Provides limited and poor access to Black Magic. Provides status effects through special ammo. Provides good Black Magic through Shades of Black. Uses katanas, mystic armor and Genji gear. Draws from MAG for damage (plus STR if you choose Greatswords through Espers). Provides exclusive access to Arcane Magic. Provides wide assortment of White and Black Magic. Draws from STR for damage but needs MAG for White Magic. Provides curative and protective magic in late game. Weapon damage doesn't scale with stat gains. Below average speed due to a sole Swiftness license. Provides good physical damage and sturdy defense. Can provide protective White Magic in late game. Uses daggers, ninja swords, shields and light armor. No magic, with the exception of Shades of Black. Uses hammers, axes, shields and heavy armor. Staves boost elemental magic damage.īreaker Draws from STR + SPD for damage.īlack Mage Provides elemental damage through special ammo. This does not take into account the final party composition (i.e.: picking the best available character for each job won’t necessarily yield the best teams)Īrcher Thus, in most teams, they tend to take the jobs no one else would be able to efficiently cover.Īlong with each job, we provide the order from best to worst for how each character fares, overall, in them. Vaan and Ashe are somewhat of an exception to this, in that almost every job fits them due to their particularly good/balanced stats. These three things factored in together add to the simple fact that some characters are better at certain jobs (or certain aspects of a job) than others. Lastly, characters have innate abilities, regardless of what job you choose for them. Also, each character has different initial stats, which might or might not max out by level 99 when you add level-ups, licenses and gear bonuses. When assigning roles, know that each job has a particular stat gain through licenses and a specific skill-set.
#FF12 WHITE MAGE TIME MAGE FREE#
If anyone wants to expand on this pseudoguide, feel free to use our writeups and/or what’s done so far. It’s a shame because I’ve really enjoyed learning the intricacies of the game, but enjoyable =/= worthwhile. The general consensus seems to be that anything works and that it is more about knowing what items (and when) to go after and weaknesses/gimmicks in certain bosses than team comp or stats. It doesn’t implement the mechanics necessary to contrast what’s ‘best’ from what’s not. Remedies remove Petrify, Confuse, and Oil.I’ve come to the conclusion that this game is just not worth min/maxing. Remedies remove Sleep, Sap, Immobilize, and Disable.
#FF12 WHITE MAGE TIME MAGE LICENSE#
Time Battlemage Obtainable Licences Augment License Both support and offensive, Fran can create a deadly combo if the player combines this job class with another long-range type of job board such as the Archer or the Machinist. Her MP and speed makes for a deadly combination when it comes to casting timely spells. The Time Battlemage is one of the job classes where Fran excels fairly.
It seems such a waste to have Ashe slide into solely a support-type role the Time Battlemage class suits her just fine, mainly because she can use her strength to augment the offensive spells this job class has an abundance of. The Princess Ashe has a high MP reserve, enough for her to wreak havoc as a Time Battlemage. Penelo will thrive with the Time Battlemage complementing her earlier role as a support caster. The Time Battlemage, in turn, has a potent arsenal of both support magick as well as offensive spells. Aside from being a support character, Penelo is a decent offensive type spellcaster. Penelo is one of the natural fits for a class like the Time Battlemage. Time Battlemage Recommended Party Members Party Member