushi and Shikari. Looks like you went for something along the lines of max technicks/magicks rather than max stats and synergy. RBM/ARC is a great WHM substitute for most of the game and will eventually do maximum Ardor and Darkga damage. This gives him one of the best possible FF12 job combos. Similar to KNI's "bad pairings," there are another handful of pairings across the other jobs that are just poor choices. Ditching either job for a second Monk or Bushi could very well be the "best" composition. She makes a great candidate for a Machinist/White Mage, which doesn’t need stats to excel. Okay, so I can actually do this offhandedly because your party is very close to mine. Trust me, it's a good party. None of these are bad parties, and all are quite likely to be objectively in the top 15 optimized parties. It’s also possible to circumvent the need for summons on certain classes by combining jobs that open up abilities on the secondary board behind locked nodes. There's also something to be said against mixing the only jobs to max out on Magick Lores (Black Mage) and Battle Lores (Monk) together....I'm not saying that those combinations aren't the two best in the game; just that I don't think it's that cut and dry. (also, neither of these pairings represent huge sacrifices to your melee comboers; MNK's battle lores and BKM's mystic armor would be useful but both are nearly replicatable with other classes that also have access to heavy armor, genji gloves, and dark/holy combo weapons). I noticed in the sticky job thread it had these combos listed as the best job combos for an optimized 12 job team setup. Also entscheide Dich gut! It's a steep price that might be worth it, though I'm perfectly happy with just the BRK. All in all, it’s a pretty tough call. Basch has high physical attack, defense and HP stats, making him an ideal Knight, just as he is canonically in the story. It’s pretty popular and for good reason. Of the two, I'd drop Machinist even though it pairs well with Foebreaker since Time Battlemage at least has Heavy Armor to contribute to other combinations. The rest are somewhat variable with the party, but if you have a specific combination in mind I can recommend. Because Final Fantasy 12: Zodiac Age allows you to assign two jobs to each character, you have a lot of options to pick from, especially if you’re trying to min-max. Probably my favorite physical damage combo and the undisputed best user of the Masamune I and the Genji Gloves. BLM grants SHI black robes but that's the extent of their synergy and assuredly not as good as some combination of genji gloves, heavy armor, and/or battle lores. For those who insist on using every job once, it's hard to get more optimal than these: Breaker/Hunter White Mage/Machinist Samurai/Knight Black Mage/Monk Time Mage/Uhlan Red Mage/Archer or Breaker/Hunter White Mage/Machinist Samurai/Monk … Okay, so there are five jobs I can come up with that each work exceptionally well in a three-man party. Be sure to follow Bright Rock Media on Twitter to stay up to date with the latest articles, reviews and game guides. Black Mage / Red Battlemage The strongest offensive Magick user combination. And with a BLM/MNK, UHL doesn't get it's third-level spells to make use of channeling 3. We don't really know yet how weapons or stats were tweaked this time around, so damage calculation may not be a precise art until we get our hands on the data. Already, we can see that KNI/BRK (doubled genji/heavy armor/battle lores, low magick lores) KNI/UHL (doubled heavy armor/strength, low magick lores), and KNI/WHM (doubled white magick/swords/greatswords) are generally poor pairings, particularly since they all lack 3xSwiftness. The job boards make a character very proficient at their role, so while they're limited in what they can do, anything that they actually can do is done quite well. BLM/MCH has marginal synergy but not as much as WHM/MCH or even KNI/MCH, and BLM/SHI has virtually no synergy beyond black robes, but beyond that the rest of the classes rotate the through the same combinations as above. BLM Black Mage / MNK Monk / RBM Red Battlemage / ARC Archer / KNI Knight / BUS Bushi / TBM Time Battlemage / UHL Uhlan / BRK Foebreaker / SHI Shikari / WHM White Mage / MCH Machinist. Vahn gets a great combo attack speed animation for one-handed swords making him the ideal katana user. As for the unused esper, Exodus lets KNI/BUS max out their HP or gives BLM/MNK Heavy Armor 9; Shemhazai gives BLM/MNK Mirror Mail and Potion Lore 3. IN THEORY, one could hard-prioritize this as a third auto-include, which would reduce permutations to strictly 15 and require BRK to have Ultima for max Swiftness. More than that, Samurai gives tons of magick power nodes to increase the usefulness of the Knight’s white magic. When assigning roles, know that each job has a particular stat gain through licenses and a specific skill-set. That frees up Bushi/Shikari as a viable combination while still maintaining max Swiftness for the whole group. Suggested jobs would be melee ones such as Ulhan, Bushi, or Shikari. Like most of the other games in the series, the player characters will level, gain skills, cast magick, use summons, Limit Breaks, and fight monsters, but there are some great differences in the gameplay from the previous games. Game Guides, Reviews, Fiction, and even Essays, so be sure to take a quick look at the Main Page before you go, because if you liked this article, there's sure to be lots more content you'll enjoy on the rest of the site. Yagyu Darkblade – the most powerful ninja sword and best dark-elemental weapon in the game, only usable by a Shikari. If you follow the recommended classes, that gives you a party of: Samurai/MonkKnight/SamuraiBlack Mage/MonkArcher/Red BattlemageShikari/Time BattlemageMachinist/White Mage. Also, curiously, by prioritizing magick and deprioritizing certain class combinations, not a single party contains the mythic BUS/SHI combo (Dark Robes + Genji Gloves + Yagyu Blade, which may edge out SHI/UHL's or SHI/BRK's higher battle lores and heavy armor). Jobs and Sub-Jobs Guide. If MNK had access to mystic armor, we'd be talking a whole different game, because then there would be substantial advantage in pairing it with KNI or SHI. As for the harder ones: Shemhazai and Exodus - RBM/ARC doesn't need both of these, but using one will unlock Heavy Armor 8, 9, 10, 11, and 12, because Heavy Armor 10 lets you island hop either way. Do you want to be faster & more versatile or stronger? best secondary jobs octopath. I'd put this somewhere between the former two. These job combos are generally considered to be the best. We have a subset of 2x3x4 parties which comes to 24.We eliminate WHM/BUS and BLM/BUS, which halve it again to 12. Tank: BUS/KNI - gives you options to either be highly evasive with one-handed Masamune or high burst damage with Excalibur. ), Ashe: Machinist and Red Mage Espers - Famfrit, Zodiarc, Zeromus, Basch: Hunter and Knight Espers - Zalera, Mateus, Penelo: White Mage and Breaker Espers - Ultima, Adrammelech, Queklian. Burning Bow/Flame Staff + Ardor – Not strictly necessary, but Ardor is the strongest spell in the game and its damage is boosted by 50% when using the Burning Bow (Archer) or Flame Staff (Black Mage). It has a clear assortment of strengths it can contribute and weaknesses it could shore up, making it the easiest of the remaining jobs to tell at a glance whether a cross-class would be synergistic or a waste (BUS, SHI, and WHM by contrast are powerhouses that work with most classes). This is great for damaging the super boss Yiazmat, who’s weak to dark elemental damage. Do you know what espers should be teamed up with them? The classes capable of obtaining 3x Swiftness are Machinist, Monk (with Ultima), Time Battlemage, Foebreaker (with Ultima), Archer, Bushi and Shikari. (Channeling is another consideration for optimization, but given that RDM and BKM are already separated the only potential overlap is WHM/TIM, which is probably the only smart mage pairing in the entire game and worth having only 3 Channelers). People love this combination, so I thought I’d list it, but I think Foebreaker is generally unnecessary because you can gain access to all the breaks via Monk/Uhlan and Archer/Time Battlemage, and Genji Gloves are not necessary