Final Fantasy Tactics is a game of experimentation. The first-ever SRPG for the Final Fantasy franchise introduced the job listings and the skills accompanied to each character like offensive spells defensive buffs, passive or support and move abilities. For starters, skills are either offensive and defensive which a specific job can execute – Tactics’ Job Point (JP) System allow a specific class to learn moves depending on the number of JP needed to learn or master a skill.
In honor of the most successful strategy role-playing game of the gaming industry , I have compiled a few select jobs that can coincide with another job’s primary skill. Final Fantasy Tactics, as I’ve said earlier, is a game of experimentation and every job class can be tweaked according to how the players wants him/her to act in the battlefield. The builds and set-ups that I will be posting has worked well for me in both the storyline and optional battles.

1. The Patient Thief Knows How To Increase His/Her Strength – Thieves are known for their speed and response value but, their overall attack damage are minuscule compared to the Knight and Monk. Their Steal skill isn’t often used much because it doesn’t deal damage and often fails more often than not – I created something that most random encounter tanks (e.g. Hydra and Dragon) fear: a Nuker with a nimble feet. This is kind of simple – I just combined the Squire’s Basic Skill, Accumulate, to raise my Thief’s attack power plus, with the kind of mobility t0 evade the Hydra’s Tri Attack and Dragon’s Elemental Breath, this combo is good for areas containing Hydras and Dragons though, not suitable for Red and Black Chocobos.
2. The Dual Wield Knight – A Knight is as powerful as his/her blade. This one is a no-brainer – I just combine the Ninja’s Dual Sword support ability to my Knights. Imagine wielding two Chaos Blades in each hand, not only can you amplify the damage dealt by the game’s most powerful Knight sword, you can also increase the chance of inflicting the sword’s Petrify status effect to monsters. Definitely a must-have for enemies with high HP.
3. The Black Mage With No Use for Ether – Black mages are simply the most vulnerable of the bunch and, without their magic, this class is rendered useless on the offensive. Long battles require black mages to punch out elemental damage to enemies with high HP and the problem with spell-casters is their with their heightened MP. You can solve this small problem by attaching the Monk’s Punch Art as your Black Mage’s secondary ability – the Chakra replenishes both HP and MP and you would rely on this skill to restore a little bit of both. This build gives your healer/s a diminished role in the battle and supports all Nukers with long-range magic spells.
I somehow forgot some of the party set-up that I created and hopefully, my War of the Lions save utility is still alive so I can backtrack and give you more builds. I would be experimenting with the Samurai/Bonecrusher build and how would this sacrificial build survive lengthy battles under critical conditions. I’ll try to share it next time with a video upload.
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