MP - 600~800 - For comfortable MP management, but shouldn't be cause for concern.Its abilities however are more subtle, as they can be used to rush higher leveled monsters/minibosses to weaken them, as well as being able to dip into Physical damage if wished-for (STR scales better than MAG on no-weaknesses). Wushu can potentially hit even harder with Light Magic when set up correctly, but White Mage comes with a high amount of MAG that Wushu doesn't have in their weapons. Can end up with infinite MP under the right circumstances. This is fine if you like the White Mage theme and aesthetic, as the build will be the same with minor adjustments. White Mage can hit extremely hard with its Light Magic and should be used, otherwise, you will end up as a copy of the Harnesser in playstyle with fewer defensive choices.MP may be an issue when going from monster to monster if you need to heal or buff a lot, but shouldn't be a concern at all during a boss fight. Harnesser makes for a better Healer and Support in most regards, due to a large amount of survivability, and having a medium amount of MAG which is all you need to heal well.You only need one and make it too much of a redundant combination, while possibly regretting your choice.Ī comment on the Main Jobs, as I will present them in their most optimal use: One issue is that a fully supportive Eko overlaps with a supportive Ulan, as they both come with the game's best support job Harnesser. This requires a bit of sacrificing of certain class combinations however and might make you more inclined to focus on his thematic identity. He has the extra benefit of being the game's strongest Light Elemental attacker when built correctly and can cause some really big damage with just that. Eko's combination of Jobs/Classes helps to form one entire character that would be familiar to a majority of other JRPG's - He comes packed with what you would expect and already want in a supportive character. Due to his thematic identity, most people will find it attractive to have him in their party. It might be misleading to read the journal as it states otherwise.Įko presents himself to you as the main Healer of the party right from the get-go, and his Base Job even comes with Support/Passive abilities to really make that identity clear.Some Classes have some worthwhile Support/Passive Abilities that can make another job shine or make it even stronger than it was before. Support Job - This choice allows you access to a Jobs Support/Passive Abilities only.You won't have access to any Support/Passive Abilities or the features the Main Job would otherwise give you. Sub Job - This choice allows you access to a Jobs Abilities only.What you may equip such as Weapons and Armors change to suit the Main Job, effectively replacing your equipment choices from your Base Job.This choice allows you unrestricted access to Abilities, Support/Passive Abilities, Stat-Up nodes and is the starting point for all your builds. Main Job - This is effectively the class your character becomes for the rest of the game.Make a save point before changing and have that as your backup if you intend to do multiple playthroughs. There is no way to 'respec' your character's classes in any way. Only a small amount of information is wrong regarding this and is explained below. It should explain how it all works right away to make an informed decision and not regret it later. Main/Sub/Support Jobs explainedThe way the game explains how jobs work can be confusing, even more so because the Journal has information about everything relating to the game, misinforms the players on about the classes.
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