on Shikari since the Jackboots are better. You could also theoretically have a half-decent Tank/Caster or Tank/Healer hybrid with UHL/TBM or KNI/TBM, where they'll have access to time magick but also have decent magick lores to cast the mid- to high-tier black and white magick each class gets. Genji Gloves massively increase damage from high combo weapons (Katanas, Poles, Ninja Swords), but Jackboots increase Ninja Sword damage even more, so you want someone you can give that second Genji Glove to. Also automatically learns Telekinesis for flyers. So I'm including them for anyone who wants to buff MNK rather than BKM. Esper distribution might also edge out some of these over others although I haven't gone through them all. Oh geez. Final Fantasy XII – Komplettlösung, Tipps & Tricks – Komplettlösung bei Gameswelt Either choice is excellent; the former is a more specialized mage, but the latter is 95% as good while also having substantially better healing and powerful physical attacks. I'm assuming you're familiar with 8-Bit Theatre? Hashmal - Either BUS/KNI gets Curaja or UHL/TBM gets Channeling. BLM/MNK - elemental magick and decent pole damage. But, we do know how things worked in the International Zodiac Job System, which means we know with relative certainty what licenses are available to each class and how they can synergize. BLM/MNK maxes out all elemental damage except Darkga (but includes Holy). Somebody please give me a explanation or what all the abbreviations mean. Anything else I would generally consider a net waste, and even MNK/SHI, BLM/SHI and BLM/TBM are stretching optimization (no Genji gloves or heavy armor, no black magick or magick-based weapons, and stupid TBM, respectively). I'm not terribly particular about using all 12 jobs, but I do want to strongly optimize my team(s). MONK: The Monk is a well rounded class which has both, offensive and defensive capabilities. Zodiark - Either you can give your WHM/MCH some much needed HP, or you can give your BLM/MNK Renew which is a full party revive and full heal. Rule 3: Respect Your Strengths - BUS, BRK (Alternatively, TBM Sucks). Choosing the optimal setup for FF12 best job combos is a surprisingly complicated puzzle because not only do you have to take into consideration which jobs synergize well, you also want someone in your party able to equip each of the best endgame equipment combinations so nothing goes to waste, and you want to ensure that each character gets 3x Swiftness. I'm not saying that those combinations aren't the two best in the game; just that I don't think it's that cut and dry. I'd argue that BLM/BUS is a bad combination since the katana formula mostly factors in strength, and you're doubling up high magick lore and mystic armor which could be better distributed elsewhere. You would need both MNK and BRK paired with have-nots, which would require MNK and BRK to be paired with a BLM/WHM/RBM/KNI/UHL. EDIT 2 Polearm/Holy Tradeoff: /u/Tezmata, in his assertion that breaking up BLM/MNK might better redistribute benefits, encouraged me to look at that exact possibility. Thanks for the insight on the Jobs, but for me the thing that gives me the most doubt is not "what jobs should i combine and to give to whom" but also "what espers should i use with which class" ... the major caveat here is that espers give different bonus skills when paired with a special job, and i cant really judge which bonus skill is better / more important than the other. For Swiftness, 7 classes have access to 3x Swiftness, 2 requiring Summons to unlock (Monk & Foebreaker, both requiring Ultima). Der Schwarzmagier unterstützt die Stärke des Waldläufers in Bezug auf das Benutzen von Items, indem er noch die (Hi-)Äther-Verbesserungen mitbringt. This is an insane boost for killing Yiazmat. Shikari/Samurai would be ideal to give him the black robes, and it’s one of the FF12 best job combos, but if you’re following this guide that’d put you at 3 Samurais, which is kind of overkill. EDIT 3: If we eventually find out that maxing strength or magick is potentially easier than we thought and combo speed is the only thing that matters, then the fastest average animation