![]() ![]() New to IZJS (and TZA, by extension) are dual licenses which allow characters to get a second job soon after assembling a complete party. With that in mind, there are certain gambits that should almost always come before others: On the other hand, a character with a healing gambit ahead of an offensive one will only attack if your characters are healthy. Therefore, a character who has an offensive gambit ahead of a healing one will only heal when there are no enemies to attack. The order gambits are arranged in dictate the priority that characters will undertake each listed action. As the tutorial says, there’s a significant difference between placing an offensive gambit ahead of a defensive one and vice-versa. Just as important as the conditions for each gambit, is the order by which you put them. For example, a character can be set to heal an ally if they fall below a specified percentage of health or use a certain attack if they encounter an enemy with a certain amount of health. By purchasing various gambits from the associated vendor (all are available after Barheim Passage), players can give their characters a list of actions to automatically do based on specified conditions. Third is probably Time Battlemage, for similar reasons to Machinist, but I think the light armor and guns are better than the Battle Lores and Heavy Armor TBM gives.Īrcher is also an okay choice but it just works better with Red Mage due to Ardour so I would always do Red Archer (or even White Archer) over Black Archer.This is where proper use of gambits come in. Finally, Famfrit lets you get Hastega which Black Mage can also use in between blasts. Black Mage's Black Robe also combine well with Dark Ammo, and Machinist also gives HP and light armor to improve Black Mage's frailty, as well as miscellaneous utility. Guns ignore defense so they offset the low physical offense of the Black Mage while also keeping it at a distance. Finally, it also means you can access 3 Swiftness for maximum action speed. Monk also gives a lot of HP to Black Mage to offset its frailness, and access to light armor to boost further. Monk - gives access to Holy, Arise and Curaja in the late game which make it really good for pinch support as well as giving it one of the two best offensive spells in the game (when combined with the Staff thay boosts holy element damage). A great physical attacking unit who can heal, buff, debuff, and Magick attack as well is pretty amazing.įor me, the two best classes to combine with Black Mage are: On the other hand, though, having a Knight who can sling spells is quite used to, again to hit those pesky flying foes (Telekinesis sucks and is available far too late), as well as do more than just attack all the time. My most recent party paired it with Knight, where I finally tried the fabled Excalibur and White Robes combination, and I was pretty underwhelmed by how unnecessary it is, since everything weak to Holy was dead in one hit anyway, so it was simply overkill. It was on Vaan, for what it matters, and they’re like miniature versions of his Quickenings, which is pretty cool. My lore party paired it with Shikari, who was primarily a Shikari, but used Black Magicks to hit flying enemies and groups, as well as some of the debuffs, to keep things interesting, rather than just being an auto attacker. Paired with Black Mage, however, they can freely cast when needed, hitting flying enemies, groups, things that resist physical, etc., and works really well. Used alone, a Bushi must either rely on Shades of Black or throwing Motes to use its Magick Power beyond making katana damage go up. My first party paired it with Bushi, where it served as an augmentation of the Bushi class to make it better at its job. To come at this from a different angle, I’ve historically used Black Mage as more of a support role than a nuker, and it has some great applications used in this way as well. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |