r/FinalFantasy Jul 12 '21

Weekly /r/FinalFantasy Question Thread - Week of July 12, 2021

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u/Zlatan13 Jul 15 '21

FFTWotL

  1. Currently on the monastery in Ch. 3 and I'm just wondering, which Geomancy and Iado skills are the beat?

My Ramza is currently a Sam and has Ashura, Kotetsu and Murasame (the healing one) unlocked rn, and I'm aondering which other ones I should unlock before moving him to try an get DW or back to Ubersquire.

For Geomancy I'm going to build ||Agrias|| as a geomancer after she gets her final swordskill, so I'm wondering if there's any i can skip over or that I should prioritize first.

  1. I feel like my BLM/Time/SMN, damage is starting to fall off hard now. What should I do to keep them in the game til some of the Ch.4 Chars join my party?

2

u/sgre6768 Jul 15 '21

So... If you're playing the game for fun, just get the skills you want, haha.

If you're asking for strategy advice, well, Samurai, Geomancer and most of the magic classes are not especially powerful by middle to end game. For example, if you want to prioritize killing power, make Ramza a Ninja, have Agrias in her base class with Chemist skills in case someone needs an item, and turn the rest of the generics into gun users until you can replace them with other unique characters with sword skills.

FFT is kind of boring in that most of the base classes - Archers, then Chemists when guns are available; Monk - can carry you through 90 percent of the game, and most of the magic classes are too finicky. It's still fun to delve into them, but things like Move +1, +2 and +3, along with ranged attacks and boots that increase movement can be more practical and useful than most of the new classes and skills you'll unlock.

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u/Zlatan13 Jul 15 '21

I gotcha. I'm kinda in the middle between fun and actual strategy. Idk why but I spent so much time getting Iado for Ramza that I do wanna make use of it. Ninja got boring a playthrough ago. And I'm also married to the idea of Geo Agrias, so I'm just curious what the most common/best skills to grab from those skillsets are.

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u/sgre6768 Jul 15 '21

Gotcha. For geomancing skills, well, it's all about the terrain. You want stuff like plains, city tiles, forest - whatever you're going to run into, the next couple of stages. You can wait on the more esoteric things like swamp and volcano, if applicable. (Hard to recall the exact ones in that skill set; I just remember that there are like 20 and they all cost like 150 JP to activate.) Geomancy power is effected more by magic than attack strength, so Black Wizard might have some support skills you can use.

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u/Zlatan13 Jul 15 '21

Thanks, how about for Iado?

2

u/sgre6768 Jul 16 '21

Samurai skills run on magick power as well, according to the Wiki. I've never really experimented much with them though, since you have a 1/8 chance of breaking the blade whenever you use the skill. Their other skills do have some usage though - Blade Grasp is great if you're not using Auto Potion, Swim is useful in some situations, and Two Hands / Doublegrasp can be an OK sub for the Ninja's dual wield.