speed for each weapon is: Ninja Swords - Balthier/Basch/Penelo, Ashe. Vaan: Time Mage and Uhlan Espers - Hashmalim. But this is a great head start. This mod replaces the current license boards for each job class with the original PS2 license board with a few minor changes. It also provides Shikari with Genji Gloves but, as I mentioned, the Jackboots tend to be better for Shikari overall. The best Holy and a secondary healer that tops WHM almost universally trumps a wider range of melee DPS options. Penelo has high magic power, making her the best overall option for a Black Mage. If we're talking optimization, assigning these anywhere else would almost certainly be a downgrade. So you want to make sure every character has one of those, and make sure if you’re using a Monk and a Foebreaker on the same team, you pick which one will be getting Ultima beforehand and assign the other a different 3x Swiftness class. Should be the japanese version of the jobnames, maybe they'll change them for the english release? I added a section on WHM/BRK and BUS/SHI, and why I think its probably not a good tradeoff, although even if I'm wrong it only adds roughly two further parties to consider. BRK or KNI would have effectively optimized pole damage with heavy armor and genji gloves, which I believe qualifies for maximum non-elemental physical damage. Gives the Knight, who only has 1 Swiftness naturally, access to all 3 Swiftness ranks from Samurai. The problem with both MNK and BLM is that they are both so great that neither really needs much and feels wasted as an accessory when paired with something less (e.g. It’s very similar to White Mage/Time Battlemage in that it produces a highly specialized support character, but the main difference is the White Mage/Machinist can also hold its own with physical attacks via guns, whereas a White Mage/Time Battlemage has to rely on Drain the whole game. I actually had a similar thought when I was browsing the XIV sites. MNK needs better magick for its esper spells and potentially heavy armor. I'm waiting for the inevitable full WHM team to solo everything. So, a broken up BLM/MNK party would necessitate: This substantially limits options, and if we further eliminate bad choices, we get: BUS/SHI is only available for the last three. We also get a secondary job later on in the game. I do know that Chaos is required for BLM/MNK to work, and if you want 3xChanneling for RBM/ARC you need Zeromus. Aside from buffing and breaking the WHM/BRK will almost be playing two different jobs that don't really overlap or benefit each other; battle lores don't benefit white mage's poor weapon arsenal, and magick lores don't benefit breaker's poor magick arsenal. And unless BRK is paired with UHL/BLM/WHM it will need both Ultima and Hashmal to max out Swiftness. Eure Charaktere verfügen von Beginn an über folgende Fähigkeiten: 1. I do not! You should also keep in … Not 14 percent or 1.4 percent; 0.14 percent. Rule 1: BLM/MNK and RBM/ARC - Mages Have Narrow Options. By using our Services or clicking I agree, you agree to our use of cookies. BLM/MNK can also learn some great white magick with Hashmal and Chaos. These parties ultimately don't look very different from those in the OP, except they introduce the pairings of: So, if we want to compare the efficacy of a BLM/MNK party to a party in which they are split up, we only need to evaluate these four pairings against what is offered by a BLM/MNK. BLM grants TBM more consistent time magick, and TBM grants BLM heavy armor; probably one of the better pairings for BLM honestly, so I don't mind treating this on par with parties in the OP. Taking Red Battlemage/Archer for the boosted Ardor and then pairing Monk with a class that could use the extra attack would give your party more versatility. RBM/ARC, MNK/BRK, BLM/TIM, WHM/MCH, KNI/SHI, UHL/BUS, RBM/ARC, MNK/BRK, BLM/TIM, WHM/MCH, KNI/BUS, UHL/SHI, RBM/ARC, MNK/BRK, BLM/TIM, WHM/SHI, KNI/MCH, UHL/BUS, RBM/ARC, MNK/BRK, BLM/TIM, WHM/SHI, KNI/BUS, UHL/MCH, RBM/ARC, MNK/BRK, BLM/MCH, WHM/TIM, KNI/SHI, UHL/BUS, RBM/ARC, MNK/BRK, BLM/MCH, WHM/TIM, KNI/BUS, UHL/SHI, RBM/ARC, MNK/BRK, BLM/MCH, WHM/SHI, KNI/TIM, UHL/BUS, RBM/ARC, MNK/BRK, BLM/MCH, WHM/SHI, KNI/BUS, UHL/TIM, RBM/ARC, MNK/BRK, BLM/SHI, WHM/TBM, KNI/MCH, UHL/BUS, RBM/ARC, MNK/BRK, BLM/SHI, WHM/TBM, KNI/BUS, UHL/MCH, RBM/ARC, MNK/BRK, BLM/SHI, WHM/MCH, KNI/TBM, UHL/BUS, RBM/ARC, MNK/BRK, BLM/SHI, WHM/MCH, KNI/BUS, UHL/TBM. While