Enemies don't stay at HP = 100% for long as Penelo, as you're about to see, is set to attack enemies at 100% HP to keep Vaan from endlessly stealing. I always prefer to have it on top of any other non-healing combat actions. Let's get to the good stuff.įoe: HP = 100% - Steal is a must-have Gambit on both of your parties. Why so often? To split healing costs between MP and items, at least for now. With this Gambit chain, he will revive allies with Phoenix Down (later Raise), heal at 40%, 30%, and 20% HP. Vaan is this team's hybrid healer-tank, with his healer responsibilities about to get a lot heavier with some Esper additions. Team "Two Kids and an Irritated Rabbit" Vaan - Monk/Bushi So now let's take a look at each party's current Gambits. Basch is the tank in this party in 3+ enemy and boss situations. This party has Balthier almost solely on healing duty, but also using Hand-bombs to do ranged damaged (with a chance of status effects), and Basch and Ashe on pure murder duty.īasch doles out Time Magick when necessary and Ashe some Magick when in group fighting situations, plus some useful Technicks I use manually. ![]() In 3+ enemy situations and against bosses, Vaan is the tank. This one has Penelo and Vaan sharing healing responsibilities for now, with Vann being switched to main healer once I've got the Espers for it (Monk is an amazing job).Īll three are on damage duty, with Vaan using a Katana, Penelo doling out Dark Magick, and Fran on AoE/elemental duty. My character combinations and two parties are as follows: This gives a realistic portrayal of an average player's mid-to-late game party's Gambits. The parties I'm running this playthrough have yet to beat any but the story Espers, and have almost every Technick and Magick - aside from the last two tiers, as I'm not done hunting everything down yet. This version of the game is the first iteration where characters can have two job classes instead of one, so don't judge me too harshly for my character/job combinations! There are some pretty neat uses of Gambits in here, so pay attention! The Parties in Question With that out of the way, let's take a look at my current two parties and their Gambits so you can get some direct examples of an experienced player's Gambit setups. This also applies to debuff removal spells and items. If there are enemies weak to a particular element in the area you're in, you're probably going to want to change your mages' spells to the element nearby enemies are weak to. The Magick element you have your casters use will vary from area to area, especially Black Mages and Red Battlemages. You'll see both of these in the both parties below - which aren't perfect, but they definitely get the job done. I also recommend always having at least one character per party default to attacking the lowest HP enemy when it doesn't have anything else to do, to prevent Magick and Technicks from being used on weak enemies.įurthermore, it's always a good idea to have one character focus their attacks on the highest max HP enemy to always have some sort of focus on the strongest enemy in a group. You'll get a good example of a Steal Gambit (and preventing stealing) in the first party, but the second party's use of Steal basically works the same way. They're good rules of thumb, and they're easy to follow. I've followed these three very simple rules since the original release, through IZJS, and into The Zodiac Age.
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