there are a bunch of guns that are universally good on every character, some guns are […]. You can’t use Excalibur combo but having a fast tank/backup healer wielding Tournesol is just as good. By February 21, 2021 Uncategorized However, it also gets access to Addle/Shear, better physical attack power to conserve MP for random battles, and a ranged attack. And if we avoid all of the other rules listed above (avoid bad combinations, max swiftness), there are only 2 parties that work: BLM/MNK, RBM/ARC, BUS/SHI, WHM/BRK (Ultima), KNI/TBM, UHL/MCH, BLM/MNK, RBM/ARC, BUS/SHI, WHM/BRK (Ultima), KNI/MCH, UHL/TBM. I recommend making him a Knight/Samurai to take advantage of the White Robes/Excalibur combo. Final Fantasy XII: The Zodiac Age bouleverse entièrement le système de jobs tel que nous le connaissions dans Final Fantasy XII.Inspiré par la version International Job System sortie en août 2007 au Japon, cette version remasterisée propose au joueur de choisir un job déterminé pour chaque personnage de l'équipe. For those of us looking to build an optimal party with access to every weapon and magick, this knowledge can help cut out a lot of false avenues of consideration. FF12 is broad enough that any job combination will work for you, so got with what works and what makes for the most fun combat experience for you. Choosing the right FF12 best job combos can be difficult, especially if you want the most optimal FF12 job combos possible. Diese Initial-Lizenzen können auch die erste Wahl für Waffen sein, solange man für den gewählten Job noch keine geeignete Waffe ge… Neues Jobsystem in Final Fantasy 12: The Zodiac Age. New comments cannot be posted and votes cannot be cast, More posts from the FinalFantasyXII community. But I think I've demonstrated my point that breaking up BKM/MNK has diminishing returns. This Seiken Densetsu 3 Hawkeye Classes guide will tell you everything you need to know about all the classes Hawkeye can become in the original Seiken Densetsu 3/Trials of Mana for Super Famicon and the […], This Fae Tactics Orowantus Character Guide will teach you everything you need to know about using Orowantus in Fae Tactics. But, for sake of argument, if you split up BLM and MNK, then the optimal roles for either individually would be BLM/UHL, BLM/KNI, BLM/SHI, or BLM/TBM, and MNK/BUS, MNK/SHI or MNK/KNI. That sentence could probably be more clear. Wenn der Job allerdings diese Initial-Lizenz des Charakters besitzt, ist diese Lizenz bereits freigeschaltet und kann als Brücke zu anderen Lizenzen benutzt werden. The constraints forced by the MNK/BRK dilemma, among other things, make a BUS/SHI impossible, so that benefit is off the table. Ff12 esper guide All about guide - Guide . Good class for Fran. Excalibur – a holy-elemental greatsword that can be boosted by 50% by wearing the white robes, producing an absurdly powerful physical attack. This should be stickied, I found this team, focused on all getting reduced action time: (What do you think? There is one for each job, listing out the licenses it receives as well as optional ones from Quickenings and Espers (only one character to an Esper!). BUS/WTM is probably the worst BUS pairing across the board, and BUS/TIM is only marginally better in the face of every other strength class. White Mage/Foebreaker can actually maximize Swiftness by assigning Ultima. So unless you really want three Samurai, Shikari/Samurai for the Yagyu combo and Knight/Time for 3x swiftness. Machinist does a lot for White Mages. This gives her one of the most useful FF12 job combos for support. Ardor and Holy are both also elemental magick and will be great for the most part but less effective or even useless against enemies that resist/nullify/absorb their elements or magick damage altogether (granted, those situations don't come up often). Always updated new There are 13 Espers in total, and here in this guide will be taking you through each of those, including the hidden Esper locations, strategies, and battles, for any that don't already appear. You've got one powerhouse character (and really only one powered up offensive spell, albeit an obscenely strong one) at the expense of strengths elsewhere (namely Monk with Heavy Armor or Genji Gear and/or a better weapon). This mod replaces the 12 default mods with a new set of jobs that I designed to fit thematically with the Zodiac signs and the Espers that represent them. Time Battlemage can’t use Mystic Armor. That game is packed with FF references, and were it not for certain role requirements for raids I would totally expect someone to try a WHM team. These are safely dismissed, and since KNI can only be paired with 7 classes in a BLM/MNK and RBM/ARC party, that reduces the options by 3/7 to 60. Guns give it a damage option, Dark Shot can be boosted with Black Robes for 9000 accurate, breaking, ranged, strength-independent damage. Rule 2: Easy Eliminations - Don't Waste Your KNI. Overall this build has very few weaknesses. Jeder Charakter eurer Party hat bereits von Beginn an einige Lizenzen und Fähigkeiten freigeschaltet und ihr müsst diese nicht erst mit LP kaufen.Es ist daher sinnvoll, die individuellen Fähigkeiten eurer Mitglieder weiter zu verbessern und das in die Job-Entscheidung mit einzubeziehen. I’d suggest making him your Shikari to take advantage of the Yagyu Darkblade. It is significantly weaker magically, though, gaining only 12 Magick Lores compared to the Black Mage’s 16. Great suggestion! And neither WHM nor UHL synergize as well as BLM with MNK, since one wastes a lot of high-level white magick and the other eats up the second highest amount of battle lores. Especially those that pair MCH with something sensible like WHM or BRK instead of KNI or UHL, which narrows the focus to only 9 parties. People should definitely consider it. There are no other pairings besides mage cross-classes which give you either of these benefits, and there is no other combination of pairings that can give you both. ←Improving wellbeing through urban nature – evening presentation. EDIT 1 CAVEATS: there is a rather crucial foundation which this and many other discussions about RBM/ARC hinge on, and that is whether Burning Bow will boost fire magick damage in Zodiac Age. Although an alternative is to give RBM third-level black magick (which would give it all four fire spells as well if you're a completionist). Knight/Samurai gives the character access to both Greatswords and Robes, which allows them to utilize the Excalibur/White Robes combo. Maximizing several elements (in this case, not only Holy and Ardor but also Darkga, Blizzaga, and Aeroga) and placing them on two dedicated casters substantially overcomes elemental resistance and confused party swapping. :: Un deuxième choix. Overall, there are over 10,000 unique 12-job parties you can create (3x5x7x9x11). I think there's an argument for it. BLM/MCH has generally poor synergy; even though it works similarly to the WHM/MCH, the gun has less utility for an offensive mage. If you just want to optimize the heck out of your party and don't care about using every job: Samurai/Knight Hunter/Breaker (or Samurai/Hunter if you want a Yiazmat killer) White Mage/Machinist Black Mage/Monk Black Mage/Red Mage Uhlan/Time Mage If you want an uber-powerful yet balanced 3-man team: Knight/Samurai Red Mage/Black Mage Time Mage/White Mage or Hunter/Breaker Black … Breaking up a BLM/MNK solely for Genji Gloves is frankly stupid if you're looking to optimize damage, especially when a Genji'd BUS/UHL or BUS/KNI will probably do more damage, and has options for Genji + White Robes + Holy Lance/Excalibur. Those give you the widest range of options, where RBM/ARC may be too limiting and UHL/TBM and KNI/TBM would be too indecisive as to their roles. Similar to the Black Mage/Red Battlemage, but has access to 3x Swiftness and boosts its Ardor damage via the Burning Bow. Do you (or anyone) have any suggestions for people who will want to stick mainly to a single 3-person group?
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